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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
Research & Development programs in this forum are subject to moderator approval before they are displayed.

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  #301    
Old February 3rd, 2013, 02:04 PM
Jambo51's Avatar
Jambo51
Glory To Arstotzka
 
Join Date: Jun 2009
Gender: Male
Nature: Quiet

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Flags are 8 per byte, not 1 per byte. So checking flags 0x900 - 0x11FF would only actually affect vars 0x4000 to 0x4090.

None of the flags are safe to use, it's really that simple. Neither are the variables. If you want to make them safe, that's a whole other kettle of fish.
Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!
  #302    
Old February 3rd, 2013, 02:15 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
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Quote:
Originally Posted by Jambo51 View Post
Flags are 8 per byte, not 1 per byte. So checking flags 0x900 - 0x11FF would only actually affect vars 0x4000 to 0x4090.

None of the flags are safe to use, it's really that simple. Neither are the variables. If you want to make them safe, that's a whole other kettle of fish.
Oh, they are stored in bits. Wow, I didn't even think of that. Thanks. It makes a ton more sense now.

Edit: I just came up with this in case someone finds themselves in need of more flags:
With it, you can choose which var you would not like to use and have 16 flags at your disposal.

(((Flag - 900)/8)/2)+4000= var number flag is stored in.

(I am not responsible for any bad eggs and such, check the var you want to use first:p)

You can solve for flag or var, just depends on which you want.

Paired with Simba

Last edited by karatekid552; February 3rd, 2013 at 02:35 PM.
  #303    
Old February 6th, 2013, 07:12 PM
knizz's Avatar
knizz
 
Join Date: Aug 2007
For FireRed:
If you want to skip the intro: [0x080EC5D0]=0x08078915.
If you want to skip the intro+titlescreen: [0x080EC5D0]=0x0800C301.
If you want to skip the tutorial+oak:
  • [0x0800C4C4]=0x08056645
  • [0x08054A68]=0x4C3C
  • [0x08054A6A]=0x6820
  • [0x08054A6C]=0x4900
  • [0x08054A6E]=0xE001
  • [0x08054A70]=name of the player
    Spoiler:

    081C5758 : GREEN
    081C575E : RED
    081C5762 : LEAF
    081C5767 : FIRE
    081C576C : GARY
    081C5771 : KAZ
    081C5775 : TORU
    081C577A : ASH
    081C577E : KENE
    081C5783 : GEKI
    081C5788 : JAK
    081C578C : JANNE
    081C5792 : JONN
    081C5797 : KAMON
    081C579D : KARL
    081C57A2 : TAYLOR
    081C57A9 : OSCAR
    081C57AF : HIRO
    081C57B4 : MAX
    081C57B8 : JON
    081C57BC : RALPH
    081C57C2 : KAY
    081C57C6 : TOSH
    081C57CB : ROAK
    081C57D0 : OMI
    081C57D4 : JODI
    081C57D9 : AMANDA
    081C57E0 : HILLARY
    081C57E8 : MAKEY
    081C57EE : MICHI
    081C57F4 : PAULA
    081C57FA : JUNE
    081C57FF : CASSIE
    081C5806 : REY
    081C580A : SEDA
    081C580F : KIKO
    081C5814 : MINA
    081C5819 : NORIE
    081C581F : SAI
    081C5823 : MOMO
    081C5828 : SUZI
  • [0x08054A7E]=0x4E34
  • [0x08054B3A]=0x0000
  • [0x08054B3C]=0x0000
pls credit

EDIT:
If you want to skip the intro+titlescreen:
  • [0x080EC5D0]=0x08079255
  • [0x080EC5C6]=0xB431
  • [0x080EC5C8]=0x4700
Firered IDA 6.1 DB: https://www.dropbox.com/s/hvvmxxoo1dkmdzc/firered.idb
VBA-M with lua scripting support (no longer in development)

Last edited by knizz; February 1st, 2014 at 05:00 AM.
  #304    
Old February 6th, 2013, 10:57 PM
wwmb's Avatar
wwmb
Watcher
 
Join Date: Apr 2010
Gender: Male
[prepare for massive wall]

Code:
  00   CD C7 BB C6 C6 00 BE BF CD C5 FF 00 00 00 00 00  00 00  00  00 00 00 00  48 47 5A 08 14 45 5A 08
 01   CD C7 BB C6 C6 00 BE BF CD C5 FF 00 00 00 00 00  00 00  00  B8 0B 00 00  48 47 5A 08 14 45 5A 08 
 02   CA C9 C5 1B C7 C9 C8 00 BE BF CD C5 FF 00 00 00  00 00  00  B8 0B 00 00  64 47 5A 08 16 45 5A 08 
 03   C2 BF BB D0 D3 00 BE BF CD C5 FF 00 00 00 00 00  00 09  00  70 17 00 00  94 47 5A 08 18 45 5A 08 
 04   CC BB C1 C1 BF BE 00 BE BF CD C5 FF 00 00 00 00  00 09  00  70 17 00 00  CC 47 5A 08 24 45 5A 08 
 05   BD C9 C7 C0 C9 CC CE 00 BE BF CD C5 FF 00 00 00  00 09  00  70 17 00 00  03 48 5A 08 30 45 5A 08 
 06   CA CC BF CE CE D3 00 BE BF CD C5 FF 00 00 00 00  00 08  00  28 23 00 00  3C 48 5A 08 3C 45 5A 08 
 07   BC CC C3 BD C5 00 BE BF CD C5 FF 00 00 00 00 00  00 08  00  28 23 00 00  72 48 5A 08 4E 45 5A 08 
 08   BD BB C7 CA 00 BE BF CD C5 FF 00 00 00 00 00 00  00 08  00  28 23 00 00  A8 48 5A 08 60 45 5A 08 
 09   C2 BB CC BE 00 BE BF CD C5 FF 00 00 00 00 00 00  00 08  00  28 23 00 00  E1 48 5A 08 72 45 5A 08 
 0A   CD C7 BB C6 C6 00 BD C2 BB C3 CC FF 00 00 00 00  01 00  01  D0 07 00 00  14 49 5A 08 84 45 5A 08 
 0B   CA C9 C5 1B C7 C9 C8 00 BD C2 BB C3 CC FF 00 00  01 00  01  D0 07 00 00  30 49 5A 08 86 45 5A 08 
 0C   C2 BF BB D0 D3 00 BD C2 BB C3 CC FF 00 00 00 00  01 00  01  D0 07 00 00  61 49 5A 08 88 45 5A 08 
 0D   CA CC BF CE CE D3 00 BD C2 BB C3 CC FF 00 00 00  01 00  01  D0 07 00 00  7E 49 5A 08 8A 45 5A 08 
 0E   BD C9 C7 C0 C9 CC CE 00 BD C2 BB C3 CC FF 00 00  01 00  01  D0 07 00 00  9B 49 5A 08 8C 45 5A 08 
 0F   CC BB C1 C1 BF BE 00 BD C2 BB C3 CC FF 00 00 00  01 00  01  D0 07 00 00  B9 49 5A 08 8E 45 5A 08 
 10   BC CC C3 BD C5 00 BD C2 BB C3 CC FF 00 00 00 00  01 00  01  D0 07 00 00  D5 49 5A 08 90 45 5A 08 
 11   BD BB C7 CA 00 BD C2 BB C3 CC FF 00 00 00 00 00  01 00  01  D0 07 00 00  F2 49 5A 08 92 45 5A 08 
 12   C2 BB CC BE 00 BD C2 BB C3 CC FF 00 00 00 00 00  01 00  01  D0 07 00 00  0E 4A 5A 08 94 45 5A 08 
 13   CC BF BE 00 CA C6 BB C8 CE FF 00 00 00 00 00 00  02 05  02  B8 0B 00 00  2A 4A 5A 08 96 45 5A 08 
 14   CE CC C9 CA C3 BD BB C6 00 CA C6 BB C8 CE FF 00  02 05  02  B8 0B 00 00  44 4A 5A 08 9A 45 5A 08 
 15   CA CC BF CE CE D3 00 C0 C6 C9 D1 BF CC CD FF 00  02 05  02  B8 0B 00 00  69 4A 5A 08 9E 45 5A 08 
 16   BD C9 C6 C9 CC C0 CF C6 00 CA C6 BB C8 CE FF 00  02 04  02  88 13 00 00  80 4A 5A 08 A2 45 5A 08 
 17   BC C3 C1 00 CA C6 BB C8 CE FF 00 00 00 00 00 00  02 04  02  88 13 00 00  A8 4A 5A 08 AA 45 5A 08 
 18   C1 C9 CC C1 BF C9 CF CD 00 CA C6 BB C8 CE FF 00  02 04  02  88 13 00 00  D6 4A 5A 08 B2 45 5A 08 
 19   CC BF BE 00 BC CC C3 BD C5 FF 00 00 00 00 00 00  00 05  03  F4 01 00 00  FE 4A 5A 08 BA 45 5A 08 
 1A   D3 BF C6 C6 C9 D1 00 BC CC C3 BD C5 FF 00 00 00  00 05  03  F4 01 00 00  35 4B 5A 08 BE 45 5A 08 
 1B   BC C6 CF BF 00 BC CC C3 BD C5 FF 00 00 00 00 00  00 05  03  F4 01 00 00  6A 4B 5A 08 C2 45 5A 08 
 1C   CC BF BE 00 BC BB C6 C6 C9 C9 C8 FF 00 00 00 00  01 00  03  F4 01 00 00  9D 4B 5A 08 C6 45 5A 08 
 1D   BC C6 CF BF 00 BC BB C6 C6 C9 C9 C8 FF 00 00 00  01 00  03  F4 01 00 00  D4 4B 5A 08 C8 45 5A 08 
 1E   D3 BF C6 C6 C9 D1 00 BC BB C6 C6 C9 C9 C8 FF 00  01 00  03  F4 01 00 00  0C 4C 5A 08 CA 45 5A 08 
 1F   CC BF BE 00 CE BF C8 CE FF 00 00 00 00 00 00 00  01 08  03  10 27 00 00  44 4C 5A 08 CC 45 5A 08 
 20   BC C6 CF BF 00 CE BF C8 CE FF 00 00 00 00 00 00  01 08  03  10 27 00 00  6E 4C 5A 08 DE 45 5A 08 
 21   CD C9 C6 C3 BE 00 BC C9 BB CC BE FF 00 00 00 00  01 05  03  B8 0B 00 00  99 4C 5A 08 F0 45 5A 08 
 22   CD C6 C3 BE BF FF 00 00 00 00 00 00 00 00 00 00  01 07  03  40 1F 00 00  C7 4C 5A 08 F4 45 5A 08 
 23   C0 BF C8 BD BF 00 C6 BF C8 C1 CE C2 FF 00 00 00  00 00  03  F4 01 00 00  EC 4C 5A 08 04 46 5A 08 
 24   C0 BF C8 BD BF 00 D1 C3 BE CE C2 FF 00 00 00 00  00 00  03  F4 01 00 00  0F 4D 5A 08 06 46 5A 08 
 25   CE C3 CC BF FF 00 00 00 00 00 00 00 00 00 00 00  00 04  03  20 03 00 00  32 4D 5A 08 08 46 5A 08 
 26   CD CE BB C8 BE FF 00 00 00 00 00 00 00 00 00 00  01 03  03  58 1B 00 00  67 4D 5A 08 10 46 5A 08 
 27   C7 CF BE 00 BC BB C6 C6 FF 00 00 00 00 00 00 00  01 00  03  C8 00 00 00  84 4D 5A 08 20 46 5A 08 
 28   BC CC BF BB C5 BB BC C6 BF 00 BE C9 C9 CC FF 00  01 05  03  B8 0B 00 00  B1 4D 5A 08 22 46 5A 08 
 29   CD BB C8 BE 00 C9 CC C8 BB C7 BF C8 CE FF 00 00  02 05  03  B8 0B 00 00  E2 4D 5A 08 26 46 5A 08 
 2A   CD C3 C6 D0 BF CC 00 CD C2 C3 BF C6 BE FF 00 00  02 05  03  00 00 00 00  11 4E 5A 08 2A 46 5A 08 
 2B   C1 C9 C6 BE 00 CD C2 C3 BF C6 BE FF 00 00 00 00  02 05  03  00 00 00 00  43 4E 5A 08 2E 46 5A 08 
 2C   C1 C6 BB CD CD 00 C9 CC C8 BB C7 BF C8 CE FF 00  02 05  03  00 00 00 00  76 4E 5A 08 32 46 5A 08 
 2D   CE D0 FF 00 00 00 00 00 00 00 00 00 00 00 00 00  00 00  03  B8 0B 00 00  AF 4E 5A 08 36 46 5A 08 
 2E   CC C9 CF C8 BE 00 CE D0 FF 00 00 00 00 00 00 00  00 00  03  A0 0F 00 00  CE 4E 5A 08 38 46 5A 08 
 2F   BD CF CE BF 00 CE D0 FF 00 00 00 00 00 00 00 00  00 00  03  A0 0F 00 00  F9 4E 5A 08 3A 46 5A 08 
 30   C1 C6 C3 CE CE BF CC 00 C7 BB CE FF 00 00 00 00  01 00  04  D0 07 00 00  24 4F 5A 08 3C 46 5A 08 
 31   C4 CF C7 CA 00 C7 BB CE FF 00 00 00 00 00 00 00  01 00  04  D0 07 00 00  4C 4F 5A 08 3E 46 5A 08 
 32   CD CA C3 C8 00 C7 BB CE FF 00 00 00 00 00 00 00  01 00  04  D0 07 00 00  7A 4F 5A 08 40 46 5A 08 
 33   BD 00 C6 E3 EB 00 C8 C9 CE BF 00 C7 BB CE FF 00  01 00  04  F4 01 00 00  A9 4F 5A 08 42 46 5A 08 
 34   BE 00 C8 C9 CE BF 00 C7 BB CE FF 00 00 00 00 00  01 00  04  F4 01 00 00  D8 4F 5A 08 44 46 5A 08 
 35   BF 00 C8 C9 CE BF 00 C7 BB CE FF 00 00 00 00 00  01 00  04  F4 01 00 00  03 50 5A 08 46 46 5A 08 
 36   C0 00 C8 C9 CE BF 00 C7 BB CE FF 00 00 00 00 00  01 00  04  F4 01 00 00  2F 50 5A 08 48 46 5A 08 
 37   C1 00 C8 C9 CE BF 00 C7 BB CE FF 00 00 00 00 00  01 00  04  F4 01 00 00  5B 50 5A 08 4A 46 5A 08 
 38   BB 00 C8 C9 CE BF 00 C7 BB CE FF 00 00 00 00 00  01 00  04  F4 01 00 00  86 50 5A 08 4C 46 5A 08 
 39   BC 00 C8 C9 CE BF 00 C7 BB CE FF 00 00 00 00 00  01 00  04  F4 01 00 00  B2 50 5A 08 4E 46 5A 08 
 3A   BD 00 C2 DD DB DC 00 C8 C9 CE BF 00 C7 BB CE FF  01 00  04  F4 01 00 00  DD 50 5A 08 50 46 5A 08 
 3B   CD CF CC C0 00 C7 BB CE FF 00 00 00 00 00 00 00  01 08  04  A0 0F 00 00  0D 51 5A 08 52 46 5A 08 
 3C   CE C2 CF C8 BE BF CC 00 C7 BB CE FF 00 00 00 00  01 08  04  A0 0F 00 00  41 51 5A 08 64 46 5A 08 
 3D   C0 C3 CC BF 00 BC C6 BB CD CE 00 C7 BB CE FF 00  01 08  04  A0 0F 00 00  78 51 5A 08 76 46 5A 08 
 3E   CA C9 D1 BE BF CC 00 CD C8 C9 D1 00 C7 BB CE FF  01 08  04  A0 0F 00 00  B2 51 5A 08 88 46 5A 08 
 3F   BB CE CE CC BB BD CE 00 C7 BB CE FF 00 00 00 00  01 08  04  A0 0F 00 00  EB 51 5A 08 9A 46 5A 08 
 40   C0 C3 CD CD CF CC BF 00 C7 BB CE FF 00 00 00 00  01 08  04  A0 0F 00 00  23 52 5A 08 AC 46 5A 08 
 41   CD CA C3 C5 BF CD 00 C7 BB CE FF 00 00 00 00 00  01 08  04  A0 0F 00 00  5A 52 5A 08 BE 46 5A 08 
 42   BC BB C6 C6 00 CA C9 CD CE BF CC FF 00 00 00 00  03 00  05  E8 03 00 00  90 52 5A 08 D0 46 5A 08 
 43   C1 CC BF BF C8 00 CA C9 CD CE BF CC FF 00 00 00  03 00  05  E8 03 00 00  B8 52 5A 08 D2 46 5A 08 
 44   CC BF BE 00 CA C9 CD CE BF CC FF 00 00 00 00 00  03 00  05  E8 03 00 00  DD 52 5A 08 D4 46 5A 08 
 45   BC C6 CF BF 00 CA C9 CD CE BF CC FF 00 00 00 00  03 00  05  E8 03 00 00  02 53 5A 08 D6 46 5A 08 
 46   BD CF CE BF 00 CA C9 CD CE BF CC FF 00 00 00 00  03 00  05  E8 03 00 00  26 53 5A 08 D8 46 5A 08 
 47   CA C3 C5 BB 00 CA C9 CD CE BF CC FF 00 00 00 00  03 01  05  DC 05 00 00  4C 53 5A 08 DA 46 5A 08 
 48   C6 C9 C8 C1 00 CA C9 CD CE BF CC FF 00 00 00 00  03 01  05  DC 05 00 00  7B 53 5A 08 DE 46 5A 08 
 49   CD BF BB 00 CA C9 CD CE BF CC FF 00 00 00 00 00  03 01  05  DC 05 00 00  A0 53 5A 08 E2 46 5A 08 
 4A   CD C5 D3 00 CA C9 CD CE BF CC FF 00 00 00 00 00  03 01  05  DC 05 00 00  C7 53 5A 08 E6 46 5A 08 
 4B   C5 C3 CD CD 00 CA C9 CD CE BF CC FF 00 00 00 00  03 01  05  DC 05 00 00  EC 53 5A 08 EA 46 5A 08 
 4C   CA C3 BD C2 CF 00 BE C9 C6 C6 FF 00 00 00 00 00  04 00  06  B8 0B 00 00  12 54 5A 08 EE 46 5A 08 
 4D   CA C3 C5 BB BD C2 CF 00 BE C9 C6 C6 FF 00 00 00  04 00  06  B8 0B 00 00  3D 54 5A 08 F0 46 5A 08 
 4E   C7 BB CC C3 C6 C6 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  6A 54 5A 08 F2 46 5A 08 
 4F   CE C9 C1 BF CA C3 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  96 54 5A 08 F4 46 5A 08 
 50   BD D3 C8 BE BB CB CF C3 C6 00 BE C9 C6 C6 FF 00  04 00  06  B8 0B 00 00  C2 54 5A 08 F6 46 5A 08 
 51   BD C2 C3 C5 C9 CC C3 CE BB 00 BE C9 C6 C6 FF 00  04 00  06  B8 0B 00 00  F1 54 5A 08 F8 46 5A 08 
 52   CE C9 CE C9 BE C3 C6 BF 00 BE C9 C6 C6 FF 00 00  04 00  06  B8 0B 00 00  20 55 5A 08 FA 46 5A 08 
 53   C4 C3 C1 C1 C6 D3 CA CF C0 C0 00 BE C9 C6 C6 FF  04 00  06  B8 0B 00 00  4E 55 5A 08 FC 46 5A 08 
 54   C7 BF C9 D1 CE C2 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  7E 55 5A 08 FE 46 5A 08 
 55   BD C6 BF C0 BB C3 CC D3 00 BE C9 C6 C6 FF 00 00  04 00  06  B8 0B 00 00  AA 55 5A 08 00 47 5A 08 
 56   BE C3 CE CE C9 00 BE C9 C6 C6 FF 00 00 00 00 00  04 00  06  B8 0B 00 00  D8 55 5A 08 02 47 5A 08 
 57   CD C7 C9 C9 BD C2 CF C7 00 BE C9 C6 C6 FF 00 00  04 00  06  B8 0B 00 00  03 56 5A 08 04 47 5A 08 
 58   CE CC BF BF BD C5 C9 00 BE C9 C6 C6 FF 00 00 00  04 00  06  B8 0B 00 00  31 56 5A 08 06 47 5A 08 
 59   CE C9 CC BD C2 C3 BD 00 BE C9 C6 C6 FF 00 00 00  04 00  06  B8 0B 00 00  5E 56 5A 08 08 47 5A 08 
 5A   C7 CF BE C5 C3 CA 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  8B 56 5A 08 0A 47 5A 08 
 5B   BE CF CD C5 CF C6 C6 00 BE C9 C6 C6 FF 00 00 00  04 00  06  B8 0B 00 00  B7 56 5A 08 0C 47 5A 08 
 5C   D1 D3 C8 BB CF CE 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  E4 56 5A 08 0E 47 5A 08 
 5D   BC BB C6 CE C9 D3 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  10 57 5A 08 10 47 5A 08 
 5E   C5 BF BD C6 BF C9 C8 00 BE C9 C6 C6 FF 00 00 00  04 00  06  B8 0B 00 00  3C 57 5A 08 12 47 5A 08 
 5F   BB D4 CF CC C3 C6 C6 00 BE C9 C6 C6 FF 00 00 00  04 00  06  B8 0B 00 00  69 57 5A 08 14 47 5A 08 
 60   CD C5 C3 CE CE D3 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  97 57 5A 08 16 47 5A 08 
 61   CD D1 BB BC C6 CF 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  C3 57 5A 08 18 47 5A 08 
 62   C1 CF C6 CA C3 C8 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  EF 57 5A 08 1A 47 5A 08 
 63   C6 C9 CE BB BE 00 BE C9 C6 C6 FF 00 00 00 00 00  04 00  06  B8 0B 00 00  1B 58 5A 08 1C 47 5A 08 
 64   CD BF BF BE C9 CE 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  46 58 5A 08 1E 47 5A 08 
 65   CA C3 C5 BB 00 BD CF CD C2 C3 C9 C8 FF 00 00 00  04 00  07  D0 07 00 00  72 58 5A 08 20 47 5A 08 
 66   CC C9 CF C8 BE 00 BD CF CD C2 C3 C9 C8 FF 00 00  04 00  07  D0 07 00 00  A2 58 5A 08 22 47 5A 08 
 67   C5 C3 CD CD 00 BD CF CD C2 C3 C9 C8 FF 00 00 00  04 00  07  D0 07 00 00  D1 58 5A 08 24 47 5A 08 
 68   D4 C3 C1 D4 BB C1 00 BD CF CD C2 C3 C9 C8 FF 00  04 00  07  D0 07 00 00  02 59 5A 08 26 47 5A 08 
 69   CD CA C3 C8 00 BD CF CD C2 C3 C9 C8 FF 00 00 00  04 00  07  D0 07 00 00  34 59 5A 08 28 47 5A 08 
 6A   BE C3 BB C7 C9 C8 BE 00 BD CF CD C2 C3 C9 C8 FF  04 00  07  D0 07 00 00  63 59 5A 08 2A 47 5A 08 
 6B   BC BB C6 C6 00 BD CF CD C2 C3 C9 C8 FF 00 00 00  04 00  07  D0 07 00 00  93 59 5A 08 2C 47 5A 08 
 6C   C1 CC BB CD CD 00 BD CF CD C2 C3 C9 C8 FF 00 00  04 00  07  D0 07 00 00  C0 59 5A 08 2E 47 5A 08 
 6D   C0 C3 CC BF 00 BD CF CD C2 C3 C9 C8 FF 00 00 00  04 00  07  D0 07 00 00  F3 59 5A 08 30 47 5A 08 
 6E   D1 BB CE BF CC 00 BD CF CD C2 C3 C9 C8 FF 00 00  04 00  07  D0 07 00 00  25 5A 5A 08 32 47 5A 08 
 6F   CD C8 C9 CC C6 BB D2 00 BE C9 C6 C6 FF 00 00 00  04 05  06  10 27 00 00  58 5A 5A 08 34 47 5A 08 
 70   CC C2 D3 BE C9 C8 00 BE C9 C6 C6 FF 00 00 00 00  04 05  06  10 27 00 00  83 5A 5A 08 36 47 5A 08 
 71   C6 BB CA CC BB CD 00 BE C9 C6 C6 FF 00 00 00 00  04 05  06  10 27 00 00  AE 5A 5A 08 38 47 5A 08 
 72   D0 BF C8 CF CD BB CF CC 00 BE C9 C6 C6 FF 00 00  04 05  06  10 27 00 00  D9 5A 5A 08 3A 47 5A 08 
 73   BD C2 BB CC C3 D4 BB CC BE 00 BE C9 C6 C6 FF 00  04 05  06  10 27 00 00  04 5B 5A 08 3C 47 5A 08 
 74   BC C6 BB CD CE C9 C3 CD BF 00 BE C9 C6 C6 FF 00  04 05  06  10 27 00 00  2F 5B 5A 08 3E 47 5A 08 
 75   D1 BB C3 C6 C7 BF CC 00 BE C9 C6 C6 FF 00 00 00  04 05  06  10 27 00 00  5A 5B 5A 08 40 47 5A 08 
 76   CC BF C1 C3 CC C9 BD C5 00 BE C9 C6 C6 FF 00 00  04 05  06  10 27 00 00  85 5B 5A 08 42 47 5A 08 
 77   CC BF C1 C3 BD BF 00 BE C9 C6 C6 FF 00 00 00 00  04 05  06  10 27 00 00  B0 5B 5A 08 44 47 5A 08 
 78   CC BF C1 C3 CD CE BF BF C6 00 BE C9 C6 C6 FF 00  04 05  06  10 27 00 00  DB 5B 5A 08 46 47 5A 08 
Sooo... this is the hex for the decorations in Emerald (and it is unlikely to be very different in RS) I know it first starts with an identifier (the Decoration ID, if you will) that is in bold above. Next comes the decoration's string (in blue) But then I get lost with the next two bytes. In green we have what category each decoration is (ie: 0x75 WAILMER DOLL is in the dolls category: 0x6). Next comes two more unknown bytes, and two padding bytes? And lastly, in red, we have the pointers to each item's description (back to 0x75: "A large doll.|Place it on a mat|or a desk.") and what I believe could be the tiles used to make the decoration (0x75: B7 00).

Could someone help me complete this table and confirm/dismiss my observations? As I have ran out of ideas as to what they could mean.

(the table of decorations begins at 0x5A5C08, the descriptions at: 0x5A4748, and the tile numbers are at: 0x5A4514.

0x5A4688 seem to be the beginning of a table for the dolls like 0x75)

Thanks!
  #305    
Old February 9th, 2013, 07:28 AM
knizz's Avatar
knizz
 
Join Date: Aug 2007
Firered's "wait-for-interrupt"-loop is quite inefficient. Here is my suggested patch. (Experimental, may or may not freeze the game.)
Code:
BEFORE:
080008aa  8b91 ldrh r1, [r2, #0x1c]
080008ac  1c18 add r0, r3, #0x0
080008ae  4008 and r0, r1
080008b0  2800 cmp r0, #0x0
080008b2  d0fa beq $080008aa
080008b4  bc01 pop {r0}
080008b6  4700 bx r0

AFTER:
080008aa  df02 swi $02
080008ac  8b91 ldrh r1, [r2, #0x1c]
080008ae  1c18 add r0, r3, #0x0
080008b0  4008 and r0, r1
080008b2  2800 cmp r0, #0x0
080008b4  d0f9 beq $080008aa
080008b6  bd00 pop {pc}
This should be useful if emulation is slow on your machine. Or if you want to be even faster when holding the space key.
Firered IDA 6.1 DB: https://www.dropbox.com/s/hvvmxxoo1dkmdzc/firered.idb
VBA-M with lua scripting support (no longer in development)
  #306    
Old February 10th, 2013, 02:24 PM
sonicshuffler42
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Is there a way to make it so you can use fly to get to the towns without a need to go to the town's pokemon center first? I don't mean warping, I mean that you can use the fly HM to go anywhere despite not visiting the pokemon center in said town first.
  #307    
Old February 11th, 2013, 12:55 AM
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Quote:
Originally Posted by sonicshuffler42 View Post
Is there a way to make it so you can use fly to get to the towns without a need to go to the town's pokemon center first? I don't mean warping, I mean that you can use the fly HM to go anywhere despite not visiting the pokemon center in said town first.
Um, you can change the position of the flying position in Advance Map you need to go to events tab and change its position and that would be it. :)
  #308    
Old February 11th, 2013, 01:37 PM
sonicshuffler42
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Hey, are the flags that enable you to be able to use 'fly' to get to a town's pokemon center able to be set at any time? I would like to set those flags automatically for everywhere at the start of a game.
  #309    
Old February 11th, 2013, 03:48 PM
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Quote:
Originally Posted by sonicshuffler42 View Post
Hey, are the flags that enable you to be able to use 'fly' to get to a town's pokemon center able to be set at any time? I would like to set those flags automatically for everywhere at the start of a game.
Simple answer is yes, but this belongs in simple questions, just FYI.

Paired with Simba
  #310    
Old February 19th, 2013, 12:44 PM
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Ksiazek Bartlomiej
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I have a question... How can I replease a ordinary LOW HP SIGNAL with music of LOW HP theme from Pokemon BW <Which I recreated to GBA> ?
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  #311    
Old February 19th, 2013, 07:01 PM
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Quote:
Originally Posted by Ksiazek Bartlomiej View Post
I have a question... How can I replease a ordinary LOW HP SIGNAL with music of LOW HP theme from Pokemon BW <Which I recreated to GBA> ?
There are a few ways you could do this. You could have the main music get replaced with your new music, or you could have the low hp track in Sappy include your song along with it, and disable the main track. So it is possible, it'd just take some time to ASM hack out, because it will require some ASM hackery.



  #312    
Old February 20th, 2013, 02:38 AM
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But What Code I must write on ASM? I'm not good in ASM Hacking.
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  #313    
Old February 22nd, 2013, 11:37 PM
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So editing the Pokemon that is released by the Professor in the games is easy, and I think possible with some tools. However, the cry does not change. Here are some changes that need to be made to change the cry of this Pokemon.

FireRed:
Code:
0812FB38: 02 48
0812FB42: 30 BD XX XX 00 00
Ruby:
Code:
0800A506: 03 48 C0 46
0800A512: 00 BD XX XX 00 00
Emerald:
Code:
08030B0C: XX XX
Where XX XX is the index of the Pokemon in reversed hex. For example Charizard would be 06 00. A list can be found here.
あなた は しきしゃ です
わたし は ばか です
  #314    
Old February 23rd, 2013, 03:49 AM
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Quote:
Originally Posted by Ksiazek Bartlomiej View Post
But What Code I must write on ASM? I'm not good in ASM Hacking.
This would be quite difficult to actually do, since the new music would have to be implemented effectively as an indefinite fanfare.

I'm honestly not sure how the game does the current low HP thing, but to replace it with BW's one, you'd need to pause the playing music, play the BW music, and on the circumstances changing so it doesn't need to play any longer, resume playing the normal theme.
Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!
  #315    
Old February 23rd, 2013, 08:10 PM
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Quote:
Originally Posted by Darthatron View Post
So editing the Pokemon that is released by the Professor in the games is easy, and I think possible with some tools. However, the cry does not change. Here are some changes that need to be made to change the cry of this Pokemon.

FireRed:
Code:
0812FB38: 02 48
0812FB42: 30 BD XX XX 00 00
Ruby:
Code:
0800A506: 03 48 C0 46
0800A512: 00 BD XX XX 00 00
Emerald:
Code:
08030B0C: XX XX
Where XX XX is the index of the Pokemon in reversed hex. For example Charizard would be 06 00. A list can be found here.

Nice find Darthatron I will try to do this for recreating platinum when lopunny appears.
  #316    
Old February 28th, 2013, 04:16 PM
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Jambo51
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So, I've gotten sick of being asked for this, so I figured it might be a good idea to share it. It's so short and easy that it definitely doesn't warrant having its own thread, so putting it here seems like a good compromise.

Extending the Number of Direct Sound Tracks on 3rd Gen Pokémon Games

It's as easy as this:
  1. Search for the hex string "00 C5 94 00" in your ROM
  2. Replace said string with "00 CX 94 00" where X stands for the number of maximum DS tracks

Now, there are limits here. Fire Red and Emerald (presumably Leaf Green too) can support a maximum of 12 (0xC) tracks, so you can put 00 CC 94 00 for these ROMs, however, Ruby (presumably Sapphire too) are different. RS can only support a maximum of 7!

BPR - 12
BPG - 12
BPE - 12
AXV - 7
AXP - 7
Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!
  #317    
Old February 28th, 2013, 05:16 PM
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Quote:
Originally Posted by Jambo51 View Post
So, I've gotten sick of being asked for this, so I figured it might be a good idea to share it. It's so short and easy that it definitely doesn't warrant having its own thread, so putting it here seems like a good compromise.

Extending the Number of Direct Sound Tracks on 3rd Gen Pokémon Games

It's as easy as this:
  1. Search for the hex string "00 C5 94 00" in your ROM
  2. Replace said string with "00 CX 94 00" where X stands for the number of maximum DS tracks

Now, there are limits here. Fire Red and Emerald (presumably Leaf Green too) can support a maximum of 12 (0xC) tracks, so you can put 00 CC 94 00 for these ROMs, however, Ruby (presumably Sapphire too) are different. RS can only support a maximum of 7!

BPR - 12
BPG - 12
BPE - 12
AXV - 7
AXP - 7

I just wanted to add that in RS there are actually two locations that have contain that string of hex values. One in the one 1D0000s and one in the E70000's. I believe after some talks with ShinyDragonHunter a while back I discovered this. I believe that it ended up being the first one.

----------------------

I also recently spent a lot of time pouring over the maximum number of overworld limiting bytes and found that in all games except Emerald, (which I have yet to figure out as it is very different, but I am close) that there were actually three different compare commands that prevent the increasing of OWs. The first was a normal check that set the limit at 151 for FR and 217 for Ruby. (Please note that there are 152 ows in FR and 218 in Ruby. This means that the SS Anne is not special like once assumed, this check is solely based off of the OW numbers used in A-map and NSE).

The second and third checks actually worked together in order to allow the use of higher number OWs over OW #240 by pulling different OWs from the origional table. If you only change one of these checks, it screws up your OW's pallette and position on the map. They must be used in sync.

The offsets for the ASM routines which control these limits are:

Ruby: 0x0805BC10

FireRed: 0x0805F2C8

Please note that this is the beginning of the entire routine, not the checks themselves. I plan on extending Darthatron's Advanced OW Editing Tutorial (with permission if he lets me:D) in order to account for these checks. So unless you have a good understanding of basic ASM, don't play with this quite yet.

Paired with Simba

Last edited by karatekid552; February 28th, 2013 at 05:18 PM. Reason: I need a spelling course.....
  #318    
Old March 8th, 2013, 07:26 PM
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MrDollSteak
Formerly known as 11bayerf1
 
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Quote:
Originally Posted by sonic1 View Post

As for this, now i'm outta time, but i'll try to do something to you. Thing is, there's a routine in the rom, a powerful one, that has ENTIRE access to a pokemon's data, and can change anything about it!
List of things discovered that the routine can change (don't mind the hex numbers):
Spoiler:

0x00 - Pokémon ID
0x01 - Trainer IDs
0x02 - Nickname Max Length 1 (r6 should be the nickname's address)
0x03 - Font / Language
0x04 - Sanity
0x05 - Sanity
0x06 - Sanity
0x07 - OT Name Max Length
0x08 - Marks
0x09 - Checksum
0x0A - Filler
0x0B - Species
0x0C - Held Item
0x0D - Attack 1
0x0E - Attack 2
0x0F - Attack 3
0x10 - Attack 4
0x11 - PP 1
0x12 - PP 2
0x13 - PP 3
0x14 - PP 4
0x15 - PP Bonuses
0x16 - Coolness
0x17 - Beauty
0x18 - Cuteness
0x19 - Exp. Points
0x1A - HP EV
0x1B - Attack EV
0x1C - Defense EV
0x1D - Speed EV
0x1E - Sp. Attack EV
0x1F - Sp. Defense EV
0x20 - Happiness
0x21 - Smartness
0x22 - Pokérus Status
0x23 - Catch Location
0x24 - Catch Level
0x25 -
0x26 - Hometown / Poké Ball / Trainer Gender
0x27 - HP IV
0x28 - Attack IV
0x29 - Defense IV
0x2A - Speed IV
0x2B - Sp. Attack IV
0x2C - Sp. Defense IV
0x2D - IsEgg
0x2E - Ability Bit
0x2F - Toughness
0x30 - Sheen
0x31 - OT Gender
0x32 -
0x33 -
0x34 -
0x35 -
0x36 -
0x37 - Status Ailment
0x38 - Level
0x39 - Current HP
0x3A - Total HP
0x3B - Attack
0x3C - Defense
0x3D - Speed
0x3E - Sp. Attack
0x3F - Sp. Defense
0x43 - Hall Of Fame ribbon
0x50 - Obedience




Well, i explained this in the last post. Its the naming type, which is gonna through r0. But that can be easily changed, i think, so this is the least of our worries.

My main worry is how you're gonna convert the letters bytes into usable codes.
I was just wondering what exactly this routine is, and I was wondering if it would apply to eggs? For example, I want to create a script that would give you a specific egg with preset eggmoves. That or Pokemon with 'hidden abilities'. What special or callasm would I need to put into the script?

If I've been mildly silly and the number is already posted I apologize in advance.

Thanks!
  #319    
Old March 15th, 2013, 07:01 AM
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Does anyone know how to ASM hack the intro in Fire Red so that it skips the "Gengar - Nidorino" Intro without the press of a button? Like after the "GAMEFREAK Presents" Logo, It will go on to the Title Screen and not play that sick and old intro?
LET'S PARTY!
  #320    
Old March 15th, 2013, 07:08 AM
FBI agent
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Quote:
Originally Posted by robin22gongon View Post
Does anyone know how to ASM hack the intro in Fire Red so that it skips the "Gengar - Nidorino" Intro without the press of a button? Like after the "GAMEFREAK Presents" Logo, It will go on to the Title Screen and not play that sick and old intro?
Scroll up, there is a post about it by Knizz.
...

Hacks I support:
http://www.pokecommunity.com/showthread.php?t=297199 --Legend of Anbuja
http://www.pokecommunity.com/showthread.php?t=200227 -- Pokemon Rose version

People whom I thank:
Comrade -- For helping me with my bad hack, and for being a good friend
Darthatron -- Helping me get into basic ASM, even though I'm hopeless. (He is heartless stay away).
Anbuja's_BlooDY -- Graphics help, and being a good friend
FBI -- For having the username I wanted
  #321    
Old March 15th, 2013, 07:57 AM
TweenyTodd
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Is there an offset for the current location of the player?
The (X,Y) coordinates I mean.
  #322    
Old March 15th, 2013, 12:21 PM
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karatekid552
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Quote:
Originally Posted by TweenyTodd View Post
Is there an offset for the current location of the player?
The (X,Y) coordinates I mean.
I believe that there is a script command that gets this info, it is like "getplayerlocation" or something. Hit F1 in XSE and scroll through the commands. I will also go see where the exact location in the ram is in case you need this for an ASM routine.

Edit:
Quote:
Originally Posted by thethethethe's Rom Hacking Resource
-----------------------------------------------------------------------------------------------------
getplayerpos, getplayerxy:
Stores the players current x and y positions on the current map.
Hex Structure: [42] [xxyy] [aabb]
xxyy: Variable for x position
aabb: Variable for y position
Edit2: In case you need it:

X-value is at 020255A0
Y-value is at 020255A2

(Found using VBA's "Search for Cheats" function. Quite the amazing thing.)

Paired with Simba

Last edited by karatekid552; March 15th, 2013 at 01:39 PM.
  #323    
Old March 15th, 2013, 02:25 PM
robin22gongon's Avatar
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Quote:
Originally Posted by FBI agent View Post
Scroll up, there is a post about it by Knizz.
Just to clear things a bit, is this the direct solution to my problem?

Also do I just compile the "After"?
LET'S PARTY!

Last edited by robin22gongon; March 15th, 2013 at 02:28 PM. Reason: Added a question
  #324    
Old March 15th, 2013, 03:06 PM
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ShyRayq
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Quote:
Originally Posted by robin22gongon View Post
Just to clear things a bit, is this the direct solution to my problem?

Also do I just compile the "After"?
No, no, the post you want is the post before that.
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PM me if you want to trade, or add my FC.
  #325    
Old March 15th, 2013, 03:27 PM
robin22gongon's Avatar
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Quote:
Originally Posted by Dragoon View Post
No, no, the post you want is the post before that.
Okay, now it's more unclear to me... Which one?

Quote:
BEFORE:
080008aa 8b91 ldrh r1, [r2, #0x1c]
080008ac 1c18 add r0, r3, #0x0
080008ae 4008 and r0, r1
080008b0 2800 cmp r0, #0x0
080008b2 d0fa beq $080008aa
080008b4 bc01 pop {r0}
080008b6 4700 bx r0

AFTER:
080008aa df02 swi $02
080008ac 8b91 ldrh r1, [r2, #0x1c]
080008ae 1c18 add r0, r3, #0x0
080008b0 4008 and r0, r1
080008b2 2800 cmp r0, #0x0
080008b4 d0f9 beq $080008aa
080008b6 bd00 pop {pc}
And I just compile using ASM and I'm good?
LET'S PARTY!
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