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  #1    
Old November 29th, 2013 (7:37 AM).
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xGal xGal is offline
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Hey!

Adding extra items isn't hard at all! In this tutorial, I am going to show you how to do it!

ITEM DATA EXTENTION

Spoiler:
1. Navigate to 0x3DB028 and copy 1194 bytes. Paste it into some free space in your ROM. You may need to repoint as well.

2. Navigate back to 0x3DB028 and copy [number of new items]*12. Paste them into the end the old table you copied earlier.


ITEM PICTURES EXTENTION

Spoiler:
1. Navigate to 0x3D4294 and copy C04 bytes. Paste them into some free space in your ROM. You may need to repoint as well.

2. Navigate back to 0x3D4294 and copy [number of new items]*4. Paste them into the end of the old table you copied earlier.

That's it! You've just extended the number of items! Wasn't that simple?

Don't forget to edit the INI of the item editor you use!

Also, if you found any bugs, please tell me!


Credits:
Me...
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  #2    
Old November 29th, 2013 (9:52 AM).
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Simple and straight to the point. I like it.

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  #3    
Old November 29th, 2013 (2:01 PM). Edited November 29th, 2013 by Lost.
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Yeah, you go it. I wish all tutorials were this easy to follow~

But you might wanna specify a game.
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  #4    
Old November 29th, 2013 (3:38 PM).
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Quote:
Originally Posted by agentgeo View Post
Yeah, you go it. I wish all tutorials were this easy to follow~

But you might wanna specify a game.
"Adding Extra Items Into FireRed". And thanks
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  #5    
Old January 28th, 2014 (2:50 AM). Edited January 28th, 2014 by kearnseyboy6.
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I don't think this is right. An Item is 44 bytes long. You can verify this by (0x2C*itemNumber)+0xE and that byte will tell you the index number. So instead of selecting 4500 decimal bytes, its like 15600.

Otherwise when you edit the ini you get errors!

EDIT!!

Also the image contains 2 pointers per item. an image and palette pointer. So at 3D4294 you want to copy 375*8 bytes to safely repoint it.

EDIT 2!

The game also doesn't support extra items... Maybe there is a limiter on the amount of items?
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  #6    
Old January 29th, 2014 (3:40 AM).
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Quote:
Originally Posted by kearnseyboy6 View Post
I don't think this is right. An Item is 44 bytes long. You can verify this by (0x2C*itemNumber)+0xE and that byte will tell you the index number. So instead of selecting 4500 decimal bytes, its like 15600.

Otherwise when you edit the ini you get errors!

EDIT!!

Also the image contains 2 pointers per item. an image and palette pointer. So at 3D4294 you want to copy 375*8 bytes to safely repoint it.

EDIT 2!

The game also doesn't support extra items... Maybe there is a limiter on the amount of items?
I have no idea. It works for me.
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  #7    
Old January 29th, 2014 (11:31 PM).
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kearnseyboy6 kearnseyboy6 is offline
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Quote:
Originally Posted by xGal View Post
I have no idea. It works for me.
JPAN has researched a lot on items:

Spoiler:
14 bytes for the name, a string in the same encoding as all in-game strings, finished by 0xff 2 bytes for the item number, that is used for some integrity checks 2 bytes for the item market price 1 byte that I know not it's use 1 byte used for item usage values, such as potion HP recovery or Repel steps 4 bytes for a pointer to a small description of the item, as seen in the market and in the bag screen 2 bytes for something else 1 byte for the number of the pocket the item is stored in (tm case and berry bag included) 1 byte that usually allow to distinguish between between types of item 4 bytes pointer for item's THUMB routine start. 1 byte for item usage location 3 bytes for something else 4 bytes for the battle routine start. 4 bytes for other uses


An item cannot be 12 bytes long from this. Are you 100% sure this tut is correct?
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  #8    
Old February 4th, 2014 (10:46 AM).
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Quote:
Originally Posted by kearnseyboy6 View Post
JPAN has researched a lot on items:

Spoiler:
14 bytes for the name, a string in the same encoding as all in-game strings, finished by 0xff 2 bytes for the item number, that is used for some integrity checks 2 bytes for the item market price 1 byte that I know not it's use 1 byte used for item usage values, such as potion HP recovery or Repel steps 4 bytes for a pointer to a small description of the item, as seen in the market and in the bag screen 2 bytes for something else 1 byte for the number of the pocket the item is stored in (tm case and berry bag included) 1 byte that usually allow to distinguish between between types of item 4 bytes pointer for item's THUMB routine start. 1 byte for item usage location 3 bytes for something else 4 bytes for the battle routine start. 4 bytes for other uses


An item cannot be 12 bytes long from this. Are you 100% sure this tut is correct?
I will try it once again, perhaps I miss-spelled something...
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