Conversation Between Scarex and karatekid552
31 to 39 of 39
  1. Scarex
    March 10th, 2013 9:21 AM
    Huh :/ Well, if it's very difficult, not worth it...
  2. karatekid552
    March 10th, 2013 9:06 AM
    Yes, but this requires a lot of ASM. You see, the routine which loads the OWs only loads one byte for which OW number it is loading, making the max FF(255). JPAN (in firered) forced the routine to load two bytes and therefore increased the limit to 65000 or FFFF. We can try to port over his changes but it will be really tough.
  3. Scarex
    March 10th, 2013 8:52 AM
    But that limit can be modified in ASM right?
  4. karatekid552
    March 10th, 2013 8:50 AM
    Most image and palatte data in the game is set up the way you specified, but thanks for consolidating it in one area.

    Also, OWs numbers are only one byte, and therefore can only be 255 or FF at max. On firered this can be hacked through JPAN's engine, but this has yet to be ported to another game.
  5. Scarex
    March 10th, 2013 8:24 AM

    That's the error, sorry for my english ~

    I have some data about trainer sprites:

    TrainerPics = &H305654
    TrainerPals = &H30593C
    TrainerPicCount = 93

    FIRE RED (E)
    TrainerPics = &H23957C
    TrainerPals = &H239A1C
    TrainerPicCount = 147

    RUBY (E)
    TrainerPics = &H1EC53C
    TrainerPals = &H1EC7D4
    TrainerPicCount = 83

    (Extracted Data of EliteMap, PokeRoms.ini)

    Well, I started to research (in esmerald) few days ago and I have some conclusions:
    - In TrainerPics, every sprite have an easy code:
    C8 1D D5 08 00 08 00 00 70 22 D5 08 00 08 01 00 F8 25 D5 08 00 08 02 00
    C8 1D D5 08 - Direction of the sprite pic (D51DC8). In that case, the frist sprite (the man hiker).
    00 08 - ???
    00 00 - Number of the sprite in the sprites list. In that case, 0. As you can look, I think this can get FF FF (655335 Sprites o.o).
    Every sprite have 8 bytes x 93 pics = 2E8 bytes to repoint.
    - In TrainerPals, every sprite have an easy code:
    48 22 D5 08 00 00 00 00 D0 25 D5 08 01 00 00 00 2C 29 D5 08 02 00 00 00
    48 22 D5 08 - Direction of the sprite pal (D52248). In that case, the frist pal (the man hiker).
    00 00 - Number of the pals list. In that case, 0. It's complementary to sprites (I think).
    00 00 - ???
    Every pal have 8 bytes x 93 pics = 2E8 bytes to repoint.

    It looks easy, well, I'll wait ur answer ;)

  6. karatekid552
    March 10th, 2013 7:37 AM
    Ohhh, your hack looks nice!

    Now, on my tutorial, are you talkng about how you can only go to 240 without breaking secret bases, or how you can only have 255 at max? The fix for the 240 one is almost done on Ruby, and Emerald should be very simillar.

    I like the trainer sprites option:). That shouldn't be too difficult. Would you mind doing some searching to see if there is a long buried thread about it?
  7. Scarex
    March 10th, 2013 7:16 AM
    *Well. I'm going to advertise myself*

    I'm the creator of that hack:

    I'm ROM-hacker since 2009, I do acceptable scripts, and I have a lot of ideas, but most of them requires ASM or advanced knowledges.

    Your tutorial about adding minisprites was so useful to me, but the problem is that I use Esmerald and in Advance Map just leave me until '255 'as you commented in your tutorial.

    Well, How can I help you? With ideas, I think, like: ''Adding new trainer sprites'', ''Adding new (!)(?) symbols in applymovements'', I dunno, things like this :3
  8. karatekid552
    March 10th, 2013 7:00 AM
    Most of my investigations are just little tips and tricks I have picked up. I guess the best way you could help is critiquing them and giving me new ideas. I don't know how much skill you have in hacking, so I don't know how much you can help me otherwise:p.
  9. Scarex
    March 10th, 2013 5:21 AM
    How can I support u? I really like ur investigations and I want to help;)