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Blue Turtl3

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  1. FBI
    March 27th, 2015 1:16 PM
    Yeah I'll look into making an IDA tutorial or something similar.

    There's actually no documentation of it unfortunately. People have discovered it (otherwise we wouldn't have tools that edit it), but no one has posted their findings for some reason or another. Anyways, the steps should be the same. Make sure you see the class name on the screen, THEN do the "fh" thing to find it in RAM. Alternatively, like the trainer names, the class names should also be in a table in the ROM. So if you try and find the class name in a hex editor, you should be able to find the table (very easily).

    From there, set a bpr at that table for 1000 bytes. That should get you some results :)
  2. FBI
    December 15th, 2014 5:09 PM
    I use a combination of both. Normally if I can't find it in the IDA I track it down myself. The IDA I use mainly as a helper, though I'm told I should be using it more :P
  3. FBI
    December 15th, 2014 4:56 PM
    Thanks for the kind words. I can't really make a tutorial because, though I have a fair grasp of what I'm doing, I'm not fluent in the deeper technicalities.

    Debugging doesn't really have anything to do with that I suppose P
  4. FBI
    December 15th, 2014 1:29 PM
    I wrote a program some time ago to do the conversions for me.
    Here's a table file that it uses: http://pastebin.com/WWv0UukL
  5. FBI
    December 15th, 2014 1:16 PM
    So at 0x750000 you have this in hex right:
    "C7 DD D7 DC D5 D9 E0 FF"
  6. FBI
    December 15th, 2014 12:56 PM
    ohhh, lol. The routine is gender based. You need two different pointers for each naming case.
    .word [email protected] to boy name

    .word [email protected] to girl name
    You'd have to replace @pointers with a pointer to the name you wanted to give (no +1, but you need an 0x8 prefex).

    So if your boy name was at 7304F0, the pointer would change to .word 0x87304F0.

    If that doesn't work, give me the hex you've inserted at 7304F0.
  7. FBI
    December 15th, 2014 12:32 PM
    There should be no callasm needed. All you need to do is set the var and the flag. That's it.
  8. FBI
    December 15th, 2014 12:02 PM
    In the nickname routine I posted, the last lines are:
    .word 0x8760000
    That table offset in the bottom needs to be adjusted to the table offset you wanted to put the names in
    so here it'd become:
    .word 0x87304F0
    For your table location of 0x7304F0. Now at offset 0x7304F0 you need to have nicknames with 10 characters and the rest being FF. If it's not ten characters long, put the rest of the characters as 0xFF.

    So if I wanted to call the Pokemon Jerry, at 0x7304F0, I'd insert:

    Also make sure you've inserted the routine properly, and set the parameters to the right values. If my table only had JERRY in it Id:

    setflag 0x270
    setvar 0x8000 0x0

    0x0 = first table entry. 0x1 = second table entry. 0x2 = third.....and so on.

    Also you can ask these in the assembly help thread if you wanted (which is in the beginner's lounge).
  9. destinedjagold
    October 14th, 2014 7:58 PM
    ...s-sad Eevee ish sad... :(
  10. Kenny1
    July 24th, 2014 9:37 AM
    could be, but i dont think it should cause problems, as it is basically writebytetooffset's, just without the side effects
  11. Kenny1
    July 23rd, 2014 11:06 AM
    srry about the late reply, if you paste the routine 2 times, then you should be able to change the text, the palette is part of the rotuine, so yeah it should work.
  12. DaisukE
    June 26th, 2014 10:09 AM
  13. Shiny Quagsire
    June 24th, 2014 10:40 AM
    Shiny Quagsire
    For IDA, it definitely should open idb in 6.5 (I have the same version). You might be opening it in the decompiler dialog instead of the open project dialog.

    And yes, I'm still working on MEH quite actively (Just was away from the internet for a week). At the current moment I'm working on Wizard, the D/N system to accompany MEH. As for SEA, once I get the wraps on MEH I'll probably start improving that as well. As for SEA, my Dropbox got completely wiped somehow so the link went down. But I found a zip so you can get that here.
  14. DaisukE
    June 23rd, 2014 10:34 AM
    they are located at 339: Heroine, 340: Hero, 341: Oak, 342: Rival (But, keep in mind that they may not be exactly there, they may be close, so don't forget about the "Next" and "Previous" buttons to find them. They should be close to those values)

    Once you find it, u should also select the option "Use Black/White" and work with the Black and White tones, but you could stick with one of the palettes UNLZ-GBA has. But if you want to skip some indexing problems, I suggest you using the B&W option.

    just a bit advice ...well it may be hard to do at firsy try but keep on trying
  15. DaisukE
    June 22nd, 2014 12:22 AM
    i know most of things..know how to insert asm and all the things...i m best at scripting...already m eorking on 2 hacks as lead scripter + spriter+item editor and other and m already working on my own hack too.. :)

    weak at asm though but i do know the basics

About Me

  • About Turtl3Skulll
    Learning Programming
    messing around with computers and stuff
    Utah, U.S.A.
    Male ♂
    CS Student
    Also Known As
    BlueTurtl3 & Dz
    Favorite Pokémon
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    To steal ideas from one person is plagiarism; to steal from many is research.


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