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  1. Joexv
    May 22nd, 2015 9:21 PM
    But that wouldnt allow me to view the current pokemon sent out by the opponent in battle. Unless I'm misunderstanding.
  2. Joexv
    May 22nd, 2015 8:51 PM
    Scratch that, I see that its encrypted the same as a regular party pokemon. Is there a method to use the poke decrypt command to be able to view trainer pokemon data?
  3. Joexv
    May 22nd, 2015 8:43 PM
    Thank you kindly sir. Is it encrypted at all? Just curious cause I want to try and edit your capture trainer pokemon to check for a specific type rather than pokeball.
  4. Joexv
    May 22nd, 2015 4:09 PM
    Hey do you happen to have the RAM offset for the enemy trainers current pokemon?
  5. PokéMew
    May 20th, 2015 10:37 AM
    I may be blind, but I do not see intro offsets :/
    There is:

    Field Moves tables
    Battle Frontier-style battles
    Pkmon Storage System
    Bag Restoration/Deletion
    Exp Disable
    Own your Gym
    Battle Modes
    OAM stuff

    Am I looking in the wrong place or something or are they right in from of me lol.. :/

  6. PokéMew
    May 19th, 2015 4:52 PM
    Hey FBI! So I was browsing your YouTube channel and came across your custom oak intro for a hack off. I'm not sure if the hack off is even on anymore (I could not find the thread again) but I was wondering if you ever shared how you made that custom intro, or if you ever will release any info or a tutorial lol, it'd be so helpful afterall (I know it isn't as simple as inserting a routine and replacing pointers, I'm sure its probably more along the lines of Shiny Quagsire's Replacing the Gamefreak Intro thread.) Not asking for anything, just looking for a bit more info on that as it would be so awesome in my hack and many others alike

  7. You Watanabe
    May 15th, 2015 11:46 PM
    You Watanabe
    Hey! Is it possible for your Pokemon Storage System to have the Black and White Final Battle style which after you capture a certain Pokemon (if it goes in the party), it will move to the first slot?

    Or if not the Pokemon Storage System, there would be independent routines for that.
    -I imagine that certain ASM to be called in the script. If a certain ASM reads that certain Pokemon in the party. Whomever in the first is, it will switch with it. There would be specials to be used too.
    -I don't remember if the original party order reverts back after the N battle and before Ghetsis battle back at BW. If it can't be handled by a certain special, another ASM perhaps.

    This kind of routine would be my request for you. Hope you can understand this and help me out.
  8. kearnseyboy6
    May 14th, 2015 6:07 PM

    That is still in your hack. But it seems you might be 'ded' and since I am the one only using this it's probably not in your best interest to fix. Don't worry about fixing it, I'll plan around it!
  9. Mr.Mako
    May 13th, 2015 4:14 PM
    nuuuuu you arent allowed to be ded
  10. jiangzhengwenjzw
    May 13th, 2015 6:29 AM
    Yeah, you're right and actually the first function is to edit the "msgbox" textbox's palette and the second is to edit the table which contains the pointer of palette of the other style of textbox,which is used in "yesnobox", "multichoice", "showpokepic" and other similar commands.

    For the intro part, I found a function that refreshed the I/O and I really can't find a way to made some conditional branch to make it do what I want to do in I/O because it's called some time before the oak's textbox (also called in titlescreen and so on)
  11. Mr.Mako
    May 11th, 2015 6:17 AM
    Ded as in dead no longer alive or in this case active
  12. jiangzhengwenjzw
    May 11th, 2015 6:01 AM
    The general question: The introduction part before the main game(such as the oak's intro and naming part) contains some textboxes and I want them to be transparent ones.

    Then I will say all that I know: (How to make the textboxes in the game transparent, which also support transparent "showpokepic" and "multichoice" and so on has been already done by me and the offsets and parts of the routines are from another person)

    The free ram offset is 0x0203f4fe and we use 1,2,3,4,5 as five different palette and 0 to change it to the normal not transparent textbox.

    Firstly hack the normal textbox and the routine will be follow:

    push {r0}
    ldr r0, ram
    ldrb r0, [r0, #0x0]
    cmp r0, #0x0 @check the free ram
    bne new
    mov r0, #0x1F @restore the I/O
    ldr r1, offset
    strb r0, [r1, #0x0]
    strb r0, [r1, #0x1]
    mov r0, #0x40
    strb r0, [r1, #0x8]
    mov r0, #0x1E
    strb r0, [r1, #0x9]
    mov r0, #0x10
    strb r0, [r1, #0xA]
    mov r0, #0x0
    strb r0, [r1, #0xB]
    ldr r1, normal @get the normal palette
    b original

    mov r0, #0x3F @hack the I/O
    ldr r1, offset
    strb r0, [r1, #0x0]
    strb r0, [r1, #0x9]
    mov r0, #0x1F
    strb r0, [r1, #0x1]
    mov r0, #0x41
    strb r0, [r1, #0x8]
    mov r0, #0xF
    strb r0, [r1, #0xA]
    mov r0, #0xA
    strb r0, [r1, #0xB]
    ldr r1, ram
    ldrb r1, [r1, #0x0]
    cmp r1, #0x2 @some different palettes
    beq black2nd
    cmp r1, #0x3
    beq black3rd
    cmp r1, #0x4
    beq black4th
    cmp r1, #0x5
    beq black5th
    ldr r1, black1
    b original

    ldr r1, black1
    add r1, #0x20
    b original

    ldr r1, black1
    add r1, #0x40
    b original

    ldr r1, black1
    add r1, #0x60
    b original

    ldr r1, black1
    add r1, #0x80

    pop {r0} @original codes
    add r0,r0,r1
    pop {r1}
    bx r1

    .align 2
    ram: .word 0x0203f4fe
    normal: .word 0x08471dec @original palette
    black1: .word 0x08900000 @new palette offset
    offset: .word 0x04000048

    write it at some place and then change the bytes at 0x150448 to 00 4F 38 47 XX XX XX 08(+1 pointer of the compiled code)

    Then do something for the next hacking:
    repoint the table (0x50 bytes at 0x471e8c) to someplace and build a new table like this and change all of its palette pointers to our new palette offset.

    Then other textboxes: (I also use it to hack the I/O, but obviously it can be ignored as they are always used with the above hack)
    push {r0-r1, lr}
    ldr r0, ram
    ldrb r0, [r0]
    cmp r0, #0x0
    bne black
    ldr r5, paltable
    lsl r4, r4, #0x3
    pop {r0-r1, pc}

    mov r0, #0x3F
    ldr r1, offset
    strb r0, [r1, #0x0]
    strb r0, [r1, #0x9]
    mov r0, #0x1F
    strb r0, [r1, #0x1]
    mov r0, #0x41
    strb r0, [r1, #0x8]
    mov r0, #0xF
    strb r0, [r1, #0xA]
    mov r0, #0xA
    strb r0, [r1, #0xB]
    ldr r5, newtable
    lsl r4, r4, #0x3
    pop {r0-r1, pc}

    .align 2
    ram: .word 0x0203f4fe @free ram space
    paltable: .word 0x08910000 @the original table
    newtable: .word 0x08920000 @newtable, changed the palette pointers
    offset: .word 0x04000048 @I/O

    Then write the code at 0x471e8c(as the data are repointed)

    Then change bytes at 0x14FFEE to 21 F3 4D FF(to branch to 0x471e8c)

    Then all is done, and we can use writebytetooffset 0x(0,1,2,3,4,5) to hack the textbox.

    However, I can't find the function to branch from to hack the part before the main game and the I/O is always refreshed and it's obviously not good to edit the function because if you add breakpoints on it we will find it is called in many situations.

    So could you tell me how to do it? I really want to know it. I know the topic is kinda long, but I hope you can see it through and get what I know.

    Thank you very much!
  13. kearnseyboy6
    May 10th, 2015 6:36 PM
    Hey man! I have implemented all your Trainer Routines and they work almost perfectly! The only problem is the overworld palette doesn't refresh when you reload the screen I almost have a fully working trainer switch thanks to you!
  14. Mystery Man
    May 9th, 2015 10:09 PM
    Mystery Man
    All right, looking forward to the day they are posted!
  15. Mystery Man
    May 8th, 2015 7:47 PM
    Mystery Man
    Hello, FBI Agent! I could not find most of the routines in the locations specified here. Everything from the battle frontier to battle modes is a sea of FFs; however, field moves and OAM stuff are in the hack.

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