Recent content by esipode

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    Patch: [FireRed] Levels Above 100

    Thanks for fixing this before I even knew about it haha! I'll add it to the OP.
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    Patch: [FireRed] Levels Above 100

    Try implementing this on a vanilla ROM. If the issue isn't there, then it's a problem with the base you're using. (Perhaps a changed offset or routine?) Either way, not really something I can solve. If the issue persists, then PM me, and I'll try and pin down the issue with you. Because the...
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    Separating two graphics sharing a palette

    That's actually a very simple solution. Kind of laughing at myself for not thinking of that. I would prefer to not have to do that, I like having the color indication, but if I can't figure out a solution otherwise, I will do that. You wouldn't happen to know what the image offset(s) for the...
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    Separating two graphics sharing a palette

    (In FireRed) While in a battle, the symbol indicating a male Pokemon, the line below both trainer's pokeballs at the start of a battle, and the XP bar all share the same palette. The palette values controlling the color are located at 0xD11B94 & 0xD11B9A. I would like to rectify this, as I...
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    Pokemon Selection Screen Patch [FR]

    Great job! One question though. Do the EB0C00 to EB122B offsets contain the palettes, or did you modify the original palettes?
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    [ASM & Hex] Pokemon status menu palette

    The offset is at 0xE9C3E0. Only one with the value "A9 52 27 46" in the rom. Changing the value doesn't affect the in-game colour, however.
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    [ASM & Hex] Pokemon status menu palette

    I am attempting to change the palette colors of the Pokemon status menu. So far, it is going smoothly, but I have hit a snag. The background pattern with the alternating colored lines has something odd going on. When I open up palette viewer for one of the colors, it shows the color value is...
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    [Map] Kanto in Pokémon Emerald

    Here is the link to a Tileset editor. You can add as many tilesets as you want.
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    Patch: [FireRed] Levels Above 100

    Dang, now it shows as 2 digits. "/" is back though haha.
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    Patch: [FireRed] Levels Above 100

    Thanks for finding those values! I honestly didn't even know this wasn't working currently. {XD} That said, the string itself doesn't seem to want to accommodate the 4 digit length. The '/' symbol is gone and the last digit of the max hp gets cut off. Guess I'll add that to my to-do list of...
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    [Map] Pokémon Emerald Extend maps, weird results

    Gonna piggyback off this thread because I have been trying to resolve this issue for a while. Changing the map number in the header causes A-Map to spit out a "list index out of bounds (-1)" error upon re-opening the ROM. (I am using FireRed, btw.)
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    [ASM & Hex] Sevii Islands Map Table

    After making modifications to the Sevii Islands world maps, trying to access them in game is causing the game to freeze. In FireRed, at 0x3F1AA4 is the list of map numbers that are set to be displayed on each of the Sevii Islands world maps. Which numbers are for which map is separated by 0xC5...
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    [ASM & Hex] Help Expanding Number of Maps

    Okay, so I think I might have found the cause of my problems? Jambo's tutorial says: I've found that upon editing the world map in A-Map, the values sometimes reset. Any idea why that is happening/how to make it stop?
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    [ASM & Hex] Help Expanding Number of Maps

    I feel like we're not on the same page here. If I try to do it without A-Map, then each map has to have several things changed individually. And (albeit hypothetically) if one thing is mis-aligned, then that's 200 maps that have to be changed one by one. (And again and again depending on my own...
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    [ASM & Hex] Help Expanding Number of Maps

    C4D8A is 0xC4. I assumed I was to add 0x58 to 0x6C. No idea if that's correct. C0BEC is 0x0. Again, no idea.
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