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See here some of us cannot afford a nice laptop or a chromebook to do all that fancy hacking with those decomps, so some of us stuck with a phone(mine is an android phone) has nothing to hack with but a hex editor and a spreadsheet. We literally have access to no tools whatsoever.
Best I can do...
The reason they were overpowered was because they often had stats at or near max stats.
This coupled with how STAT EXPERIENCE was handled made them all like Superbosses compared with trainers in later editions of Battle Tower or equivalents.
Especially since having free access to it before you...
Glad to see I'm not the only one who hates Lillie.
Almost Singlehandedly pretty much the main reason, on top of the rather insulting narrative, that Gen 7 is my most hated Pokémon Gen with a PASSION!
Honestly it's about the only Generation I outright loathed and to more specifically towards Sun/Moon.
Never got the Ultra versions as I disliked Sun/Moon enough, but could tell they are far more the improved and definitive versions of the game in almost every yet bar only a few aspects.
The...
I actually have no computer,only an android phone which I binary Romhack using only a Hex Editor and a Spreadsheet containing my edits.
So I'd be interested in something like this if it was using something like this for Android in the future.
Unfortunately my lack of ASM knowledge with an inability to code it and recompile it on a Phone, means I'll have to settle for the defaults.
(Also 0f is 15 in Hex 10 is 16 in Hex, not that it matters much, I'll just have to adapt accordingly.
OK it turns out hex editing the values above did absolutely nothing and now I am at a complete loss as of what to do to in order to register any damage above 100% as Super Effective and and anything below that as Not Very Effective.
Anyone have any ideas?
Ok so I found the bytes in the script I wish to edit
1f46d-1f46e which is <20 14>; 20 I assume is the operand byte that corresponds to "==" which is the "equal to" operand and 14 is 20 in hex which denotes x2 type effectiveness damage modifier for which the game normally considers an attack...
What in trying to edit is in the script I posted, ideally I want to edit these lines
if (TYPE_EFFECT_DEF_TYPE(i) == gBattleMons[gBattlerTarget].type1 && TYPE_EFFECT_MULTIPLIER(i) == 20)
flags |= 1;
if (TYPE_EFFECT_DEF_TYPE(i) == gBattleMons[gBattlerTarget].type1 &&...
You know how you can not only hex edit which types hit for super effective or not very effective correct?
Example: In a data table, you can find <00 05 05> which signifies Normal is not very effective against Rock which halfs the damage hence the <05> at the end of that entry.
Turns out...
Ok thanks, I really appreciate it. I got the format mapped out in spreadsheet.
All I need to do is figure out how many entries in this data there are here total. Ergo how many Trainers I can edit here.
Hmm looking at it it appears some of the data entries in the structure table are represented by single byte integer and some are 16-bit and 32-bit.
What's confusing is that some of the cells appear blank so I don't know what those bytes are for.
I really wish I could use HMA on an Android...