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  • Do you still have me added? Just wondering because I haven't seen you online yet, of course it might be you haven't come online yet :P
    Have had a little time to have a look at that post I mentioned in my last VM, here are my findings:

    I believe that this is the limiters:

    I examined the table and there are 28 (0x1C) elements

    I believe that this is the pointers:


    The structure of the elements seem to be:
    1 byte - Name header (ex. 7E)
    1 byte - Picture transition (0 or 1, 0 being the cave style & 1 being smoth)
    1 byte - unknown
    1 byte - seems to be 8 in all elements in the table
    4 bytes - picture tileset (pointer)
    4 bytes - picture tile map (pointer)
    4 bytes - picture palette (pointer)

    I would post the info in the research / development thread but it's not entirely related to my tutorial (yet anyway),
    and I have the last post and don't want to risk an infraction for double-posting (the posting rules is a total mess for a newbie, like me).

    I haven't had a lot of time to research this, and there might be a lot more info needed, but this was what I could find in a few hours with IDA
    Yeah, that's what I meant. Separate Pokemon index numbers, but sharing one dex entry, which is as simple as giving two separate Pokemon the same dex number in one of PGE's tools.
    Found a post in the Tutorial section yesterday:
    [Fire Red] How to change/remove first-person-view location pictures for some maps
    This might very well contain the needed information for the caveat, haven't had time yet to look through it, but I've bookmarked it for later ;-)

    Anyway almost done with the Tutorial:
    Adding 0x0 - 0x57 Name Header in Pokemon - Fire Red - It's still placed in the research/development thread, but once I finish it up I'll move it to the Tutorial section, with link back to the research/development thread
    Alright, thank you :) And I just did a quick experiment, if you assign another index number to an existing dex entry, it works seemingly fine. For instance, I did an experiment where I assigned Attack Deoxys to dex entry 386, and after I battled Attack Deoxys, Normal Deoxys showed up as "seen" in the Dex, which is what I meant by making forms count as the same Pokemon. I still want to use separate index numbers, but I don't want separate dex entries. Just in case you thought I wanted to share index numbers for formes (like your FireRed thing), that is NOT what I want to do, all I want is for formes to share seen/caught flags.
    Don't worry, the only thing I added at 0x77DDE8 since I gave you my patch was Deoxys Pokemon sprites, but I have a backup that's exactly the same as the patch I gave you. Just for clarification, I could easily make it so that alternate formes don't count as separate flags? I would like for all Rotom forms (and all Pokemon forms in general) to share flags with their original Pokemon.

    Also, will you be giving me a patch, or the ASM routine with some documentation on what bytes to change? (I know how to insert ASM routines btw, I even wrote my own routine that allows me to change the index number of a Pokemon without turning it into a Bad Egg - in conjunction with JPAN's Pokemon data access routine of course)

    EDIT: Forgot to say, YOU ARE AWESOME btw
    Hey man do you still use your same MSN account? There are a few things I'd like to talk to you about. Cheers bud.
    If you want, you can wait until I create Pokedex data for all the added Pokemon, and I'll give you a patch. That would be easier for you to actually test the PokeDex.
    Hi just wanted to let you know that I'm now working on making a guide you can take a look here at the unfinished product, I'm beat for tonight so I'll finish it up maybe tomorrow when I have gotten my daughter to bed if time will suffice or else one of the next evenings
    Well I noticed that your cries are somehow in very high quality (like PCM sound I think?), significantly higher than the way I originally started inserting cries (PokeCry, using wav files converted to 8bit 11kz with 11025 bitrate or whatever its called), which explains the "10 3C 00 00" format of the new cries (when I tried changing a cry pointer to 0x800000, where Turtwig's cry is, it didn't work, but when I changed the bytes before the pointer to 10 3C 00 00, it worked) And I don't care about free space, since when I was working on my hack DarkViolet, I blanked out all of the game's event/script data to give myself some space to work with (since Emerald has hardly any space, and my hack was based on Emerald), so when I restart DarkViolet on my new Ruby base, I'll do the same. I'll also release a patch with the blanked out event data that others concerned about free space could also use.

    (and thanks for the cry table fixes!)
    Just letting you know that I've "stolen" your Pokemon cries and literally copy + pasted them into my Ruby rom. It worked perfectly (but I still have the problem where Pokemon higher than Liepard can't have cries but I'll deal with that later). If for some reason you didn't want me copy your cries' hex data (I copied from 0x800000 to 0xBsomething), then please tell me and I will change it.
    btw I just ran into another problem: For some reason, when I'm extending the cry table (and the secondary cry table that I found yesterday), you know how for numbers 0-256 the hex format is, "XX 00", and for 257-512 the hex format is, "XX 01", and for numbers higher than 512 the hex format is, "XX 02"? Well, I reached FF 01 in the cry table, so my next number was 00 02, then 01 02, then 02 02, and so on. The problem is, all Pokemon that I assign the "XX 02" value won't play their cries. For me, this means that all Pokemon higher than Liepard can't have working cries. If you remember encountering this problem in FireRed and if it simply involves a simply change of bytes somewhere, please tell me, but if it's more complicated, don't even bother, I'll work it out some other time, since Unova Pokemon aren't that huge of a priority for me (although I placed alternate formes above the Unova Pokemon...uh-oh).
    Are you making up new animations, or are you just doing something similar to what I did when I was screwing around with new moves (that is, using existing animations but somewhat logically, like using an old fire move for a new fire move)
    I use separate index numbers for alternate forms, so Shaymin's alternate cry is not a problem at all. Also because most GBA flash carts don't have RTC, I'm completely ignoring all time-related stuff and simply doing things "my own way". If you remember, I said I'm just going to have my Pokemon "evolve" to switch forms.
    Actually, I just found it! I've been starting to learn ASM recently, and I figured I should be able to find it with VBA-SDL-H. I looked at the thumb code around the original cry pointers in regular VBA, and then in VBA-SDL-H I put a breakpoint on one of the branching offsets. I took note of some stuff (not going to explain in detail) I successfully corrupted the cries starting starting at Treecko (the table starts with Treecko, not index #252). It was at 0x1FDE6A in Ruby.
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