Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.
I can't remember exactly, judging by the offset it looks like it's a 16-bit integer (or an instruction?), I'd experiment with it a bit, pretty sure the normal pokeball is 01 or something low.
This is less of a hex editing issue and more of a game reverse engineering issue. There's some things where you can identify structures in a ROM and not have to understand what is using it, but for minor things it generally requires being able to reverse engineer the ROM and understanding Thumb...
Not particularly, but all the code is done and worked when I tested it last... 3 years ago? Dang. Source is at https://github.com/shinyquagsire23/Wizard-DN, I think MEH had an inserter but I'm not 100% certain there, seem to recall it having mixed results for some reason.
Yeah I started it, but lost time/interest because disassembly unfortunately isn't the most exciting thing. Would probably be easier to redo it anyhow for armips or similar, and also use macros for the script commands as opposed to assembly bits.
In Fire Red, 0824EFC4 contains a table of structures 4 bytes long describing which environments go with a map's Fight Type. The structure is as follows:
<byte> Map Type
<byte> Battle Background Index
<Half-Word> Padding
An equivalent structure does not seem to exist in Emerald or Ruby.
The...
I've done this once, it requires modifying the routine which assigns the animation to the Pokemon sprite to load them from a table, like trainer animations do. Don't think I have the source to that anywhere though...
Hm, looking at the animations they seem kinda janky to me. I've tried one-size-fits-all animations but they never quite seemed right. Perhaps you could find the routine which accesses the normal Pokemon sprite animation and then force it into a tabled set of animations for each Pokemon, similar...
I think I found the function used to judge the validity of SOS codes, although I'll have to investigate as to how it even checks the things. It has the strings "bad SOS len", "bad DC huff", "bad AC huff", "bad SOS" and "bad SOS component count", just taking a guess, perhaps the SOS codes are...
The codes kinda remind me of base64, wonder if they do something similar to that in terms of getting raw data to inputtable ASCII. I might try to see if I can track down where in the code they actually read those out, since I got my cart dumped and decrypted.
Looks great, it always bothered me with how hacky the palette system was done, especially with respect to reflections and weather. Seems like this actually managed to improve on a lot of things without having to compromise either, which is great.