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To make the bike's usability in Firered be based on map type instead of the 18th byte in the map header structure, paste-write at 0x55C9C:
00200449C97D052902D0082900D0012070470000FC6D0302
Source:
After this, instead of having to set the 18th byte manually in the map header each time you create...
Our team hack is still in the works. Every team member's time and effort put into all the different facets of the hack keeps fueling my motivation, it's just a downright fun project to work on.
[FR] Multi-directional jump tiles
This is an expanded-upon version of Invert's routine on the Wahack forums (https://wahackforo.com/t-40642/fr-asm-salto-en-cualquier-direccion) So credit goes to them for the original.
Made this for the purpose of creating a multiple-height jumping puzzle which...
At 0xC0DA6 you'll find the function responsible for hiding Navel Rock on the world map, represented by those seemingly random tiles in the middle of your world map image. On the original tileset, these are water tiles. If flag 0x8B5 (the flag for Navel Rock) is not set, it puts them there...
There is actually already a special in Firered that checks if what you chose is an egg or not.
Usage:
(...)
special 0x9f
waitstate
compare 0x8004 0x6
if 0x4 goto @cancelled
special2 0x800d 0x147 - this is the special
compare 0x800d 0x19c - check if egg
if 0x1 goto @itsanegg
(...)
In this case you would use a thumb breakpoint. A break on read is used if you want to find when a piece of data you specified is loaded into a register, a thumb breakpoint is used if you want to find out when it runs the specific function you put a breakpoint on.
I recommend VBA-SDL-H, it's the...
You could use a debugger and put a breakpoint on fanfare_play (0x08071C60) and see where it's called from, then change the assembly there to your liking.
Not sure what to tell you, because it works for me.
Did you script a wild battle and test it that way? Iirc, the Pok?mon generated from setwildbattle does not run through this function.
[FR] Synchronize overworld effect
In Emerald and forward, if you have a Pok?mon with Synchronize at the front of the party, you'd have a 50% chance of encountering a Pok?mon of the same Nature. Here it is in Firered (albeit a bit messy):
Snorlax gets hidden by a level script (type 05).
It checks if a flag is set, and if it is, then hide the OW.
This makes the transition from battle to overworld look seamless (in comparison to fadescreening then hiding it).
In Firered at 0x15FD0C there's a table of pointers for the vars 0x8000-0x8014.
You can easily repoint this and add your own entries. I added 12 new ones (0x8015-0x8020) and using them all in a script worked perfectly.
So instead of writing to your static addresses with 'writebytetooffset', you...
Finding a working copy of Sappy can be difficult, so I've uploaded mine.
Try to see if it works:
https://drive.google.com/open?id=0B5opRqNr54xuU25sYkdZNW9uWm8
It's often been asked how the Hidden Items work, and what flags they use.
I was curious myself, so I did some digging. (FR)
The routine responsible for handling the flag check/set and item give is at 0x6D17A.
The subroutine that converts the Hidden ID to the flag to check/set here is located at...