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-   -   Development Pokémon Fire Red Hacked Engine (https://www.pokecommunity.com/showthread.php?t=194241)

Mystelex March 1st, 2015 9:31 PM

Thanks Telinc1 ! I read the ReadMe and found out that the sethealingplace command in the hacked engine uses 3 variables ! Thanks for the help !

rhapsodian_pixo May 18th, 2015 9:52 PM

there is some functionaly type editor (resistences weakness etc) for this rom base??

Lance32497 June 6th, 2015 1:47 AM

does anyone here how to use special 0x58 in JPAN Hacked engine?

I don't know what does he mean with the key in var 8006
0x0 is loaded with LoadPointer, I don't know how to load it,
0x1 is the value that is set in Var 8008 and 8009, I created a table at 0x087E0000
I used 030385 as wild data bytes at 0x087E0000
where AA-03 is the Minimum level, BB-03 is the maximum level, and CC-85 is the Pokemon specie number
then I set 8008 var into 0 and 8009 into 087E
then setvar 0x8006 0x1
setvar 0x8005 0x1
special 0x58 but it doesn't work,

how to implement wild data switch or special 0x58 in FRHE?

Lance32497 June 7th, 2015 8:46 PM

Gonna quote JPAN's reply to my PM

Quote:

Originally Posted by JPAN
It's been a while I worked on the engine, so it took me a while to find answers. Special 0x58 loads a pointer to a wild data to 0x0203f48C. That pointer may be written to that address in three ways: first by way of the xse command loadPointer, the same used by messagebox; the second is writing the value to 8008 and 8009 in halves, lower halve in 8008 and upper in 8009 (for example data stored at 0203f800 would be setvar 0x8008 0xf800, setvar 0x8009 0x203); third way is by placing the value at 0203f48c yourself by, for example, writing to it via writebytetoOffset command. The pointer loaded must lead directly to a table containing pokemon in the wild data format. The safest way to test it is to create a table in Advance Map wild pokemon editor, then going to the location of that data and use that pointer.

As for the EV/Contest reader, the compiled code seems ok, so if its not working right, try copying it by hand from the compiled source code (in the tool).

Hope it helped.

It's working...

astro02 July 21st, 2015 11:58 PM

how use item script runner as item editor i use g3t?
i apply the routine after i get changed data;
but if i insert the routine offset in field usage and the sciprt pointer in extra data,we i use the item the rom restart

Derlo August 2nd, 2015 11:50 AM

hello
Anyone know how special 0x7e, the Jpan done to his engine, it works properly?

when just insert the special routine with the program that he did, the rom freezes.

Edit: Fixed

I managed to adjust his routine ... the problems were:
The tool that Jpan did, was not entering the routine in ROM. and when inserted manually, there was buggy characters ... had to manually rewrite the routine and test in another rom(squirrels). That's when it worked correctly.

pokemon r August 7th, 2015 11:46 PM

hey guys i need hel in changes player overworld but i am having one problem is that i dont know from where i get the value of new overworld to whom i cange player overworld

Yaofma October 4th, 2015 7:58 AM

I apologize for what may seem like necroposting, or whatever it is called, but it seems that these attachments no longer work. It also seems like there aren’t any alternative ways to download JPAN’s engine (I checked). All in all, it’s pretty unfortunate.

If someone could possibly re-upload the whole thing… that would be pretty great.

TheFiretypetrainer October 13th, 2015 11:38 PM

You can use download from mediafire - Pokemon Fire Red Hacked v1.1
Sorry, can't post links since its my first post

Turtl3Skulll October 17th, 2015 10:32 AM

Quote:

Originally Posted by Yaofma (Post 8953734)
I apologize for what may seem like necroposting, or whatever it is called, but it seems that these attachments no longer work. It also seems like there aren’t any alternative ways to download JPAN’s engine (I checked). All in all, it’s pretty unfortunate.

If someone could possibly re-upload the whole thing… that would be pretty great.

So apparently they are dead... here's a link to them (I'll try to keep these alive as long as I can):

https://drive.google.com/file/d/0B-JVUpHMmKl7NENtNENGeHVQQUE/view?usp=sharing

If you have questions about the functions of it, or need some examples, try this (haven't updated with every command, but do have most):

http://www.pokecommunity.com/showthread.php?t=336462

TheFiretypetrainer October 21st, 2015 10:38 PM

Is there any way to know what flags and vars are safe to use in JPAN's engine?

Turtl3Skulll October 22nd, 2015 8:05 AM

Quote:

Originally Posted by TheFiretypetrainer (Post 8972986)
Is there any way to know what flags and vars are safe to use in JPAN's engine?

I believe all the usual flags should work fine (0x1200 & above) as well as I the flags used for the daycare (I may be mistaken here),
but there isn't really a known amount of flags that we can use for the engine.

EDIT: you could also use the tool applier to manually select flags so you have a bigger scope of what you can use, though the tool has a fair amount of issues where it doesn't even apply some of the hacks.

TheHunterManX October 28th, 2015 5:59 AM

It seems as though that the attachment(s) are dead. Please upload new ones.

Turtl3Skulll October 30th, 2015 2:53 PM

Quote:

Originally Posted by TheHunterManX (Post 8978750)
It seems as though that the attachment(s) are dead. Please upload new ones.

here is mine that is/should still working:
https://drive.google.com/file/d/0B-J...ew?usp=sharing

TheHunterManX October 31st, 2015 3:56 AM

Nope. The google drive link says no page here 404 error.

Vendily October 31st, 2015 7:40 AM

Quote:

Originally Posted by TheHunterManX (Post 8981789)
Nope. The google drive link says no page here 404 error.

The link was compressed. There's a working version just a little bit higher on the page.
Or HERE.

TheFiretypetrainer November 3rd, 2015 7:40 PM

It seems the hack messed up some of the commands like applymovement, checktrainerflag, spritebehave, can anyone confirm this issue?
Is it because I've got the wrong version of the rom? I know it is BPRE but I don't know if it is v1.0

Vendily November 5th, 2015 4:40 AM

Quote:

Originally Posted by TheFiretypetrainer (Post 8985146)
It seems the hack messed up some of the commands like applymovement, checktrainerflag, spritebehave, can anyone confirm this issue?
Is it because I've got the wrong version of the rom? I know it is BPRE but I don't know if it is v1.0

To check your ROM version, run it in an emulator. If on the Gamefreak logo screen, it says GAMEFREAK PRESENTS then you have version 1.1. if it doesn't say PRESENTS, then you have version 1.0.

Lance32497 November 5th, 2015 5:04 AM

Hack applier seems to be buggy, it corrupts the rom whenever I use Apply Overworldhack

Turtl3Skulll November 5th, 2015 8:53 PM

Quote:

Originally Posted by Lance32497 (Post 8986361)
Hack applier seems to be buggy, it corrupts the rom whenever I use Apply Overworldhack

Don't use the tool, its too buggy to work properly, either use the patch or look at the source code & recompile it.

Lance32497 November 6th, 2015 4:35 PM

Quote:

Originally Posted by Turtl3Skulll (Post 8987155)
Don't use the tool, its too buggy to work properly, either use the patch or look at the source code & recompile it.

only Overworld Hack in the source code doesn't work

Telemetius November 11th, 2015 12:08 AM

Is it just me or the downoad links aren't working?

Touched November 11th, 2015 2:37 AM

Quote:

Originally Posted by Telemetius (Post 8992753)
Is it just me or the downoad links aren't working?

The server was hacked, and all attachments purged. You'll need to find a mirror or ask someone to reupload it for you.

Dr. Seuss November 11th, 2015 7:46 AM

Quote:

Originally Posted by Telemetius (Post 8992753)
Is it just me or the downoad links aren't working?

Fortunately, I still have in my files the hacked engine
https://www.mediafire.com/?vjzjfoffiiad7v8

Derlo November 11th, 2015 9:22 AM

I'm using Jpan HE and I'm having some problems with routine WalkingScripts.
In the manual, the Jpan reports that some scripts are high-priority, such as: green Scripts in AMAP or routine that hatch eggs ....
But I saw that one of the main, do not have this priority, which is the routine of wild Pokemon.
If you have enabled WalkingScripts when you walk on the grass or any other tile with pokemon appearance, the pokemon does not appear even if you have a rate of 100%. but if you change the side where the player is looking, the Pokemon appear.

My question is: Does anyone know how to change the priority for the routine that loads the wild pokemon is loaded before WalkinScripts routine?


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