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Possible future hacking style
What do you think is possible out of the 3 possible future hacking.
Post your thoughts on this and comment it. 1.Adding more tilesets by asm hacking? 2.Adding more than 400 Pokemon?This means expanding the rom 3.More palletes? I know this already have been creted by JPAN but by more palletes i mean bypassing the 16 color limits For me i think all is possible it's just that someone haven't found out a way to implement them in the rom. |
Well, when you consider how you can add more tilesets now without ASM, and how there are 411 pokemon slots in BPRE/Others, some have been done.
But, I think the palette expansion would be impossible (except for the titlescreen, since it has two layers), since I think it has to do with the GBA's limits. |
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2 is possible, and has been worked on, but I haven't heard from HackMew in ages (who was working on hacking the Pokédex to allow it to store data on up to 772 Pokémon). In fact, I have an FR ROM which contains the data of the D/P Pokémon on my PC right now. Unfortunately, it's not ready for release, due to the aforementioned Pokédex problem.
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Is that project still alive, as no-one has posted any progress on it for quite some time?
and why is it there can only be 16 colours, is it something to do with the gba format? (sorry if this has been asked before) |
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2 - This is already possible. 3 - Impossible, GBA does not support more than 256 colors (256/16*16 BG & 256/16*16 Sprite). |
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well i think pallete hacking is possible..
we just need a new gba player and tweak the gba codes around. I'm reading tutorials on asm hacking and relevant infomations on pallete |
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http://nocash.emubase.de/gbatek.htm#gbalcdvideocontroller Edit: (-: Quote:
http://www.pokecommunity.com/showthread.php?t=185257 |
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2 - http://www.pokecommunity.com/showthread.php?t=185257 3 - http://nocash.emubase.de/gbatek.htm#gbalcdvideocontroller |
Well, yeah, I already knew about that thread, but it appears to have stalled for some time, so I assumed they didn't make any actual progress. There's a difference between saying that you're going to do something and actually getting it done...
This seems useful, but I'm not sure. Shouldn't the name have some bytes somewhere? But apparently that's separate? Also, why don't they list the offsets? I mean, it won't be hard to find, but blarg at having yet another project for me to do... For the Contact byte, assuming that it's a bitset, don't they know what order it's in? If I can deduce how the bitset is setup by comparing moves I'll make an improved attack editor tool that'll let one edit the priority of a move, and whether a move is 1) makes contact 2) affected by protect 3) affected by magic coat 4) affected by snatch 5) affected by brightpowder 6) affected by king's rock 7) ??? 8) ??? Theorically, we would could use the final two bits for something if they truly are empty. And finally, shouldn't their be a final byte (or two) to deterimine the effect, like whether the attack lowers def, or acts like metronome, or has a higher crit rate than normal? Thinking about it some, I think it's likely one of those two final bits determines whether a move is sound based or not, thus affecting whether it can be blocked by soundproof/cacophony or not. |
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so,.. it's imposible to expand the 16 color thing?
..well we could always try to do another thing.. say expanding the length of a rival's name? there must be an offset of the rival name in hex editor.. is it possible? |
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let me try to search for the footprints.
anyone could give me the offset to the pokedex? |
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1. No ASM is required. You just need to know where the tileset table is located, repoint it somewhere else and add more entries. 2. It's possible already. But due to Pokédex limitations, it doesn't make a lot of sense, for now. 3. The correct question is "more colors". And that's just not possible due to the way the GBA works. Get over it. |
So I take it you're not working on that any more? It would be great if we could finish that project someday...
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And it would be better if people stop spamming the project thread unlike me, I guess. As for the Pokédex, I tracked down the related routines a while ago, but being rather confusing I put them on hold (along with other stuff TBH). My main occupation is Oro Sole right now. |
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Nevertheless, my attack editor program that'll let you edit the contact byte and priority byte (which interestingly overlaps with the effect byte for moves like quick attack, extremespeed, etc, which have their ability all set to something other than normal (I haven't tested which byte (or both) is needed to make the move actually be a priority ahead yet)). Just give me a couple days to finish it. =p Also, does anyone know where the bytes that determine what animation a move uses are? |
I'd say whatever is possible or impossible, is really limited to the console's hardware (GBA) and the programmer or coder's (ASM hackers) skills ;) Any other stuff that do not involve these are cake.
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The only limit to hacking a GBA rom is the GBA engine itself.
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correct me if i'm wrong,but getting around the 16 color problem just takes some creativity.
A picture (in layman terms) works like this: 1)Every pixel has a pallette value 2)Changing the pallette value changes the pixel 3)You can change which pallete a 8x8 pixel uses So if your using a tilemap, and have control over the pallettes then yes, you can. Sort of. It requires making two pallettes, loading them, loading tileset, then loading the tilemap which accurately contains information as to which pallette each one should use. Technically no, you can't have an image with more than 16 color pallettes, and less than 256. But you can create the illusion. |
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