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EDIT: I missed a step in restoring PP. Inserting it in the example above, I'd replace the used up PP Flamethrower with another TM move, then I would relearn Flamethrower from the TM again, thus restoring the PP. There has to be another TM move as a middleman. |
Here is some more research on the emerald specials. Might update in the future. This is an extension to the research provided by droomph at THIS LINK
Emerald specials: Spoiler:
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Not exactly R&D, but a useful image I found:
In Emerald BPEE, the uncompressed type images used for TMs/HMs (different from the ones used on the Poke info page) are found at 0xDC4378 and use the palette at 0xDC4338. Potentially useful if you're adding new types to a hack and want to make TMs with moves of those types. The Power/Type/PP images are on there too, if you want to change how those look. |
Ditto's unique ability to breed with everything despite being genderless is a property of its egg group, but it won't actually produce the right eggs if you give something outside of slot x84 the Ditto egg group- you'll just get a bunch of Bulbasaur if there's no female involved. To fix this, change the byte at x4602A from x84 to the slot you want to behave like Ditto.
While I'm pointing out breeding quirks that are of no use to anyone: An egg that would hatch as the byte at x46068 (normally x1D, female nidoran) has a 50% chance to instead hatch as the byte at x4607E (normally x20, male nidoran). Furthermore, an egg that would normally hatch as the word at x460d0 (normally x183, Illumise) has a 50% chance of hatching as twice the byte at x46096 (normally xC1, half of Volbeat's index number). Volbeat and male Nidoran family members do not produce their female counterparts when breeding with Ditto in Gen 3. There's a second Ditto check at x460A2- this one doesn't affect the child's species but it probably is important for inheritance. If an egg would hatch to be double the byte at x45fa8 (xB4, half of Wynaut's index number) and a parent is not holding the item at x45fd8 and x45fdc (xDD, Lax Incense), the baby will become the byte at x45fe0 (xCA, Wobbuffet). If an egg would hatch to be double the byte at x45fb0 (xAF, half of Azurill's index number) and a parent is not holding the item at x45fee and x45ff2 (xDC, Sea Incense), the baby will become the byte at x45ff6 (xB7, Marill). Azurill's index number is constructed a second time at x45fe6- I'm not exactly sure *why* it's needed but if the baby's index number doesn't match it the game won't consider changing it to a Marill. |
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2: I don't think special 0xFB clears all pokemon for good. FR has a similar one, but it updates your party then clears it, so it IS retrievable. You just need to find another special that can restore it. This is probably used in the battle factory, so you may need to go through that script and see when your party comes back. Just a suggestion as it may not be a complete delete. |
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This can be used for the battle factory too *ponders* |
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and yes lol i did spell Gourdon wrong Quote:
Some more special research for emerald: Spoiler:
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I have two more specials to add to the Emerald list.
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These are found in the script that handles the secret bases. You know, checking if you have Secret Power and actually making the base and such. In Emerald, the script is located at 2759F1. There's also a special 0x15 in there, but I'm not sure what that does. My best guess is that it reads the tile in front of you and stores a value in 0x8007. If so, that's how the script tells whether you're in front of an indent, a tree, or a bush that you can make a secret base in; it checks 0x8007 (nothing in the script seems to put any values there before they're checked, so I figured it must be the special) for a few values and then branches off into the different types of secret bases. Because I don't need to mess with that special, I'm not really doing any sort of experimentation with it. Maybe with some ingenuity, someone could hack it to read more values and give us more types of secret bases? |
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0x21 This is a LINK BATTLE command. If there's nobody to link to (AKA using walk through walls to go to link maps) it'll do the last battle you've done since battle data isn't cleared. So I'm saying the last battle you did was the Poochyena battle. Most of the "communication failed" specials you listed are linking specials that DO work, but in specific conditions. |
A common problem with many hacks that have edited the Town Map is that when checking the Town Map, you don't always appear at the right position. This is because the game looks at a table that determines the width and height of each map name when checking the Town Map.
The table is located at 0x3F2178. The format is very simple: [WW] 00 [HH] 00 WW = Width HH = Height I've wrote out the offsets that will take you to the dimensions of the Kanto map locations: 3F2178 = PALLET TOWN 3F217C = VIRIDIAN CITY 3F2180 = PEWTER CITY 3F2184 = CERULEAN CITY 3F2188 = LAVENDER TOWN 3F218C = VERMILION CITY 3F2190 = CELADON CITY 3F2194 = FUCHSIA CITY 3F2198 = CINNABAR ISLAND 3F219C = INDIGO PLATEAU 3F21A0 = SAFFRON CITY 3F21A4 = ROUTE 4 3F21A8 = ROUTE 10 3F21AC = ROUTE 1 3F21B0 = ROUTE 2 3F21B4 = ROUTE 3 3F21B8 = ROUTE 4 3F21BC = ROUTE 5 3F21C0 = ROUTE 6 3F21C4 = ROUTE 7 3F21C8 = ROUTE 8 3F21CC = ROUTE 9 3F21D0 = ROUTE 10 3F21D4 = ROUTE 11 3F21D8 = ROUTE 12 3F21DC = ROUTE 13 3F21E0 = ROUTE 14 3F21E4 = ROUTE 15 3F21E8 = ROUTE 16 3F21EC = ROUTE 17 3F21F0 = ROUTE 18 3F21F4 = ROUTE 19 3F21F8 = ROUTE 20 3F21FC = ROUTE 21 3F2200 = ROUTE 22 3F2204 = ROUTE 23 3F2208 = ROUTE 24 3F220C = ROUTE 25 3F2210 = VIRIDIAN FOREST 3F2214 = MT. MOON 3F2218 = S.S. ANNE 3F221C = UNDERGROUND PATH 3F2220 = UNDERGROUND PATH 3F2224 = DIGLETT'S CAVE 3F2228 = VICTORY ROAD 3F222C = ROCKET HIDEOUT 3F2230 = SILPH CO. 3F2234 = POKéMON MANSION 3F2238 = SAFARI ZONE 3F223C = POKéMON LEAGUE 3F2240 = ROCK TUNNEL 3F2244 = SEAFOAM ISLANDS 3F2248 = POKéMON TOWER 3F224C = CERULEAN CAVE 3F2250 = POWER PLANT (Sevii Islands continue on right after, I only wrote Kanto offsets because I'm lazy) Now to demonstrate what I mean, let's say you're in Pallet Town. http://i1151.photobucket.com/albums/o625/ChaosRush/6_zps88cde5c2.png At 0x3F2178, the offset for Pallet Town's dimensions (as well as the start of the whole table), we see the bytes 01 00 01 00. The first 01 simply means that on the Town Map, Pallet Town is only 01 tile high, and the second 01 simply means that on the Town Map, Pallet Town is only 01 tile wide. Because of that, no matter where you are in Pallet Town, on the Town Map, you'll be limited to those dimensions: http://i1151.photobucket.com/albums/o625/ChaosRush/2_zpsc296bd07.png Now lets change Pallet Town's Town Map width to 03. Simply change the byte at 0x3F2178 to 03. Now let's walk all the way to the right side of Pallet Town. http://i1151.photobucket.com/albums/o625/ChaosRush/1_zpsfd3cb2eb.png So we changed Pallet Town's Town Map width to 03, let's check the Town Map: http://i1151.photobucket.com/albums/o625/ChaosRush/3_zps7363859b.png As you can see, it affects our visual position on the Town Map. This is because we altered Pallet Town's Town Map width to 03. If we go to the middle of Pallet Town, then we get this: http://i1151.photobucket.com/albums/o625/ChaosRush/4_zps3b1a276c.png http://i1151.photobucket.com/albums/o625/ChaosRush/5_zps77f52a74.png And all the way to the left: http://i1151.photobucket.com/albums/o625/ChaosRush/6_zps88cde5c2.png http://i1151.photobucket.com/albums/o625/ChaosRush/2_zpsc296bd07.png The same applies to height. This is how your position is controlled on the Town Map, as each Map name as a width and height associated with it. |
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This is awesome, I'm going to use this for the world map editor. Any chance you can do it for Ruby? ;0 also, t-swizzle for dream girl |
http://i.imgur.com/FVF4tzR.png
There's a table at x45FD54 that controls the position of various elements during the item animation on a per-mon basis. Each entry is 5 bytes, and the first entry maps to Bulbasaur rather than 0x0. It looks like Unown does some funny business with this table as well. 0x0 = X position of TM right-ward from left edge of sprite 0x1 = Y position of TM downward from top edge of sprite 0x2 = How much Y position is modified when sprite is stretched (eg. start of TM animation, using a potion on a happy mon) 0x3 = X position of non-TM item 0x4 = Y position of non-TM item |
Quick python script that's useful for debugging a map if you know it's header offset and don't feel like loading up advance map.
Sample output: Code:
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This is probably something you could find by yourself but it's nice to have it in one place I guess.
0xE991F8 - Trainer Card Tileset 0x3CC6F0 - Trainer Card Front Tilemap 0x3CC984 - Trainer Card Back Tilemap 0x3CCEC8 - Trainer Card Background Tilemap 0x3CD5E8 - Badges 0x3CC368 - Trainer Card Stickers 0xE99198 - Palettes (first is the Trainer Card itself (and the stickers? I think), then the background for males, then the background for females) |
Well I'm not sure how much of what I'm about to post isn't already known, but I couldn't find it, so here goes.
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I think I isolated the routine for the tall grass in Pokemon Ruby by working backwards from the shared information in Fire Red (there was a post about making the tall grass work, and I started from those offsets). What I'm trying to do is change how the tall grass animation handles sprite priority (basically, make it behave just like the normal grass as far as layers are concerned by making both the player and the grass priority 2 instead of the player's body changing to 3) Spoiler:
I got this far, but I'm stuck. I have no idea what to change, or how much to change, or what to change it to. I have limited experience working with HEX, and I never really looked at ASM until a few days ago. I would imagine that I would need to change one value or so to make it behave like the normal grass (I still want the player to be forced to walk through it, and I can manage with the animation frames given, but I dont want the player disappearing behind the grass's roots). If anyone is interested in this problem, for purposes of eking out a bit more customization from the behaviors already found in the game, or just to help out a newbie who tried his best, I would greatly appreciate it. |
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In AM, though, you pull up the world map editor, and on the right there's boxes for the width and height, close to where the position boxes are. |
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Finally no more trouble with OAK, GARY, HERO introduction sprite palettes!
They are 256 colours so when you look them up on a palette viewer you might find that OAKs palettes are stored in slots 7 and 8. This means you can have 32 colours for these sprites too!! So all you have to go is into Infranview --> decrease colour depth to 32 --> Increase colour depth to 256. Next just move all colours into rows 7 and 8 and save and insert in NLZ-Advance as 256 colours (also make sure your transparent is at the first tile.. I forgot). Then simply hex edit find the palette in the ROM or APE and insert it! Wahla! No more glitchy greenish and red intro sprites! |
The songtable format goes like this:
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YY = 01 or 02. 01 results regular songs, but if you put 02, the song ingame will stop play if there is another sound (like PC sound, menu open sound, etc.). Gamefreak used 01 for regular songs (like city/battle themes) and 02 for fanfares. |
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03 is for other things too you know |
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Hmm... I think if enough was put into it, it could be possible. If I understand correctly, a routine could be created to use the RNG each step to give a chance of shaking grass, dark water, or the clouds. The routine would need to check if one such event is already active though. It would also need to reset after the player enters a battle or leaves the map, or other similar instances. Finally, it would need to check if the player is on the set tile and--if yes--generate a wild encounter or give an item. Resetting after leaving a map wouldn't be a problem since I think it would most likely do that on its own. I don't know how a routine would check if an event is already going though, and I really don't have a clue how the RNG or whatnot work in the GBA pokemon games. I know my input isn't much of a help, sorry. :P |
playsong2 is supposed to be used in 0x3-type level scripts to automatically play the song specified instead of the song that map usually plays.
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I dunno if I'm just really slow, but if others didn't know this then there's no harm in posting it. (Now that I think about it, this is probably obvious as movesprite2 is another command that's specifically for level scripts) |
Info on the scripting command "cry" here, about the effect.
Cry 0x0: normal. 0x1: normal but cut short. 0x2: higher pitch than normal. 0x3: higher pitch than normal, with a bit of echo, like pokemon on the overworld is roaring. 0x4: short reversed cry. 0x5: low cry 0x6: hard normal pitch cry, sort of like a roar. 0x7: short lower cry. 0x8: normal pitch but just a tiny bit short I think? 0x9: slightly lower than normal but not by much. 0xA: lower than the last one. 0xB: short lower. 0xC: short lower. 0xD:normal? 0xE:normal? 0xF: normal? I just remembered I had this saved in a text file on my laptop. I'll have to re-test this though, I might have had a few of those wrong(the ones marked with ? at the end). Also gonna have to test and see if it could go past 0xF. I have a feeling that this may have something to do with certain bits being set, though I'm not too sure since I don't know about any routine behind this. If anybody else has any info to add to this, then please do. Or if this has been covered already, let me know. ^^ |
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if you only want to reload the palettes you can call 08059AD8 with the pointer to the mapdata-header in r0. Code:
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EDIT: calling 08055148 alone works for me. |
I was able to find the battle animation background table for Emerald.
The table starts at 0x525D54 and ends at 0x525E97. The structure is the same as FireRed's. We can now have custom battle animation backgrounds for Emerald as well by repointing and expanding this table. |
in applymovement #raw 0x69 will play all the rocksmash, tree frames, its in their respective scripts so don't be fooled by the 'mov69' description.
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Hey everybody,
Is it possible to implement a choice in the intro to pick a character? Like, instead of "Are you a boy or girl?" and you pick a gender, could it be "Are you a boy or a girl?" And then it asks you to pick one of three archetypes per say? |
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Thanks for the reply!
Sounds like it's above my head. I'm relatively new to rom hacking. thanks though! |
Can anyone point me in the direction of research about breeding or the game's pokemon generation routine? I searched the forum and couldnt find anything
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Update on my small bit of research into the "cry" command.
What is already known: cry 0xXX 0xYY XX = pokemon index number. YY = effect on the cry. The first parameter didn't need researching(obviously) so I researched the second(the cry effect). Here's what I've found: Cry Code:
After doing that bit of research, I decided to take a look at the playsong command's second parameter. So far as I've found there, it does absolutely nothing. I only looked at 0x0-0xF though, so there's a lot of room for me to be proved wrong there. That's about it for now. Hope this helps somebody. :) |
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if we use 0x0, the song will no longer play after a battle. if we use 0x1, the song will still be played after a battle. |
Ah I see. Thanks for pointing that out, it could be pretty helpful. ^^
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So lately I've been studying ASM a bit and gonna try and finally get it down. I've managed to locate parts of the START menu's code simply by finding their text pointer, and then the pointer to that table of pointers, and then looking at the surrounding code in VBA's disassembler. Whenever I saw something such "mov r2, #0x8", I wondered what would happen if I had a different value load into that register. As a result, I've figured this out so far:
0x0806EF94 = X positioning of [name] in the START menu. Change it and you can reposition [name]: http://i.imgur.com/HWEpZe8.png 0x0806EFD0 = the font used in the START menu. 00 gives you the smaller font. Any other value doesn't seem to do anything. http://i.imgur.com/3vhCUhy.png 0x0806EFD4 = X positioning of the text in the START menu (except [name]) The default value is 08. This is what it looks like if you change it to 00: http://i.imgur.com/VpItE5B.png (Changing it to FF/giving longer text strings will NOT magically make the menu box's width longer unlike the multichoice boxes that the script engine uses) 0x0806F0DE = relative X positioning of cursor in START menu 0x0806F0E0 = relative Y positioning of cursor in START menu By positioning, I don't mean the actual selection within the start menu, I mean the actual pixel coordinates of the cursor within the start menu. None of this info is useful yet, but eventually I would like to port Emerald's START menu look onto FireRed because I find it more aesthetically pleasing. But that's not all I found! At 0x083A7344 is a table that basically controls the START menu itself. The format of the table goes like this: [XX XX XX 08][YY YY YY 08] XX XX XX 08 = pointer to text string within START menu (such as POKéDEX, POKéMON, BAG, etc.) YY YY YY 08 = pointer to the routine of aforementioned function. Yes, I'm serious. You can literally switch around your START menu like this: http://i.imgur.com/1ci5ayY.png Notice how POKéMON is in the first slot like in B/W/B2/W2/X/Y, not POKéDEX like in Gens I-IV. And no, I did not just switch the text string pointer, I switched around the function pointers too. Don't believe me? Try it yourself! It's fun! Here's the table at 0x083A7344 in detail: 41627D = POKéDEX text string 06F411 = POKéDEX routine (+1) 415A66 = POKéMON text string 06F44D = POKéMON routine (+1) 416285 = BAG text string 06F481 = BAG routine (+1) 41628E = [name] text string 06F4B5 = Trainer Card routine (+1) 416291 = SAVE text string 06F4E9 = SAVE routine (+1) 416296 = OPTION text string 06F4FD = OPTION routine (+1) 41629D = EXIT text string 06F541 = EXIT routine (+1) 4162A2 = RETIRE text string (Safari Zone) 06F555 = RETIRE routine(+1) 41628E = [name] text string 06F56D = ??? (+1) (fadescreen then freezes the game, I'm assuming its for the alternate Trainer Card shown during Link Battles/Trades) Unfortunately I haven't been able to find what dictates how many entries the START menu gets, but hopefully with this knowledge, it will be a lot easier to implement something like the a PokéGear onto FireRed. Not to mention that these offsets are the actual routines used for the Pokédex, party screen, bag, Trainer Card, Save menu, and Options. I'm not joking lol, if you literally put this in a script: Code:
So say, you wrote a custom PokéGear code. You can edit one of the function pointers in the table to your new code and voila, you'll have a PokéGear within your START menu. Of course, what would be more ideal is if we could figure out how to expand the number of entries the START menu gets. I'm sure it wouldn't be that hard, the thing is that I have no idea how to find the routine that the game uses when you actually press the START button. |
Nice find Chaos Rush!
Really fun to switch it, but note that the flag to active the Menu will be different. ~Original~ setflag 0x828 - Activates Pokemon Menu setflag 0x829 - Activates Pokedex Menu ~Switched(Pokedex and Pokemon Menu)~ setflag 0x829 - Activates Pokemon Menu setflag 0x828 - Activates Pokedex Menu (If we doesn't change that will cause Oak give you pokedex when you choose a pokemon :D) |
nop the 8 bytes at 080484 to make trainerbattle 0x9 not have oak's text
found by knizz |
I personally thought that block editing with A-map one-by-one was not a clever way.
Esspecially when we trying to redo the whole tileset. When using block editor in A-map, the [offset:]slot will show the block offset when your mouse move on any block. Go to hex editor and go to that offset(I use grass as example)and you will see something like this: 6E 02 6F 02 4C 02 4D 02 00 00 00 00 00 00 00 00 Copy and paste this code to the next offset and save. Go back to A-map, now you will see the next block after the grass will become grass. The code is actually how tile arranged on the block, 6E02 6F02 4C02 4D02 6E 02-> 02 6E which will be the tile no. 26E 6F 02-> 02 6F which will be the tile no. 26F 4C 02-> 02 4C which will be the tile no. 24C 4D 02-> 02 4D which will be the tile no. 24D And changing the 0 to something else not higher than 12(C IN HEX) will change the pallete of that tile. |
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You can change the color filter used by flashbacks by changing the byte at 080572B0 to something else. So if sepia flashbacks are your thing then you can change it to 02, or alternatively you can have color flashbacks with 00.
EDIT: Apparently there's another address, 08057274, that needs tweaking as well. Same procedure, just different address. |
Just a quick little thing I just discovered about music editing with Sappy. Not sure if this has been covered before (probably), but felt like posting it in case anyone else ran into the same problem.
If you have a .s file where one or more of the tracks sounds all "wavy" (not quite sure how to describe it, but where the notes bend all the time instead of just playing normally), here's how to fix it: - look at the track details of each track of your song in Sappy - if the last number (should be an indigo color in sappy 2006) is anything other than 0, that is what is causing the bending - open the .s file in notepad and navigate to the data for that track - at the beginning of the track's data, you should see things like VOICE, VOL, PAN, etc. - the one that controls the bending is MOD - simply remove the line with the MOD byte and save the .s file That removes the weird bending. Not sure if this is even news but hope this helps someone. :P |
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The Pickup table in Emerald is at 0x31C440. It consists of two lists of values, the first for common items, the second for rare items starting at 0x31C464.
e: The Pickup routine is at 0x55C00, and the move command table is at 0x31BD10. There seem to be quite a few blocks in that region of pointer tables followed by data used by the routines they point to. |
Hi I'm beginner,
I'm trying to understand how is all data about mapping stored. I found this article, which explain some structure of data. Code:
Thank you for your help. |
Hey there, i need the offset of the generateOAM function + its parameter.
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Thank you for your help.
I'm a German, and i don't know for sure wether i understood the template. Is this simply a pointer to the oam's animation data? And what if the object has'nt any animation. Will the obj disappear after displaying all frames listed in the template? And in what registers i have to transfer ( i don't know how to say this, sorry) each param? - Viz0r |
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Let me know if you have any questions, and feel free to browse around some of my C code where I use these functions quite a bit. If you're good with C it might make a bit more sense for you, but otherwise I'd suggest reading up in knizz's research thread. |
Isnt there any way creating OAM without using a entry in the template table? i mean the Overworlds are sureley not genereted due to this table, arent they?
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Possibly odd question, has anyone ever looked into/seen any research into removing the pokedex? Mainly, the pop-up when you catch a new pokemon?
I imagine it would take some hardwiring, since it's not something scripting could deal with - unless the sequence can be repointed/reorganised in hex I'm guessing it's an ASM job? |
It defenity is an ASM job, but it shouldn't be too hard, since there is some kind of switch case for the battle, which leads to certain parts that can be displayed during the battle (such as send new poke, attack and so on). There could be one entry that leads to the pokedex_information. You could simply change the pointer to another function, but there definitly is research needed.
Another question. I was reseraching an function, which updates all stats given on a pokemon, like the stat level, which is based on the ep, or the stat attack, wich is based on the baseATk, level, IV and EV. To reach this aim i did a lot on reasearch at picking a pokemon from your box, because there a lot of data is cacluated, but i found not very much. All i got is (for a german firered) sub_func at 0x08093078 (r0:int8 a, r1:int8 b) a = box ID, b = box nr. Pokemon is taken, if box ID = 0xe there is an exeption /* takes pokemon from box, buffers its data into malloced RAM has anybody ever found a fucntion that updates and recalcutes pokemon stats? because i want to make a species change, but the stats are not updating imideatly. |
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I already found one. Its located at SUB_0x0803E674 in Fire Red German.
You have to permitt: r0, int32: source of basicData(0x50 bytes) ;; r1, int32: destination of calcuated data (0x64 Bytes) |
Is it possible for an overworld to use two palettes? I've been thinking about the idea of hacking the bike routine for ridable pokemon (Page 16 of this thread) and the pokemon and hero would need seperate palettes for the sprite to look good.
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Basically, no, you can't do it. |
It definitley is possible, since any object of the OAM can use all 16 OAM-Palettes, if it is in 256 Col Mode.
BUT: you have to make the game set the bike Sprite to this mode, you have to custom the palettes the way, that the sprite can use all 256 by not destroying other sprites It definitley is possible, but no one would do this kind of job just for an simple object, since it would probably ♥♥♥♥ up with all other objects... Just use an 16 colors palette, its way easier Here is a quatation from GBATEK, if you intend to hack the OAM-system Quote:
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EDIT: A workaround could be when the bike is selected create an overworld of the pokemon on the same spot that mimics the players movements. From the players point of view this would be exactly the same as if it is one object. |
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The GBA renders objects on a per object basis. Meaning that data for one object can be interpreted differently to another. You could feasibly store the bike sprite as an 8bpp image and then tell the GBA (using the OAM data) to interpret it as such, while leaving all other images in their native 4bpp format and having no ill effects. The trick to this is that doing so as a hack is a lot harder than you would initially think, especially as you'd have to do it as a hook into the existing sprite object code for the bike. I wasn't ever saying it wasn't physically possible, simply trying to get it across to you that it's not really feasible as a hack within the Game Freak developed system, since that system relies on the sprites being in 4bpp format. |
Anyone know if it is possible to import the system of double battles in Emerald for the FR?
When we are in range of vision of two different NPCs, and get a Double Battle, and when standing in reach of only one, a normal battle. |
I used a german Firered Rom. Maybe my offsets are incorrect, but i dont think so, since reseraching was very easy...
.equ generate, 0x08006F0D .equ OAM_thingy, 0x08231BCC .equ callback, 0x08EE9ED .equ buffer, 0x0202063C i made the template dynamic, so i could use it for several objects. i placed it at a malloced offset, so its save to use. then i called the generate_sub func (sub_08A5007C does this at my rom), and transfered the right params. however my game freezes, after some time, and its not due to may code, since it is executed completley and corretcley and it also correctly returns to the scripthandler. here is a screenshot of the point in my code, in which i spawn the OAM. http://www.directupload.net/file/d/3621/aw7kvpan_png.htm |
Wouldn't it be easier to piggyback on the code that handles the surfing sprite? I mean, the player and the blob Pokemon that is surfed on are two different images. If you want riding Pokemon, I feel like it would be much easier to start there. See if the surfing blob sprite can use a different palette than the player.
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A small bit of reasearch into the .bpc files in the PMD era of games leads to an interesting result. This is too small for a thread of its own, and I might not look at it past this, but I figured someone may be able to use it as a starting point or point me towards a tool that can already do this.
first byte is offset to first image data portion Code:
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I just came over an somehow interesting problem(at least one I have no solution for by now, I actually thought that was kind of easy)
I am basically looking for a routine that updates the palettes of a map, so the BG palettes and the OAM palettes. It does'nt have to update the tiles, but I don't care if it does (As long as this does not produce lagg, slowdowns or visual shinanigance since I would have to call those routines during the players movement) What I already found is a routine that is sort of a soft_reset, it does not update the sprites though and it ignores rain, so if its currently raining and the routine is called, the screen is lit up. Basically such a thing has to exist because this is what happens when the player enters a warp or leaves the menu, but I wasn't able to find it. Maybe someone had already had more luck than me :D Oh btw. I am working on pokémon emerald (german) but if anyone has a routine offset that works for FRE I'll be happy as well because it's not too complicated to port such an offset since the games basically had the same base code which is firered. ~SBird |
I'm not sure if I'm allowed to do this, but to prevent this info from getting lost I'm going to quote colcolstyles from here: http://www.pokecommunity.com/showpost.php?p=6360629&postcount=17122
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Has anybody got any info on link functionality in FireRed? What I'm looking for specifically is how multi/tag battles work and how the other player's data is transfered.
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textcolor 0xFF reverts the text colour to the default colour for the person event's gender. This is information from DavidJCobb's repository on each of the commands in FireRed. He has since abandoned this, but in an effort to revive it and continue the documentation, I have hosted this repository with some revisions: http://www.sphericalice.co/romhacking/davidjcobb_script/
If you have any contributions you wish to add to this, please do share them either here, by PM/VMing, or by e-mailing me, and I'll add it to that repository. Hopefully we can expand it! |
If you want to change a text box permanently navigate to 0x160450. There are pointer to textbox type 0x0, 0x1, 0x2, 0x3, 0x4, 0x5, 0x6 etc.
Yes you can use XSE to decompile these scripts and feel free to add in anything you may desire.... permanently! So you won't have to call the transparency asm in every script you want, it does it automatically. |
If you want a-map 1.92 to have support for new pokemon in the wild then follow these directions:
http://pastebin.com/13djBRnT Originally found by Baitot :D |
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~SBird |
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The only 100% bug-free function in 1.95 is the block editor. Otherwise it'll corrupt your ROM slowly. This isn't good for Emerald hackers (you) who want extra space :P Hence why most successful bug-free hacks use 1.92 instead. |
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Cause if you convert it, it would be "156 1" in numerical form. Would you care to explain? :) |
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Does anyone have any idea where the 'flash' animation/script/asm routine/special/whatever it is can be found, or how to mimic it? I've scoured around everywhere I can think of, the lack of actual messages when executing flash is preventing me hex-searching the normal way. Anyone know anything?
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--------------- For anyone who wants to change the preset names that pop up if you leave the naming spots blank and just press enter, I have all the names and their locations in the following spoiler. I also included the intro texts in order by using numbers. Just add it to your A-Text ini if you want to see them in that program but I recommend not using a-text for anything else besides finding texts! Spoiler:
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Lighten works on fire red, too. Not sure about darken though.
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http://i.imgur.com/d8osqZx.png
The Unknown value for Person events below the Pos (X/Y) field appears to control the altitude of the Person event. Here's what happens in-game when the Unknown value is set to 0 or 3 on a bridge: http://i.imgur.com/yHEiFeK.gif (Excuse the speed of the .gifs, Photoshop refuses to import anything higher than 500 frames so I had to double the FPS) This is unideal if you want this NPC to be on top of the bridge, and not below it. However, setting the Unknown byte to 4 results in this: http://i.imgur.com/jBBxrxL.gif You cannot interact with Person events which are on a different layer to that of the player; this includes stepping in the view radius of a Trainer on a different altitude (in that, the battle will not activate). For clarification, this is how the bridge's movement permissions are laid out: http://i.imgur.com/4MVFGfP.png The following values for this Unknown byte lowers the Person event to the corresponding layer (where the layer # is the movement permission number). Code:
It would be safe to assume that the other Unknown values for warps and script events are also this, as they are set to 3 in most cases in vanilla FireRed, too. |
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But, you need to use the Advanced Map provided by this link, which should be 1,231 KB. Mine was 426 KB, and didn't work for this method. |
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:D |
What part of the script do I need to remove/add to make Fire Red move tutors reusable? I've seen that Pokémon Glazed managed to do it but because of its expanded size I couldn't open it up and see how it was done.
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http://i.imgur.com/Ns7oosj.pnghttp://i.imgur.com/82vkSCw.png
XY added a feature that gives experience points when you catch pokemon. To duplicate this in FR, do the following: Repoint the battle script at x1d9a42 to point to this: 2A 00 68 3D 02 02 05 00 50 9A 1D 08 60 0B 10 0B 01 F1 XX XX XX XX 2E E0 3F 02 02 00 2E 0C 3C 02 02 00 2E 0D 3C 02 02 00 23 00 10 0F 01 3A 2E 82 3E 02 02 00 F2 10 0D 01 3A 2E 82 3E 02 02 00 F3 80 9A 1D 08 F0 13 54 E6 3F 08 12 40 00 28 81 9A 1D 08 where XX XX XX XX is a pointer to: 2E E0 3F 02 02 00 2E 0C 3C 02 02 00 2E 0D 3C 02 02 00 23 00 10 0D 01 3A 2E 82 3E 02 02 00 F3 80 9A 1D 08 F0 13 54 E6 3F 08 12 40 00 28 81 9A 1D 08 To let the player's mons evolve from this experience, replace the bytes at x15A68 with A1 5A 01 08. Edit: Changed the scripts, I assumed they cut off earlier than they actually did. Should work with full party+no nickname now. |
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http://i.imgur.com/hgIR3F3.pnghttp://i.imgur.com/SGbwSqm.png
XY added a feature that gives experience points when you catch pokemon. To duplicate this in Emerald, do the following: Repoint the battle script at x2dbd84 to point to this: 2A 00 08 42 02 02 05 00 92 BD 2D 08 60 0B 10 0B 01 F1 XX XX XX XX 2E 90 44 02 02 00 2E AC 40 02 02 00 2E AD 40 02 02 00 23 00 10 0F 01 3A 2E 32 43 02 02 00 F2 10 0D 01 3A 2E 32 43 02 02 00 F3 C2 BD 2D 08 F0 13 7A C9 5C 08 12 40 00 28 C3 BD 2D 08 where XX XX XX XX is a pointer to: 2E 90 44 02 02 00 2E AC 40 02 02 00 2E AD 40 02 02 00 23 00 10 0D 01 3A 2E 32 43 02 02 00 F3 C2 BD 2D 08 F0 13 7A C9 5C 08 12 40 00 28 C3 BD 2D 08 To let the player's mons evolve from this experience, replace the bytes at x3DE7C with B5 DE 03 08. credit obviously goes to DoesntKnowHowToPlay for doing this first on FireRed lol EDIT: So apparently, as discovered by Tlachtli, if you level up from experience while catching a Pokémon that hasn't yet been recorded to the Pokédex, then the Pokédex screen will have the text displayed in the wrong X-position offset. I'll look into it eventually |
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I made the same feature (though differently: I didn't need to replace the bytes at x15A68), which is almost flawless, if not for the music: it plays the captured pokemon jingle, then the receive exp jingle. You can check it here: http://pokemonhackersonline.com/showthread.php?t=14839-FR-Pokemons-receive-EXP-after-capturing |
I did a sneaky little trick- the script zeroes out the HP of the active pokemon's battle struct. The game then assumes that you died from Explosion and doesn't give experience to the active pokemon, which is what starts the music- however, it nonetheless proceeds to hand it out to the rest of the party, which includes the active pokemon as it wasn't flagged as getting its share earlier.
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I combined my work with the one from Doesnt. As a result, there are less bytes to write into freespace.
So, here's what to do to give exp points when you catch a pokemon: 1-The bytes to put into freespace: 2E E0 3F 02 02 00 2E 0C 3C 02 02 00 2E 0D 3C 02 02 00 23 00 F1 63 9A 1D 08 28 58 9A 1D 08 2-The bytes to replace at 1D9A53: 41 XX XX XX 08 (XX = pointer to the code above). 3-Just like Doesnt wrote earlier, replace the bytes at 15A68 with A1 5A 01 08. It should work without problems, as I tested it before posting. Thanks to Doesnt for telling me how to fix a music issue. |
I want to create custom regional Pokedex in FireRed (not simplify expanding Kanto Dex, but creating a new one). But what with that Second Dex order? I mean, in PGE's ini, there is Second Dex Table offset for BPRE (and all others). In PGE's Pokedex Order Editor there are two orders: first is National, and second (named ????????? there) is Hoenn, because first Pokemon is Treecko and 202th is Deoxys. Are there any ways to replace Kanto Dex with this order?
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It's a bit more complicated for the elemental Hyper Beam move tutor, as that involves the use of a special to see if you have the right Pokémon with the right credentials and which of the moves have been already taught. It's a similar concept, though. |
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https://dl.dropbox.com/s/54z7q2zjnc5eqiw/Capture.PNG I've also tried formatting the pointer as 60C0EC08, 08ECC061, and 08ECC060. No changes, except for more oddities when I had formatted the pointers differently. 1. If the thrown Pokeball fails, my game freezes. 2. When the Pokemon is caught, Torchic does gain experience, but after the Pokedex information screen, I'm taken to a party select window, with the battle victory music still playing in the background. Torchic is the only Pokemon in the party, and I am unable to exit the window. At xECC060, I've pasted the second string of bytes exactly as you've posted: https://dl.dropboxusercontent.com/s/5f3bk2ie0uj5ath/Capture2.PNG I have also tried omitting the bytes at x3DE7C, with no change. If anyone could help me figure out what I have done wrong, I'd really appreciate it. |
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Firstly, you can place all the machine code in 0xECC060 like this: http://www.pokecommunity.com/attachment.php?attachmentid=72469&stc=1&d=1403844557 Then replace the two pointers here from 84 BD 2D 08 to 60 C0 EC 08: http://www.pokecommunity.com/attachment.php?attachmentid=72470&stc=1&d=1403844557 http://www.pokecommunity.com/attachment.php?attachmentid=72471&stc=1&d=1403844557 Finally, replace the bytes at 0x3DE7C with B5 DE 03 08. It may working properly now. |
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