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Ok, sorry, my bad, the script doesn't work, and i don't know why. In the past months i only worked with ASM, so i'm a but rusty with scripts. Here's a routine.
Try callingasm this routine: Code:
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I looked at the list of identified flags posted by DavidJCobb and it isn't very clear which ranges of flags can be used safely. It looks like the range between 0AE and 154 doesn't have any flags. Does anyone know if new flags can be created in that range?
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I figured out how to edit the Hoenn Dex order in Ruby, without editing the National Dex. The offset is at 0x1FC84C. It does not list by Pokemon index number, it lists by dex entry index number. Treecko's index number is 277, but Treecko's dex entry number is 252. Which is why the byte at the offset I listed is FC. Changing the bytes here will change the Hoenn Dex while keeping the National Dex intact.
I suspect the same table exists in Emerald, and the bytes should be exactly the same. EDIT: Hacked the Hoenn Dex to something similar (but not exactly the same) to a listing I'm planning on using in a future hack: http://i49.tinypic.com/262l4s9.png |
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For any ruby/firered to emerald equivalents, you can ask me, as i'm a emerald hacker. |
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For anyone interested, in FR US 1.0 (aka BPRE 1.0), to change your Pokédex "mode" to the style which DPPt used (That is, to have the seen amount displayed in the continue screen and the save screen instead of the caught numbers), change:
0800CF56: 00 20 0800CF64: 00 20 080F803C: 00 20 080F8044: 00 20 It really is that simple. :) |
Hello guys! :)
Does anyone know the RAM location for the player's current money, if any? I've been messing with the memory viewer but I can't see it unless I access the trainer card, 0x02000490. But I want to know where the data is when you're not viewing the card. EDIT: Oh, it's for BPRE. Silly me! ^^ |
Well the offset 0x054B80 contains bytes that can be edited to change the amount of money you start off with in FireRed, but I don't know which ROM you're referring to.
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For the setmapfooter command/script in XSE, you're required to know the map footer for the map. Some people suggest subtracting the map footer table from the pointer to map footer offset, but there's a much easier way. I also think that method only works with Emerald, because since no one has posted the map footer table for Fire Red on these forums, I had to reverse find the "table," but using that number did not work with other maps than the map that I used to reverse find it. I probably checked my math, offsets, and pointers countless times, and I'm positive that method doesn't work with Fire Red.
This, however DOES work with Fire Red, along with Leaf Green, Ruby, Sapphire, and Emerald. 1. Go into Advance Map. 2. Choose a map you want the setmapfooter command to work with. 3. Go to header. 4. CTRL+H for professional settings. 5. Find the 19th byte in the Map Header (long strand of bytes under Map Settings) 6. That 19th byte is what you will use. |
After a long battle with cancer trying to find the RAM location of the player's money, I had a feeling that it is encrypted somewhere in the RAM and that's why I can't find it. So after going to my local POKeMART, I found a little routine that seems to decrypt something. After doing further testing, I made this routine to get the player's current money using the game's own code.
The routine: Spoiler:
I slept after that... |
What I've noticed is that when you insert a map, you are not able to ride the bicycle on that map even if you edit all of the header settings for the map. The solution to this lies in the string of bytes for the map header.
1. In Advance Map, go to the map header and enter the professional map header settings with CTRL+H. 2. In the string of bytes for the map header under "Map options:," find the first of the last four bytes (byte #25 if that confuses you). 3. Change that byte (byte #25) to 01. 4. You can now ride the bicycle on that map! |
Did someone ever thought about more characters than the two genders in FR? For example 2 boys and 2 girls?
In my eyes it would need a change of the choice in the intro and a modification of the scripts that renders the trainerbattles (backsprite) and the maps (OW) as like some minor things. My Question is: Would it be possible with a small amount of work? I don't know how the routines that differ the gender work, but thinking about the checkgender command gives me the feeling that the game only allows 2 Values. Does anyone know sth. about it? |
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Hm... I've actually found the name input screen graphics in a/1/1/9 on a Pokémon Black 2/White 2 ROM. And then I found the name input screen graphics in a/1/1/8 on the first Pokémon Black/White ROMs. But when I try to insert the name input graphics from Black into Black 2... here's what happens, the graphics may be changed... but the characters and the cursor position haven't changed, so I'm actually wondering where the data for the name input screen and cursor position are... so then I can then replace the data from the first Black Version into Black Version 2.
http://img28.imageshack.us/img28/1042/inputscreenissue2.pnghttp://img836.imageshack.us/img836/622/inputscreenissue3.png |
I recently replaced the battery in my old Ruby Version cart, as it had run dry due to age. Some things have been working fine since the replacement (clock's running, Shoal Cave works like it's supposed to). Other things, however, are displaying symptoms very reminiscent of the old Berry Glitch that used to plague Ruby & Sapphire versions (berries won't grow, lotto tickets don't work). Now, I can't imagine the R/S/E programmers devoting much effort to elegantly restoring all the RTC related functionality after a dry battery has been replaced so finding these glitches after going through the effort to repair my cart are kind of disappointing but unsurprising.
I'm wondering about the feasibility of dumping my save using a tool like GBA_Backup_Tool and using some hacking tools to determine what's gone wrong with my save, perhaps comparing it with a healthy save, then fixing it and dumping it back to the original cart. Has fixing a bug like this ever been tried before? |
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The weird thing that's going on here, and the reason I gravitated towards the Research forum and started thinking about dumping my save (which I've done now, I'm just too inexperienced/stupid at hex-editing gba saves for the moment to actually do anything with the dumped save other than play it in VBA), is that I've somehow managed to replicate the effects of a glitch that should have been patched out of the game years ago. The obvious answer to "how" is that I'm experiencing continuing effects of the battery running dry despite putting in a new battery because the game doesn't know how to restart particular features after they've broken due to the battery (not due to the aforementioned glitch that Nintendo patched out themselves) and I want to research exactly what happened. There's one person in the Gen III Q&A thread who's mentioned experiencing the same issue under the exact same circumstances but overall it's not something that's been documented because the rare folks who actually change the dry lithium cells in their RSE carts mostly seem to just start new games once they do so. What I want to do with the save file I've dumped is unpackage it and take a look at what's going on with the Loamy Soil data using a hex editor and see if there's anything insane going on with the minutes remaining variables for my berry bushes or if there's anything else amiss. Right now I lack the means to unpackage it though there's plenty of useful reference information on Ruby/Sapphire save file data structure on furlocks-forest (which I can't link yet since the board software won't let me until I've posted more). Alternatively, there's the possibility I'm a complete idiot and it really is something simple I can patch using official Nintendo stuff and I just haven't done enough Google research. Somebody talk me down from my insane scheme if you think this is the case. |
Some fun music hacking info..
There are fanfares (I guess I'll call them that) and songs. The difference between them is that if you start a fanfare on one map and go to the next, the fanfare will overlap with the new music. It will sound like a blended mess. If you insert a music track that you want for a city or route over it, then it'll still keep the characteristics of the fanfare. This is not good because the music will blend if you go to another map. To fix this, you must find the track's pointer in the song table. This can easily be found by looking at the "Table" offset in Sappy. So, you have the pointer. There are four bytes after the pointer. 00 00 00 00 means it's a song. 02 00 02 00 means it's a fanfare. If you want to make a song a fanfare, vice versa, then you change the bytes to what you desire. Now, you can replace the futile "You Fail It" tracks with great route music, or some other fanfare you want to replace. Also, make sure you do this for every song table you have. You only have one if you haven't made another, by the way. :D |
I didn't think this warranted an entire thread, mainly because I'm sure someone else has figured this out by now.
In Gen V games, the stat calculations system was overhauled, and stats are recalculated after every battle. This is all well and good, and I wouldn't touch it in any case, but one thing caught my eye...Deoxys's stats are calculated after every battle as well, even in Gen III. Only Deoxys. Why would they waste such a perfectly good system for ONLY Deoxys? I expect it's because of the forme-changing, but they could've expanded the system for everything! Surely, since the system is already in place, it's a very simple matter to change it from affecting just one Pokemon to affecting all of them. Does anyone know anything about what someone might be able to do to fix this? |
Quick Question:
Thanks to pichu2000's Tutorial I know that the data that links the data (maps, events, scripts and texts) is stored in the file a/0/1/3. Where is the data stored in DPP / HGSS? And a second question: Are the commands used for scripting the same in DPP and HGSS? |
Hey guys I have a question, do you guys now where the Trainer Card Sprite Table is?
I wan't to repoint the sprite being loaded when your male and change it to another number for example sprite #90... I would appreciate if you guys can help me, and I know that there's a command in Jpan's Engine but I wan't to do it without applying the patch so can you guys help me? NOTE: This is for the male sprite I don't need to repoint the Heroine sprite... :) |
Hey, I'm not sure if this'll be noticed, but I'm givin' it a shot:
Does anyone know the location of either A) the code that makes Mew and Deoxys use/set the obedience bit, or B) the area that performs the check for the obedience bit in Pokemon Emerald? I'm planning on sprucing up my Pokemon Emerald Randomizer program, and I'd love to get that issue out of the way, as randomized wild pokemon imply possible legitimate Mew and Deoxys usage. I've searched the forums and found a solution to fix wild Mews' obedience bit in FR/LG, but couldn't find Deoxys and additionally couldn't find anything similar in Emerald's code. Granted, I'm really lost in terms of ASM without a decent GBA debugger, but any help on this matter would be greatly appreciated. I've done ASM hacking on GBC before, so I'm not afraid to get my hands dirty. I figure that it's a simple replacement of a few bytes with NOOP, assuming the location of the check is known. Lookin' forward to a response, I hope! Thanks for taking a peek. :) |
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Deoxys: 0x0801D3EC Mew: 0x0801D402 There ya go. |
How hard/easy would it be to insert the Sevii Islands into HG/SS?
Seems like it'd be something someone has already done. |
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