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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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