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Hmm, well you probably want '[buffer1] fainted' which I found at 1a5476. The pointer to this is at 0xA05E4. That's all I know as of now
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The routine you want is here 080A0618 (FireRed). Specifically, the code at 080A0648 is concerned with subtracting HP from the poisoned Pokemon. Check knizz's IDA Pro database for more info.
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Routine should be ready soon.
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For emerald, to disable the need to have the first gym flag to use cut from the menu, it's at 0x1B5514. I'm trying to find surf, but I'm having some trouble. If anyone wants to help, the badge message, it's at 0x5E97FC.
Out of all the HMs that can be found from the menu, I find the most useless one... lol Edit: Huh, this is pretty weird... For strength and rock smash it says something about not being able to use it there (omw to a rock smash rock, but for surf it says the badge stuff...) Edit2: I CAN use rock smash from the menu... idk why though, I disabled the cut flag need.. |
Sorry for double post, but I made a doanimation list for emerald. Here it is:
emerald doanimations (I did this w/o audio, sorry) 0 - freeze 1 - cut 2 - cut tree 3 - freeze 4 - animation in grass 6 - shows weedle or butterfree 8 - Surf Wailmer appears under the player 9 - player GETS on the Wailmer a - "poof" under the player b - "poof" the NPC you call it from c - grass animation below player d - biggest WTF ever e - water drop? 10- Small animation 12- grass animation 13- grass starts shaking 14- ^same but more intense 15- does a weird animation 16- blue animation 17- stars below the player 18- weird ugly things appear on the player 19- nurse joy, shows your pokemon and and the machine healing 1b- kinda looks like cut 1e- fly animation 1f- actually takes you flying 20- get off the bird and land 23- WTF 26- dig animation 2b- player raises pokeball, moves forward 2d- weird, glitchy thing appears in top left corner 31- sand (?) appears below the player 32- water (?) appears below the player 33- sweet scent (I think) 34- weird tiles animate 35- bubbles appear on the player 37- dust (?) falls from the sky 38- animating vines 39- weird animation 3a- also cut 3c- weird animation 3d- different weird animation 3e- weird version of healing pokemon 3f- teleport |
Alright, it's done!
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So, I looked into adding more field moves. Turns out there are four (three in Emerald) tables that need to be expanded and repointed.
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Make sure you repoint ALL references to those. |
Storage System (Bill's PC)
Was trying to find a way to decrease the number of boxs in Storage System (Bill's PC) to use the free RAM for some routines.
I found a routine in 0x04c0a0 that loads at 0x02029314 the beginning of the spaces of Boxs. However I could not find the limiting amount of boxs going from 01-14. If someone can help find a way to let only active 10 boxs would greatly help! |
How is generation 1 block tile membership stored in RAM?
Hi folks, I'm having quite a lot of success decoding the pokemon map from RAM, I've managed to dump block ID's for pallet town starting at about 0xC6EA, and I've also managed to decode the collision data (finally, this took ages to work out - just tile IDs). But what is really bugging me is I've not yet found out how to decode which 4 tiles make up a block. Map editors and tools can read the ROM, but I'm trying to work out the location in RAM. I'm sure it's been found - does anyone know?
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EDIT: Might have derped up a bit (thought you were talking about Gen III), although I'm fairly certain that it is applicable still. Chances are it's unlikely that they have the entire map tilemap buffered, but I could be wrong considering it's Yellow and not Gen III. |
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(EM)
Flag 88b = player is on bike and can't dismount (thanks Touched for telling me to test it :D) 0x1ad5d8 = pointer to script for not having an item registered in bag. Repoint and make your own script and you can have stuff like this :) http://i.snag.gy/2Udx8.jpg |
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In addition, I've gone through and found the equivalent Emerald offsets for this stuff. Quote:
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Skip Birch Intro for Pokemon Emerald It'll skip the entire intro, except there is a 1 second start-up in beginning. My advice for you is to edit to where no song is playing for the intro and the top colors above birch are blackened and it'll look like nothing was ever there. Otherwise, figure out how to take that little part out since it hasn't been found yet. Go to 0x308AC and replace the B1 08 03 08 to 31 16 03 08 and you're set! That's it! Here's a gif of it in use for Pokemon: Fat Kid http://i.imgur.com/hr0zDhQ.gif Credit goes to Touched. |
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Disable Music 08030872: 00 Disable Background 08030882: 00 00 00 00 This will not set the player's name. It will just be blank. |
Wow thats great, i always disliked the Intro! However it would be good, if there would be another way to name the player.
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There is
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Since this isn't big enough for a tutorial, I guess I'll post it here. If you wanna remove the thing in EM where Prof shows you a pokemon, and says, this is a pokemon, for some reason, then do this:
Write FF FF FF 09 at 30A20. (that disables the msgbox in the intro, and the animation. Next, go to introeditor (I think it was) and make the pokemon that birch sends out a (?). Lastly, make that image transparent with the tool of your choice. The reason you have to do that is because the Pokemon shows up after naming yourself, so technically it'll be there, but transparent. |
THIS IS FOR EMERALD ONLY. So I don't have the actual ASM file anymore but credit goes to shinyquag for this one for helping me figure out how to get this to work.
So if you're like me and you want to add or remove menu items from the start menu, like how I removed the player's name from this screenie: http://i.snag.gy/ZZW4j.jpg you need to copy and CTRL B WRITE the following bytes to 0x9F53A: Code:
**This used to have the ability to use clearflag 0x860 etc to remove the items like Save or Exit, etc but I don't have the ASM anymore so I can only provide this as it removes the Player slot and PokeNav, Pokemon, and PokeDex menu items. Sorry! Feel free to research and post the fixings of that. |
Would it be possible to have a pokemon evolve by gender in 3rd gen?...I wanted to make wurmple evolve on level 7 based on gender instead of personality values but noticed that in editors such as G3HS it doesn't exist...
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Does anyone know how the game generates pokemons for a wild battle?
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