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I've located a table that is possibly useful for ASM hackers (certainly those doing abilities). It controls the end of turn effects that tend to do damage such as Leech Seed, Burn, Poison and Nightmare (among other things).
In Fire Red it is located at 0182FC, and in Emerald at 0409C8. I'm compiling a list of effects that will correspond to the relevant 4 byte entries (they're just pointers that get loaded). Spoiler:
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Change the order that badges appear on the trainer card (untested)
Simply makes the loop read from a lookup table before checking for the badge. Spoiler:
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like "TM1 x1" to "TM1 " |
Is there a method to remove the 100 EV cap on the EV-enhancing medicines (Protein, etc.), for FireRed?
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I'm not sure if this is the right place as such for this, but I guess it's sort of Research...
But anyway, the Egg hatching graphics are actually completely independent from the 'Pokemon' Egg sprite which has the index 19C. You can find this graphics in the HUD navigation for Fire Red but I thought I'd post the offsets here as well as the necessary image to replace them with in NSE. Just insert sprite Image+Palette and save the image and the palette to the Rom. It doesn't need any repointing, and the image is indexed. Fire Red Palette: 25F842 Image: 25F862 Emerald Palette: 32B70C Image: 32B72C |
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If you want that every mew/deoxys obey, just insert this 0D E0 at 0x08045C6C. |
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Sorry for repost but it should be deserved to be here now.
Emerald Encounter MusicI have been using Hopeless Trainer Editor as my current trainer editor in use to edit trainer data and to change encounter music assigned on trainers as well. I also wondered which songs (Sappy number does each value uses). I have researched that on. And, guess what? Just like in FireRed, an assigned encounter music number plays a certain theme. I was also using Unnamed Trainer Editor and since didn't listed up for Emerald so, here is the list: Encounter Themes:
0xE until 0xFF (14 until 255) plays the Bug Maniac encounter theme which music number is 0x1A7. Alright! That goes for a while. I still need to research them more since there are further information about them on how they work and how they are listed up. I have seen its table around but it is not as dynamic to be easily repointed. I will update this post as soon as I have gathered information. One important thing: During the process on expanding the Pokedex for Emerald, the ninth step messes up the load of 0x8 encounter music which I have discovered earlier. It seems that in the first twenty-nine 81 01 00 00-s includes the 0x8 encounter theme. To fix the 0x8 encounter music once again: go to 0xB1C30 then type 81 01 00 00. To conclude this, you can have no longer translating the Controlling/Extending Encounter Music which is only for FireRed. You can have fourteen kinds of encounter music in Emerald (than FireRed being three unless you have applied that hack). You have too much already so expanding it on Emerald is pointless. Emerald Overworld and Battle TextboxesGetting lazy jogging down stuff from VBA's Logs? There are few people ask about that. Alright! For being fair, here are the data you need... again for Emerald: Emerald Overworld Textbox: 0x08DDD768 (uncompressed image) Emerald Overworld Textbox Palette: 0x08DDD728 (uncompressed palette) Emerald Battle Textbox: 0x08C00000 (compressed image) Emerald Battle Textbox Pal: 0x08C004E0 (compressed palette) I guess you know what compressed and uncompressed images and palettes are? Good! |
Hi! If you are using a 32x32px overworld for the PLAYER(NDS style) you will notice that it will look weird when you choose your name.
http://i.imgur.com/qB8ZxAH.png To fix it just go to the direction 083A3BC0 and put 18 instead 10 It makes the PLAYER and GARY overworlds look like a 32x32px. http://i.imgur.com/7HNuVBd.png Credits to daniilS |
Encrypted CountersFR saves 64 hidden words after the variables space. Apparently, only the first 51 of them are actually used (still their purpose is unknown) and have a max value of 0x00FFFFFF (16 millions). You can access them by using variable 0x4100 + [counter id * 2, only lower halfword] (but you need to disable the security key to read the actual value) and increment by 1 using the scripting command cmdc3 [id] and battle script command cmd60 [id]. Here's the list of counters i found: Code:
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Hey guys, I just wanted to post a warning about a PKSV bug which occurs quite commonly when testing out routines with callasm (perhaps it happens in XSE too, I haven't tried).
Steps to produce bug: Write a routine and insert it into ROM Write Script with callasm which uses said routine, compile it Close PKSV - Normally around here, I give my routines a game test - Open a new PKSV and decompile the script Make modifications to the routine Make modification to the script and compile Result: Modification to the routine are undone. To avoid the bug you need to always reinsert the routine after compiling a script which uses the routine. |
I've finally updated this thread, too! Again, notify me if I missed something. I too shall be more diligent in keeping this thread updated. :D
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The palette used for sandy footprints is at 0x398FA8 in FireRed and 0x398F88 in LeafGreen. :)
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I'm not sure if this has already been discussed here, but, would it be possible to port the breakable tiles from Sky Pillar (R/S/E) to Fire Red? I mean, to make them only able to be surpassed using the bike and non stopping.
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I just made a little discovery for Pokédex hacking to add on to this post. What's been really bugging me is how you can change the amount of items the National Pokédex has, but the byte for the Regional one isn't known. Well, the 0x13 at 0x452010 is that "missing unknown value". Of course, the amount of items in the National Pokédex is at 0x4520C8, just like Chaos Rush discovered.
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Just a reminder that this thread is not for asking questions, unless it is directly asking a question about a previous post. If you want help, use the Beginner's Lounge and its relevant stickied threads. If you have a small amount of (previously undocumented in this thread or forum) new research and want people to help with it, then that is probably the only acceptable case to ask questions here. Please keep this in mind!
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some useful RAM stuff
emerald RAM offsets for map bank, map number, and x and y coordinates 0x02025A0C stores the current player map bank 0x02025A0D stores the current player map number 0x02025A08 stores the player's x coordinate 0x02025A0A stores the player's y coordinate roaming legendary RAM offsets for their current location RS: 0x02079303 FRLG: 0x0203F3AE E: 0x0207BC86 |
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I know it's nothing hard, nothing WOOOOW, but that's something and my first alone-research-area collaboration. This is for Fire Red:
INFINITE SAFARI TIMESimply go to 0xA0F1A and replace the 01 38 there, for 00 38. The game will still give you 600 steps, but it won't decrease, so you will be there until you retire or run out of Safari Balls. When I figure out how to hide the step count in the start menu, I'll edit this post. |
Well, this is what I did, while learning how to do stuff like debugging and doing new mechanics changes in the game.
Thanks to Touched-sensei, who helped me through the entire process. Thanks to daniilS and kleenexfeu, who also helped in the very end. This is for Fire Red: REUSABLE POKÉBALLS- First, go to 0xA1E30. Change 01 21 to 00 21 (with this, Pokéballs won't be deleted when you select them in your bag); - Now, find some free space and insert this routine there: Spoiler:
Here's a compiled version: Spoiler:
This is the code that deletes the Pokéball; - Finally, go to 0x2D924 and paste write this "00 48 00 47 XX XX XX 08" there. It's a hook to the routine you just inserted. Change the XX XX XX for the pointer to the offset you placed the above routine. Remember to +1 the offset before changing it to a pointer. With this hack, you won't spend Pokéballs if you don't capture a wild Pokémon. I wanted to do it inspired in the anime. Again, simple, some people will think it's a broken functionality, but it will do well for that time when you encounter a shiny Pokémon with that one single Pokéball in your bag. =P Thanks again, everybody. Hope it's helpful. EDIT: Thanks to mbcn10ww, I fixed this hack. Unfortunately, I couldn't test it on the Safari area, as it's saying other saves are not compatible (but I don't know why, since I might have tried to use saves of games with other different hacks. It's been more than a semester I don't even see my games). Nevertheless, I tested it on regular places and areas, and it is still working. From the previous hack, I set a new condition before removing item from the bag. I call the removing routine anyway. The difference is that I pass on a 0 value as the number of items to be deleted if it's not a pokeball. The "cmp r0, #0xC" compares the last item used with the last pokeball index (Premier Ball). If it is lower or equal to that, it is a pokeball. Else, r1 receives 0 and no item should be deleted. Thanks for the heads up, mbcn10ww! If anyone can test the Safari part, jumping straight there, or anything, I would appreciate! |
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