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Guys I need some help to port this feature to the Italian Emerald rom.
I found the battle script offset and the other offsets required but I'm pretty sure some hex valuse needs to be changed. When inserting this new battle script when I catch a pokemon it's all fine, then the pokeball disappears but the battle doesn't end, if I go to the bag and then back into the battle the pokemon is still there. Can someone have a look into this? Battle script offset: 0x2DCD10 Pokemons evolve from this experience, replace the bytes at 0x3DE80 with B9 DE 03 08 You can use my save file to test the results. |
The bytes you put at 0x3DE80 should be B5 DE 03 08. Unless that has something to do with Emerald, I don't know because I don't hack Emerald...
Anyway, you don't need to insert any actual battle scripts. Copy this: Code:
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You just made a copy paste of what Chaos wrote, didn't you? :D Same result, something has to be changed to get this work with the Italian rom. Quote:
Can someone download an italian rom and try to fix it please? (just serch for "Pokemon Smeraldo ita rom download") Here's my save file to test the results. |
[FR] If you want every Pokemon who participates in battle to receive full exp instead of having it divided, write 01 21 at 0x21C3A. Credit to Doesnt for finding this (somehow).
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can anyone help me out??? |
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Is there a way to make Wobuffet and Maril/Azumaril always breed their baby forms without the need of the Incense items to be held? Essentially making them behave like Pikachu and pichu?
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figured it out 9B430 - 05 (max characters taken from a string) 9B440 - 05 (i have no idea, maybe max characters that can be shown? necessary nonetheless) so just doing these two changes creates an annoying thing where everything has its last digit cut off 9B47A - 64 (instead of 69) (it's an x-coordinate, so i don't know if this value is exact or not) http://i.imgur.com/QzAT2K9.png (resultant picture, you can use to compare to original and subtract/add pixel values as necessary) EDIT: AHHHH KILL ATTACHED THUMBNAILS WITH FIRE |
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To change what Pokémon gets the DeepseaScale and DeepseaTooth boosts, change the bytes at 0x3F24C to your new Pokémon's index, reversed. (0x175 is Clamperl)
This will give the Pokémon both boosts, however, so if you want a separate Pokémon for each item, insert this routine somewhere: Spoiler:
After that, go to 0x3EFD0 and place: Code:
After this, the byte change you made first in this post will only be relevant for the Pokémon that should get the Sp. Def boost from Deepseascale. A huge thanks to NewDenverCity for helping me out with this, and making me understand instructions and hooks better! |
Does anyone know how to remove the 10% stat boosts given by badges in Fire Red?
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In Fire Red, 0824EFC4 contains a table of structures 4 bytes long describing which environments go with a map's Fight Type. The structure is as follows:
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The routine which reads the table has a maximum of 7 elements it will attempt to check the map type against. This table can be extended by repointing it and increasing the byte value at 0800F254. In theory, this can allow forcing particular environments in a map for wild/trainer battles. This table is only ever read if the Fight Type is not index 0 (Random in A-Map), and it overrides environments from tile types (ie all grass, water, cave, trainer etc battles will be forced). In theory you could also add additional battle backgrounds by extending the structure array at 0824EE34. |
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45FA8 - wynaut's index (1/2 value) 45FB0, 45FE6 - azurill's index (1/2 value) 45FD8, 45FDC - lax incense index 45FE0 - wobbuffet index 45FEE , 45FF2 - sea incense index 45FF6 - marill index so the way this works is it checks for the species in the egg. if it matches with wynaut or azurill, it checks the held items of the padres. if this matches, it does nothing, if it doesn't, it changes the index to the correct one. the "fix?" write 00 to 45FA8, 45FB0, and 45FE6. this just changes the pokémon to check for, making the pokémon with index 0 the required pokémon to do the checks. since you never encounter 0, you won't rewlly run into a problem (but it is theoretically possible to have your 00 turn into wobbuffet/marill if you use like cheats to get it smh) Quote:
3EE1C - boulderbadge check (atk) 3EE50 - soulbadge check (def) 3EE86 - volcanobadge (sp. atk) 3EEBE - volcanobadge (sp. def) as for speed i'm too lazy to find it :( |
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the first two pointers in the offset you gave somehow account to the "found an item" and "bag is full" events, but the pointers after that really account to the text box :) |
esipode's question made me do this and i have exams all throughout this week
my priorities literally do not matter EDIT: a lot more values that are a lot better and that i'd actually be interested in changing! shoutouts to esipode again for finding 136684 way before i did fire red - miscellaneous summary screen values that somewhat make sense as they appear in my notes: Spoiler:
EDIT2: but blurose! there are multiple x-values for a few things! haha ye i know and i have no idea what the difference is, either! it's important to know that the x- and y-values don't match with what is shown in vba as x-/y-values (usually) EDIT3: found a few more values still searching for the x-value to the pokémon sprite itself (likely not hardcoded at this point) |
Is there a way to make link battles faster, as in making the default text speed set as fast in link battles similar to how the battle mode is always SET in link battles, so basically how to change the default options in link battles?
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How to disable paralysis in electricity type pokemon in Emerald?
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In FireRed, LeafGreen, and Emerald there's the altering cave which only has zubat in, however if you went to an event (whether these events happened varies by sources) it would change them to other pokemon.
However making them change in the game is actually really easy. For FireRed/LeafGreen: Code:
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Emerald Spoiler:
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In Emerald, if type 00 00 00 00 in F978F, it will become BW poison effect. Pokemon will not lose HP by poison in overworld.
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Another bit of scripting stuff, not sure if this has been documented before. But you're able to give pokemon custom moves without asm.
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Where BB is the move slot -1 Where CC is the move (in hex) This is worked out from from the surfing pikachu egg scipt which is already in the ROM (at least in emerald) Spoiler:
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