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regardless i wonder why this only works in emerald, since the pichu can transfer to all main gen iii games (assuming this is the pokemon box pichu) surely this means that there must be a way that RSFRLG do it no? |
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Anybody interested in finding out the table offset that special 0x158 uses in FireRed? Special 0x158 = opens several different multichoice boxes depending on 0x8004 *key: 0x0 = badge talk; 0x1 = silph-co elevator; 0x2 = rocket elevator; 0x3 = celadon department store elevator; 0x4 = link options; 0x5 = pharmacy options?; 0x6 other elevator; 0x7 and up - return 0x7f to lastresult* (quoted from JPAN's special/special2 research thread)
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Whilst HERE tells us where the swarm table is in Emerald, the swarm table in Ruby is at 0x3D13F8, and the table in Sapphire is at 0x3D1450 using their formula the swarms are:
Surskit Lv3, Route 102: Bubble, Quick Attack Surskit Lv15, Route 114: Bubble, Quick Attack Surskit Lv15, Route 117: Bubble, Quick Attack Surskit Lv28, Route 120: Bubble, Quick Attack Skitty Lv15, Route 116: Growl, Tackle Something to note, some are using lower level movesets than they should, surskit learns sweetscent at level 13, whilst skitty should know tail whip (lv3), attract (lv7), sing (lv13), and double slap (lv15), maybe the movepools were updated after swarms were coded, or the swarm levels were changed but the table not updated to match the new levels Also as a note the previous table for emerald is a bit wrong, here's the new one: Seedot Lv3, Route 102: Bide, Harden, Leech Seed Nuzleaf Lv15, Route 114: Harden, Growth, Nature Power, Leech Seed Seedot Lv13, Route 117: Harden, Growth, Nature Power, Leech Seed Seedot Lv25, Route 120: Giga Drain, Frustration, Solarbeam, Leech Seed Skitty Lv8, Route 116: Growl, Tackle, Tail Whip, Attract |
FIRERED v1.0: Special 0x158 (shows multichoice based on values 0x0-0x6 stored in var 0x8004) uses a table at 0x3F5BCC that is 0x12C bytes long. There are six entries in the table and each starting entry is 0x30 bytes away from each other. Now one can easily extend this table by repointing, but there is probably the question of where the offset for the multichoice box properties table is and/or the limiting byte location.
edit: FBI's scrolling multichoice routine seems to have the offset for the multichoice box properties but I have no idea how to read or understand it. The offset seems to be at 0x0CBA7C. |
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For Emerald, it is very close in similarity. Follow the below image in order to get bike to work or not work on your inserted maps or maps already created. The byte is the same on all maps. It is the second to last one every time. https://i.snag.gy/92zqHO.jpg Also if anyone is curious, yes you can also do this by changing the Show name on entering drop down for that map. 01 is the "Show name [01]" option. This allows you to bike on that map but doesn't show the map's name. If you want to bike AND show the map's name on entering the map, the byte is 0D or you can choose "Show city names [0D]". If you want to show the city name but NOT allow biking, the byte is 0C or just choose ??? [0C] |
Unsure if this has been found or not, but in Firered, Unown encountered outside the Island Chambers crash the game.
To fix that, go to 0x82A10 and put 00 00 00 00, this will also make every Unown encountered random. |
Is it possible to have items with multiple effects? Ex. an item that increases the damage of both fire and water type moves.
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Hello. I hope I'm on the right thread.
I just wanna ask if there's a way to decrease the pages of Pokedex. Like for example; The National Pokedex would be up to Celebi only. |
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Emerald doesn't have a visible step counter in the menu to hide either, which is nice I guess. Quote:
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How To Give ?? Pokemon Separate Cries
In between Celebi and Treecko in \FR{FireRed} and \EM{Emerald}, there are 25 empty Pokemon slots. These slots appear to have originally been used for the 25 Unown forms before Game Freak decided to go a different route. These slots are all hard-coded to have the cry of Unown, and there is no way to change this with a regular cry editor (it will just change the cry of all of them at once, and will also change the cry of Unown itself). So, in order to give these Pokemon separate cries, you must do the following. Insert 00 00 00 00 00 00 00 00 00 00 at: FireRed: 0x4330C Emerald: 0x6D518 Ruby: 0x3F90C Insert 00 00 00 00 at: FireRed: 0x43318 Emerald: 0x6D524 Ruby: 0x3F918 Repoint the table at: FireRed: 0x2539D4 Emerald: 0x31F61C Ruby: 0x1FDE6A To make repointing the table easier, here is a table you can copy-paste to free space. The 00 00 entries are the 25 ?? slots. You can replace the 00 00's with whatever index number you need to. Spoiler:
Offsets for FireRed were found by DoesntKnowHowToPlay and ThomasWinwood. Details are in this post. All I did was find the Emerald and Ruby offsets. (I put the FireRed offsets here too for convenience). |
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080C3776: 00 20 080C377E: 00 20 |
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At 0x8C6, change: 91 8B 18 1C 08 40 00 28 FA D0 01 BC 00 47 to: 02 DF 91 8B 18 1C 08 40 00 28 F9 D0 00 BD |
Toggling "set" battle mode (Firered)
First insert this somewhere: Code:
Code:
Usage: In a script, put this: Code:
Explanation: This is a really cheap and inefficient solution that branches off the original script that asks this: http://i.imgur.com/XOZLhfX.png And if 0x203F4FE = 0xAA, it won't ask at all regardless of the player's option setting. This could be useful if you're making a battle facility and don't want them to be able to switch after knocking out a Pokémon. I colored some of the numbers in red, this is the ram offset 0203F4FE, so if you're using this for something else, find another area. (By default this isn't used). Credits to Doesnt who made the "forced" version: Quote:
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for example can i change the battle mode to "shift" in link battles or increase the text speed? |
Surprised nobody has posted this before.
Change Daycare XP Amount Per Step (Emerald) At 0x70AE8, change 01 30 to XX 30, where XX is the amount of XP you want per step. Personally, I think 2 is more reasonable than 1. At 0x70B04, change 04 39 to 04 31. This fixes the eggs-not-appearing-with-even-xp-amounts thing. This does have one minor side-effect: the first chance for an egg to appear after placing 2 Pokemon in the daycare can take anywhere between 1 and 256 steps instead of a fixed amount of 256 steps. After the first "egg chance" it goes back to the fixed 1 chance per 256 steps as usual. Edit: Even values may or may not break breeding (eggs won't show up). Looking into this more currently. Fixed. |
Before I start digging much further, has anybody been able to figure out how to increase the maximum number of casino coins beyond 9,999?
I'll post anything I find here. I will begin by looking at the following commands/offsets: display coins: 0806C258 show coins: 0809B578 get coin amount: 0809BB00 add coins: 0809BB20 hide coins: 0809B5A0 updatecoins: 0809B5B4 |
Continuing with my daycare stuff:
Change Daycare Breeding Rate [EM] For those unaware, the "Breeding Rate" is the chance of receiving an egg after taking 256 steps. This is just a basic version that requires only small hex edits; I'm planning on trying to create a routine that separates the one 50% value into two separate configurable values as well as hopefully allowing Pokemon from the same evolution chain to count as "same species" instead of different species (that has always bothered me). Anyway, the default breeding rates work like this:
To change the 70% value, the following hex edits are required:
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I just copied the above post because I'm lazy. Credits go to MWisBest for the format.
Change Daycare Breeding Rate [FR] To change the 70% value, the following hex edits are required:
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To continue a bit on the cries research from 3 years ago there is a byte at:
Emerald: 0x080626AE - Opponent Emerald: 0x0805CA30 - Ally *FireRed: 0x08038C32 - Opponent *FireRed: 0x08033428 - Ally This byte controls the pitch of the cry played when a Pokemon faints. It is normally set to 5 which is low pitched but follows the same structure as the cry command seen here. I tested them from 0x0 to 0x10 and it's the same as previously researched. As far as I know it only affects fainting in battle, it won't affect the lower pitched cries when your Pokemon is sent out with low hp or overworld cries. Useful if you don't want lower pitched faint cries, maybe you're using separate cries for fainting or maybe you want high pitched cries. *Not 100% sure on the FireRed offsets since I found these in Emerald but the routines are almost identical so pretty likely to be correct. |
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Btw, do you know what does the 0x19 before it do? It's an argument too. |
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