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After doing some research into the Emerald HP boxes, I've found a few useful offsets.
I haven't seen them documented anywhere else on the internet so I thought I'd share them here. Player HP box - C1F1C8 http://i.imgur.com/u7Ohadz.png Enemy HP box - C1F46C http://i.imgur.com/wIIa4yI.png The palette used for these two is located at C11B9C I've also seen this palette in one of Jaizu's post where I found the other palette, C11BBC It might be related to the other HP boxes I found below. These could possibly be related to double battles. I haven't tested them so I'm not too sure. C1F5E8 http://i.imgur.com/OqN1sKo.png C1F76C http://i.imgur.com/2LFI4gk.png C1F8E8 http://i.imgur.com/tQ2TKoG.png |
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http://i.imgur.com/1mDaOma.png This is how both tries looked like. |
Anyone have the offsets for the Thick Club table?
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FireRed:
If you ever opened a script from FireRed in XSE, you will quite often see these lines: Code:
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If you want this for Emerald, make the change at: Code:
to Code:
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Environmental Moves In FireRed (with some Emerald Offsets)
Camoflouge There is a table at 0x250888 (0x31C483 in Emerald). This table is what Camoflouge uses to determine the Type the user turns into. It has ten entries for ten different types of terrain. This order is important, because all the environmental moves use this same order of terrain. The terrain bytes start at 0 and go through 9. 1. 0C = Grass Type used for short grass 2. 0C = Grass Type used for long grass 3. 04 = Ground Type used for sand 4. 0B = Water type used for Underwater 5. 0B = Water Type used for ponds 6. 0B = Water Type used for the sea 7. 05 = Rock Type used for craggy terrain 8. 05 = Rock Type used for caves 9. 00 = Normal Type used for indoors 10. 00 = Normal Type used for link battles I tried expanding it but it didn't work. I didn't really focus all that much on expanding it though so it may be possible. This table is useful for people who are using KarateKid's Battle Background hack to set specific backgrounds, as the terrain byte doesn't change just because the background does. For people who are using that patch, you can make the terrain change with the background by using/modifying this routine: Spoiler:
You would replace the pointer at 0xf00020 with the pointer to this new routine. Secret Power Secret Power is known for having different secondary effects depending on the terrain byte. This leads to the same problem with the Battle Background hack as with camouflage, where you can have Secret Power animations or effects that don't match terrain. You can use the following Battle Script to edit the effects even if you don't have the Battle Background hack. Spoiler:
I'd do a version for Emerald, but I don't know where the RAM for the terrain is in Emerald yet. If you know where it is, tell me! Porting that script to Emerald is as easy as replacing all the offsets with their Emerald equivalents. Secret Power's animation in FireRed (and also in Emerald) is basically just a compilation of pointers to other move's animations. The animation it uses once again depends on the terrain byte. FireRed (at 0x1D4CBA) Spoiler:
Emerald (at 0x2D6FD0) Spoiler:
Nature Power It was already posted somewhere here, but I'll just put the offset at the end so all the environmental moves are in the same place. FireRed: 0x25081C Emerald: 0x31C414 Editing the table is as easy as putting the index number of the move you want in the correct location in the table depending on the terrain you want it to go with. |
RAM Offsets for Player's and Opponent's Pokemon
These contain information such as current HP and level for all six of your Pokemon, and all six of your opponent's Pokemon. The RAM Offsets for FireRed are already documented (I'll put them here for convenience's sake). Yours: 1st: 0x02024284 2nd: 0x020242E8 3rd: 0x0202434C 4th: 0x020243B0 5th: 0x02024414 6th: 0x02024478 Theirs: 1st: 0x0202402C 2nd: 0x02024090 3rd: 0x020240F4 4th: 0x02024158 5th: 0x020241BC 6th: 0x02024220 But I'm not sure if the ones for Emerald are documented but I couldn't find them, so here they are: Yours: 1st: 0x020244EC 2nd: 0x02024550 3rd: 0x020245B4 4th: 0x02024618 5th: 0x0202467C 6th: 0x020246E0 Theirs: 1st: 0x02024744 2nd: 0x020247A8 3rd: 0x0202480C 4th: 0x02024870 5th: 0x020248D4 6th: 0x02024938 |
Does anybody know the var, flag, or special that activates swarming in Emerald?
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How to change the spawn location of the player after beating the Pokemon League in Emerald:
After some research I've found that the spawn location of the player after beating the Pokemon League is tied to the Flying position [04] tile (in map 1.1 or 1.3 in the coordinates 4/2). Code:
01 - map bank 01 - map number 04 - X 00 - X 02 - Y 00 - Y Note that the rom reads the X's and Y's backwards. For example, if for any reason you'd want it to be in the X 125, you'd put in 05 12 in the X's spots. If you can choose a gender in your game, you must also edit the female's Flying position [04] tile, which is in the offset 59F544. Code:
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Secret Base Decoration Sprites (Emerald)
The sprites for the Secret Base decorations (The sprites you see when buying them at the Department Store) in Emerald start at 0x5A6C00. It ends at 0x5A6FAF with the Registeel Doll. It looks like the decorations are in groups (like all the dolls are together) and there are a lot of 00s between them. The first four bytes are the image pointer, and the next four are the palette. :) |
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Default bytes: Code:
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Add Thick Club boost for Alolan Marowak [FR]
The simplest method would be to give Alolan Marowak species ID 0x6A, then change 0x3F02E (0x90BE22 in MrDS's rombase with updated light ball check) from 01 to 02 Otherwise you'll have to hook a routine in this area to compare against another species ID. |
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"If you've added custom Poké Balls, you'll need to add definitions for them in src/balls.h. Note that these are not the same as their item numbers; vanilla Poké Balls have the same item and ball number, but custom Poké Balls won't unless you overwrite the item numbers after the vanilla Poké Balls." |
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I sent you the solution, if you don't mind testing it too. I'll post it as soon as I confirm it's fixed. EDIT: Link to the post with the routine: https://www.pokecommunity.com/showthread.php?p=8896448#post8896448 If anyone could help confirm that Safari won't be screwed with this new hack, it would be highly appreciated. =D |
How to disable paralyze in Electricity type Pokemon in Emerald?
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Who does know all of the image, raw and palette offset?
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So you know the animations for end-of-turn events or animations that aren't exactly move animations (e.g. poisoned, sleeping, burn, Leech Seed absorb, Future Sight attack etc)? In Emerald, they're stored in a table at the end of the regular move animations table (so it starts at 2C92F8), which I have gone through and summarised as follows:
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This could be helpful for anyone who wants to edit the status animations or include some of these animations as part of move animations; they can (mostly) be called with 0E XX XX XX 08. |
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There's the return/frustration animation changes, ice Ball, solar beam and some others... |
I have been wondering something. The 3DS has been out for awhile now. Has anyone figured out how to hack 3DS games yet?
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To match Generation 7th mechanism
Burn Damage Update [FR] 0x01856A - 00 09 Paralysis Speed Drop Update [FR] 0x014E60 - 40 08 0x014F40 - 7F 08 |
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