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If you change AAF94 to 00 from EF in Emerald that will turn off the title screen flashing.
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There is a table for box wallpapers in 0x3D2A10
12 bytes for entry, in this format: (TILESET POINTER) (TILEMAP POINTER) (HEADER PALLETE POINTER) The box pallete is immediately after the header one, so don't have an entry on the table. The offsets for each tileset, tilemap and pallete related to box wallpapers: Spoiler:
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Pickup (Diamond/Pearl/Platinum)
And I found offsets for the Pickup thing. I don't think someone found it already.. Anyway, here's a picture. (Why do I keep making pictures? :( Everyone else writes lots of words..) Spoiler:
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Ever dreamed about disabling the stat boosts provided by badges? Here is how you can disable them in FireRed:
Write 00 20 at the following offsets: 0x14E1A, 0x14F02 (both for Speed), 0x3EE24 (Attack), 0x3EE56 (Defense), 0x3EE8C (Sp. Attack) and 0x3EEC4 (Sp. Defense). I've also found a similar method for Emerald, but only currently for Speed: you write 00 20 at the offsets 0x3D052 and 0x3D13E. Explanation: Spoiler:
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The following offsets are for Pokémon Emerald (U).
In the offset 080308AC you can replace "B1 08" with "91 10" to skip the whole intro except for the name selection. Naturally, you're gonna be forced to use the male main character. https://media.discordapp.net/attachments/200749908368687104/389771525454168065/2017-12-11_10-31-58.gif Otherwise, if you also want to skip the name selection, you can replace "B1 08" with "31 16" instead. The ASM Routine that allows you to give the playable character a name is located at 08031090. So using callasm 0x8031091 in a script will allow you to name him. The problem with this is that setting the name plays the whole scene inside the truck. https://i.imgur.com/p7Iw8UX.gif The offsets of the different ASM Routines that as a whole composes the Professor's Intro are: 08031104: This one is executed after setting the character's name. 08031144: The game runs this one a lot of times after the previous one. 08031188: This one runs until you answer the Yes/No question about your character's name. 08031220: The game runs this one a lot of times after answering "Yes". 08031258: This one runs after the game stops executing the previous routine. 0803133C: This one runs while Birch talks to you after setting your name. 080313E4: This one makes the Professor dissappear. 080314C4: This one draws the main character's sprite. 08031580: This one handles the sprite while it fades and slowly becomes an Overworld sprite. 080316BC: This one runs after the previous one. 08031630: The last routine, it makes the game begin and sets the playable character in the beginning map, Inside the Truck. These offsets were found by Samu from Wahackforo right here. EDIT: Samu completed his research and here's the result. To skip the introduction entirely, including that one small glimpse of it (the 3 green bars from the background), you can write the bytes "31 16" in 08030440. If you want to give a name to your playable character, there's a better ASM Routine than the one previously mentioned which is the callasm 0x80E5075. This is the result. https://media.discordapp.net/attachments/200749908368687104/390122043661746177/2017-12-12_09-43-27.gif Alternatively, if you want to skip the whole intro but don't want to skip the name selection, then you just have to write the bytes "91 10" in 08030440 and "31 16" in 08031100. https://media.discordapp.net/attachments/200749908368687104/390123176748777472/2017-12-12_09-49-05.gif Also, Samu added a lot more of information on the Routines that composes the Intro. In this post I only mentioned 11 routines, but he added 21 more! So yeah, Professor Birch's introduction apparently uses 32 ASM Routines in total. The details are in his post at Wahack which I linked up, if anyone's curious enough. |
The table for pokeball capture chance rate is located at 0x0831C48D in Pokemon Emerald. That being said, does anybody know how the data is arranged?
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Hello all,
Trying to make a max low friendship evolution (happiness between 0-10). But as I am just not used to the decrypt and encrypt functions. Not to mention having to brush up on all I had forgot. At the moment it just resets the game and nothing more. I have been at this for 5+ hours and decided it was time to ask for some help... Code:
I was up for 5 hours last night working on this... Too much time wasted an nothing to show for it hahahaha which is why I broke and game for help. Update: So after more testing and rewriting I came to this: Code:
Requires Pokemon Happiness to be between 0-10. To add it use this thread |
A quick edit to the IV System that will basically automatically set all wild Pokemon IVs to 30 or 31. I originally found it based on some original findings by azurile13 to set all IVs to 31 only.
EDIT: Wait it isn't quite that simple unfortunately, will need branching to handle probably. Fire Red Spoiler:
Emerald Spoiler:
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[FR] Ride your bike anywhere (even indoors)
write 01 20 C0 46 at 0x55ca0 Note: I don't think this changes cycling road, but I haven't extensively tested. This also means potential bugs. |
JPAN, what about the flags? Is there a way to fix the flags above 0x900 or something?
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This has probably been documented already, but if it's useful for anyone then hey I'm helping...
For FireRed: Messed around with the 'view memory' function in my emulator. 0x020242D4 is the ram offset for Pokemon in first slot status condition. It's one byte (00). Changing this gives these effects: 01 gives you 1 turn of sleep, 02 gives you 2 turns of sleep, etc, the sleep counter persists after battle (I guess this is how sleep works in this gen, or side effect of 'unnaturally' inflicting sleep?) 08 = regular psn (What is badly poison then?) 09 = psn, but when you go in battle the pkmn will be asleep, but instantly wake up 0A = like 09, except you sleep for one turn. you take psn dmg during that turn. 0B - 0F same as above, sleep turn increases by one the higher up you go... 10 = regular burn 11-17 = same effects as 09-0A but burn instead of psn... 18 = psn and burned at same time (psn in status screen), no animation/sound for taking dmg in-game 20 = regular freeze, not sure how to alter the chance of defrozt (standard should be 20 % each turn) 2F = sleep, freeze, psn. Yes, you are frozen when you wake up have fun. 30 = frozen and burned 40 = regular paralyz 99 = double psn, burn FF = sleep animation uses psn, you take 2x psn, 1x burn, perhaps you are also frozen and prz once you wake up sorry didn't test yet... Here's an interesting thing, the next byte after 020242D4, so, D5, you can change this and it will affect the 2nd psn damage you take... Idk if it does anything else, maybe it has something to do with badly poison? Ez way to test is to face a wild Pokemon that knows only toxic, Idc enough atm. For example: FF FF = 2nd psn tick essentially one shots you You can tune the 2nd part down to like 99 and it only does like 50 %... I'll make a guide on how to use these things in actual XSE scripts when I feel confident enough,, it's really cool the things you can do just by altering the RAM. |
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IMO it's a weird choice of data structure, because you "can't" have multiple statuses at the same time. The weird effects you see when setting multiple bits must be a result of the game code checking for each one individually (which is interesting, I'd expect it to only do one). I also think it's interesting that the second byte contains the toxic counter, but the sleep turns are in the first byte. I assume this is because they behave differently, i.e. sleep doesn't reset on switch but toxic does. |
Tested some sounds in FireRed, I want to test more but I don't know how to find more sounds, if anyone can help me that's great. After 15A there seems to be no more sounds they all generate silence, so Idk where to go :(
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various tutorials replace pointers, which must refer to the memory type at the end--reverse pointers, in other terms so the game would refer to 0x43156 as 0x08043156, so we decide to represent it as such when referencing any address |
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