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-   -   Quick Research & Development Thread (https://www.pokecommunity.com/showthread.php?t=205158)

MrDollSteak October 10th, 2017 9:17 PM

If you change AAF94 to 00 from EF in Emerald that will turn off the title screen flashing.

Makotto October 13th, 2017 6:47 AM

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:
~~SCENERY 1~~
Pal Header Box Forest - 0x3CEC40
Pal Box Forest - 0x3CEC60
Tileset - 0x3CEC80
Tilemap - 0x3CF050

Pal Header Box City - 0x3CF12C
Pal Box City - 0x3CF14C
Tileset - 0x3CF16C
Tilemap - 0x3CF374

Pal Header Box Desert - 0x3CF424
Pal Box Desert - 0x3CF444
Tileset - 0x3CF464
Tilemap - 0x3CF750

Pal Header Box Savana - 0x3CF834
Pal Box Savana - 0x3CF854
Tileset - 0x3CF874
Tilemap - 0x3CFA94

~~SCENERY 2~~
Pal Header Box Crag - 0x3CFB60
Pal Box Crag - 0x3CFB80
Tileset - 0x3CFBA0
Tilemap - 0x3CFEF0

Pal Header Box Volcano - 0x3CFFC8
Pal Box Volcano - 0x3CFFE8
Tileset - 0x3D0008
Tilemap - 0x3C033D

Pal Header Box Snow - 0x3D0414
Pal Box Snow - 0x3D0434
Tileset - 0x3D0454
Tilemap - 0x3D070C

Pal Header Box Cave - 0x3D07D8
Pal Box Cave - 0x3D07F8
Tileset - 0x3D0818
Tilemap - 0x3D0B5C

~~SCENERY 3~~
Pal Header Box Beach - 0x3D0C38
Pal Box Beach - 0x3D0C58
Tileset - 0x3D0C78
Tilemap - 0x3D0FFC

Pal Header Box Seafloor - 0x3D10E4
Pal Box Seafloor - 0x3D1104
Tileset - 0x3D1124
Tilemap - 0x3D13D8

Pal Header Box River - 0x3D14B4
Pal Box River - 0x3D14D4
Tileset - 0x3D14F4
Tilemap - 0x3D1788

Pal Header Box Sky - 0x3D1874
Pal Box Sky - 0x3D1894
Tileset - 0x3D18B4
Tilemap - 0x3D1B4C

~~ETCETERA~~
Pal Header Box Stars - 0x3D1C2C
Pal Box Stars - 0x3D1C4C
Tileset - 0x3D1C8C
Tilemap - 0x3D1EC4

Pal Header Box Pokecenter - 0x3D1F94
Pal Box Pokecenter - 0x3D1FB4
Tileset - 0x3D1FD4
Tilemap - 0x3D22B8

Pal Header Box Tiles - 0x3D239C
Pal Box Tiles - 0x3D23BC
Tileset - 0x3D23DC
Tilemap - 0x3D256C

Pal Header Box Simple - 0x3D2614
Pal Box Simple - 0x3D2634
Tileset - 0x3D2654
Tilemap - 0x3D277C

Delta231 October 13th, 2017 7:51 AM

Quote:

Originally Posted by Sefuree (Post 9711062)
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

C1F5E8 and C1F76C are for double wild battles and C1F8E8 is for safari zone.

Wobb October 23rd, 2017 4:58 PM

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..)

Lunos October 29th, 2017 9:23 PM

Quote:

Originally Posted by Chaos Rush (Post 8309821)
EDIT: So apparently, as discovered by Tlachtli, if you level up from experience while catching a Pokémon that hasn't yet been recorded to the Pokédex, then the Pokédex screen will have the text displayed in the wrong X-position offset. I'll look into it eventually

Did anyone ever fixed that, aside from the Battle Engine Upgrade?

SP458 November 5th, 2017 9:23 AM

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:

00 20, the hex equivalent of "mov r0, 0", forces the badge-checking branches (which are located after a routine which uses the badge flags to check whether the player owns the badge and stores the result in r0) to always assume that the player doesn't have the badge, and thus skip the stat boosts.

These sections look like this:
Code:

ldr r0, .badgeflag
bl a_sub
lsl r0, r0, #0x18
cmp r0, #0x0
beq skip_badge_boost


See the bolded line? It's that part (00 06 in hex) which must be modified to "mov r0, #0x0" (00 20 in hex) to skip the badge boost.

Delta231 November 12th, 2017 3:06 AM

Quote:

Originally Posted by jirachiwishmaker (Post 9395664)
For Emerald, to enable the catching areas in the pokedex to show the new catching areas of the new creating maps, just change the byte at 0x0813CE5C from D2 to FF.

Can I get that for Fire Red?

Delta231 November 30th, 2017 6:05 AM

Quote:

Originally Posted by Spherical Ice (Post 5461705)
sniff

Hey Spherical Ice, when you plan to update this thread it's more than a year?

Lunos December 11th, 2017 5:47 AM

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.

Pleasure December 15th, 2017 11:32 PM

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?

Lunos January 29th, 2018 8:49 PM

Quote:

Originally Posted by Froosty (Post 9484229)
gen 6 exp share system (FR)

Just make the byte changes
21C3A - 02 21
21CD0 - 01 22
21D70 - 01 20

Quote:

Originally Posted by BluRose (Post 9487628)
gen vi exp share system (em):

4A4BE - 02 21
4A594 - 01 22
4A634 - 01 20

ok this should be finalized
no more crap from me ahaha

Is there a way to block the Pokémon Eggs from getting exp. points though?

Megax Rocker February 18th, 2018 9:05 AM

Quote:

Originally Posted by Delta231 (Post 9773580)
C1F5E8 and C1F76C are for double wild battles and C1F8E8 is for safari zone.

Hey do you happen to know the offset of the safari zone HP box in FR?

Delta231 February 18th, 2018 7:57 PM

Quote:

Originally Posted by Megax Rocker (Post 9843180)
Hey do you happen to know the offset of the safari zone HP box in FR?

Check my bookmarks for NSE 2.1

DarkPsychic February 20th, 2018 2:25 PM

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:

.text
.align 2
.thumb
.thumb_func
.global loathFriendship

main:
push {r0-r7, lr}
add r0, r6, r7
lsl r0, r0, #0x3
add r0, r2, r0
add r3, r0, r3
ldrb r2, [r3, #0x2]
mov r0, r8
bl decrypt
ldr r6, [r2]
ldr r6 , [r6]
ldrb r6, [r6, #0x9]
cmp r6, #0x10
bls max_lowhappy
b exit

max_lowhappy:
mov r10, r3
pop {r0-r7}
mov r1, r10
add r1, #0x2
ldr r0, evolution_loc
bx r0

exit:
pop {r0-r7}
ldr r0, no_evo
bx r0

decrypt:
push {r0-r7}
mov r1, #0x20
ldr r2, decryptpoke
bx r2

.align 2
no_evo: .word 0x08043111
evolution_loc: .word 0x0804310D
decryptpoke: .word 0x0803FBE9


Any advice would be much appreciated...
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:

.text
.align 2
.thumb
.thumb_func
.global loathFriendship

main:
push {r0-r7}
add r0, r6, r7
lsl r0, r0, #0x3
add r0, r2, r0
add r3, r0, r3
ldrb r2, [r3, #0x2]
mov r0, r8
bl decrypt
mov r11, r0
pop {r0-r7}
mov r1, r11
cmp r1, #0x10
blo max_lowhappy
b exit

max_lowhappy:
mov r10, r3
pop {r0-r7}
mov r1, r10
ldr r0, evolution_loc
bx r0

exit:
pop {r0-r7}
ldr r0, no_evo
bx r0

decrypt:
push {r0-r7}
mov r1, #0x20
ldr r2, decryptpoke
bx r2

.align 2
no_evo: .word 0x08043111
evolution_loc: .word 0x0804310D
decryptpoke: .word 0x0803FBE9


I call it the LoathFriendship evolution.
Requires Pokemon Happiness to be between 0-10.
To add it use this thread

MrDollSteak April 5th, 2018 4:08 AM

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:
4087E
21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00

40892
21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00

408AC
21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00 00 00

408C2
22 78 01 20 02 40 1E 20 10 18 00 00 00 00 00 00

408DC
21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00

408F4
21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00 00 00


Emerald
Spoiler:
6B14A
21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00

6B15E
21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00

6B178
21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00 00 00

6B18E
22 78 01 20 02 40 1E 20 10 18 00 00 00 00 00 00

6B1A8
21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00

6B1C0
21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00 00 00

ghoulslash April 8th, 2018 10:48 AM

[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.

puzaxoxyda April 10th, 2018 6:23 PM

JPAN, what about the flags? Is there a way to fix the flags above 0x900 or something?

Le pug April 26th, 2018 8:31 AM

Quote:

Originally Posted by MWisBest (Post 9596272)
The equivalent "Infinite Safari Steps" for Emerald appears to be at 0xFC15E. Again, just replace 01 38 with 00 38.
Emerald doesn't have a visible step counter in the menu to hide either, which is nice I guess.



If you'd like to "stone Pokemon to death" in Emerald, change the byte at 0x3EF94 from 0x06 to 0x00 as well.

To go along with this, does anyone have any research on anything else for the Safari Zone for EM? As in the location to change the amount of balls you are rewarded and how to change the locations you end up when your time is up or when you decide to retire?

Sakakii May 12th, 2018 12:57 PM

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.

mgriffin May 13th, 2018 8:55 AM

Quote:

Originally Posted by Sakakii (Post 9875909)
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...

Maybe you've already worked this out, but it seems like this is a bit set.

Code:

7 6 5 4 3 2 1 0
T Z F B P S S S

S: Sleep = 0x01–0x07 = 2^0 + 1–7
P: Poison = 0x08 = 8 = 2^3
B: Burn = 0x10 = 16 = 2^4
F: Freeze = 0x20 = 32 = 2^5
Z: Paralyze = 0x40 = 64 = 2^6
T: Toxic = 0x80 = 128 = 2^7


Thus 0x99 = 0x80 + 0x10 + 0x8 + 0x1, and so 0x99 should be 1 round of poison, 1 round of burn, 1 round of toxic (which I'd expect to be 1/16th, not 1/8th like regular poison?), and 1 turn of sleep.

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.

Sakakii May 13th, 2018 9:13 AM

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 :(

Spoiler:

these can be used by the command 'sound' in xse (example: sound 0xD, use checksound to make the sound finish playing before script continues)
0D = Hit by attack/take dmg
D1 = ?
D2 = ?
D3 = Sounds like some buglike Pokemon cry (but no actual pkmn that I know)
D4 = ?
D5 = ?
D6 = Basically Thunder the move
D7 = A short and quick clap
D8 = Silent
D9 = Unsure, 2nd part reminds me of some sort of warp sound
DA = Wish like sound, like a star?
DB = Very intriguing sound, might be fitting for an alien like Pokemon
DC = Spooky sound lasts like 3-4s, amazing sound effect for a horror area
DD = 1st part of moonlight?
DE = Reminds me of Donald Duck when he talks
DF = Weak tornado? Similar to Twister the move
E0 = Kinda like birds singing joyfully
E1 = Some weird sound then a drum
E2 = Kinda like pouring water over someone
E3 = Silent
E4 = Silent
E5 = Sweet Scent
E6 = Sad sound, like a hurt Meowth or Skitty
E7 = Silent
E8 = Stat boost (in-game, like after Bulk Up)
E9 = 3s long, kinda like a monster moving underground? Could be a great cry.
EA = Kind of like an angry crowd but very short like 0.x s...
EB = Like ice breaking?
EC = Silent
ED = I've never heard this before... decent sound for horror setting I s'pose,
kind of like an angry, evil fairy
EE = Stat drop (in-game, like getting Intimidated)
EF = Lasts 4s? Kinda like a swarm of bees.
F0 = No clue. Very short sound.
F1 = Door open/close
F2 = Idk, very short
F3 = Kinda like using a repel, seems like theres some silence after its done
playing (like for 1-2s)
F4 = Like saving your game sound. Some silence after playing.
F5 = Idk, garbage imo, very short
F6 = Something to do with setting options?
F7 = Same as f5
F8 = Buy/sell sound
F9 = S.S. Anne leaving
FA = SOUNDS VERY familiar. Harpy?
FB = Similar to FA
FC = Like FB/FA, but ends abruptly with some error sound
FD = Somewhat peculiar, alien like sound.
FE = Like Wish heal
FF = Error sound, like you chose the wrong alternative
100 = PC Heal
101 = Lv up
102 = Catch Pkmn
103 = Caught a Pkmn
104 = Got a badge?
105 = Some kind of success fanfare, RS style
106 = Pick Berry from tree sound
107 = silent
100 to 15A is basically these https://www.pokecommunity.com/archive/index.php/t-123520.html
15B = silent
15C =silent
15D =silent
15E =silent
15F =silent

BirdstarCat13 May 20th, 2018 10:29 AM

Quote:

Originally Posted by Sagiri (Post 9240706)
Disable "The Pokemon Stopped Evolving." [FR]

FR has a feature that if you attempt to evolve a Pokemon into something not in the Kanto Dex (and you don't have the National Dex), it will mysteriously stop evolving. You could just give the player the National Dex at the beginning of the game, but if you don't want to do that, you can easily disable this.

Basically, this will turn some conditional jumps into unconditional jumps, and remove some checks. No free space required.

Code:

0x08043156: 02 E0
0x080CE90C: 1C E0
0x080CF566: 17 E0
0x08126C26: C0 46 C0 46 C0 46 C0 46
0x08126C4C: 08 E0


The code explaining the above byte changes is:

Spoiler:
Code:

.text
.align 2
.thumb
.thumb_func

@ trade item removal
.org 0x043156
b 0x04315E

@ all three
.org 0x0CE90C
b 0x0CE948

@ trade
.org 0x0CF566
b 0x0CF598

@ stone
.org 0x126C26
nop
nop
nop
nop

@ stone
.org 0x126C4C
b 0x126C60



Those offsets do not exist. What am I doing wrong? Are they backwards or smth?! You should show the E X A C T series of numbers I need to type into my hex editor to jump t the right offset, and also show what's there by default so I know I'm at the right place. 0x08043156 is an offset which is 16 times the size of my ROM if I put it in as you've typed it.

BLAx501! May 20th, 2018 1:23 PM

Quote:

Originally Posted by BirdstarCat13 (Post 9878948)
Those offsets do not exist. What am I doing wrong? Are they backwards or smth?! You should show the E X A C T series of numbers I need to type into my hex editor to jump t the right offset, and also show what's there by default so I know I'm at the right place. 0x08043156 is an offset which is 16 times the size of my ROM if I put it in as you've typed it.

0x means the number is hexadecimal. 08 is the memory type you are referring to (ROM in this case) and 043156 is the offset on the memory. So if you are using HxD or any other hexadecimal editor, you have to look for 43156 ;)

BirdstarCat13 May 20th, 2018 3:39 PM

Quote:

Originally Posted by BLAx501! (Post 9879001)
0x means the number is hexadecimal. 08 is the memory type you are referring to (ROM in this case) and 043156 is the offset on the memory. So if you are using HxD or any other hexadecimal editor, you have to look for 43156 ;)

lol I know what 0x means, but that 08 bit made it unclear. "0x08043156" logically means "08043156, but it's hex" nothing about it indicates that it's supposed to be just "43156", so I don't see why he couldn't just put the literal offset - I think it would have been understood that it was hex and whatnot. that "memory type" seems like it was unneeded :P

BluRose May 21st, 2018 7:40 AM

Quote:

Originally Posted by BirdstarCat13 (Post 9879027)
lol I know what 0x means, but that 08 bit made it unclear. "0x08043156" logically means "08043156, but it's hex" nothing about it indicates that it's supposed to be just "43156", so I don't see why he couldn't just put the literal offset - I think it would have been understood that it was hex and whatnot. that "memory type" seems like it was unneeded :P

we include it for consistency with the game itself :)
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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