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Is there a routine to implement double wild battles in FR? I haven't seen this mechanic posted in the index.
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[FR] A friend told me he figured out how to switch between world maps in the fly menu in Fire Red, just like the town map menu.
This allows you to fly between the world maps. Just replace the first two bytes at 0xC004C with 00 00, this will make the switch button appear above the cancel button. He hasn't fully checked for possible bugs, however he believes there is none. Edit: The switch button works exactly the same way as the town map one, meaning you must unlock it first. |
Remove Mail Data from Items [FR]
Hello Everyone, I started the process to remove Mail items from my game, and I noticed something odd. Even when removing all of the Mail data from the items, and essentially turning them into held items, the game still recognized them as Mail. I'm assuming there is a table somewhere with these. Using the link below, I have looked through the hex to try to find any errors with the program I was using to edit: Item Data Structure Gen III C0 E9 E6 00 CA D5 E8 D7 DC FF E9 E6 FF 00 82 00 F4 01 00 00 60 6B 3D 08 00 00 01 04 39 22 0A 08 00 00 00 00 00 00 00 00 00 00 00 00 This is the item below. Nothing in here links back to mail, however it still displays the mail icon, etc. I have also tried also searching for a table, unfortunately with no luck. https://i.ibb.co/J2ZMr64/Pokemon-Shine-1550179168587.png https://i.ibb.co/S0HL1k0/Screenshot-21.png https://i.ibb.co/GfDSHWD/Screenshot-22.png EDIT: Placing C0 46 C0 46 C0 46 C0 46 C0 46 C0 46 C0 46 C0 46 at 980FA will completely remove the check for Mail Items making these act as normal items. (Items 0x79 - 0x84 will then be cleared up and function as standard items) Credits to Skeli for finding this. (Thank you man!) |
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It works but all the other Pokemon get 0 exp |
Disable Item Usage [EM]
At 0x31BC10, put 05 B9 |
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but it did show that it got exp just it sayed 0. |
so I've been looking at the contents and... do we really not know the offset for Fire Red's experience gain formula? there is for Emerald but not for Fire Red. All i need is add a multiplier to it xd
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A2F2E: C0 46 C0 46 C0 46 C0 46 C0 46 C0 46 C0 46 C0 46 |
Adding New Evolution Methods[Ruby]
Spoiler:
Routine by FamiliaWerneck: Spoiler:
Male: Spoiler:
Female: Spoiler:
Move: Spoiler:
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EV-enhancing items (Power Items)[Ruby]
[/SIZE] The routine now does not require any new Held Effect Item Byte. The new power items are tied to Macho Brace's Held Item Effect Byte. (Thanks to MrDollSteak for giving the idea.) The type of EV gain is now differentiated by the Second Held Effect Byte (the byte just after the Primary Held Effect Byte in the Item Table). There is no need to code the Speed Drop explicitly for Power Items. Usage is now like this by using the following parameters in the Item Table: Primary Byte | Secondary Byte | Item Name 0x18 | 0x0 | Macho Brace 0x18 | 0x1 | Power Weight 0x18 | 0x2 | Power Bracer 0x18 | 0x3 | Power Belt 0x18 | 0x4 | Power Anklet 0x18 | 0x5 | Power Lens 0x18 | 0x6 | Power Band Also, there are additional byte changes mentioned in the Spoiler to limit the EVs for each stat from 255 to 252 to avoid wastage of EVs by normal battling. For Ruby: Spoiler:
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Does anyone know how to change the world maps for maps 2-4 in fire red?
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The newdex order in Crystal(U) is at offset 40D60.
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Hi everyone, I got a quick question I'm sure after all these years you might have an answer. I'll try to make it as small as possible. Here it is:
I wanna be able to give whatever pokemon I choose to a person and or whatever is on my top slot, and that person will give me another one right back. For example, I want to give a person my charizard and I want that person to give me back another Charizard with obviously different stats, I have an idea on how to implement it on my hack, i just dont know how i could script it or what or which vars to use. Thanks guys |
@dGxx what game are you using as your base?
Either way here are the indexes for your team data in the gen III games: https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_structure_in_Generation_III#Data_location The part of the Pokémon data that has the species id is hidden behind encryption though, so you'll have to unencrypt it. Dunno exactly how to do that, parts of the solution might be on this page: https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_substructures_in_Generation_III |
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Spoiler:
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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:
Spoiler:
Hey, I'm new at coding and whilst making a minor edit hack for Pokemon Leaf Green, I had a few questions regarding this; Firstly, and this might be a dumb question, am I able to simply change out the text from firered to leafgreen? Secondly, where would I put this script? I've only writen one script and have had only a few days of experience in writing scripts. Thank you in advance ~ |
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LG's offsets are not the same as FR. To port it from FR to LG, you'd have to find the LG equivalent of each FR offset listed (0x08043156, 0x080CE90C, etc). I don't know the LG equivalents, and I have no inclination to look them up. Nobody hacks or researches LG because there's really no point; you could turn FR into a clone of LG with minimal effort and from a gameplay perspective that'd be identical but you're not needlessly handicapping yourself by actually starting from LG. If you want to use a Kanto-based game as your base, I strongly advise that you use FR. |
Alright, Thank you for responding. Truth be told, I just had the LG ROM already on my computer and wanted to mess around with it, I didn't know the two were different beyond version exclusives and title screen. I'll try looking it up because I've put in a bit of work already, but if I can't find anything I'll get an FR ROM and start over. That much shouldn't be too hard.
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Faster Game Saving [FR]
Starting with Gen II, attempting to update the save on your current file would tell you that "There is already a save file. Is it OK to overwrite?" This needless extra step remained until Gen V, when it reverted the process back to one step. To skip this step and save after just one prompt, change the byte at 0x6F874 from 0A to 56. This only applies to saving over your current profile. If you start a new game and try to save over the old profile, you'll still receive the extended overwrite warning. Explanation: The subroutine at 0x6F86C gets loaded if the game detects there's already a save file. First it checks if the profile is different from the current one. If it's the same profile, it branches to 0x6F88C. This is indicated in hex by 0A D1. After branching, it'll load the "There is already a saved file" text string and corresponding subroutine. What this change does is make the game branch instead to 0x6F924, which bypasses the already-present save subroutine and skips straight to saving the game. I'm still not that good at ASM. If anything needs correcting, feel free to do so! |
I made a script with the help of some asm made by FBI, he had a custom wild battle asm that helped me create a very cool and desirable event where I give away a pokemon and in return I would get a perfect iv pokemon right back. I made this for FIRE RED obviously and here is the script I made and I need some help with one thing for perfection's sake.
Spoiler:
Now, what I need help with is that I used special 0xbb. It is supposed to store the pokemon I selected into daycare, how I do I delete the daycare stored pokemon so there is no choice of getting it back, the whole point I made this was to get rid of the imperfect pokemon to fight a perfect version of it to re-raise. Thanks guys! |
Pointer to expand object effect tables and limiter:
For Ruby: Table: AXVE- 0x1FCDE4 Limiters: 0x0803E2F8: 00 00 00 00 For Fire Red: Table: BPRE- 0x2528BC Limiters: 0x08042508: 00 00 00 00 0x0804152C: 00 00 00 00 Credits to: JPAN Spoiler:
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