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-   -   Development The 4th gen class split in 3rd gen (https://www.pokecommunity.com/showthread.php?t=234550)

The Zororoaster February 2nd, 2014 9:36 PM

Quote:

Originally Posted by unIQuE-_-SK (Post 8059786)
One small stupid question, Is this for Emerald or FireRed? :)
Haven't found the mentioning of it anywhere. :(

It is for FireRed, there is currently no patch that adds icons for Emerald.

Speaking of which, has there been any progress on that?

sonicfan7895 February 14th, 2014 7:26 PM

I have a couple of questions:
I have applied Doesn'tKnowHowtoPlay's patch of this, and I can't seem to open up PGE's Attack Editor for FireRed (BPRE). However, I am experienced in editing hex.
1) Do I just need to edit the 11th byte to make sure the game can distinguish between Physical/Special?
2) What do I need to change to determine whether or not the move actually makes contact?

I'm sort of in a time crunch, as I'm in many activities outside of school, so an immediate response or a response within the next two days would be great!

Golden Warrior February 25th, 2014 2:04 PM

I feel very out of place posting here, but I do want this working, I can see great progress has been made, but that's all I can tell. I'm no good with Hex or ASM so my question is: Is there a patch of this for Ruby in existance? DragonRush's was deleted and I see that Darthatron posted some for Ruby but I have no clue what to do with it.

That's all, I thank anyone who answers this in advance and I'm sorry if this is out of place.

Tlachtli February 25th, 2014 10:32 PM

EDIT: See post below for better version of the Phys/Spec icons.

RemixinROMulus February 26th, 2014 3:31 PM

I don't see anything wrong with how the icons look in those screenshots.
I'm still a beginner hacker, but as I recall, each sprite has a pointer to a specific palette. Hmmm... Maybe try searching for that pointer with your hex editor and try changing it? I know that Nameless Sprite Editor allows you to swap palettes, but IDK if it will find your icon.

SBird February 27th, 2014 10:09 AM

I would recommend you to study the OAM structure and use sprite objects to draw those Icons, anyways in tile-based modes the palette is determined by the tilemap, otherwise it can be set in one of the OAM attributes, you can get detailled information on the GBAs tech data on gbatek (http://nocash.emubase.de/gbatek.htm)

~SBird

andrewinoue March 18th, 2014 7:56 AM

when i patched it, it looked like it didn't work, but the reason why i say that is because when i look at other people's rom hacks they have on the side of the moves the have the sign of physical and special. Can somebody help me!

RichterSnipes March 23rd, 2014 4:21 PM

Seeing as no one has uploaded an accurate patch for updating the now-used move type bytes yet (the one on the first page has reported errors), here's an updated one that should be 100% accurate for all moves in the standard game:

Download

For use with FireRed (BPRE). That should save some time from having to edit all the moves with PGE or a Hex editor.

Quote:

Originally Posted by andrewinoue (Post 8151947)
when i patched it, it looked like it didn't work, but the reason why i say that is because when i look at other people's rom hacks they have on the side of the moves the have the sign of physical and special. Can somebody help me!

That's because Darthatron's move type icon implementation is separate from DoesntKnowHowToPlay's patch. You'll have to apply that yourself to get that change. Alternatively, you could use the combined patch Teh Blazer uploaded on the previous page.

Tlachtli April 26th, 2014 6:10 AM

http://i.imgur.com/6cOQHmz.png http://i.imgur.com/zxfsbAH.png http://i.imgur.com/Z9tY84F.png

A long-awaited treat for my fellow Emerald modders, I'm back with a much better version of my Emerald Phys/Spec icons. Credit where it's due, the original idea came from Darthatron as did the source image, and thanks also to Deokishisu for the shortening and placement ideas. Here goes:

First, you'll need to insert this ASM somewhere
Spoiler:
.text
.align 2
.thumb
.thumb_func

Prestart:
add r0, r0, r5
lsl r0, r0, #0x03
ldr r1, .Replaced_Address
add r4, r0, r1
push {r0-r5}
ldr r0, .SplitImages
ldr r1, .OBJVRAM
mov r2, #0xC0
swi #0xB

ldr r0, .CurMoveIndex_DMA
ldr r0, [r0]
mov r2, #0x10
lsl r2, #8
add r2, #0xD
add r0, r2
ldrb r0, [r0]
cmp r0, #0x0
bne StatFinish

mov r2, #0x10
lsl r2, #8
add r2, #0xA
cmp r6, #0x0
beq StatPreStart

Start:
ldr r0, .CurMoveIndex_DMA
ldr r0, [r0]
add r0, r2
cmp r6, #0x1
bne Continue
add r0, #0x1

Continue:
ldrb r1, [r0]
cmp r1, #0x0
bne GetMove
mov r2, #0x20
lsl r2, #8
add r0, r2
ldrb r1, [r0]

GetMove:
cmp r1, #0x4
beq GetFifthMove
lsl r1, r1, #1
ldr r0, .Move_List_DMA
ldr r2, [r0]
add r2, #0x84
mov r0, r2
add r0, r1
ldrh r3, [r0]

Body:
mov r0, #0x0
lsl r0, r3, #1
add r0, r3
lsl r0, r0, #2
ldr r1, .MoveBase
add r0, r1
ldrb r4, [r0, #10]
lsl r4, #1

mov r0, #0x40
lsl r0, #20
ldr r1, [r0]
mov r2, #0x20
orr r1, r2
stm r0!, {r1}

ldr r0, .OAMMemAddress
ldr r1, .IconOAM1
ldr r2, .IconOAM2
cmp r4, #0x2
beq SpecAdd
cmp r4, #0x4
beq StatAdd

Draw:
stmia r0!, {r1, r2}
ldr r0, .OAMMemAddress
mov r1, #0x70
lsl r1, #20
add r1, #0xD8
mov r2, #0x4
swi #0xb

StatFinish:
cmp r6, #0x1
beq MoveFinish
cmp r6, #0x2
beq LearnFinish
pop {r0-r6}
ldr r0, .Return_Address_Stat
bx r0

GetFifthMove:
cmp r6, #0x2
bne StatFinish
ldr r0, .CurMoveIndex_DMA
ldr r0, [r0]
mov r2, #0x10
lsl r2, #8
add r2, #0xA
add r0, r2
sub r0, #0x2
ldrh r3, [r0]
cmp r3, #0x0
bne Body
mov r2, #0x20
lsl r2, #8
add r0, r2
ldrh r3, [r0]
cmp r3, #0x0
bne Body
b Start

StatPreStart:
mov r3, #0x20
lsl r3, #8
add r2, r3
b Start

LearnFinish:
pop {r0-r6}
ldr r0, .Return_Address_Learn
bx r0

MoveFinish:
pop {r0-r6}
ldr r0, .Return_Address_Move
bx r0

SpecAdd:
mov r3, #0x20
lsl r3, #8
add r3, #0x04
add r2, r3
b Draw

StatAdd:
add r2, #0x08
b Draw

.align 2
.MoveBase: .word 0x0831C898
.CurMoveIndex_DMA: .word 0x0300090C
.Move_List_DMA: .word 0x0203CF1C
.Replaced_Address: .word 0x03005E08
.Return_Address_Stat: .word 0x081C0F57
.Return_Address_Move: .word 0x081C12F7
.Return_Address_Learn: .word 0x081C175D
.IconOAM1: .word 0x40280078
.IconOAM2: .word 0x0000D580
.OBJVRAM: .word 0x06013000
.OAMMemAddress: .word 0x030023E4
.SplitImages: .word 0x[insert address to images]


At the bottom, you'll need to change .SplitImages to the address where you insert the icons attached below (as an uncompresed image). Don't worry about the coloring, they'll use the palette already located at 0xDC4338.

SplitImages:
http://i.imgur.com/TuTazY7.png

And make the following hex edits:
Spoiler:
Change 0x1C0F88, 0x1C1328 and 0x1C17A0 to [inserted ASM address +1]
Change 0x1C0F54, 0x1C12F4 and 0x1C175A to 08 47
Change 0x1C0F4E to 40 B4 00 26
Change 0x1C12EE to 40 B4 01 26
Change 0x1C1754 to 40 B4 02 26


It can also support extended movesets just fine (see screenshot above), all you need to do is change .MoveBase to the start of your repointed move table.

And that should be all you need. I've tested it and it should work properly on the Battle Moves page, while re-ordering moves, and when teaching new moves. If there are any issues, let me know. Permission to use it in a hack isn't needed, though credit is appreciated.

mamamama April 26th, 2014 8:44 PM

Quote:

Originally Posted by Tlachtli (Post 8217520)
http://i.imgur.com/6cOQHmz.png http://i.imgur.com/zxfsbAH.png http://i.imgur.com/Z9tY84F.png

A long-awaited treat for my fellow Emerald modders, I'm back with a much better version of my Emerald Phys/Spec icons. Credit where it's due, the original idea came from Darthatron as did the source image, and thanks also to Deokishisu for the shortening and placement ideas. Here goes:

First, you'll need to insert this ASM somewhere

When I move the .asm file into HackMew's Thumb, it does not create any .bin output. It works when I use other ASM routines though. Do you know what the issue could be?

I did the following:
1. Cope/Pasted your routine into Notepad.
2. Changed movebase to 0x08E66000 (where my table is located)
3. Changed .Splitimage to 0x081600000 (where I placed the image. It's a 32 MB ROM).
4. Clicked Save As, changed txt to all files and named it test.asm. Put it in the same folder as Thumb.
5. Moved it to Thumb, which just quickly opens up and closes down the command window without creating the .bin output.

HidoranBlaze April 26th, 2014 9:24 PM

Quote:

Originally Posted by Tlachtli (Post 8217520)
http://i.imgur.com/6cOQHmz.png http://i.imgur.com/zxfsbAH.png http://i.imgur.com/Z9tY84F.png

A long-awaited treat for my fellow Emerald modders, I'm back with a much better version of my Emerald Phys/Spec icons. Credit where it's due, the original idea came from Darthatron as did the source image, and thanks also to Deokishisu for the shortening and placement ideas. Here goes:

First, you'll need to insert this ASM somewhere
Spoiler:
.text
.align 2
.thumb
.thumb_func

Prestart:
add r0, r0, r5
lsl r0, r0, #0x03
ldr r1, .Replaced_Address
add r4, r0, r1
push {r0-r5}
ldr r0, .SplitImages
ldr r1, .OBJVRAM
mov r2, #0xC0
swi #0xB

ldr r0, .CurMoveIndex_DMA
ldr r0, [r0]
mov r2, #0x10
lsl r2, #8
add r2, #0xD
add r0, r2
ldrb r0, [r0]
cmp r0, #0x0
bne StatFinish

mov r2, #0x10
lsl r2, #8
add r2, #0xA
cmp r6, #0x0
beq StatPreStart

Start:
ldr r0, .CurMoveIndex_DMA
ldr r0, [r0]
add r0, r2
cmp r6, #0x1
bne Continue
add r0, #0x1

Continue:
ldrb r1, [r0]
cmp r1, #0x0
bne GetMove
mov r2, #0x20
lsl r2, #8
add r0, r2
ldrb r1, [r0]

GetMove:
cmp r1, #0x4
beq GetFifthMove
lsl r1, r1, #1
ldr r0, .Move_List_DMA
ldr r2, [r0]
add r2, #0x84
mov r0, r2
add r0, r1
ldrh r3, [r0]

Body:
mov r0, #0x0
lsl r0, r3, #1
add r0, r3
lsl r0, r0, #2
ldr r1, .MoveBase
add r0, r1
ldrb r4, [r0, #10]
(MoveBase+12*halfword)+0x10*/
lsl r4, #1

mov r0, #0x40
lsl r0, #20
ldr r1, [r0]
mov r2, #0x20
orr r1, r2
stm r0!, {r1}

ldr r0, .OAMMemAddress
ldr r1, .IconOAM1
ldr r2, .IconOAM2
cmp r4, #0x2
beq SpecAdd
cmp r4, #0x4
beq StatAdd

Draw:
stmia r0!, {r1, r2}
ldr r0, .OAMMemAddress
mov r1, #0x70
lsl r1, #20
add r1, #0xD8
mov r2, #0x4
swi #0xb

StatFinish:
cmp r6, #0x1
beq MoveFinish
cmp r6, #0x2
beq LearnFinish
pop {r0-r6}
ldr r0, .Return_Address_Stat
bx r0

GetFifthMove:
cmp r6, #0x2
bne StatFinish
ldr r0, .CurMoveIndex_DMA
ldr r0, [r0]
mov r2, #0x10
lsl r2, #8
add r2, #0xA
add r0, r2
sub r0, #0x2
ldrh r3, [r0]
cmp r3, #0x0
bne Body
mov r2, #0x20
lsl r2, #8
add r0, r2
ldrh r3, [r0]
cmp r3, #0x0
bne Body
b Start

StatPreStart:
mov r3, #0x20
lsl r3, #8
add r2, r3
b Start

LearnFinish:
pop {r0-r6}
ldr r0, .Return_Address_Learn
bx r0

MoveFinish:
pop {r0-r6}
ldr r0, .Return_Address_Move
bx r0

SpecAdd:
mov r3, #0x20
lsl r3, #8
add r3, #0x04
add r2, r3
b Draw

StatAdd:
mov r3, #0x20
lsl r3, #8
add r3, #0x08
add r2, r3
b Draw

.align 2
.MoveBase: .word 0x0831C898
.CurMoveIndex_DMA: .word 0x0300090C
.Move_List_DMA: .word 0x0203CF1C
.Replaced_Address: .word 0x03005E08
.Return_Address_Stat: .word 0x081C0F57
.Return_Address_Move: .word 0x081C12F7
.Return_Address_Learn: .word 0x081C175D
.IconOAM1: .word 0x40280078
.IconOAM2: .word 0x0000D580
.OBJVRAM: .word 0x06013000
.OAMMemAddress: .word 0x030023E4
.SplitImages: .word 0x[insert address to images]


At the bottom, you'll need to change .SplitImages to the address where you insert the icons attached below (as an uncompresed image). Don't worry about the coloring, they'll use the palette already located at 0xDC4338.

SplitImages:
http://i.imgur.com/TuTazY7.png

And make the following hex edits:
Spoiler:
Change 0x1C0F88, 0x1C1328 and 0x1C17A0 to [inserted ASM address +1]*/
Change 0x1C0F54, 0x1C12F4 and 0x1C175A to 08 47
Change 0x1C0F4E to 40 B4 00 26
Change 0x1C12EE to 40 B4 01 26
Change 0x1C1754 to 40 B4 02 26


It can also support extended movesets just fine (see screenshot above), all you need to do is change .MoveBase to the start of your repointed move table.

And that should be all you need. I've tested it and it should work properly on the Battle Moves page, while re-ordering moves, and when teaching new moves. If there are any issues, let me know. Permission to use it in a hack isn't needed, though credit is appreciated.

I'm having an issue with inserting as well. I'm getting this error message when I try to assemble my asm file:
icons.asm: Assembler messages:
icons.asm:0: Warning: end of file not at end of line; new line inserted
icons.asm:69: Error: junk at end of line, first unrecognized character is '<'

I've successfully inserted asm routines before, so I doubt I did something wrong.

EDIT: Ok, I figured out what went wrong. The first one was because I didn't put a blank line at the end, no harm there.
The second one was because of an error made in the asm routine: Tlachtli at line 69, you forgot to put /* in front of your comment. Fixing that made everything work out.

Tlachtli April 26th, 2014 10:08 PM

Quote:

Originally Posted by HidoranBlaze (Post 8218593)
I'm having an issue with inserting as well. I'm getting this error message when I try to assemble my asm file:
icons.asm: Assembler messages:
icons.asm:0: Warning: end of file not at end of line; new line inserted
icons.asm:69: Error: junk at end of line, first unrecognized character is '<'

I've successfully inserted asm routines before, so I doubt I did something wrong.

EDIT: Ok, I figured out what went wrong. The first one was because I didn't put a blank line at the end, no harm there.
The second one was because of an error made in the asm routine: Tlachtli at line 69, you forgot to put /* in front of your comment. Fixing that made everything work out.

I thought I had removed all of my comments, but I guess I must have only deleted part of that one. I've fixed the routine in the earlier post now too, so it ought to compile properly now.

Edit: LCCoolJ95 has pointed out a bug where the Stat icon is showing up yellow instead of grey. I'm working on that one, should have it fixed soon.

Edit 2: Found the issue, and it's fixed now. I updated the ASM on my earlier post, so the Status icon should look normal now.

BXL May 6th, 2014 11:59 AM

Quote:

Originally Posted by DoesntKnowHowToPlay (Post 7465618)
I recommend using a hex editor or Nightmare for this, but PGE can also do the job (slowly).

What Hex editor would you recommend? I have tried it on Nightmare but that's too difficult for me, and I have googled for like straight two hours and I couldn't find on. Please help me.

Could someone give me an already Splitted version of pokemon emerald with the Icons and all? I can't hex edit whatsoever even if my life depended on it. I seriously need help for this. Please Help Me i would really appreciate it

LCCoolJ95 May 11th, 2014 9:10 AM

I should really post this here:

http://www.youtube.com/watch?v=C4BIBxkLMOo&list=UUAvHC6XQV1c8ZtHQ9nBhvWg

Thanks to DoesntKnowHowToPlay for his Emerald patch and Tlachtli for his ASM Routine.

Shufflejoy May 11th, 2014 5:25 PM

Quote:

Originally Posted by Tlachtli (Post 8217520)
*images snipped for brevity*

A long-awaited treat for my fellow Emerald modders, I'm back with a much better version of my Emerald Phys/Spec icons. Credit where it's due, the original idea came from Darthatron as did the source image, and thanks also to Deokishisu for the shortening and placement ideas. Here goes:

First, you'll need to insert this ASM somewhere
Spoiler:
.text
.align 2
.thumb
.thumb_func

Prestart:
add r0, r0, r5
lsl r0, r0, #0x03
ldr r1, .Replaced_Address
add r4, r0, r1
push {r0-r5}
ldr r0, .SplitImages
ldr r1, .OBJVRAM
mov r2, #0xC0
swi #0xB

ldr r0, .CurMoveIndex_DMA
ldr r0, [r0]
mov r2, #0x10
lsl r2, #8
add r2, #0xD
add r0, r2
ldrb r0, [r0]
cmp r0, #0x0
bne StatFinish

mov r2, #0x10
lsl r2, #8
add r2, #0xA
cmp r6, #0x0
beq StatPreStart

Start:
ldr r0, .CurMoveIndex_DMA
ldr r0, [r0]
add r0, r2
cmp r6, #0x1
bne Continue
add r0, #0x1

Continue:
ldrb r1, [r0]
cmp r1, #0x0
bne GetMove
mov r2, #0x20
lsl r2, #8
add r0, r2
ldrb r1, [r0]

GetMove:
cmp r1, #0x4
beq GetFifthMove
lsl r1, r1, #1
ldr r0, .Move_List_DMA
ldr r2, [r0]
add r2, #0x84
mov r0, r2
add r0, r1
ldrh r3, [r0]

Body:
mov r0, #0x0
lsl r0, r3, #1
add r0, r3
lsl r0, r0, #2
ldr r1, .MoveBase
add r0, r1
ldrb r4, [r0, #10]
lsl r4, #1

mov r0, #0x40
lsl r0, #20
ldr r1, [r0]
mov r2, #0x20
orr r1, r2
stm r0!, {r1}

ldr r0, .OAMMemAddress
ldr r1, .IconOAM1
ldr r2, .IconOAM2
cmp r4, #0x2
beq SpecAdd
cmp r4, #0x4
beq StatAdd

Draw:
stmia r0!, {r1, r2}
ldr r0, .OAMMemAddress
mov r1, #0x70
lsl r1, #20
add r1, #0xD8
mov r2, #0x4
swi #0xb

StatFinish:
cmp r6, #0x1
beq MoveFinish
cmp r6, #0x2
beq LearnFinish
pop {r0-r6}
ldr r0, .Return_Address_Stat
bx r0

GetFifthMove:
cmp r6, #0x2
bne StatFinish
ldr r0, .CurMoveIndex_DMA
ldr r0, [r0]
mov r2, #0x10
lsl r2, #8
add r2, #0xA
add r0, r2
sub r0, #0x2
ldrh r3, [r0]
cmp r3, #0x0
bne Body
mov r2, #0x20
lsl r2, #8
add r0, r2
ldrh r3, [r0]
cmp r3, #0x0
bne Body
b Start

StatPreStart:
mov r3, #0x20
lsl r3, #8
add r2, r3
b Start

LearnFinish:
pop {r0-r6}
ldr r0, .Return_Address_Learn
bx r0

MoveFinish:
pop {r0-r6}
ldr r0, .Return_Address_Move
bx r0

SpecAdd:
mov r3, #0x20
lsl r3, #8
add r3, #0x04
add r2, r3
b Draw

StatAdd:
add r2, #0x08
b Draw

.align 2
.MoveBase: .word 0x0831C898
.CurMoveIndex_DMA: .word 0x0300090C
.Move_List_DMA: .word 0x0203CF1C
.Replaced_Address: .word 0x03005E08
.Return_Address_Stat: .word 0x081C0F57
.Return_Address_Move: .word 0x081C12F7
.Return_Address_Learn: .word 0x081C175D
.IconOAM1: .word 0x40280078
.IconOAM2: .word 0x0000D580
.OBJVRAM: .word 0x06013000
.OAMMemAddress: .word 0x030023E4
.SplitImages: .word 0x[insert address to images]


At the bottom, you'll need to change .SplitImages to the address where you insert the icons attached below (as an uncompresed image). Don't worry about the coloring, they'll use the palette already located at 0xDC4338.

SplitImages:
http://i.imgur.com/TuTazY7.png

And make the following hex edits:
Spoiler:
Change 0x1C0F88, 0x1C1328 and 0x1C17A0 to [inserted ASM address +1]
Change 0x1C0F54, 0x1C12F4 and 0x1C175A to 08 47
Change 0x1C0F4E to 40 B4 00 26
Change 0x1C12EE to 40 B4 01 26
Change 0x1C1754 to 40 B4 02 26


It can also support extended movesets just fine (see screenshot above), all you need to do is change .MoveBase to the start of your repointed move table.

And that should be all you need. I've tested it and it should work properly on the Battle Moves page, while re-ordering moves, and when teaching new moves. If there are any issues, let me know. Permission to use it in a hack isn't needed, though credit is appreciated.

I'm having some trouble getting this to work properly in my ROM. I followed the instructions as best I could, and here are some details:

* I used NSE 2.1 to insert the image at xF58BB4
* I inserted the routine at xF58D34 after setting the last line to ".SplitImages: .word 0xF58BB4" (I also tried 0x08F58BB4)
* I changed the bytes at x1C0F88, x1C1328, and x1C17A0 to 08F58D35

When I load up the game and select a move on the Summary screen, it freezes like this: [IMAGE]http://i.cubeupload.com/RWXy5e.png[/IMAGE]

Any help figuring out what I'm doing wrong would be really appreciated. Thanks!

mamamama May 11th, 2014 11:03 PM

Quote:

Originally Posted by Shufflejoy (Post 8245752)
I'm having some trouble getting this to work properly in my ROM. I followed the instructions as best I could, and here are some details:

* I used NSE 2.1 to insert the image at xF58BB4
* I inserted the routine at xF58D34 after setting the last line to ".SplitImages: .word 0xF58BB4" (I also tried 0x08F58BB4)
* I changed the bytes at x1C0F88, x1C1328, and x1C17A0 to 08F58D35

When I load up the game and select a move on the Summary screen, it freezes like this: [IMAGE]http://i.cubeupload.com/RWXy5e.png[/IMAGE]

Any help figuring out what I'm doing wrong would be really appreciated. Thanks!

I had the same problem first time I tried it. I'm 90% sure you've place the hex edits in slightly wrong positions. Take screenshots of your hex-edits and I can compare it to my current working ones.

Shufflejoy May 26th, 2014 9:29 PM

Quote:

Originally Posted by mamamama (Post 8246129)
I had the same problem first time I tried it. I'm 90% sure you've place the hex edits in slightly wrong positions. Take screenshots of your hex-edits and I can compare it to my current working ones.

Hey, sorry it took me so long to get back to you with this. I tried it again and ran into the same problem.

https://www.dropbox.com/sh/uqvpgx35blxcdvi/AACZZumeB37V1CZWdBCduyzia

In that folder, the diff windows show the hex changes I made (with the changed version on top), and the screenshots show the process of inserting the image and the ASM routine.

When I try to test it in game, this happens: https://www.dropbox.com/s/cz9jbms6xhy88n0/oops.mp4

The game freezes in that video, but sometimes it just restarts the game immediately upon pressing A.

Any help with this would really be appreciated!

dontstay96 May 28th, 2014 2:36 PM

Quote:

Originally Posted by DoesntKnowHowToPlay (Post 7465618)
Now that I have enough posts to put this here I might as well for convenience's sake, it was rather rude of me to not just bypass the filter to get these links up:

FR: http://www.mediafire.com/download.php?7e0m7xhmyaga2af
Em: http://www.mediafire.com/download.php?ipcjia5b778zj8o

Like with the other implementations in this thread, they work off the eleventh byte of the move data. They also implement the Special Defense boost in Sand, and jump through a number of other hoops to not break existing abilities and attacks, which is why I provide them as patches and not simple hex edits. Be aware that these patches do not touch the move table- you'll have to toggle the moves as physical or special yourself. I recommend using a hex editor or Nightmare for this, but PGE can also do the job (slowly).

Credits go to Tailes for most of the work on the Emerald split.

Also yes you can use these for your hacks just give credit you don't need to pm me for permission and plz don't

Hello I downloaded the emerald patch, but it doesn't seem to work (i patch it with lunar IPS, right?), at least absorb still counts as a physical attack, do I need to have another version or the rom or something? thanks! and sorry for bothering you

Shiny Quagsire May 28th, 2014 3:11 PM

Quote:

Originally Posted by dontstay96 (Post 8273521)
Hello I downloaded the emerald patch, but it doesn't seem to work (i patch it with lunar IPS, right?), at least absorb still counts as a physical attack, do I need to have another version or the rom or something? thanks! and sorry for bothering you

I'm not sure if you noticed this but there's kinda a thing in the post you quoted...
Quote:

Originally Posted by DoesntKnowHowToPlay
Be aware that these patches do not touch the move table- you'll have to toggle the moves as physical or special yourself.


dontstay96 May 28th, 2014 5:30 PM

Quote:

Originally Posted by Shiny Quagsire (Post 8273559)
I'm not sure if you noticed this but there's kinda a thing in the post you quoted...

Oops, I'm an idiot ~_~ sorry :P

Xencleamas May 29th, 2014 1:17 AM

Quote:

Originally Posted by DoesntKnowHowToPlay (Post 7465618)
Now that I have enough posts to put this here I might as well for convenience's sake, it was rather rude of me to not just bypass the filter to get these links up:

FR: http://www.mediafire.com/download.php?7e0m7xhmyaga2af
Em: http://www.mediafire.com/download.php?ipcjia5b778zj8o

Like with the other implementations in this thread, they work off the eleventh byte of the move data. They also implement the Special Defense boost in Sand, and jump through a number of other hoops to not break existing abilities and attacks, which is why I provide them as patches and not simple hex edits. Be aware that these patches do not touch the move table- you'll have to toggle the moves as physical or special yourself. I recommend using a hex editor or Nightmare for this, but PGE can also do the job (slowly).

Credits go to Tailes for most of the work on the Emerald split.

Also yes you can use these for your hacks just give credit you don't need to pm me for permission and plz don't

Does the FireRed patch fills free space or not? I'll try this later but what I mean to ask is does the patch takes 700000-FFFFFF (any free space near 700000). Well, If you can't understand what am I saying. That's fine. I'll try to clear my explanation later. :3

athill1 May 30th, 2014 6:54 PM

So I just put this in Ruby:
0803BA94: 80 7A
0803BFBE: 00 29
0803BFC0: 00 D0
0803C124: 02 2E
0803C126: 00 DB
0803C12C: 01 28
0803C12E: 00 D0

It seems to work and I was wondering if there known problems like weather not affecting damage or Blaze/Torrent/Overgrow ect. being out of wack. If these bugs affect me how can I fix them?

Agastya May 31st, 2014 5:35 PM

the old 8 byte split breaks everything that isnt damage calc.

type hold items will not work, hidden power won't work, weather ball won't work, weather won't boost relevant moves, pinch abilities won't work.

the solution is to not use ruby and move on to the emerald patch because it actually works and emerald has everything ruby offers + more.

athill1 May 31st, 2014 10:05 PM

Quote:

Originally Posted by Agastya (Post 8279225)
the old 8 byte split breaks everything that isnt damage calc.

type hold items will not work, hidden power won't work, weather ball won't work, weather won't boost relevant moves, pinch abilities won't work.

the solution is to not use ruby and move on to the emerald patch because it actually works and emerald has everything ruby offers + more.

So both Emerald and FR have a flawless physical/special split and one should use those...

Agastya June 1st, 2014 12:57 AM

yes.

the fact it's on emerald at all is a miracle. we really need to move on from ruby already.


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