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Keeping TMs After Use
I've been working on my ideal FireRed game for a while now, and I've implemented a ton of stuff from here that is absolutely amazing and makes the game feel so much more fresh, but one of the things I've been thinking about is saving TMs like in the new game. I have no experience scripting for Pokemon, but I do have a background in game programming, so bare with me here.
There is a function for checking what type of item you use. You could say that if the item used is a TM, after you use one, and it is not an HM, the game would "quietly" add one to your bag. I recently implemented the BW2 Repel System from Pokecommunity, so I know checking items and removing them from the bag/(adding them to the bag) shouldn't be much problem, if you can stop it from displaying "picked up TM##", you should be able to get the basic idea of keeping TMs in the game. Thoughts? |
Sorta been done before: Use this info to further your research
http://www.romhackersonline.com/xf/index.php?threads/quick-pok%C3%A9mon-research-thread.102/ |
Sorry, but the locations that the person found were in Fire Red 1.1
Since everyone uses FR v.1, I found the locations in that verison. They are at 0x124EA0 and 0x124F6C. |
So, I notice that all these things are exclusively for Fire Red (as always, because everyone hates Emerald apparently). Does anyone know how I would go about doing this in Emerald?
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Here you go, this SHOULD work. |
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This would be a good time to post this:
http://www.youtube.com/watch?v=nx9CLiXvSwM Reusable TMs in Emerald...yeaaa |
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This'll be great for Fire Red too. Wouldn't happen to be the Mystery Bytes would it? |
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There seems to be a bug in this method, as soon as you close the the TM case the tm vanishes. It will thus let you use the one tm on multiple pokemon but it can still only be used once.
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What I may try and do is find the ASM that loads that mystery value stuff, and depending on whether its an actual HM or not, not display the HM logo. If I do get around to doing that (and if it works) I suppose I'll put it over here. |
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I used the GBA Item Editor. I actually did this months ago, but without actually using a hex editor and changing a few bytes, the TM would not be considered reusable. I compared TM50 to HM01 to see what was different between them. A TM uses the Mystery Bytes 0 0, while the HM uses 1 0. I changed all the TMs to 1 0 to see what would happen, and I got what I did in the video. It doesn't show the quantity. However, you can still buy more than one TM in the game, through the Poké Marts and the Game Corner. |
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The only difference is that 01 puts an HM logo in front for fire red. |
I have tried expanding the TM's but so far I have had no luck. Repointing and expanding simply doesn't work... I think
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Just found this:
https://www.reddit.com/r/PokemonROMhacks/comments/51aj8t/reusable_tms_in_firered/ It's just a change of 3 bytes in any hex editor. It functions great besides it shows quantity, though it's better than the HM icon in my opinion. If someone could use this method and remove the quantity it would be perfect. |
Any Solution for it in Pokemon Ruby?
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I see what you did there... |
Actually with PokeRuby being worked on, it's definitely a gaining viability to be a ROM base to hack with. Definitely once that gets more leverage it'd be easier to hack Ruby than EM or FR. So the elitism here is a few months too late, hehe.
The bulbapedia article here http://bulbapedia.bulbagarden.net/wiki/Item_data_structure_in_Generation_III has what you are looking for concerning the item table location and mystery byte locations for Ruby. If the HM icon appears, then you'll have to do some debugging and nop some comparisons. If EM doesn't display the HM icon, then Ruby likely won't either. Cheers~ |
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