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When I messed around with habitat data myself before your tool came out, I noticed that no matter what Pokemon I caught, it'd display the first page of the first habitat. I think that's why it's showing Rattata, because Rattata'd be the first pokemon in the grassland. My worry is that there's some sort of byte somewhere in the midst of the habitat data that when expanded, repointed or rearranged leads to catching problems. (This was actually one of the glitches that got me started on ASM, I just haven't looked into it since.) |
Even if nobody trades with each other, it's going to be an important issue for ingame trades, and should be fixed if you leave in the possibility for the player to trade at all.
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Is it possible to port this to another ROM, say, Ruby?
Also, can you please post the methods you used to obtain your offsets (like the offset containing the amount of memory assigned for the Pokédex, I certainly haven't found that in any INIs) so that others can try porting this to other ROMs? |
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But why do not take an courage and start changing system from messy code to Maloc system. For example exported from Emerald.
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No, it is not that easy. That would be removing and porting about 1000 lines of code or more in raw ASM to another game in a way where it might not even work. It would be easier to write a completely new Pokedex in C and insert it. |
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The truth is, I've been busy with school, karate, family, and I have been trying to learn how to program in my free time because...I'm going to try and port this, over to Emerald...well, not really port, but give Emerald its own version. SBird has it working for a German Emerald ROM, so why can't it work for an English Emerald ROM? So, I've been learning how to ASM program and a little bit of C++. @Ksiazek Bartlomiej, I'm not trying to flame you or anything, I'm just saying, you should really look into ASM programming. I looked at it for a brief few minutes. It looks hard at first, but it's pretty simple if you get a handle on it |
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This could be a huge bug if other are getting this, but Eggs won't hatch when given to the player.
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It turns out there are two pointers to x254795 in the ROM, which is the 18th byte of the first entry of the base stat table. This is what's causing the eggs to not hatch- they're actually working fine, they just have a nonsensically high number of cycles needed to hatch. I'll add this to the OP real quick. (existing rock eggs won't be fixed because cycle count is determined at egg gen)
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It's the 18th byte, or byte #17 if you start counting from zero. Sorry about that.
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This is the routine that handles converting the internal ID into the cry ID, taken from knizz' disassembly and commented by me: Code:
Editing this routine to remove the hardcoded cry for the limbo slots is easy: write 00 00 00 00 00 00 00 00 00 00 (that's ten bytes) to x4330C and 00 00 00 00 (four) to x43318, then repoint the table at x4539D4 and expand it - it's now a table with one word for every ID. (You can test to make sure that it worked without repointing the table - you'll know it worked if the title screen makes Blaziken's cry.) |
Yeah well I have a question about this, if anyone could answer it then great.
I made a thread about it in the beginner's lounge, so here it is. http://www.pokecommunity.com/showthread.php?t=325967 or Spoiler:
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I'm new to this, how do I use the JPAN block changer?
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Got 1 more question: what value do I make the SEEN/CAUGHT pointers?
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I'm unsure if I should post this in G3HS' thread, but I myself have tried to go backwards from what the tool has done and nothing appears to be amiss.
The extended Pokémon in my ROM have broken altitudes, basically. If I change the value to be > 0, the shadow displays, but the sprite stays where it is. If I set it to 0, the shadow disappears, so that is working. However, regardless of the value, the sprites remain "stuck" to the ground. I've tried re-repointing the altitude table, the 03 E0 byte changes on the OP have been done successfully, and it's obviously registering that there is an altitude value, it just isn't using it. http://i.imgur.com/hn7STuM.png I've also tried editing the altitude using Advanced Series and simply using a hex editor, so the value is definitely changing. I feel like I'm missing a limiting byte or something, but I can't seem to find what it is exactly. This only happens to the extended Pokémon in my ROM: with Chimecho, it's fine, but with Turtwig, it doesn't work. |
Try putting 06 E0 at x74788.
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my english is not good, and I can not understand the steps. you can make a video tutorial for me? thanks
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Doesnt himself told me this so I'm just going to post it here so I don't have to save it somewhere:
For FireRed, to fix cries on expanded mons that use a cry index of higher than 0x200, put 01 1C 11 E0 at x720CA. |
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