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Hello!
I'm new here, and i tried to adapt this to a french version. But i have a problem with the step 1. I found all the equivalent offset for my ROM exept the 0x0DA284. Do you have an idea of how can i do ? Thank you for this tuto ! |
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I hope that the glitches for this project are figured out soon...
EDIT: I'm lost on step 2. Where do I edit the RAM in HxD? |
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And unfortunately I don't have time right now to check out the problems, since I have work and school almost every day, and I'm trying to get my sprite project finished in the little free time that I have. Whenever I finally have a freaking day off of both work and school, I'll check out the Castform problem. Unfortunately I have no idea when that will be. |
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Hello,
Please, could you post an exemple of an entire code wich is modified. Because i have an error and i don't know, where is the problem. Thank you for this tutorial ! Edit : With the french version, i have not any problem to make the step one, But with an US version, the game froze after the screen "2005 nintendo..." |
Alright, I've finally fixed the Castform problem. Make these byte changes:
x42730: 81 01 x5DF10: 81 01 x6F100: 81 01 xA5EA4: 81 01 |
Someone can port Expanding Emerald Pokedex to one tool? It was more easier for hackers than write an source code.
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However, I will test out 721 soon because I suspect there might be a cry table glitch that was also encountered on FireRed when gogojjtech expanded it. It's not a problem when you're going for 493 but it could potentially be a problem if you want 649 or 721. |
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I've decided that I want to expand my Pokedex with 40 extra entries. Does that mean that I take (439 + 40)/8 = 59.875 = 60? (or should I Take (386 + 40)/8 = 53.25 = 54) That would be XX XX XX 08 = 00 D8 03 08 and YY YY YY 08 = 60 D8 03 08 (or 53 D8 03 08) Further: The number of bytes taken by my dex flags. Would that be Seen AND caught? i.e. 60 + 60 = 120 (then convert it to hex), or do I convert 60 to hex, or do I just write 60 straight up? I guess my YY will be the same as my XX since I want the same amount of Pokemon and Pokedex entries? |
Ok, I have FINALLY fixed the dex position glitch! My fix however, rather than finding the mistake, I just branch to a custom routine that undoes the mistake. To fix it, do these byte changes:
BBD94: 0E 4A BBDD0: 9C 0F 00 02 Next, insert this routine into free space: Code:
C1808: 12 01 C1814: 00 48 00 47 C1818: XX XX XX 08 (offset of the routine +1) This makes sure that the position is remembered if you're NOT switching dex modes. If you ARE switching dex modes (like from National to Hoenn, or vice-versa), then it will reset to Bulbasaur/Treecko (slot 0), which is intended as vanilla RSE behaves like this too. (for those of you that didn't know, the problem I was having was that it was always resetting to Bulbasaur/Treecko even if I wasn't switching dex modes. But that has now been fixed) I would like to say that we now have a perfect Emerald Pokédex expansion, but first I'm going to try out expanding to 721 to address any potential bugs that don't happen with just 493. |
Well, I went through the whole tutorial, adding in all of the 4th gen Pokémon (and Sylveon), and I have some good news and bad news. I can explain it through a picture:
http://i1218.photobucket.com/albums/dd410/LCCoolJ95/GoodandBad_zpse420bff4.png I did a Word document, side by side with your tutorial, and I think there is one more offset you forgot to add in. The offset is not in the Gen 3 Hacking Suite ini, but it is in Pokémon Game Editor's, which I used to edit the names and order of all the Pokémon. PokemonFrontSprites=&H301418 |
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Well, in all honesty, I just did this as a test, since this was my first time doing it. I'm just excited to see that it actually worked out. Not to the highest degree, but it worked. So...what happens now? |
Thank you chaos now i dont need the Expand tool that krk552 made :D
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Could you post a patch please ?
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when you can do it by yourself.... |
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I just want to say that I can confirm everything in the tutorial is correct and all you need, as I'm working on a 721 ROM base and got the Pokédex working solely from the information provided in this tutorial (proof at romhack.me). Also karatekid552 will eventually send me a test version of his tool with Emerald Pokédex expansion implemented, and will become official once it's been tested thoroughly.
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So, I would just like to double confirm something before I move on and start to add sprites/movesets etc.
I have successfully manged to get all this done. I now have 40 extra slots after Chimeco and repointed every single table. Each table contains the amount of bytes written in the tutorial + (40 x needed bytes depending on table) at the end of each table. I have made all this assuming that the amount of dex entries should be 387 + 40 = 427. What about those Unown/Egg slots? Was I supposed to account for those when I repointed each table, that is The old table + the weird slots + my new extra slots making the total 68 ([439 - 411] + 40). When I edit my mons in the Hacking Suite, should I write that I have 427 mons or 479 in the ini (and thus skip 412 - 439). If I changed sprite and edited some stats on 412, have I ruined the game and need to start over from my last backup or can I fix it? |
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The dex slots alone, however, are separate from the index numbers. So in your case, you should have 479 index number slots, and 427 dex slots. You should put 479 in the ini. If you edited slot 412, then that is a problem, because that's the Egg slot (or Unown A? I forgot, but it's one of those). |
This is minor, but for those of you that know about the cry table and expanded mon, any Pokémon that uses a cry ID of 0x200 or higher won't play. To fix it, simply put 01 1C 11 E0 at xA35A2.
Credit to DoesntKnowHowToPlay for the FireRed offset, which I used to find the Emerald offset. |
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