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-   -   Expanding the Pokédex into Emerald (https://www.pokecommunity.com/showthread.php?t=324892)

Xencleamas September 16th, 2015 4:30 AM

Quote:

Originally Posted by fashayshay (Post 8929563)
When I go to edit the offsets for the dex flags its telling me that I do not have the offset 0203D800. Am I doing something wrong or do I have the wrong file to edit? Sorry, a bit new at all this but trying to learn! Haha

Nothing's wrong. That offset is a RAM offset (with 02- prefix), not a ROM offset. You cannot edit RAM parts so leave as it is until you've learned much of it.

GoGoJJTech November 3rd, 2015 3:46 PM

Quote:

The both tables have this format each slot:

XX 3C 00 00 YY YY YY 08 FF 00 FF 00

XX is which format of audio should play, if it is compressed, uncompressed, or sound-based moves. From what I have seen:
00: uncompressed, just normal
20: compressed, importing something like this isn't available at this moment
30: uncompressed, mostly used for the second table
I just don't know what these really are but apparently, someone would have understood it better.
So basically the first byte in these strings is the type of instrument; it's the same format as the M4A engine (music engine)

00 is forward playback
10 is reverse playback
20 is compressed playback
30 is reverse compressed playback

And there are some other combinations such as 18 that deal with other stuff (that will only be related to music playing, you shouldn't touch them for cries of course)

If you still haven't realized yet, this is a directsound instrument. Simple stuff and things going on here

PS Can the patch for steps 8-10 be reuploaded? I don't have much more time to sit in front of this hex editor, and others probably don't either

kleenexfeu November 17th, 2015 6:31 AM

The expansion of the pokedex overwrite important data (mainly for castform), we need to
change that back.
Not that I'm not sure of all of these things, but since I haven't seen a freebug expansion
as of yet, I assume some of these offset shouldn't be overwrote.

Overwriting of castform :
0x399FC
0x5DD5C
0x5E7B8
0xA5F70
0xA5FDC
0xA7F68
0xA86BC
0xA8844
0xA9AD0

Not sure for the following:

0xBCBF4
0xBCC98
0xBCD1C
0xBCE20
0xBCEE4
0xBCFAC
0xBD0C4
0xBDAAC


False limiter :
0x857C4 Something related to map maybe
0x85880

wally-217 January 16th, 2016 11:44 AM

The patch is still missing from the attachments on the original post. Can you please re-upload it? Alternatively, does anyone else have it that could link me?

Xencleamas January 17th, 2016 1:44 AM

Quote:

Originally Posted by GoGoJJTech (Post 8984972)
PS Can the patch for steps 8-10 be reuploaded? I don't have much more time to sit in front of this hex editor, and others probably don't either

Quote:

Originally Posted by wally-217 (Post 9078873)
The patch is still missing from the attachments on the original post. Can you please re-upload it? Alternatively, does anyone else have it that could link me?

I have actually removed it because the last person who did the patch informed me that his expansion is not working. It was on the previous patch's fault. Sorry for the long delay. I have redone the patch, and I hope it fully works than the last time. The download is on the original post, or if you have seen this message, just download here, and you're ready to go! Post if there are still errors.

LCCoolJ95 April 5th, 2016 12:41 PM

I don't mean to bump this thread, but I wanted to share with everyone an updated video tutorial that has actual video of the byte changes. Also, since it is almost two hours long, use the title cards to navigate to that Chapter/Part.



Also, I've done some work involving some minor Pokédex work involving the Alphabetical, Lightest, Smallest modes. Apparently, expanded mons won't show up in those modes I'll post about it more once I look into it a bit more.

mrmoonbeam April 5th, 2016 1:45 PM

Quote:

Originally Posted by LCCoolJ95 (Post 9192115)
I don't mean to bump this thread, but I wanted to share with everyone an updated video tutorial that has actual video of the byte changes. Also, since it is almost two hours long, use the title cards to navigate to that Chapter/Part.



Also, I've done some work involving some minor Pokédex work involving the Alphabetical, Lightest, Smallest modes. Apparently, expanded mons won't show up in those modes I'll post about it more once I look into it a bit more.

PLEEEEEEASE re-release the 650 patch :(

LCCoolJ95 April 5th, 2016 2:07 PM

Quote:

Originally Posted by mrmoonbeam (Post 9192189)
PLEEEEEEASE re-release the 650 patch :(

I would, if I didn't delete it from my computer.

mrmoonbeam April 5th, 2016 2:24 PM

Quote:

Originally Posted by LCCoolJ95 (Post 9192206)
I would, if I didn't delete it from my computer.

Can you at least post in the original thread to allow those who still have it to post it then? I'm pretty sure people just want the patch rather than the programs.

i0Bjhansen0 April 17th, 2016 4:20 PM

I was thinking of adding those ?s between Celebi and Treecko as valid Pokemon in my hack. I have read that Pokemon not in the Hoenn Dex will not show up right if encountered in the wild before getting the Nat'l Dex. I'm not sure if this is true and I can't remember where I read about that.
Before I messed up and had to restart, I had set all of those to use 000 for each Dex. Now I wasn't able to test this in-game to see if doing this wouldn't cause any issues, or even if it was necessary.
If it ends up not working correctly, what would be the minimum I would HAVE to do in order to allow the game to load the correct Pokemon in the wild?
Or, what is the minimum work needed to be done to just create 25 new Pokedex entries?

Thanks in advance.

GoGoJJTech April 19th, 2016 1:37 PM

Quote:

Originally Posted by LCCoolJ95 (Post 9209570)
While working on my Emerald 721 patch, there was a glitch where the sprite would show up as a ? instead of the sprite. For example:
http://www.romhack.me/file/pic/photo/2016/04/c9419e7536058a738863ab7bc3007560_1024.png?t=5716a3e4aa154

There appears to be another limiter. To fix this, go to 34BFE and type 07 E0.

Now the sprites should now show up:
http://www.romhack.me/file/pic/photo/2016/04/a9fbf72f8a489ce5357c0a671b22565d_1024.png?t=5716a48444887

I believe the tutorial covers this because I've already changed those bytes. (And I only followed this tutorial)

LCCoolJ95 April 19th, 2016 1:48 PM

Ah, found it. The problem was that it was in Step 6A, if you want to expand Animations. I disabled them. Sky High, I feel that the two limiter byte changes listed in Expanding Animations should be added to disabling them as well. The reason, well, I posted it before.

LCCoolJ95 May 12th, 2016 8:10 AM

Hey, has anyone else encountered this glitch?


Xencleamas May 12th, 2016 6:48 PM

Quote:

Originally Posted by LCCoolJ95 (Post 9238973)
Hey, has anyone else encountered this glitch?

You might have typos on Furfrou's slot in the National Dex Table!? That happened to me a while ago on a typo on Drifloon. XD

LCCoolJ95 May 12th, 2016 7:13 PM

Quote:

Originally Posted by Sky High (Post 9239857)
You might have typos on Furfrou's slot in the National Dex Table!? That happened to me a while ago on a typo on Drifloon. XD

What do you mean? In the Pokedex Order Editor, both Furfrou's National Dex number and secondary dex table is set to 676.

Frexxit May 21st, 2016 12:09 PM

I need help!. My game shows the start and then reboot, only shows the part that says "pokemon 2002 - 2003 and then reboot. Anyone knows why is that?, or may i have to put more than four bytes between all the codes?.

takeKopter June 21st, 2016 6:53 AM

So it is said in step 4, there are parts about national dex, hoenn dex (pokedex) and hoenn dex (summary). What does "desired new slots of Pokemon" mean? Does it mean you insert them all, or respectively? Let's say I want 600 slot for national dex and 200 slot for regional dex, does it mean I have to count all slots in part 1-3 as 600, or I count national dex 600 slots, hoenn dex pokedex 200 slots, and hoenn dex 200 slots respectively as "desired new slots of Pokemon"? thank you

bondo100993 June 21st, 2016 5:01 PM

Do I have to use G3hs to expand the mons? Like shown in llcooljs video.

Frexxit June 26th, 2016 3:19 AM

YES! i finish this!!!. Now i have 1096 slots of pokemon to add; my own creations + all VI generation pokemon + megaevos. I'm so exited ^^. Thanks for the guide, i have some errors but i figure out, and now i expanded to my desired amount of pokemon slots....Now to add 2 more types and more attacks...God blessme xD

Ketchupi08 July 22nd, 2016 5:31 AM

Hello!

First great job for this tuto :)

Two i have a little question (stupid maybe) Is it possible to reduce the size of the pokedex

Thanks ans sorry for my english

MF50 August 1st, 2016 2:24 PM

I have a problem with Step 1: after the intro Copyrights the screen simply stays black forever. I think it's JPAN's Save Block Hack.
I'm not using a US ROM so I'd like to know if the Save Block Hack must be "fixed" for other ROMs to work or it's "universal".

Thanks!

DizzyEgg August 25th, 2016 11:41 AM

Quote:

Originally Posted by Koutetsujou (Post 8218708)
Expansion - including pokemon animations.

Hey, I see the current method of disabling animations is, ahhh, of poor quality. Instead, I offer a better solution. Keep animations of pokemon up to certain index, so for example gen1-3 pokemon animate, while the added ones don't.
Code:
Spoiler:
Code:

.text
.thumb
.thumb_func
.align 2

.equ max_species, 410 @pokemon starting with this index won't have animations

no_opponent_anim:
    ldr r0, =(max_species)
    cmp r4, r0
    bcs no_o_anim
    ldr r0, =(0x02024280) @hitmarker
    ldr r0, [r0]
    mov r1, #0x80
    tst r0, r1
    beq opponent_anim
    ldr r0, =(0x02022FEC) @battle_flags
    ldr r0, [r0]
    ldr r1, =(0x2000002)
    tst r0, r1
    bne opponent_anim

no_o_anim:
    ldr r0, =(0x0806ED14 + 1)
    bx r0

opponent_anim:
    ldr r1, =(0x0806ED30 + 1)
    bx r1

no_player_anim:
    ldr r1, =(max_species)
    cmp r2, r1
    bcs no_p_anim
    mov r1, #0x80
    tst r0, r1
    beq player_anim
    ldr r0, =(0x02022FEC) @battle_flags
    ldr r0, [r0]
    ldr r1, =(0x2000002)
    tst r0, r1
    bne player_anim

no_p_anim:
    ldr r0, =(0x0806EED4 + 1)
    bx r0

player_anim:
    ldr r0, =(0x0806EEE8 + 1)
    bx r0

summary_no_anim:
    ldrh r1, [r4, #0x2E]
    ldr r0, =(max_species)
    cmp r1, r0
    bcs summary_animend
    ldrb r2, [r5, #4]
    mov r0, r4
    ldr r3, =(0x0806EE0C + 1)
    bl bx3caller
summary_animend:
    ldr r0, =(0x081C487E + 1)
    bx r0

bx3caller:
    bx r3




Hooks:
Spoiler:

0806ECFC: 00 48 00 47 no_opponent_anim + 1
0806EEC0: 00 49 08 47 no_player_anim + 1
081C4874: 00 48 00 47 summary_no_anim + 1


Even if you want to disable animations for ALL pokemon, this solution is better than the one in OP. Just set the max species to 0 and you'll have the same effect.

DizzyEgg October 6th, 2016 12:02 PM

Double post. First, my above method corrupts sound in poke summary screen. But never mind that.
The current way of expanding pokemon(aka the one in the OP) is glitchy. What I mean is it messes up with data it shouldn't on a wrong assumption it's related to pokedex. I may fix that in the future, but for the time being expect unexpected behaviour that may and probably will happen at some point.

Froosty January 15th, 2017 2:23 AM

I thnk this method is working perfectly, isnt it???
I am planning to make pokemon expansion in emerald in my tool...(because no tool yet has this feature for emerald)
So just wanted to confirm this whole process first :)

DizzyEgg January 15th, 2017 3:04 AM

Quote:

Originally Posted by The_learner (Post 9548259)
I thnk this method is working perfectly, isnt it???
I am planning to make pokemon expansion in emerald in my tool...(because no tool yet has this feature for emerald)
So just wanted to confirm this whole process first :)

No. It's extremely buggy, I advise anyone to NOT use this and use the method in my signature instead.


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