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-   -   Adding new evolution methods [FR] (https://www.pokecommunity.com/showthread.php?t=329357)

anonyboy October 15th, 2014 11:14 PM

Quote:

Originally Posted by kearnseyboy6 (Post 8462590)
No idea, you will have to discuss that with jonkane and ask where he repointed everything in his patch.

Basically he dosen't need to ask, he just need to go to the offset 0x42fc0 and then to the pointer located there.

Quote:

Originally Posted by PurpleOrange (Post 8473427)
i don't know if i should put this here but whatever. for emerald, the table that needs to be copied to free space is at 0x6D198. and the offset that needs to be changed to the repointed table is at 0x6D194. for ruby, the table that needs to be copied to free space is at 0x3F58C. and the offset that needs to be changed to the repointed table is at 0x3F588. however i do not know where the limiting bytes are for either of them

Try Changing In emerald 0x6D180 and in ruby it is 0x3F574.

HidoranBlaze October 19th, 2014 5:55 PM

Quote:

Originally Posted by PurpleOrange (Post 8474102)
can any one tell me what's wrong with this routine, it's for specific map name evolution in emerald

Spoiler:
.text
.align 2
.thumb
.thumb_func
.global mapevo

main:
push {r0-r7}
add r0, r6, r7
lsl r0, r0, #0x3
add r0, r2, r0
add r3, r0, r3
ldrb r2, [r3, #0x2]
mov r0, r8
ldr r6, map
ldrb r6, [r6, #0x0]
cmp r6, r2
bne exit
mov r10, r3
pop {r0-r7}
mov r1, r10
ldr r0, levelcheckloc
bx r0
exit:
pop {r0-r7}
ldr r0, noevo
bx r0

.align
levelcheckloc: .word 0x0806D32F
noevo: .word 0x0806D333
map: .word 0x02036E10

i figure it may have something to do with the numbers at the bottom, but i'm not good with asm

I just looked at your map bank offset in VBA's memory viewer, and it seems like your offset is wrong. (It had a FF byte in it, and it didn't change when I went from Petalburg City to Route 102) I'll try and find the correct map bank offset, and I'll notify you if I find it.
EDIT: the map bank offset seems to be 0x020322E4. Try that, and see if it works. If it doesn't work, the offsets for the levelcheckloc or the noevo could be wrong. (or the evolutions work differently for em, but I highly doubt that)
EDIT2: *facepalm
I misunderstood which routine you were using. I thought you were using the map bank routine, instead of the map name routine. Sorry about that. That being said though, you probably still have the wrong map name offset, since the ram offsets for fr and em are usually different.

jirachiwishmaker October 20th, 2014 4:02 AM

Quote:

Originally Posted by PurpleOrange (Post 8474102)
can any one tell me what's wrong with this routine, it's for specific map name evolution in emerald

Spoiler:
.text
.align 2
.thumb
.thumb_func
.global mapevo

main:
push {r0-r7}
add r0, r6, r7
lsl r0, r0, #0x3
add r0, r2, r0
add r3, r0, r3
ldrb r2, [r3, #0x2]
mov r0, r8
ldr r6, map
ldrb r6, [r6, #0x0]
cmp r6, r2
bne exit
mov r10, r3
pop {r0-r7}
mov r1, r10
ldr r0, levelcheckloc
bx r0
exit:
pop {r0-r7}
ldr r0, noevo
bx r0

.align
levelcheckloc: .word 0x0806D32F
noevo: .word 0x0806D333
map: .word 0x02036E10

i figure it may have something to do with the numbers at the bottom, but i'm not good with asm

The map ram of Emerald is 0x0203732C. I spent a few hours to find it out last time. I had been tested it and worked properly.

jirachiwishmaker October 20th, 2014 4:07 AM

Quote:

Originally Posted by HidoranBlaze (Post 8474647)
I just looked at your map bank offset in VBA's memory viewer, and it seems like your offset is wrong. (It had a FF byte in it, and it didn't change when I went from Petalburg City to Route 102) I'll try and find the correct map bank offset, and I'll notify you if I find it.
EDIT: the map bank offset seems to be 0x020322E4. Try that, and see if it works. If it doesn't work, the offsets for the levelcheckloc or the noevo could be wrong. (or the evolutions work differently for em, but I highly doubt that)
EDIT2: *facepalm
I misunderstood which routine you were using. I thought you were using the map bank routine, instead of the map name routine. Sorry about that. That being said though, you probably still have the wrong map name offset, since the ram offsets for fr and em are usually different.

It was fixed. The map ram is 0x0203732C. Could you tell me how to change the map bank and map number into hex code if I using the map bank routine in Emerald? Thanks in advance.

anonyboy October 20th, 2014 4:58 AM

Quote:

Originally Posted by jirachiwishmaker (Post 8474893)
It was fixed. The map ram is 0x0203732C. Could you tell me how to change the map bank and map number into hex code if I using the map bank routine in Emerald? Thanks in advance.

could you find the decryptpoke offset for emerald? if we have it that means we could port the existing evolution routines from FR to Emerald.

jirachiwishmaker October 20th, 2014 5:42 AM

Quote:

Originally Posted by anonyboy (Post 8474905)
could you find the decryptpoke offset for emerald? if we have it that means we could port the existing evolution routines from FR to Emerald.

I have all of them:
levelcheckloc: 0x0806D32F
noevo: 0x0806D333
decryptpoke: 0x0806A519
encryptpoke: 0x0806ACAD
firstpoke: 0x020244EC
mapbank: 0x020322E4
map: 0x0203732C

HidoranBlaze October 20th, 2014 6:40 AM

Quote:

Originally Posted by jirachiwishmaker (Post 8474893)
It was fixed. The map ram is 0x0203732C. Could you tell me how to change the map bank and map number into hex code if I using the map bank routine in Emerald? Thanks in advance.

I'm not sure what you're asking here. If you're asking how to assign the map bank argument to each Pokemon without using G3HS, there's an evolution table with the structure listed here: http://bulbapedia.bulbagarden.net/wiki/Pokémon_evolution_data_structure_in_Generation_III
The offset is somewhere in G3HS's ini.
If you're asking how to find the hex numbers for the map bank and map number, that's easy. AMap has the map bank and map numbers listed; just convert that to hex and you're good to go. The map number offset is right next to the map bank offset in the ram btw.

anonyboy October 20th, 2014 11:06 AM

Quote:

Originally Posted by jirachiwishmaker (Post 8474927)
I have all of them:
levelcheckloc: 0x0806D32F
noevo: 0x0806D333
decryptpoke: 0x0806A519
encryptpoke: 0x0806ACAD
firstpoke: 0x020244EC
mapbank: 0x020322E4
map: 0x0203732C

Well i think keanersboy should make a step 4 regarding methods in emerald and we should show how to port/publish ported routines.

HidoranBlaze October 20th, 2014 1:38 PM

@kearnseyboy6:
So I was looking through your methods, and I noticed this one:
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global mapbankANDnapnumber

main:
push {r0-r7}
add r0, r6, r7
lsl r0, r0, #0x3
add r0, r2, r0
add r3, r0, r3
ldrh r2, [r3, #0x2]
mov r0, r8
ldr r6, mapbank
ldrb r6, [r6, #0x0]
cmp r6, r2
bne exit
ldr r6, mapbank
ldrb r6, [r6, #0x1]
cmp r6, r2
mov r10, r3
pop {r0-r7}
mov r1, r10
ldr r0, levelcheckloc
bx r0
exit:
pop {r0-r7}
ldr r0, noevo
bx r0

.align
levelcheckloc: .word 0x0804310D
noevo: .word 0x08043111
mapbank: .word 0x02031DBC


If we're checking for a specific map bank and map number, wouldn't it be more efficient to load a halfword into r6 and compare to r2, since the map number is stored right next to the map bank in RAM?

Basically something like this:
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global mapbankANDnapnumber

main:
push {r0-r7}
add r0, r6, r7
lsl r0, r0, #0x3
add r0, r2, r0
add r3, r0, r3
ldrh r2, [r3, #0x2]
mov r0, r8
ldr r6, mapbank
ldrh r6, [r6, #0x0]
cmp r6, r2
bne exit
mov r10, r3
pop {r0-r7}
mov r1, r10
ldr r0, levelcheckloc
bx r0
exit:
pop {r0-r7}
ldr r0, noevo
bx r0

.align
levelcheckloc: .word 0x0804310D
noevo: .word 0x08043111
mapbank: .word 0x02031DBC

kearnseyboy6 October 20th, 2014 2:26 PM

Quote:

Originally Posted by anonyboy (Post 8475165)
Well i think keanersboy should make a step 4 regarding methods in emerald and we should show how to port/publish ported routines.

Quote:

Originally Posted by HidoranBlaze (Post 8475270)
@kearnseyboy6:
So I was looking through your methods, and I noticed this one:
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global mapbankANDnapnumber

main:
push {r0-r7}
add r0, r6, r7
lsl r0, r0, #0x3
add r0, r2, r0
add r3, r0, r3
ldrh r2, [r3, #0x2]
mov r0, r8
ldr r6, mapbank
ldrb r6, [r6, #0x0]
cmp r6, r2
bne exit
ldr r6, mapbank
ldrb r6, [r6, #0x1]
cmp r6, r2
mov r10, r3
pop {r0-r7}
mov r1, r10
ldr r0, levelcheckloc
bx r0
exit:
pop {r0-r7}
ldr r0, noevo
bx r0

.align
levelcheckloc: .word 0x0804310D
noevo: .word 0x08043111
mapbank: .word 0x02031DBC


If we're checking for a specific map bank and map number, wouldn't it be more efficient to load a halfword into r6 and compare to r2, since the map number is stored right next to the map bank in RAM?

Basically something like this:
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global mapbankANDnapnumber

main:
push {r0-r7}
add r0, r6, r7
lsl r0, r0, #0x3
add r0, r2, r0
add r3, r0, r3
ldrh r2, [r3, #0x2]
mov r0, r8
ldr r6, mapbank
ldrh r6, [r6, #0x0]
cmp r6, r2
bne exit
mov r10, r3
pop {r0-r7}
mov r1, r10
ldr r0, levelcheckloc
bx r0
exit:
pop {r0-r7}
ldr r0, noevo
bx r0

.align
levelcheckloc: .word 0x0804310D
noevo: .word 0x08043111
mapbank: .word 0x02031DBC

Yes you are right. I'll fix it up.

I'm happy to make an Emerald port if someone has all the offsets. I think just the limiter is left I think?

anonyboy October 20th, 2014 10:53 PM

Quote:

Originally Posted by kearnseyboy6 (Post 8475295)
Yes you are right. I'll fix it up.

I'm happy to make an Emerald port if someone has all the offsets. I think just the limiter is left I think?

I had already found the limiter, i posted it awhile ago, it 0x6D180

anonyboy October 21st, 2014 11:57 AM

I have ported some methods to emerald. here they are:
By Move
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global Evomove

main:
push {r0-r7}
add r0, r6, r7
lsl r0, r0, #0x3
add r0, r2, r0
add r3, r0, r3
ldrh r2, [r3, #0x2]
mov r0, r8
mov r5, #0x0
loop:
mov r1, #0xD
add r1, r1, r5
bl decrypt
mov r11, r0
pop {r0-r7}
mov r1, r11
cmp r1, r2
beq true
cmp r5, #0x3
beq exit
add r5, #0x1
b loop

decrypt:
push {r0-r7}
ldr r2, decryptpoke
bx r2
true:
mov r9, r3
pop {r0-r7}
mov r1, r9
ldr r0, levelcheckloc
bx r0
exit:
pop {r0-r7}
ldr r0, noevo
bx r0

.align
levelcheckloc: .word 0x0806D32F
noevo: .word 0x0806D333
decryptpoke: .word 0x0806A519

With Other PKMN in Party:
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global mantykeevo

main:
push {r0-r7}
add r0, r6, r7
lsl r0, r0, #0x3
add r0, r2, r0
add r3, r0, r3
ldrh r2, [r3, #0x2]
mov r5, #0x0
loop: ldr r0, firstpoke
mov r1, #0xB
mov r6, #0x64
add r4, r5, #0x0
mul r4, r6
add r0, r0, r4
bl decrypt
mov r9, r0
pop {r0-r7}
mov r1, r9
cmp r1, r2
beq levelcheck
cmp r5, #0x5
beq exit
add r5, #0x1
b loop
levelcheck: mov r10, r3
pop {r0-r7}
mov r1, r10
ldr r0, levelcheckloc
bx r0
exit: pop {r0-r7}
ldr r0, noevo
bx r0
decrypt: push {r0-r7}
ldr r2, decryptpoke
bx r2
.align
firstpoke: .word 0x020244EC
levelcheckloc: .word 0x0806D32F
noevo: .word 0x0806D333
decryptpoke: .word 0x0806A519

Lance32497 November 23rd, 2014 10:32 PM

You didnt mentioned if what is the argument I use in all routines

anonyboy November 24th, 2014 2:44 AM

Quote:

Originally Posted by Lance32497 (Post 8507534)
You didnt mentioned if what is the argument I use in all routines

Dude, all evo methods are of their 6th gen counterparts, check bulbapedia for some info.
Ex:http://bulbapedia.bulbagarden.net/wiki/Pancham_%28Pok%C3%A9mon%29
Pancham's Method: It says there he evoles in lvl 32, that means a level check exists.

Lance32497 December 9th, 2014 7:23 PM

Hello guys, I now Understand howto implement it but I got some errors, not ingame errors.:
First of all, I dont know if my evolution properties are correct

Fairymove-None
Pancham-Level
Male-Item(because of Gallade evolution)
female-Level
rain-Level
night time level up-Level
Day time tyrunt-Level
Night time Item Hold Induced Evolution-Item
Day time Item Hold Induced Evolution-Item
Evolution by Move induced-Item
Evolve with other Pokemon in Party-Item(Correct me if im wrong, I used item because the pokemon that will be the result of the evolution was the same in the index number of the item I used)

I Havent test those routines because the newly added evolution methods didnt appeared in G3HS although I edited the ini.
Here's the edited evo propeties:
Quote:

evolutionmethods = Breeding Only,Friendship,Friendship (Day),Friendship (Night),Level-Up,Trade,Trade (Hold Item),Stone,ATK > DEF,ATK = DEF,ATK < DEF,PID (Wurmple->Silcoon),PID (Wurmple->Cascoon),Spawn a Second,Create Spawn,Beauty,Fairy Move,Pancham,Male,Female,Rain,NightTimeLVLUP,DayTimeLVLUP,Night Time Item,Day time Item,Move induced,Other Pokemon
evomethodsproperties = None,None,None,None,Level,None,Item,Item,Level,Level,Level,Level,Level,Level,Level,None,None,Level,Item,Level,Level,Level,Level,Item,Item,None,None
and here is my entire ini.
Spoiler:

[ALL]
offsetthatcontainssecondromid = 0xFFFFFE
justusestandardini = False
checkfordevbuilds = True
checkforupdates = True
autosavepokeswhenswitching = False
notes_about_this_ini = -
note1 = justusestandardini allows you to turn the dynamic ini system on or off.
note2 = All booleans are either have two CASE-SENSITIVE states -> True or False
note3 = The lists (like EggGroups) must be in order from lowest to highest.
note4 = If you want to provide a name for your game in the ini, just do Name = X. See below examples. Eventually, I will load this name to the program and display it.
note5 = DO NOT change the gamecode property in the ini. That is used for providing the correct fix for Shedinja Evolution for your base rom.
note6 = Evolution types currently support the following CASE-SENSITIVE arguments: Level, Item, Pokemon, Move, None

[BPRE]
name = Pokemon FireRed (E)
gamecode = BPRE
numberofpokes = 412
pokebasestats = 0x254784
pokebasestatslength = 0x1C
pokenames = 0x245EE0
pokenameslength = 0xB
typenames = 0x961b50
typenameslength = 0x7
numberoftypes = 22
items = 0x3DB028
numberofitems = 0x375
itemsdatalength = 0x2C
abilities = 0x950000
numberofabilities = 0x156
abiltiesnamelength = 0xD
egggroups = Monster,Water1,Bug,Flying,Field,Fairy,Grass,Human-Like,Water3,Mineral,Amorphous,Water2,Ditto,Dragon,Undiscovered
leveluptypes = Medium-Fast,Erratic,Fluctuating,Medium-Slow,Fast,Slow
learnedmoves = 0x25d7b4
learnedmoveslength = 0x2
attacknames = 0x901800
numberofattacks = 0x511
attacknamelength = 0xD
eggmovepointer1 = 0x045C50
eggmovepointer2 = 0x045CC8
eggmovelimit = 0x045CC4
tmhmcompatibility = 0x252BC8
tmhmcompatibilitylength = 8
tmlist = 0x45A80C
tmlistentrylength = 2
numberoftms = 50
numberofhms = 8
evolutiontable = 0x73dc90
evolutionsperpoke = 5
lengthofoneentry = 8
evolutionmethods = Breeding Only,Friendship,Friendship (Day),Friendship (Night),Level-Up,Trade,Trade (Hold Item),Stone,ATK > DEF,ATK = DEF,ATK < DEF,PID (Wurmple->Silcoon),PID (Wurmple->Cascoon),Spawn a Second,Create Spawn,Beauty,Fairy Move,Pancham,Male,Female,Rain,NightTimeLVLUP,DayTimeLVLUP,Night Time Item,Day time Item,Move induced,Other Pokemon
evomethodsproperties = None,None,None,None,Level,None,Item,Item,Level,Level,Level,Level,Level,Level,Level,None,None,Level,Item,Level,Level,Level,Level,Item,Item,None,None
evolutiontablepointers = 0x42F6C,0x42FBC,0x43138,0x4599C,0xCE8C4
offsetstochangetolslr0r60x1 = 0x42f9c,0x43182,0x43026,0x43008,0x43016,0x43050,0x4307A,0x430A8,0x430C8,0x430EC,0x430FC
offsetstochangetonewminus1 = 0x43116,0x4319e,0x459A2
theshedinjafix = 0xCE766
changetonewnumbertimes8 = 0x4598A,0x459C0,0x4598E,0x459C2
pokedex = 0x44E850
lengthofpokedexentry = 0x24
nationaldexorder = 0x251FEE
numofnondexpokesbetweencelebiandtreeko = 25
numofnondexpokesafterchimecho = 28
dextype = FRLG
jambo51learnedmovehack = False
movetutorcomp = 0x459B7E
movetutorcomplen = 2
movetutorattacks = 0x459B60
mtattackslen = 2
mtattacksnum = 15
frontspritetable = 0x2350AC
backspritetable = 0x23654C
frontpalettetable = 0x23730C
shinypalettetable = 0x2380cc
enemyytable = 0x2349CC
playerytable = 0x235E6C
enemyaltitudetable = 0x23A004
iconspritetable = 0x3D37A0
iconpalettetable = 0x3D3E80
iconpalettes = 0x3D3740
numiconpalettes = 3
itemanimationtable = 0x45FD54
itemanimationtableentlen = 5
hoenncryauxtable = 0x2539D4
footprints = 0x43FAB0
habitats = 0x452c4c
habitatpointers = 0x106888,0x1068C8,0x106990,0x1069F8,0x106A98
locationnames = 0x3F1CAC
locationstart = 0x58
locationend = 0xC4
locationtblfmt = 1

anonyboy December 10th, 2014 9:58 PM

Quote:

Originally Posted by Lance32497 (Post 8526873)
Hello guys, I now Understand howto implement it but I got some errors, not ingame errors.:
First of all, I dont know if my evolution properties are correct

Fairymove-None
Pancham-Level
Male-Item(because of Gallade evolution)
female-Level
rain-Level
night time level up-Level
Day time tyrunt-Level
Night time Item Hold Induced Evolution-Item
Day time Item Hold Induced Evolution-Item
Evolution by Move induced-Item
Evolve with other Pokemon in Party-Item(Correct me if im wrong, I used item because the pokemon that will be the result of the evolution was the same in the index number of the item I used)

I Havent test those routines because the newly added evolution methods didnt appeared in G3HS although I edited the ini.
Here's the edited evo propeties:


and here is my entire ini.
Spoiler:

[ALL]
offsetthatcontainssecondromid = 0xFFFFFE
justusestandardini = False
checkfordevbuilds = True
checkforupdates = True
autosavepokeswhenswitching = False
notes_about_this_ini = -
note1 = justusestandardini allows you to turn the dynamic ini system on or off.
note2 = All booleans are either have two CASE-SENSITIVE states -> True or False
note3 = The lists (like EggGroups) must be in order from lowest to highest.
note4 = If you want to provide a name for your game in the ini, just do Name = X. See below examples. Eventually, I will load this name to the program and display it.
note5 = DO NOT change the gamecode property in the ini. That is used for providing the correct fix for Shedinja Evolution for your base rom.
note6 = Evolution types currently support the following CASE-SENSITIVE arguments: Level, Item, Pokemon, Move, None

[BPRE]
name = Pokemon FireRed (E)
gamecode = BPRE
numberofpokes = 412
pokebasestats = 0x254784
pokebasestatslength = 0x1C
pokenames = 0x245EE0
pokenameslength = 0xB
typenames = 0x961b50
typenameslength = 0x7
numberoftypes = 22
items = 0x3DB028
numberofitems = 0x375
itemsdatalength = 0x2C
abilities = 0x950000
numberofabilities = 0x156
abiltiesnamelength = 0xD
egggroups = Monster,Water1,Bug,Flying,Field,Fairy,Grass,Human-Like,Water3,Mineral,Amorphous,Water2,Ditto,Dragon,Undiscovered
leveluptypes = Medium-Fast,Erratic,Fluctuating,Medium-Slow,Fast,Slow
learnedmoves = 0x25d7b4
learnedmoveslength = 0x2
attacknames = 0x901800
numberofattacks = 0x511
attacknamelength = 0xD
eggmovepointer1 = 0x045C50
eggmovepointer2 = 0x045CC8
eggmovelimit = 0x045CC4
tmhmcompatibility = 0x252BC8
tmhmcompatibilitylength = 8
tmlist = 0x45A80C
tmlistentrylength = 2
numberoftms = 50
numberofhms = 8
evolutiontable = 0x73dc90
evolutionsperpoke = 5
lengthofoneentry = 8
evolutionmethods = Breeding Only,Friendship,Friendship (Day),Friendship (Night),Level-Up,Trade,Trade (Hold Item),Stone,ATK > DEF,ATK = DEF,ATK < DEF,PID (Wurmple->Silcoon),PID (Wurmple->Cascoon),Spawn a Second,Create Spawn,Beauty,Fairy Move,Pancham,Male,Female,Rain,NightTimeLVLUP,DayTimeLVLUP,Night Time Item,Day time Item,Move induced,Other Pokemon
evomethodsproperties = None,None,None,None,Level,None,Item,Item،Level,Level,Level,Level,Level,Level,Level,None,None,Level,Level,Level,Level,Level,Level,Item,Item,Move,Pokemon
evolutiontablepointers = 0x42F6C,0x42FBC,0x43138,0x4599C,0xCE8C4
offsetstochangetolslr0r60x1 = 0x42f9c,0x43182,0x43026,0x43008,0x43016,0x43050,0x4307A,0x430A8,0x430C8,0x430EC,0x430FC
offsetstochangetonewminus1 = 0x43116,0x4319e,0x459A2
theshedinjafix = 0xCE766
changetonewnumbertimes8 = 0x4598A,0x459C0,0x4598E,0x459C2
pokedex = 0x44E850
lengthofpokedexentry = 0x24
nationaldexorder = 0x251FEE
numofnondexpokesbetweencelebiandtreeko = 25
numofnondexpokesafterchimecho = 28
dextype = FRLG
jambo51learnedmovehack = False
movetutorcomp = 0x459B7E
movetutorcomplen = 2
movetutorattacks = 0x459B60
mtattackslen = 2
mtattacksnum = 15
frontspritetable = 0x2350AC
backspritetable = 0x23654C
frontpalettetable = 0x23730C
shinypalettetable = 0x2380cc
enemyytable = 0x2349CC
playerytable = 0x235E6C
enemyaltitudetable = 0x23A004
iconspritetable = 0x3D37A0
iconpalettetable = 0x3D3E80
iconpalettes = 0x3D3740
numiconpalettes = 3
itemanimationtable = 0x45FD54
itemanimationtableentlen = 5
hoenncryauxtable = 0x2539D4
footprints = 0x43FAB0
habitats = 0x452c4c
habitatpointers = 0x106888,0x1068C8,0x106990,0x1069F8,0x106A98
locationnames = 0x3F1CAC
locationstart = 0x58
locationend = 0xC4
locationtblfmt = 1

You're close... I've edited wrong things in your ini

Lance32497 December 11th, 2014 5:19 AM

Quote:

Originally Posted by anonyboy (Post 8528317)
You're close... I've edited wrong things in your ini

Ahhh, thanks xD,.Ill tried it asap.

EDIT: I tried your edited ini but it does not still let my new evolution methods appear in the tool...
Heres the screenshot:
http://i.imgur.com/Ub0slOE.png

AriArk December 21st, 2014 10:39 AM

Hey
How would I use the Specific Map Name evolution in G3HS?

anonyboy December 22nd, 2014 4:06 AM

Quote:

Originally Posted by AriArk (Post 8541701)
Hey
How would I use the Specific Map Name evolution in G3HS?

Write Location In the argument.
Specific Map Bank/Name Has to be edited in Hex.

AriArk December 22nd, 2014 5:54 AM

Quote:

Originally Posted by anonyboy (Post 8542665)
Write Location In the argument.
Specific Map Bank/Name Has to be edited in Hex.

I've put that, but it is not showing up in the program

anonyboy December 22nd, 2014 7:22 AM

Quote:

Originally Posted by AriArk (Post 8542734)
I've put that, but it is not showing up in the program

Have you set an evolution method's name? check it!

thehypersonic2338 January 6th, 2015 9:08 AM

how to make new evo method appear in g3hs?

AtecainCorp. January 6th, 2015 12:28 PM

Someone can translate this to EMERALD or RUBY?

Joexv January 6th, 2015 1:29 PM

Quote:

Originally Posted by thehypersonic2338 (Post 8567912)
how to make new evo method appear in g3hs?

Rea the OP it says how.:P

Quote:

Originally Posted by Ksiazek Bartlomiej (Post 8568206)
Someone can translate this to EMERALD or RUBY?

Already been done for Emerald. You will probably have to do it yourself for ruby.
http://www.pokecommunity.com/showthread.php?t=338137

anonyboy January 6th, 2015 1:46 PM

Quote:

Originally Posted by Ksiazek Bartlomiej (Post 8568206)
Someone can translate this to EMERALD or RUBY?

Somebody has the table location for Ruby in the Thread, i found the limiter. You need to make the methods for yourself cause nobody hacks ruby


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