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I have two questions:
Did anyone try to increase the storage capacity of the PC in Fire Red ? Is there a ASM routine for fire red to randomize Wild pokemon and the Trainers pokemon ? |
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2. I can't compile with Pokemon above 255 (FF). Is there a way around this? Thanks! |
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EDIT: At least, it looks like it, haha... |
Hey there FBI, I want to know if you know about a routine for the bonguri trees in FR, or if you have created one, thanks in advance
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Misc:
Evolution via Callasm in FRSpoiler:
A EV-IV Display ScreenFIRERED: Link Removed! EMERALD: Link Removed! I'm surprised that this one was abused in this forum. These repos were written when I was a complete noob for the sake of practice and I really feel ashamed. Pls, don't use them. If you really need them, go ahead to my github account and they're still available. Quick Preview: http://i869.photobucket.com/albums/ab256/jiangzhengwenjz/q_zpshnquzant.gifhttps://i.imgur.com/18HjHg0.png OLD CONTENT (Outdated): Spoiler:
80x80 mugshotsSpoiler:
Some new movement bytes (including a patch)Spoiler:
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how about a routine when you have 0 pokemon, it acts like a safari battle.
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I also go there to type in Spanish because I need to improve it, but... oh well. |
As part of fixing this, I realized that it could be done simply by changing the target of a branch-link instruction, and it requires no free space at all. As such, I decided to post in Quick R&D instead (which is where it probably should have been in the first place).
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I think it's exactly what I did and described in my post. |
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A problem arises: Your party slots aren't exactly set in stone, and you might evolve the wrong Pokémon... I don't get how it would help with Special 0x9F? Granted, I don't really know what it does... |
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Compiled version below. Swap out the XX with the Pokeball item number, 01 for a Masterball. Spoiler:
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My routine will evolve the first pokemon of a specified species in your team. For example, I search for ho-oh in the player's team and get that it's in the second slot, then the routine will evolve it. Therefore it can achieve the goal. If you insist that choosing a pokemon and then checking if the selected pokemon is of specified species, you can ask someone else to enhance it as it's very very simple. For me, I think it's not bad so I don't want to touch the routines again. |
Are you guys really unaware of the Pokémon decryption routines already in the games?
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https://i.gyazo.com/60e123fe763231fb38ee12fd115923ed.png And freezes the game. Any ideas?? EDIT: Simple test script to change Players OW Code:
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ldr r5, npc_turn bl npc_turn instead of ldr r5, npc_turn bl call_via_r5 |
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I can now change player's OW, but NPC doesn't seem to work :/ Should Touched or Spherical Ice edit that post to add this little change?? |
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Sad times. To be honest tho - although it would be nice to have that fixed, if mods had to fix every error in every post on this site, their workload would never end :D |
Hey, are there any tutorials on-site where I can learn how to ASM?
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I found that how frustration when playing some Emerald hack with bad egg/event corruption caused by usage of unsafe flag/var.
IDK if anyone had already port Jambo's routine to Emerald because I can't find any relevant post ATM. Emerald safe variables hack Spoiler:
Emerald safe flag hack Spoiler:
Pls tell me if any bug found. |
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Hey, I have an idea! You can do it! |
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Edit: Also if we're so unhelpful then how did I get a helping hand emblem? |
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It seems like this daily dose of drama stems from the response to where/how to use the encryption functions in the game. Like Joexv and GoGo had pointed out, there is a built-in Pokemon decrypter/encrypter function which you can use to retrieve and set certain aspects of a Pokemon. Since they failed to site any sources or further readings, you can check the documentation here out: http://www.romhack.me/database/23/fire-red-commonly-used-asm-rom-offsets/ The first two are the ones that Lance and friends are interested in. If you're looking for applications of these functions, there are many inside this very thread. Just take a look at the first post and choose a routine dealing with Pokemon, which you'd like to inspect. Finally, if further problems arise, the ASM help thread is in the beginner's lounge. Please guys, lets not be so hateful to eachother. Also gogo's not a veteran, she's a nab :^) |
Thanks GOGOJJTECH for crediting me ;) but you didn't have to put it that way but it's fine we are all cool here at the end of the day :)
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I know the ability thread is for existing abilities so I'm posting this here. I want to make new abilities that are similar to Torrent, Blaze, Overgrow, and Swarm, that use other types, mainly ones I've made. Now, I don't know ASM, and don't have a clue where to start.
But could someone please... (for Fire Red) 1. Provide an offset to change to hook a new routine off of to make a new ability. 2. Provide something similar to the original "power up" ability that has notes to what can be changed. 3. And provide a bit of code to allow the routine to return to the original routine. So, for instance. Spoiler:
Hopefully someone with the knowledge can understand what I typed. This is ability stuff but the ability resource thread is for gen 4-6 abilities, not custom ones. But this is ASM so here it is. |
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@FBI: 1) any way to pull up the naming routine for the player after the intro has been skipped so that players can name themselves later in the game? 2) can this be done for emerald? I have the research here that allows you to skip the birch intro if that helps with a starting point: http://www.pokecommunity.com/showpost.php?p=8444249&postcount=590 Spoiler:
@FBI: this has been done by shinyquagsire for me before for emerald however I can not for the life of me figure out the magic he did. I do have previous commands associated to what he did if it helps, but if this could be done for emerald and also like how it was done, set a flag to give the player the battle frontier bag and allow me to clear flags and make the menu have certain things only (i.e. disabling the use of the bag) that'd be great. Here is the previous research: http://www.pokecommunity.com/showthread.php?p=8450458#post8450458 Spoiler:
@Spice: this is a great feature and I am wondering why it isn't a built-in command already. Anyways, I was wondering if you could translate this into emerald? There are always work arounds for this such as a flags for each item (which is a horrible way to go about it) but it'd be easier to just count them and that's be great. ~~~~ As usual, I'd be willing to donate to the cause and if either of you need motivation, I'm here to support you helping myself and others and that is why I'm willing to donate. Thanks for any help. |
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[EM] checkitem hack to store quantity in 0x8008This is untested, but it should work based on the offsets I've changed. Let me know if something's up with it. As usual, the dummy script should look something like this: Code:
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2) not sure if I'm getting the test script correct, seeing as you're using a different scripting program than I. For XSE, if you use checkitem, you have to do a compare LASTRESULT command i.e: Spoiler:
The game ends up saying I have 7873 rare candy instead of 1. |
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So, for the offset you gave, you would write 00 4A 10 47 C1 1E F6 08. As for the script itself, inserting the routine where I said should modify how the checkitem command works, so callasm is not required. checkitem also doesn't require a LASTRESULT check as it already returns 0 or 1 to the place which 'if' checks, anyway. So, in short, you just need to remove the callasm and compare lines and it should work properly (once you've also done the byte changes). If the routine does have problems following this I won't be able to help as I don't have access to my computer - this post was from my phone (which explains if there are any typos lmao). |
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Maybe by adapting the above routine (changing offsets)? |
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http://www.pokecommunity.com/showpost.php?p=8756677&postcount=682 I think it's the right one. -------------------------------------------------------------------------------------- EDIT: I have also another little problem. I succesfully managed to implement this in Fire Red (non-US version) Spoiler:
However I can't make it work in Leaf Green. I corrected all 0x08__ offsets but the game crashes when I view the Pokémon stats page. I didn't touch 0x02__ offsets, need to correct them also? |
Feebas Fishing Tiles in Fire Red
I'm learning arm/thumb, and I thought implementing the Feebas tiles mechanic from R/S/E for Fire Red would be a good exercise. Everything is documented at the top of this routine. You just need to follow the instructions. The Feebas tile locations are determined by your trainer id and secret id, so they don't ever change. The code below will set Feebas fishing tiles in the pond in the middle of Celadon City. A trainer id/secret id pair of 0xf61cf69b results in the following tiles being "Feebas tiles", with a 75% encounter rate: http://i.imgur.com/kTogKRq.png Code:
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How would I implement Sky Battle restrictions in Pokemon Emerald? Restrictions are not quite as simple as 'only flying', since levitating pokemon are allowed and some flying types (like Doduo) wouldn't be allowed due to their inability to fly.
Can I request a script that would cater for this, or at least something as close as possible? Thanks |
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You should also probably experiment with what the Abilities actually are. FBI didn't put it in his list, but it's in there. |
Hello guys, this is some of my requests.
Allowing variables to be used in wildbattle •I know this is kinda specific but may serve usefullness in hacking. Can anybody hack the wildbattle command in FireRed so you can use values stored in variable can be used as a specie number. It may be useful to have a random wild battle. editing and adding button functions in overworld •Is there a way, well there's really a way, to add button functions on FireRed Rom? Like the AB Button, or any other button that can be added onthe emulator. Or, edit the existing button like select, which loads the registered item, start which accesses menu, or etc. |
Hello! May I request something?
An item that will mimic Eon Flute into FR/EM (teleportation item) So I have this idea of a fake "Soaring in the sky" for Gen. 3 games... For the Eon Flute, it will be like the OW Fly animation but with a twist... Once you use the item, it will load the Fly animation with Mega [email protected] sprite and then teleport it into a certain coordinate in a specific map... The map will serve as the fake sky... The coordinates will be based from the map name where the item is used... The player will then be in the Surf mode (or any custom OW) once landed... Disable Menu and registered item access in a certain map name for FR/EM This is in line with my idea of a fake "Soaring in the sky"... It will disable the Menu and registered item access in a certain map name (for my idea, it will be in the Sky map)... Only if they're possible... Thanks a lot! |
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I do have a request, though I don't know how simple it will be.
Basically, something for Emerald that allows you to do class-based trainer music. Much like Jambo's 'class-based trainer music' ASM for Fire Red, I suppose. |
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it says there are no commands~_~... |
Would it be possible for someone to update the first post? It hasn't been touched in over half a year, and some really interesting stuff has been posted here since then.
Also, I think there's an issue with this routine: Quote:
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I personally can't imagine how annoying/time consuming it must be to comb through tons of posts to find things to add to the first post and organize them appropriately. Quote:
Regardless, it works. Thanks! |
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setvar 0x8000 VENUSAUR The address of var8000 looks like 0x03 0x00 (flipped because little endian). Then when you write the return, the var correctly has 0x00 as the upper byte. But if you have something like setvar 0x8000 TREECKO The address of var8000 looks like 0x15 0x01 (because treecko is 0x115). Then when you store the party slot only as a byte, the 0x1 is still there. So when you use something like compare to check the var in a script, it ends up being 0x100 more than the party slot. When dealing with vars in asm, its good practice to load and store halfwords (unless there’s some specific reason not to). |
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This is a FR USA v1.0 Routine, right? Also, it does replace the way that the native Light Ball works giving it this new effect at the same time, right? Because I already checked and I'm sure I didn't failed in any step, what I did basically was: 1) Copying the routine into a clean .txt and converting it to .bin, which ended up like this: Code:
2) Then I went to 3F020 and typed: 00 49 08 47 50 67 45 08 00 00 00 00 00 00 00 00 00 00 Tried the new ROM, and got surprised by the battle freezing when my Lv5 Pikachu with a Light Ball equipped frozened the game in the moment he tried to use "Slam" on a Wild Pidgey. In another try also noticed that another Wild Pidgey's Tackle could freeze the game too. |
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you forgot/didn't +1 for THUMB mode 3F020 = 00 49 08 47 51 67 45 08 00 00 00 00 00 00 00 00 00 00 |
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cmp r0, #0x7 beq StandardStone cmp r0, #0x14 #UPDATE THIS beq MaleStone cmp r0, #0x15 #UPDATE THIS beq FemaleStone what do i update the underlined codes to?? are they the item index number or what else? pls answer me! need it for my hack! thanks in advance :D ----------------------------check my hack progress-------------------------------- http://www.pokecommunity.com/album.php?albumid=10098 |
evolution type number
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Would anyone happen to have JPANs custom input routine?
If not, then if I may make a request. Trying to get a number/character input menu for custom keypad passwords ect... If possible it would be much appreciated ^_^ |
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That would be amazing if you could pm it to me... I think I should be able to manage ^_^ |
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Here you are: http://www.mediafire.com/download/pt18qmw8k78pmco/number_box.zip I'll take another look to it tonight anyways :p |
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Sweet!!! Thank you very much ^_^ It works like a charm, just when you insert it go to your pointer(0x800000) + 0x164 and at that offset insert your pointer(0x800000) + 0x0179 = 0x800179 in reverse hex = 79 01 80. Then just create a XSE script and make sure lockall comes before the callasm. While callasm is followed by waitstate then just make sure to releaseall at the end... Thanks again though been looking for this for a bit now. |
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Its actually great. I havent tried it yet but surely will add it to my upcoming hack. By the way one question, Inserting these routines and making changes to the pointer listed in the routines will automatically activate the double battle or there is something else I need to do? pls answer. thanks in advance :) |
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BY the way "evolution type number" "There are already existing upto 15" it means if I have already added two new methods "male(level up)(16) and female(17)(level up)" and If I want to make male and female evolve with stones then i should add 18 and 19 in those places ?? thanks for your previous reply and hope you wil again make a reply. Thanks in advance. :) EDIT: Also Dawn stone only does the gender evolution thing, and I dont find any statement of dawn stone, can you tell me how it works with dawn stone :) What exactly I am asking is will only dawn stone work with gender evolution or any other stone also??? |
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There are a lot of things I like in JPAN's hacked engine. Unfortunately, it's only for Firered, and now that I am hacking Emerald, I have attempted to make something similar to it so myself and other people can access Emerald's decryptor and encryptor pretty easily via scripting. Here are my first public ASM routines, if you will.
Emerald Pokemon Decryptor Spoiler:
Emerald Pokemon Encryptor: Spoiler:
I do have a few more ASM routines that appear to work correctly, but obviously, I am an ASM neophyte, so before posting the other ones, I would like to become more adept at doing these sorts of things to ensure my routines will give people the least amount of problems possible. I am posting this under the assumption that nobody else has publicized a routine like this for Emerald, so if somebody else has already done it before the time this has been posted, let me know so I can delete this post. |
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old post routines: Spoiler:
for the new routines in the github link, i believe it's about a 50% chance (the last time i had it explained to me it was ahaha) EDIT: well, i guess i'll ask something can someone make fbi's set static party level routine only work if the pokémon is above the level indicated and/or for a certain slot only? either would work, but preferably for a certain slot~ |
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Will the old routice work nicely?? I mean no major bugs?? If there are ani major or minor bugs pls state if you know :) |
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if you catch the pokémon on the left, it displays the one on the right's name and the sprite after catching. it's fine when nicknamed and all that, though. the one on the right is also the only one faded when the battle starts you can select run for each pokémon (twice) you can use poké balls twice, but only when there is one pokémon when a pokémon faints, it asks if you'd like to switch right away. this is how it generally works, BUT when you have no pokémon to switch to, it still asks but then continues the battle regardles of choice. EDIT: probaby more i just haven't encountered them ahaha |
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Thanks most probably i will use it :) EDIT2: result in attachment, it is really awesome |
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When i search for 00 07 0a 00 I get too many result so pls help me! :( |
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there are so many of these bytes, which exact location do I use???? |
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Hi! I'm new to PC and started to get a look at ASM hacking. I implemented the sitrus berry update for fire red but when I use the berry in the overworld it heals my pokemon for 50% HP instead of 25%. Is something wrong with the code or am I missing something?
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By the way what are the bug fixed in the latest code! . I have also found one minir bug! This double battle isnt much compatible with day and night! Some colour issues(i.e constant shifitng between day and night automatically in random way) |
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For the color issue, I don't know what it is. I just changed the original codes which make 1 pokemon fade to the one making 2 pokemons fade in double wild battle, which is the only part related to color. (I don't use D&N in my hack, as I think it's really not beautiful :/) |
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Because I am currenly using your asm codes :) |
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Has anyone else tried this EV-Reducing Berries ?
I keep trying it but to no avail I just can't seem to get it to work. I assemble the routine and place it at 0x7900B0, then edit the given script to; XSEscript: Code:
Is there something I'm doing wrong or is there a better way to do this? I'm merely trying to recreate the Pomeg Berry from Emerald in Fire Red... Not to mention EV-Reducing Berries are rather useful when EV training... Also since I'm here I was wondering what gltiches from the first gen could be simulated with asm in Fire Red? Would like to make a working MissingNo that will check the players name and base its form off of the characters in the certain spots like in Blue and Red. Would be cool to have the item duplication glitch as well but one step at a time... The reason I ask is because I'm trying to make a Glitch/Error Version... Keeping their sporadic nature but making them contained and fun to play with... GlitchQuests are rather fun when they work and do some crazy stuffs>_< hahaha. Anyway thanks for the time and any advice given... |
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so i will still be using the old post! It is still an amazing feature for me :) |
SPEEDING UP FIRERED
All this does is make the turbo button on VBA work faster. Emerald solution is found here. That's also the source of my implementation of this. Code:
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What is this modifying? Is it making some big looping function more efficient? |
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Just wanted to ask, did someone thought about a routine that lets you choose a Pokémon from your team and then check its EVs, IVs, or both? And I mean as in exact numbers instead of vague phrases like in the DS Games xD
(I don't really feel like asking the creator of a certain HackROM to share his work because I don't want to be disrespectful towards him in any way, and taking into account that people can just request routines in this thread, welp.. there's that) |
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Mainly a textbox saying "Your Pokemon IVs are X X X X X X", for example. |
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