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[FR] Fully Flag-Dependent Start Menu
It's nothing fancy, but this code expands on FBI's routine to swap between start menus, shown here. It also keeps the safari zone start menu intact. Every single start menu option (except Exit) is flag-dependent, so you can add or remove start menu options with simple flag setting/clearing. Spoiler:
for example, with the current definitions, setting flags 0x251, 0x253 would make the start menu be composed of only "Pokemon","[player]", and "Exit". |
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Since it got mentioned above, I figured I'd post this here.
It's been tweaked slightly so that it only uses armips, rather than the build system I use for my C stuff. All it really did for it was find free space automatically, and, while that's kind of useful, I feel it unnecessarily overcomplicated it. In any case: Clear JPAN Save Block During New Game [FR] Fixes an oddity with JPAN's Save Block Recycle where the saved memory doesn't get zeroed upon starting a new game. Instead, it'll retain whatever it happened to be in the previous save file. To be clear, this does not actually include JPAN's Save Block Recycle itself. |
Unhidden Power [FR]
This routine makes the game calculate and display the actual type of Hidden Power in battle and in status screens. If, for example, a Pokémon's Hidden Power type is Water, it will display as a Water-type move, just like Surf or any other Water-type move. https://github.com/Sagiri/unhidden-power/blob/master/in-battle.png?raw=true https://github.com/Sagiri/unhidden-power/blob/master/status-screen.png?raw=true Note that this only calculates and displays the type, not the base power. |
Evolve by Leveling Up While Holding An Item [FR]
Adds evolution methods to allow Pokémon to evolve by leveling up while holding a particular item. Also included are day and night variations for use with Happiny, Gligar, and Sneasel. Other implementations of this evolution method have a subtle bug - they remove the item even if the player hits B to cancel the evolution. This avoids that. |
Summary Screen Wraps Around [FR]
Allows you to hit Up on the summary screen of the first Pokémon in the party to move to the last Pokémon in your party, and likewise hit Down on the last to move to the first. This change originated in XY and has become standard in all later games. |
Are there news about this feature? (Trainer's Interrupting battles)
I see that Chacha Dinosaur imported it in Emerald, but for Fire Red? |
Did someone ever make a Pixie plate item effect?
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Hall of Fame Expanded Pokémon Fix [FR]
Fixes an issue where expanded Pokémon above index 0x1FF do not show up correctly in the Hall of Fame. For example, 0x201 would normally show up as 0x1 (Bulbasaur). This is because the Hall of Fame data only allocated 9 bits to the species number, and 0x1FF is the largest number that can be stored in that space; larger numbers only have their lowest 9 bits stored. |
I literally no nothing about Assembly in fire red, but is the limited number of flags in fire red really a problem? Is it not possible to make an ASM routine that can check the value of some offset after 800000 and return a pseudo Boolean value to the last result variable 0x800D (or any other for that matter)? This will probably be an easy yes or no for a lot of you, I was just curious.
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I tried to apply this rutine but i got errors: The change of the OW is lost after the player enter in a menu or enter in a battle. I also inserted the rutine of swap BS, in that i get a problem with the change of the OW after a warp (the OW change to the Hero surfing or the hero in bike) https://i.postimg.cc/1XDTPSvf/Error-OWGIF.gif What can I do? |
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how about in game rival naming
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Does anyone know if this function (Steven battle for fire red) has been completed? They wrote that it would be enough to insert a line of code to make it complete, but unfortunately it seems that no one has chosen how to insert it.
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If I can help, I'll get along well with the fire red scripting :) |
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Surprisingly though, I noticed just now that it seems to glitch the blue bar containing the different HMs descriptions inside the Pokémon Party menu. Could anyone confirm? https://i.imgur.com/pdFcrC7.png Steps that I did: 1) Inserted the text string in 0x456734 Code:
The result was: Code:
4) Went to 0x9BF64 and wrote: 5D 67 45 08 5) Saved and tested. I'm certainly getting the extra Premier Ball if I purchase 10 Poké Balls. No issues there. The thing is that if I grab a clean ROM and this is the only thing that I add to it, the issue with the blue bar happens :/ |
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Anyway, thank you :D! EDIT: Quote:
It looks to me like the Eggs are inheriting 3 stats alone, when they should always inherit 5 stats :/ I've been doing tests using this routine and Jiangzhengwenjz's EV-IV Screen. In my last attempt for example, the results of the Egg were: -03 HP IVs. Charmander has 30 and Ditto 26. -03 Atk IVs inherited from Charmander. -22 Def IVs inherited from Charmander or Ditto (both have 22 Def IVs.) -23 Spd IVs. Charmander has 31 and Ditto 25. -19 SpAtk IVs. Charmander has 31 and Ditto 10. -31 SpDef IVs inherited from Ditto. If we assume that HP is the random stat in this spread, Spd and SpAtk are the issue here. The Egg should have inherited Charmander's or Ditto's values in those stats after all, right? Has anyone tested this yet? |
[FR] Selection from PC Box
This hack allows the player to directly select a pokemon from the pc boxes by modifying the tasks associated with the withdraw function. It doesn't actually do anything with the selection except store relevant data, but this data can then be used in subsequent functions to modify relevant data. Fortunately, I added in some new/updated specials to allow the user to swap pokemon between box and party for things like trading, nicknaming, and checking/setting pokeball types. Adding new specials for other data manipulation is easy enough, and I would be happy to add more if more ideas come to me. Current Special Fixes Include: Spoiler:
Here is the repository. The readme should do an adequate job of detailing the usage. Here is a GIF of using this function with a wonder trade. (credit to sagiri for the dtan system) https://i.imgur.com/zq6pr9c.gif |
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Hello, I am interested in hacking the wild pokemon generator of Fire Red to influence the species in a similar manner as Static and Magnet Pull do in later games. I've searched many places, including this thread, but I have not found a routine for this. Does anyone know if this has been done before? If not, could you kindly give me advice on how to approach this problem? I am new to ASM but I have experience from other languages so I'm not a total beginner. I know how to compile and insert routines.
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It doesn't break flashcart compatibility if you're using the newest version, but it does mean you can't use Save Editors anymore, and you have to start a new save file. This may not be ideal for everyone (it wasn't for me), so here is the way to free up some RAM that gets saved.
To free up the RAM just do the following: 1. Put 28 E0 at 0x110F24 2. Put 04 20 at 0x11192A 3. Put 70 47 at 0x110AEC 4. Put 70 47 at 0x1123BC This will free up about 8000 flags and 2900 vars (numbers are approximate). Full details are in this post below (ORIGINALLY BY JPAN SO THANK HIM) https://www.pokecommunity.com/showpost.php?p=8795370&postcount=4 The RAM that I used to free up item space started at 0x2026840 and believe me it is plenty of space. What will happen is that you will lose any items currently in your bag after you switch over. So you'll need to deposit them/give them to PC Pokemon if you want to keep them (alternatively you can write a routine to move the data at the original item RAM over to the new one). If you have a previous save file, your bag will be a bunch of junk because the save file wrote stuff in the RAM from the Previously On Your Quest thing. To fix that use this routine: Spoiler:
This routine just makes everything in the RAM range go to zero (so your bag will then be empty and you can put all your items back in). To use the above routine just insert it and then write an NPC using callasm and call the routine. Then just talk to the NPC you gave it to in-game, save and you'll be done. You can delete the routine and the script afterwards if you want to. |
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