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Differences between emerald and fire red?
Hi.
I am planning on making a hack, however, I am still vicillating wether to base a hack on emerald or on fire red. What are the major differences? What are some good/usefull rom bases out there, for any of those? What do you recommend me to make a hack for? Kind regards, BremFM. |
Written by Joexv
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Also this is not a pro for EM. Emerald hacking mostly consists of looking at things people have hacked in FR and then porting them. Literally 90% of EM hacks are ports of FR hacks done by FR hackers. I'd hardly call porting a lot of fun, nor do I think spending hours on end doing aimless research is fun. Who are the actual ASM EM hackers in the scene? I only know of Kleenexfeu who's mostly a battle-related hacker. Quote:
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JPAN's engine needs an update if you ask me. This is a poor list because is consists of 90% facepalm. Here is the real list of pro's and cons: FR: - lots of documentation and tutorials - available resources are significantly more, I'd say about 20x more - default graphics look cleaner (imo atleast) EM: - 3 AI + 1 Player battles, like battle at Mossdeep - Contest - Base Battle Frontier Even here, I've ported a lot of the good beef of the Battle Frontier to FR. So just looking at the bases themselves, if you want to ASM/C or do some real hacking FR is the way to go. It will remain the superior base for real hacking until someone makes a new Knizz's IDB except for EM. FR is also much easier to script for since the RAM addresses are better mapped, allowing you to manipulate the engine better. If you're looking for something with 2v2 battle potential, contests and an already implemented BF go for EM. If you're looking for cool ASM routines, development, or help go for FR - because right now the EM ASM hacks are almost solely ports of FR stuff. Cheers~ Just to clarify, tilesets will have a limit in size regardless of base. Expanding the size of tilesets is not a simple matter, as map editors currently don't even load the tileset correctly when it's expanded (sad, sad). |
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Trust me, FBI, I appreciate your help lol. |
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I mostly want to make a hack with really cool graphics, and a lot of custom tiles. As well as a completely re-written story, removing the whole rival/yourself naming and gender choosing. You will be forced to play as a male character with a pre-set name, and will spawn in a beach instead of inside that truck. How would I do this? I think I'm going to hack for Emerald anyways. |
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The Pokemon GBA games are programmed in C. We have dumps of these games which we can read using a hex editor. These "dumps" are fully compiled&assembled code. C code is first compiled into ASM code and that is assembled into the machine code we see in the hex editor (this process was probably done all at once, that's the general idea). ASM, which stands for Assembly, is also a programming language, but on a much lower level. To clear some confusion, by low level, I don't mean that it's easy, I mean that it interacts with the hardware much closer. Anyways, the conversion from Hex (the ROM dump) to ASM is a rather simple problem to solve and it's easily converted. This is why a lot of hackers who hack the game engine would be hacking in ASM, that and some of the concepts and intuition behind coding in C for the GBA is non-intuitive, since you're coding using the static libraries in the game and things like casting functions and static addr pointers become more challenging. Unfortunately, going from ASM -> C is definitely not as easy. To this day, we don't have any resource, for any ROM, which can be called 1:1 C code of what was originally developed by GameFreak outside a few functions which we've worked on. Even still, the best we can do is guess how it was written and try to have the compiled C behave and compile into the ASM. For these reasons, when working on small to medium sized projects, most hackers will use ASM. The ASM and C required to do things become exponentially easier if you have a well documented IDB - thus the motivation of picking FR if you're going to be doing ASM or C programming :) That wasn't really a good answer to your question of "What is ASM?", but I thought I'd provide some background of some of the problems which programmers will face when hacking games in the GBA. For a more "honed" definition and introduction, I'd like to redirect you to the link in my signature titled "ASM tutorials", take a look at the easiest one (don't worry about reading the inserting ASM one, yet). |
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