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SubstituteCreature December 27th, 2015 11:14 AM

[GOLD]Fakemon Implementation Questions
 
SOLVED: I'm currently working on a Gold hack where I'm replacing the existing Pokemon with my own Fakemon. I've been able to read through the code briefly and change most of the relevant data(Name, Stats, Learnsets, Dex entries, cries, menu sprites), but I've run into a few complex problems that I haven't been able to find tutorials for, either through Google or forums.

I'm open to suggestions for resources, offsets, threads etc that would help. What I'm not asking for are suggestions that only apply to other Gens :) I don't expect all of these questions to be answered, but at least one of them would suffice.

Tools I'm using: AGIXP, Gold Finger, Gold Map, VBA

1. Changing a specific Pokemon's type
From what I've heard about how Type is handled in Gen II, "a database is used to calculate a Pokémon's type when it gets sent into battle" - Bulbapedia. The 2 bytes are no longer included with the individual data as far is I can tell, and I don't know where this database is located.

2. Changing a specific Pokemon's default sprite size
When replacing a current sprite with one of my own through AGIXP, if the sizes do not match the sprite will show up as scrambled in-game. What I want to find out is how to change the default sprite sizes so they match up with the ones I've made. Since the Pokemon and Fakemon do not all match up, the only solutions I have available at the moment are to resprite everything and/or match up Fakemon by size first and foremost rather than by evolutionary/moveset similarities, and then do some wonky repointing from there.


3. Changing a specific Pokemon's Egg group (and egg moves)

This is more for consistency than anything else. I don't want, say, a lizard to be able to breed with a fish even though their replaced counterparts (a lizard and amphibian for example) could. I want to be as thorough as possible when it comes to defining these types of things.

Thanks in advance for any suggestions!

Crystal_ December 30th, 2015 8:49 AM

I've you've been able to change base stats, then you've been really close to change almost everything else that you're asking.

Just like base stats, types, frontsprite dimensions, and egg groups are all part of the base stats data: http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_base_stats_data_structure_in_Generation_II

I don't know where egg move data is located on gold/silver, but the pointer table to egg moves is at 0x23b11 in Crystal. Follow the first pointer to head to Bulbasaur's data, and pick up the first 3 Bulbasaur egg moves, which are the same as in gold/silver. Then search those in the gold rom and you should eventually end up finding the data in gold. It can be grueling to edit it via hex editing though.

SubstituteCreature December 30th, 2015 9:28 AM

Thank you so much! Turns out I was looking at the data structure for Caught Pokemon as an example rather than Base Stats (literally one click away on Bulbapedia lol).

Time to go back to work. I'll fiddle around with Egg Moves later on since it's lower in priority


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