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(All Games) Type Weakness/Strength Changing
Ever wanted to change the weaknesses and strengths of what types do? (For example, When water attacks fire, it's super effective, this tutorial will teach you how to make it so when Water attacks fire, it isn't very effective or deals no damage at all, and way beyond).
Step 1: Load up a Pokemon ROM Step 2: Go to the address based on which rom you loaded up Red and Blue: 3E474 Yellow: 3E62D Gold and Silver: 34D01 Crystal: 34BB1 Ruby: 1F9720 Sapphire: 1F96B0 Emerald: 31ACE8 Fire Red: 24F050 Leaf Green: 24F02C Diamond: 1DE1B8 For Red/Blue/Yellow: (All Values are hex) 00 = Normal 01 = Fighting 02 = Flying 03 = Poison 04 = Ground 05 = Rock 06 = Bird 07 = Bug 08 = Ghost 09-13 = Blank 14 = Fire 15 = Water 16 = Grass 17 = Electric 18 = Psychic 19 = Ice 1A = Dragon For Gold/Silver/Crystal (All Values are hex) 00 = Normal 01 = Fighting 02 = Flying 03 = Poison 04 = Ground 05 = Rock 06 = Bird 07 = Bug 08 = Ghost 09 = Steel 0A-12 = Blank 13 = ??? 14 = Fire 15 = Water 16 = Grass 17 = Electric 18 = Psychic 19 = Ice 1A = Dragon 1B = Shadow For Ruby/Sapphire/Emerald/Fire Red/Leaf Green/Diamond/Pearl: (All Values are hex) 00 = Normal 01 = Fighting 02 = Flying 03 = Poison 04 = Ground 05 = Rock 06 = Bug 07 = Ghost 08 = Steel 09 = ??? 0A = Fire 0B = Water 0C = Grass 0D = Electric 0E = Psychic 0F = Ice 10 = Dragon 11 = Dark Step 2: regardless of your version, you will see three bytes, 00 05 05. The first byte is the one attack, so we have the Normal Type attacking. The second value is the type being attacked. So 05 = Rock, we have Normal attacking Rock. The final byte is the damage multiplier. The 05 stands for *.5 damage. So the game reads this, and when a Normal Pokemon attacks a Rock Pokemon, half of the normal damage is done. You will see that all are either 05, 14 (in dec is 20, so its *2), and 00 (which is *0 which makes the attack never hit, this is used for Ground Vs. flying and others). Right after that is another strength/weakness definition, and keeps going on until a FF. However, you can mix it up a bit! Step 3: Changing Lets say you want it so when a Flying Pokemon attacks a Poison Pokemon, it does *2 the damage. Overwrite the bytes with 02 03 14, and it will take effect. You can even do as low as *0.10 (which would be 01), and as high as *25.40 the damage (Which would be FE). That is murder! So have some fun, make some new types if you want, or just balance out the system. |
Wow. I never would find myself trying this, but you are a genius. Now those who want to make fakemon with different types have their work cut out!
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I made a very simple sample of what can be done with this. I successfully added Dark and Steel types in Pokemon Red! Although Magnemite/Magneton is the only Steel Pokemon, and the move "Bite" is the only Dark attack, it's still useful. All the strengths/weaknesses are included (obviously). Just patch to a clean Red ROM and you're good to go!
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Nice. I was thinking of looking for that, but my hypothesis (which was completely wrong :() was that weakness/resistance was set by four bitflags. At least I didn't spend any time looking for that.
Heh, maybe I'll mess around with the Bird type now. Hmm, I just checked in Crystal. The list is FF-terminated (not surprising). But for some reason, there's an arbitrary FE in there. These are the last few values in the list: 09 09 05 fe 00 08 00 01 08 00 ff I have no idea why that FE would be in there. Wouldn't it mess up the last two items? Unless the list is pointer-based, which I don't believe it would be (or we wouldn't be able to simply add things to the list). |
I'm not sure, it doesn't seem to affect anything.
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If you repoint the weaknesses and strengths to free space, can you add more type advantages and disadvantages at the end?
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I was just looking around in Yellow, and the type list there doesn't start at 3E62D. It begins a bit earlier, starting with the string 040200 ("Ground x0 to Flying").
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So I'm guessing the FE is a marker for where the immunities canceled out by Foresight are listed; Foresight makes Normal and Fighting able to hit Ghost types, but doesn't affect any other immunities at all. |
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EDIT: Gargle's absolutely right. If you want a type weakness/resistance to be set to x1 when using Foresight, put it behind the $FE. |
I was wondering if I could ask a question regarding this tutorial? I managed to locate the bytes and recognise them,(02 01 14, flying X2 damage to fighting etc...) but I wondered how exactly it is possible to add a new type to the game? If you need to edit a old type in order to do this editing 09(???) would be a good choice as you wouldn't lose any of the others but I couldn't see any data regarding types attacking 09, or visa versa. Am just not looking hard enough or is the process of adding new types much more complicated? Sorry if this question sounds dumb, I'm not familiar with hex editing, but sounds fun to learn. I was also wondering what would mean x1 damage? I am hacking Ruby version by the way.
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this is a bit confusing but i think ill get the hang of it
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wat would i put for 4x
i put in 28 and somethin comes in the box tht shows text i get a ( Any1 know if this will cause a problem is the adress code for pearl the same cuz u didn't post it? |
You shouldn't revive old threads. I am assuming this will be closed as soon as a mod catches it.
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... What's this "Bird" type? |
Missingno's type... you should have googled it first, seriously.
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Right, sorry, I don't know too much about all the glitches.
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Also, this goes into a Hex Editor I'm presuming. Sorry, but Hex is absolutely foreign to me and I'm just now trying to get into it.
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Repointing
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Pointer change
How do I change the old pointer to the new location.
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034BB1 Mod 4000 = 0BB1 0BB1 + 4000 = 4BB1 So 4BB1 is our pointer. Next, we look for the pointer in our ROM. In most cases (not always, but usually), the pointer is in the same bank as the data. Each bank is 4000 bytes long and starts at the offset rounded down to the nearest 4000, which in our case is 034000. So we navigate to 034000 in our hex editor and search for the pointer. GBC pointers are little-endian, which means that the one's place byte goes first. So we search for B14B. Our result is at 034741. Notice the 21 in front of the pointer. 21, 11, and 01 are assembly commands that mean "load the next two bytes into the CPU registers." If you see one of those while searching for pointer values, it's a good bet that you've found your pointer. (Not to say that a pointer without a 21 in front is less likely to be a pointer -- a lot of the time you'll find pointers in lists, especially when it comes to things like text.) So we change the value in 034741-034742 to the pointer to our new location for the data. The free space in this bank starts at 037EE2, so let's assume we copied our data there. Like before, we would find the pointer to our new location with ((037EE2 MOD 4000) + 4000), which is 7EE2. Don't forget to byteswap! Our final value will be E27E. This method will work for GBC pointers, but not GBA pointers. If you're needing those instead, it shouldn't be that hard to find out info on how they work. |
Thanks , where did you find all of this info, because I need info for gba games. Does anyone know how to change gba pointers and what program do I use?
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Sorry if this sounds kinda stupid, but...
For R/S/E/FR/LG/D/P if you use the value 12, would that work if I wanted to add a new type? |
N00bish Question alert.......
How do you look up the address? 0_o Yeah, i have VBA, i tried memory viewer but it only has 4 numbers, not 5. So when i look up "34D01", it goes to "4D01" instead. And the numbers are like 00 09 77 D1 C9 11 etc...... Not really right....... I'm trying to GBC hack btw..... |
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Memory viewer is different. |
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Thanks a 627 quintillion, coolerboilmayonnaise (food puns, yay!)
But in emerald, correct me if I'm wrong, does 0E constitute an immunity removal with foresight? (I found 00 07 0E instead of 00 07 00. Quote:
That's default. |
No need to revive month old threads.
*Locks* |
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