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Mastermind_X proudly presents: The Shiny Hack
Hi guys,
some months ago, zel was able to integrate the shiny Gyarados in his great "Shiny Gold" hack. His 'informer' wanted to stay anonymous due to different reasons. But today, I'm back, to provide the secret of the shiny Gyarados to all of you. Dunno, if anybody took a closer look to the script of the Gyarados. The whole hack works with ASM. So it isn't really easy to integrate and I wrote this tutorial, which was used by zel yet. It can by found here. http://sfc.pokemon-inside.net/lesson.php?id=16 There is a Dutch version planned. Maybe someone wants to translate it to another language? (not german, that could I do by myself) I'm sorry to say, my homepage is nearly completely in german. Maybe I can find the time to translate it... Any feedback would be appreciated. //Edit: Some additions: http://sfc.pokemon-inside.net/lesson.php?id=17 |
This sounds promising. I'm surprised no one has commented here.
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Me too. =\
A Italian Version is finished so far. I'll post it later on. |
Oh, so Andrea allready translated the tutorial..
Well.. I'm a lil' busy to translate the tutorial, I'm sorry. I'm back in my HP-'obsession':P Btw, welcome on PC ;) |
apparntly if you lose to shiny gararydos, every pokemon becomes shiny, but i think it can be fix easily
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Yeah. That's true. I'll have to find a solution for that.
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Hm... I did it in my Ruby hack and it works very well. I tested what happened after I lose in battle with this shiny poke and other wild or trainer pokes didn't become shiny...
But I'm happy that this works also for giving pokemon ^^ Great job ^^ |
Um, i can ask you, Mastermind_X, if you can do a "Complete Hex Guide" just the Hex steps, and, for Emerald, plz!!!
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can this work for trainers pokemon?
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Quote:
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The script in shiny gold (which is exactly this one) is not "Do a shiny battle", it's more like "Set every pokémon shiny, do a common battle, set every pokémon back to normal". For a shiny battle, we (well, not me, the ones who know asm and crap) should work on an asm script that makes a single shiny battle, with a different trick other than this one.
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That's the easiest solution. Do you really think, that there is an command like "start shiny battle" in the ingame-scriptengine?
Of course, it would be possible to extend the "wildbattle" command by patching the codehandler, but that would require a huge amount of effort. I'm also really pleased about you considering ASM as "crap". Hf in hacking it on the standard way. |
Um.....when will yor site have an english version?
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MX i just want to ask you if its possible to convert Memory Viewer adress into hex code?
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I'm not M_X but err.. What do you mean exactly?
In the memory viewer you see the bytes in HEX.. Or do you mean call a memory adress like 02022000? » 050020020208 [I hope I"m not wrong here XD] »» This will goto that adress.. XD -MEH- I probably don't help you here.. wait for Mastermind_X ;) |
yes that's what i mean.
The number in memory viewer is 05000042 its possible to convert it to hexnumber |
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And, by the way, '08' which you use for the pointer is the internal GBA-Adressing for "ROM". <special stuff> '02' stands for the 256 KB "EWRAM". Other possible start-digits are: '00' => BIOS '03' => IWRAM (32KB) '04' => I/O '05' => Palette RAM (PRAM) '06' => VRAM (Maps, BGs, etc... , on the Display) '07' => OAM (Sprites) '08' => ROM '0A' => ROM (waitstate 2) '0C' => ROM (waitstate 3) '0E' => SRAM (the Save on the cartridge) </special stuff> Well. For the common ROM-hacker only 08 is interesting. The other things only are important if you're playing with ASM. ^^ |
'05' => Palette RAM (PRAM)
Okai i've want to edit paletts at offset 05000042 How to do that? because if you go into offset number 05000042 in hexeditor dosen't work. |
*bump*
So, I finished the tutorial for fixing the two problems reported above. You can read it there: http://sfc.pokemon-inside.net/lesson.php?id=17&lang=en (15 postings now =) ) |
Hey Mastermind, your shiny tutorial only works for Fire Red, can you make one for Ruby[AXVE]cause I'm trying to hack Ruby, and how bout the Day/Night Script does it work on Ruby?? I'm sorry if I sound rude.
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Works for me! i think it was very smart to do this, makes the game cool
(Read my Signiture) |
The improved version doesn't work for me... (the first one does).
I just copied byte by byte the routine under the epigraph "Second issue: The infinity of shinys", permuting the words (ABCD ->CD AB), the only difference is that instead of 71b700 I wrote it at 742300, and in 0x406d0 I wrote 00 23 74 instead of 00 b7 71 (for obvious reasons). I just opened the memory viewer at the location where I wrote the stuff in 16-bit mode and assured that I haven't commited a mistake copying the words. They're identical. Am I the only one having issues with this? Because I just don't understand where's the mistake. |
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I think there's no mistake there... @Mastermind_X --> Can you tell whats going on??? and by the way hows the development going for the Day/Night System for Fire Red/Leaf Green, cause I think you completed the one for Ruby/Emerald/Sapphire eh??? What's the other two projects you're working on??? I just wanted to know!! |
My rom doesn't restart, it just works as always. Put the 1 at 02022000 in the memory and nothing happened. Tried the script with the callasm and doesn't work either, although the memory is altered as it should (I suppose that later on, when the edited version works, I'd have to remove a callasm because the game will already reset the flag for me, which by the way, it doesn't)
with the old asm script, it worked perfectly, so the problem is in the repointed asm script in &H742300 (&H71b700 in the original) and not in the one at &H406d0. Since the one that worked and the new one were exactly in the same hex positions, definitively the problem is not on putting the stuff in different positions of rom, which wouldn't make any sense. Assuming Mastermind_X's script is right (which I may doubt, maybe he commited a mistake when copying it or something), I'm puzzled |
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