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  • Actually, that might not be such a bad idea. If you change the value for, say, Pallet Town in AdvanceMap and then compare the modified file with a clean ROM to get the address of the Pallet Town byte, you can put a break-on-read on that byte and then, when using the Town Map, try to move the cursor from Route 1 down onto Pallet Town. It should break the game and, hopefully, you can disassemble the routines around there and find the location of the cursor coordinates.
    Uhh, I'm not sure what you mean by that. If your idea was to compare the RAM before and after moving the cursor, well, I personally wouldn't recommend that. A lot of stuff will get changed in the time it takes you to move the cursor and you'll have to look through a lot of data to find the coordinates.
    What I did was open up the Memory Viewer, check the "Automatic Update" box, and then move the cursor and try to find values that change whenever the cursor is moved. They're probably somewhere in the WRAM but don't quote me on that.
    Well the first thing you should do is try to find where in the RAM the coordinates for the cursor are stored. Once you find them, you should be able to do everything else because all of the routines I mentioned use those coordinates so you just have to use a break-on-read in order to find them.
    If you're referring to the areas of the map that you can't assign a value to, then I'm sorry to tell you that those tiles don't actually have values. If you view the Town Map in the game, you'll notice that you can't move the cursor onto those tiles. If you want to give them values, you're going to need to do a couple of things. Firstly, you're going to have to edit the data. You need to find it, repoint it, and expand it. Secondly, you're going to need to hack the routine which calculates which name to display given the current tile's coordinates. Given the arrangement of tiles below...

    X 0 1 2 3
    0 . . . .
    1 . . . .
    2 . . . .
    3 . . . .

    ...the game would take the current Y coordinate, multiply it by 4, and then add the X coordinate. It then adds the result to the address of the beginning of the location data table and loads the byte stored there. If you want to, for example, add one more column (i.e., expand the map one more tile to the right), you would need to edit the routine to instead multiply the Y coordinate by 5. You would also need to expand the table by adding a new byte every four bytes (or, in other words, after the end of each row). Finally, you'd have to hack the routine which stops the cursor from moving once it has reached the end of the normally accessible space. The game should compare the current X coordinate (or Y coordinate if the player is trying to move on the Y axis) to the extreme values (0 or 21, I think), and if it checks out, then it won't allow the cursor to move.

    Hopefully that makes a little bit of sense.
    Yep, text linky will be fine.

    And I'll pass on that message to Dr Octogonapus. She made it for me :3
    Hey! Can I get you to check this out?

    POKEMON MONOTYPE BATTLE COMPETITION

    Send it to your friends and sign-up!

    Thanks!
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