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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!


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  #276    
Old January 24th, 2013 (11:41 PM).
tajaros's Avatar
tajaros tajaros is offline
Hi I'm dawg
     
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    Quote:
    Originally Posted by robin22gongon View Post
    Uh... Could you just copy the thing written on your link and paste it here cause that site isn't available in my country?
    Here..

    Naming the Rival from the Overworld:
    Spoiler:
    The Code:
    Code:
    .text
    .align 2
    .thumb
    .thumb_func
    .global rivalnamingingame
    main:
    push {r0-r4,lr}
    ldr r0, place
    str r0, [sp, #0x4]
    ldr r1, ramlocation
    ldr r1, [r1, #0x0]
    ldr r0, standard
    add r1, r1, r0
    mov r0, #0x4
    mov r2, #0x0
    mov r3, #0x0
    bl place2
    ldr r1, ramlocation
    ldr r1, [r1, #0x0]
    ldr r0, standard
    add r1, r1, r0
    ldrb r0, [r1, #0x0]
    cmp r0, #0xFF
    beq failsafe
    cmp r0, #0x0
    beq failsafe
    return: pop {r0-r4}
    pop {pc}
    place2: ldr r4, actualroutine
    bx r4
    failsafe: ldr r0, rivalname
    loop: ldrb r2, [r0, #0x0]
    strb r2, [r1, #0x0]
    cmp r2, #0xFF
    beq return
    add r0, #0x1
    add r1, #0x1
    b loop
    .align
    place: .word 0x080568E1
    ramlocation: .word 0x03005008
    standard: .word 0x00003A4C
    actualroutine: .word 0x0809D955
    rivalname: .word 0x08FFFFFF
    Where to insert: Anywhere! This routine is called from a script in the game, and as such, doesn't need to be carefully linked into existing routines. All you need to do is remember the rule of THUMB, add 1 to the offset when calling it!

    Explanation: It's what it says on the tin, it lets you name your rival from the in game overworld, allowing for Silver like naming, or indeed, any other possibility you can come up with. The rivalname: .word 0x08FFFFFF is for if the player leaves the name box blank. It will fill it with a standard name instead. This standard name is up to you to create. Simply compile a name with XSE, and point that pointer to it.

    You also need to put this routine in the game, or else it won't be able to load past the intro without naming the rival. All it does is temporarily write a holding name to the rival buffer so that the game doesn't crash.

    Code:
    .text
    .align 2
    .thumb
    .thumb_func
    .global rivalnamingskip
    main:
    ldr r1, [r6, #0x0]
    ldr r0, number
    mov r8, r0
    add r1, r8
    push {r1}
    ldr r0, rivalname
    loop: ldrb r2, [r0, #0x0]
    cmp r2, #0xFF
    beq end
    strb r2, [r1, #0x0]
    add r0, #0x1
    add r1, #0x1
    b loop
    end: strb r2, [r1, #0x0]
    pop {r1}
    mov r0, sp
    ldr r3, return
    bx r3
    .align
    number: .word 0x00003A4C
    rivalname: .word 0x08FFFFFF
    return: .word 0x08054A75
    Where to insert: Navigate to 0x54A6A, and change the following bytes to this:
    01 49 08 47 00 00 XX XX XX 08.
    Where the XX's stand for the pointer to the new routine plus 1.

    Explanation: It simply writes a placeholder name into the [rival] buffer so the game doesn't crash. Obviously, you shouldn't be using the [rival] buffer until the player has named the rival, so it shouldn't be a problem.

    To make this work, navigate to 0x103690, and change the pointer there to 0x1307D1.
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      #277    
    Old January 25th, 2013 (11:17 AM).
    wwmb's Avatar
    wwmb wwmb is offline
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      Quote:
      Originally Posted by Midnight Bear View Post
      Okay, I know this isn't exactly what this thread is for, but whatever.

      What I've been working on for the past few hours is a rewrite of the stone evolution checking routine. It, essentially, makes it much easier to add custom (stone) evolution methods. If this is unclear, essentially you could write a code to check just for gender (or really, whatever you wanted), put it somewhere, and put that pointer into a table, and it would allow you to evolve using a particular stone on a particular gender of Pokemon. It uses the evolution types above 'F' (as in, all the unused ones).

      Right now, I'm doing stone evolutions, though I plan to work on doing the same for levelup and trade evolutions eventually.

      What I was wondering, though, is - would it even be worth it to even release it once I finish working out the bugs? Sure, it makes it easier to implement custom evolution methods, but you still need to know ASM to even use it, and, so, the only people that would be able to even use it could do the exact same thing.
      I think that you should. And just because someone can do something... doesn't mean they would want to go through all the work of designing such a system, ironing out bugs, building it and so on.
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        #278    
      Old January 25th, 2013 (2:18 PM).
      Shiny Quagsire's Avatar
      Shiny Quagsire Shiny Quagsire is offline
      I'm Still Alive, Elsewhere
         
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        Quote:
        Originally Posted by tajaros View Post
        To make this work, navigate to 0x103690, and change the pointer there to 0x1307D1.
        Actually, you wrote that down wrong. it's 0x130690, not 0x103690.
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          #279    
        Old January 25th, 2013 (2:30 PM).
        tajaros's Avatar
        tajaros tajaros is offline
        Hi I'm dawg
           
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          Quote:
          Originally Posted by shiny quagsire View Post
          Actually, you wrote that down wrong. it's 0x130690, not 0x103690.
          It's like that in Jambo's post so I'm not sure if that is the pointer.
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            #280    
          Old January 27th, 2013 (11:35 PM).
          interdpth interdpth is offline
          I've seen things, man.
             
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            Are camera addresses known? If so is there already hack that presents the 3D Pokemon games in First Person mode?
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            yes, this is doge.

            potato is not here.

            bye
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              #281    
            Old January 29th, 2013 (12:54 PM).
            wwmb's Avatar
            wwmb wwmb is offline
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              POKEMON EMERALD
              I found something kind of wacky when I was messing with strings:

              //---------------
              #org @start
              msgbox @msg 0x2
              end

              //---------
              // Strings
              //---------
              #org @msg
              = \hF9

              This seems to:
              Repeat last speech from last triggered script/person
              It is also, always, missing the first 2 characters of the repeated text. (ie, talking to the person who says "PROF. BIRCH spends days in his LAB [blablabla]" will repeat "OF. BIRCH spends days in his LAB [blablabla]")


              Probably useless. but still funny.
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                #282    
              Old January 29th, 2013 (4:45 PM).
              FBI's Avatar
              FBI FBI is offline
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              Location: Unknown Island
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              Quote:
              Originally Posted by Jambo51 View Post
              So, last night, I worked out how type effectiveness is done in FireRed. You'll be pleased to know that it's relatively simple. Firstly, the method of storage:

              Code:
              [Attack type - 1 byte][Target Type - 1 Byte][Effectiveness value - 1 Byte]
              This data is stored at 0x24F050.

              There are several of these, kept in an array which ends with a 0xFE value. The game loops over each entry in the array, checking if the attack type matches the used attack's type, and if it does, then checks the Target Type against the 2 types of the targeted Pokémon.

              If either type matches, it loads the effectiveness byte and branches off to another routine which takes care of physically making the attack super effective/not effective. The type effectiveness values are as follows:

              Code:
              Note, these are in hex
              00 - Has No effect (Eg, Ghost on Normal)
              05 - 50% effectiveness
              14 - 200% Effectiveness
              I don't know why they used these values, but that's what they are nonetheless. What you may gleam from these values, however, is that, unless explicitly told otherwise, the game treats all moves as normal effectiveness on any type.

              If neither type matches, it jumps to the loop counter, increments it and continues checking until it hits that magical 0xFE value.

              However, the way it is implemented leaves something to be desired as it is very slow (looping over several entries), and taking up more space than needed, both in terms of code and data. It's obviously wasteful in so far as it continues to check even after having already found both effectiveness values, as well as the wasteful nature of the loop in and of itself.
              Related thread:
              http://www.pokecommunity.com/showthread.php?t=83674
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                #283    
              Old January 30th, 2013 (12:23 AM).
              Chaos Rush's Avatar
              Chaos Rush Chaos Rush is offline
                 
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                Here are some offsets for the Pokedex HUD:
                0x451F55 = X position of text list
                0x451F56 = Y position of text list
                0x451F5D = X position of Habitat picture
                0x451F5E = Y position of Habitat picture
                0x451F65 = X position of "Seen:__ Owned:__" box
                0x451F66 = Y position of "Seen:__ Owned:__" box
                0x451F61 = BG Palette number that habitat picture uses
                0x4520C8 = # of list entries on main pokedex page (National Pokedex enabled only)

                Mess around with the bytes at those offsets, allowing you to do stuff like this:
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                  #284    
                Old February 3rd, 2013 (1:35 PM).
                karatekid552's Avatar
                karatekid552 karatekid552 is offline
                What happens if I push it?....
                   
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                  Just some research on high #flags.

                  I have always used flags in the 1000's for my hacking, until tajaros showed me this post: http://www.pokecommunity.com/showthread.php?p=6829256#post6829256

                  In it, it states that flags above 900 overwrite variables from 4000 up. I have never had a problem with flags in the 1000's so I did some investigating.

                  I wrote a script that would set all of the flags from 900 to 11FF and then did some variable comparing. I checked variables 4000 to 4380 (the var that flag 1000 should affect, if this was true, since flags are 1 byte while vars are 2) and I found that only vars 4000-408F were affected. Nothing higher. I even checked a few variables like 5000, 4400, and 4500, all to receive that same result. None higher than 408F were affected.

                  This brings me to my question. Why? I know that flags 900 to A22 are completely off limits by the above research, but what about the rest? Where are they stored? Either vars 4090+ are stored in a non-DMA location or the flags above A22 aren't stored with the rest. Does anyone know anything about these high number flags?
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                    #285    
                  Old February 3rd, 2013 (2:04 PM).
                  Jambo51's Avatar
                  Jambo51 Jambo51 is offline
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                    Flags are 8 per byte, not 1 per byte. So checking flags 0x900 - 0x11FF would only actually affect vars 0x4000 to 0x4090.

                    None of the flags are safe to use, it's really that simple. Neither are the variables. If you want to make them safe, that's a whole other kettle of fish.
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                      #286    
                    Old February 3rd, 2013 (2:15 PM). Edited February 3rd, 2013 by karatekid552.
                    karatekid552's Avatar
                    karatekid552 karatekid552 is offline
                    What happens if I push it?....
                       
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                      Quote:
                      Originally Posted by Jambo51 View Post
                      Flags are 8 per byte, not 1 per byte. So checking flags 0x900 - 0x11FF would only actually affect vars 0x4000 to 0x4090.

                      None of the flags are safe to use, it's really that simple. Neither are the variables. If you want to make them safe, that's a whole other kettle of fish.
                      Oh, they are stored in bits. Wow, I didn't even think of that. Thanks. It makes a ton more sense now.

                      Edit: I just came up with this in case someone finds themselves in need of more flags:
                      With it, you can choose which var you would not like to use and have 16 flags at your disposal.

                      (((Flag - 900)/8)/2)+4000= var number flag is stored in.

                      (I am not responsible for any bad eggs and such, check the var you want to use first:p)

                      You can solve for flag or var, just depends on which you want.
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                        #287    
                      Old February 6th, 2013 (7:12 PM). Edited February 1st, 2014 by knizz.
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                      knizz knizz is offline
                         
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                        For FireRed:
                        If you want to skip the intro: [0x080EC5D0]=0x08078915.
                        If you want to skip the intro+titlescreen: [0x080EC5D0]=0x0800C301.
                        If you want to skip the tutorial+oak:
                        • [0x0800C4C4]=0x08056645
                        • [0x08054A68]=0x4C3C
                        • [0x08054A6A]=0x6820
                        • [0x08054A6C]=0x4900
                        • [0x08054A6E]=0xE001
                        • [0x08054A70]=name of the player
                          Spoiler:

                          081C5758 : GREEN
                          081C575E : RED
                          081C5762 : LEAF
                          081C5767 : FIRE
                          081C576C : GARY
                          081C5771 : KAZ
                          081C5775 : TORU
                          081C577A : ASH
                          081C577E : KENE
                          081C5783 : GEKI
                          081C5788 : JAK
                          081C578C : JANNE
                          081C5792 : JONN
                          081C5797 : KAMON
                          081C579D : KARL
                          081C57A2 : TAYLOR
                          081C57A9 : OSCAR
                          081C57AF : HIRO
                          081C57B4 : MAX
                          081C57B8 : JON
                          081C57BC : RALPH
                          081C57C2 : KAY
                          081C57C6 : TOSH
                          081C57CB : ROAK
                          081C57D0 : OMI
                          081C57D4 : JODI
                          081C57D9 : AMANDA
                          081C57E0 : HILLARY
                          081C57E8 : MAKEY
                          081C57EE : MICHI
                          081C57F4 : PAULA
                          081C57FA : JUNE
                          081C57FF : CASSIE
                          081C5806 : REY
                          081C580A : SEDA
                          081C580F : KIKO
                          081C5814 : MINA
                          081C5819 : NORIE
                          081C581F : SAI
                          081C5823 : MOMO
                          081C5828 : SUZI
                        • [0x08054A7E]=0x4E34
                        • [0x08054B3A]=0x0000
                        • [0x08054B3C]=0x0000
                        pls credit

                        EDIT:
                        If you want to skip the intro+titlescreen:
                        • [0x080EC5D0]=0x08079255
                        • [0x080EC5C6]=0xB431
                        • [0x080EC5C8]=0x4700
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                        Firered IDA 6.6 DB: https://www.dropbox.com/s/d856o3pyndyr5sr/firered.idb
                        VBA-M with lua scripting support
                        incomplete firered decompilation
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                          #288    
                        Old February 6th, 2013 (10:57 PM).
                        wwmb's Avatar
                        wwmb wwmb is offline
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                          [prepare for massive wall]

                          Code:
                            00   CD C7 BB C6 C6 00 BE BF CD C5 FF 00 00 00 00 00  00 00  00  00 00 00 00  48 47 5A 08 14 45 5A 08
                           01   CD C7 BB C6 C6 00 BE BF CD C5 FF 00 00 00 00 00  00 00  00  B8 0B 00 00  48 47 5A 08 14 45 5A 08 
                           02   CA C9 C5 1B C7 C9 C8 00 BE BF CD C5 FF 00 00 00  00 00  00  B8 0B 00 00  64 47 5A 08 16 45 5A 08 
                           03   C2 BF BB D0 D3 00 BE BF CD C5 FF 00 00 00 00 00  00 09  00  70 17 00 00  94 47 5A 08 18 45 5A 08 
                           04   CC BB C1 C1 BF BE 00 BE BF CD C5 FF 00 00 00 00  00 09  00  70 17 00 00  CC 47 5A 08 24 45 5A 08 
                           05   BD C9 C7 C0 C9 CC CE 00 BE BF CD C5 FF 00 00 00  00 09  00  70 17 00 00  03 48 5A 08 30 45 5A 08 
                           06   CA CC BF CE CE D3 00 BE BF CD C5 FF 00 00 00 00  00 08  00  28 23 00 00  3C 48 5A 08 3C 45 5A 08 
                           07   BC CC C3 BD C5 00 BE BF CD C5 FF 00 00 00 00 00  00 08  00  28 23 00 00  72 48 5A 08 4E 45 5A 08 
                           08   BD BB C7 CA 00 BE BF CD C5 FF 00 00 00 00 00 00  00 08  00  28 23 00 00  A8 48 5A 08 60 45 5A 08 
                           09   C2 BB CC BE 00 BE BF CD C5 FF 00 00 00 00 00 00  00 08  00  28 23 00 00  E1 48 5A 08 72 45 5A 08 
                           0A   CD C7 BB C6 C6 00 BD C2 BB C3 CC FF 00 00 00 00  01 00  01  D0 07 00 00  14 49 5A 08 84 45 5A 08 
                           0B   CA C9 C5 1B C7 C9 C8 00 BD C2 BB C3 CC FF 00 00  01 00  01  D0 07 00 00  30 49 5A 08 86 45 5A 08 
                           0C   C2 BF BB D0 D3 00 BD C2 BB C3 CC FF 00 00 00 00  01 00  01  D0 07 00 00  61 49 5A 08 88 45 5A 08 
                           0D   CA CC BF CE CE D3 00 BD C2 BB C3 CC FF 00 00 00  01 00  01  D0 07 00 00  7E 49 5A 08 8A 45 5A 08 
                           0E   BD C9 C7 C0 C9 CC CE 00 BD C2 BB C3 CC FF 00 00  01 00  01  D0 07 00 00  9B 49 5A 08 8C 45 5A 08 
                           0F   CC BB C1 C1 BF BE 00 BD C2 BB C3 CC FF 00 00 00  01 00  01  D0 07 00 00  B9 49 5A 08 8E 45 5A 08 
                           10   BC CC C3 BD C5 00 BD C2 BB C3 CC FF 00 00 00 00  01 00  01  D0 07 00 00  D5 49 5A 08 90 45 5A 08 
                           11   BD BB C7 CA 00 BD C2 BB C3 CC FF 00 00 00 00 00  01 00  01  D0 07 00 00  F2 49 5A 08 92 45 5A 08 
                           12   C2 BB CC BE 00 BD C2 BB C3 CC FF 00 00 00 00 00  01 00  01  D0 07 00 00  0E 4A 5A 08 94 45 5A 08 
                           13   CC BF BE 00 CA C6 BB C8 CE FF 00 00 00 00 00 00  02 05  02  B8 0B 00 00  2A 4A 5A 08 96 45 5A 08 
                           14   CE CC C9 CA C3 BD BB C6 00 CA C6 BB C8 CE FF 00  02 05  02  B8 0B 00 00  44 4A 5A 08 9A 45 5A 08 
                           15   CA CC BF CE CE D3 00 C0 C6 C9 D1 BF CC CD FF 00  02 05  02  B8 0B 00 00  69 4A 5A 08 9E 45 5A 08 
                           16   BD C9 C6 C9 CC C0 CF C6 00 CA C6 BB C8 CE FF 00  02 04  02  88 13 00 00  80 4A 5A 08 A2 45 5A 08 
                           17   BC C3 C1 00 CA C6 BB C8 CE FF 00 00 00 00 00 00  02 04  02  88 13 00 00  A8 4A 5A 08 AA 45 5A 08 
                           18   C1 C9 CC C1 BF C9 CF CD 00 CA C6 BB C8 CE FF 00  02 04  02  88 13 00 00  D6 4A 5A 08 B2 45 5A 08 
                           19   CC BF BE 00 BC CC C3 BD C5 FF 00 00 00 00 00 00  00 05  03  F4 01 00 00  FE 4A 5A 08 BA 45 5A 08 
                           1A   D3 BF C6 C6 C9 D1 00 BC CC C3 BD C5 FF 00 00 00  00 05  03  F4 01 00 00  35 4B 5A 08 BE 45 5A 08 
                           1B   BC C6 CF BF 00 BC CC C3 BD C5 FF 00 00 00 00 00  00 05  03  F4 01 00 00  6A 4B 5A 08 C2 45 5A 08 
                           1C   CC BF BE 00 BC BB C6 C6 C9 C9 C8 FF 00 00 00 00  01 00  03  F4 01 00 00  9D 4B 5A 08 C6 45 5A 08 
                           1D   BC C6 CF BF 00 BC BB C6 C6 C9 C9 C8 FF 00 00 00  01 00  03  F4 01 00 00  D4 4B 5A 08 C8 45 5A 08 
                           1E   D3 BF C6 C6 C9 D1 00 BC BB C6 C6 C9 C9 C8 FF 00  01 00  03  F4 01 00 00  0C 4C 5A 08 CA 45 5A 08 
                           1F   CC BF BE 00 CE BF C8 CE FF 00 00 00 00 00 00 00  01 08  03  10 27 00 00  44 4C 5A 08 CC 45 5A 08 
                           20   BC C6 CF BF 00 CE BF C8 CE FF 00 00 00 00 00 00  01 08  03  10 27 00 00  6E 4C 5A 08 DE 45 5A 08 
                           21   CD C9 C6 C3 BE 00 BC C9 BB CC BE FF 00 00 00 00  01 05  03  B8 0B 00 00  99 4C 5A 08 F0 45 5A 08 
                           22   CD C6 C3 BE BF FF 00 00 00 00 00 00 00 00 00 00  01 07  03  40 1F 00 00  C7 4C 5A 08 F4 45 5A 08 
                           23   C0 BF C8 BD BF 00 C6 BF C8 C1 CE C2 FF 00 00 00  00 00  03  F4 01 00 00  EC 4C 5A 08 04 46 5A 08 
                           24   C0 BF C8 BD BF 00 D1 C3 BE CE C2 FF 00 00 00 00  00 00  03  F4 01 00 00  0F 4D 5A 08 06 46 5A 08 
                           25   CE C3 CC BF FF 00 00 00 00 00 00 00 00 00 00 00  00 04  03  20 03 00 00  32 4D 5A 08 08 46 5A 08 
                           26   CD CE BB C8 BE FF 00 00 00 00 00 00 00 00 00 00  01 03  03  58 1B 00 00  67 4D 5A 08 10 46 5A 08 
                           27   C7 CF BE 00 BC BB C6 C6 FF 00 00 00 00 00 00 00  01 00  03  C8 00 00 00  84 4D 5A 08 20 46 5A 08 
                           28   BC CC BF BB C5 BB BC C6 BF 00 BE C9 C9 CC FF 00  01 05  03  B8 0B 00 00  B1 4D 5A 08 22 46 5A 08 
                           29   CD BB C8 BE 00 C9 CC C8 BB C7 BF C8 CE FF 00 00  02 05  03  B8 0B 00 00  E2 4D 5A 08 26 46 5A 08 
                           2A   CD C3 C6 D0 BF CC 00 CD C2 C3 BF C6 BE FF 00 00  02 05  03  00 00 00 00  11 4E 5A 08 2A 46 5A 08 
                           2B   C1 C9 C6 BE 00 CD C2 C3 BF C6 BE FF 00 00 00 00  02 05  03  00 00 00 00  43 4E 5A 08 2E 46 5A 08 
                           2C   C1 C6 BB CD CD 00 C9 CC C8 BB C7 BF C8 CE FF 00  02 05  03  00 00 00 00  76 4E 5A 08 32 46 5A 08 
                           2D   CE D0 FF 00 00 00 00 00 00 00 00 00 00 00 00 00  00 00  03  B8 0B 00 00  AF 4E 5A 08 36 46 5A 08 
                           2E   CC C9 CF C8 BE 00 CE D0 FF 00 00 00 00 00 00 00  00 00  03  A0 0F 00 00  CE 4E 5A 08 38 46 5A 08 
                           2F   BD CF CE BF 00 CE D0 FF 00 00 00 00 00 00 00 00  00 00  03  A0 0F 00 00  F9 4E 5A 08 3A 46 5A 08 
                           30   C1 C6 C3 CE CE BF CC 00 C7 BB CE FF 00 00 00 00  01 00  04  D0 07 00 00  24 4F 5A 08 3C 46 5A 08 
                           31   C4 CF C7 CA 00 C7 BB CE FF 00 00 00 00 00 00 00  01 00  04  D0 07 00 00  4C 4F 5A 08 3E 46 5A 08 
                           32   CD CA C3 C8 00 C7 BB CE FF 00 00 00 00 00 00 00  01 00  04  D0 07 00 00  7A 4F 5A 08 40 46 5A 08 
                           33   BD 00 C6 E3 EB 00 C8 C9 CE BF 00 C7 BB CE FF 00  01 00  04  F4 01 00 00  A9 4F 5A 08 42 46 5A 08 
                           34   BE 00 C8 C9 CE BF 00 C7 BB CE FF 00 00 00 00 00  01 00  04  F4 01 00 00  D8 4F 5A 08 44 46 5A 08 
                           35   BF 00 C8 C9 CE BF 00 C7 BB CE FF 00 00 00 00 00  01 00  04  F4 01 00 00  03 50 5A 08 46 46 5A 08 
                           36   C0 00 C8 C9 CE BF 00 C7 BB CE FF 00 00 00 00 00  01 00  04  F4 01 00 00  2F 50 5A 08 48 46 5A 08 
                           37   C1 00 C8 C9 CE BF 00 C7 BB CE FF 00 00 00 00 00  01 00  04  F4 01 00 00  5B 50 5A 08 4A 46 5A 08 
                           38   BB 00 C8 C9 CE BF 00 C7 BB CE FF 00 00 00 00 00  01 00  04  F4 01 00 00  86 50 5A 08 4C 46 5A 08 
                           39   BC 00 C8 C9 CE BF 00 C7 BB CE FF 00 00 00 00 00  01 00  04  F4 01 00 00  B2 50 5A 08 4E 46 5A 08 
                           3A   BD 00 C2 DD DB DC 00 C8 C9 CE BF 00 C7 BB CE FF  01 00  04  F4 01 00 00  DD 50 5A 08 50 46 5A 08 
                           3B   CD CF CC C0 00 C7 BB CE FF 00 00 00 00 00 00 00  01 08  04  A0 0F 00 00  0D 51 5A 08 52 46 5A 08 
                           3C   CE C2 CF C8 BE BF CC 00 C7 BB CE FF 00 00 00 00  01 08  04  A0 0F 00 00  41 51 5A 08 64 46 5A 08 
                           3D   C0 C3 CC BF 00 BC C6 BB CD CE 00 C7 BB CE FF 00  01 08  04  A0 0F 00 00  78 51 5A 08 76 46 5A 08 
                           3E   CA C9 D1 BE BF CC 00 CD C8 C9 D1 00 C7 BB CE FF  01 08  04  A0 0F 00 00  B2 51 5A 08 88 46 5A 08 
                           3F   BB CE CE CC BB BD CE 00 C7 BB CE FF 00 00 00 00  01 08  04  A0 0F 00 00  EB 51 5A 08 9A 46 5A 08 
                           40   C0 C3 CD CD CF CC BF 00 C7 BB CE FF 00 00 00 00  01 08  04  A0 0F 00 00  23 52 5A 08 AC 46 5A 08 
                           41   CD CA C3 C5 BF CD 00 C7 BB CE FF 00 00 00 00 00  01 08  04  A0 0F 00 00  5A 52 5A 08 BE 46 5A 08 
                           42   BC BB C6 C6 00 CA C9 CD CE BF CC FF 00 00 00 00  03 00  05  E8 03 00 00  90 52 5A 08 D0 46 5A 08 
                           43   C1 CC BF BF C8 00 CA C9 CD CE BF CC FF 00 00 00  03 00  05  E8 03 00 00  B8 52 5A 08 D2 46 5A 08 
                           44   CC BF BE 00 CA C9 CD CE BF CC FF 00 00 00 00 00  03 00  05  E8 03 00 00  DD 52 5A 08 D4 46 5A 08 
                           45   BC C6 CF BF 00 CA C9 CD CE BF CC FF 00 00 00 00  03 00  05  E8 03 00 00  02 53 5A 08 D6 46 5A 08 
                           46   BD CF CE BF 00 CA C9 CD CE BF CC FF 00 00 00 00  03 00  05  E8 03 00 00  26 53 5A 08 D8 46 5A 08 
                           47   CA C3 C5 BB 00 CA C9 CD CE BF CC FF 00 00 00 00  03 01  05  DC 05 00 00  4C 53 5A 08 DA 46 5A 08 
                           48   C6 C9 C8 C1 00 CA C9 CD CE BF CC FF 00 00 00 00  03 01  05  DC 05 00 00  7B 53 5A 08 DE 46 5A 08 
                           49   CD BF BB 00 CA C9 CD CE BF CC FF 00 00 00 00 00  03 01  05  DC 05 00 00  A0 53 5A 08 E2 46 5A 08 
                           4A   CD C5 D3 00 CA C9 CD CE BF CC FF 00 00 00 00 00  03 01  05  DC 05 00 00  C7 53 5A 08 E6 46 5A 08 
                           4B   C5 C3 CD CD 00 CA C9 CD CE BF CC FF 00 00 00 00  03 01  05  DC 05 00 00  EC 53 5A 08 EA 46 5A 08 
                           4C   CA C3 BD C2 CF 00 BE C9 C6 C6 FF 00 00 00 00 00  04 00  06  B8 0B 00 00  12 54 5A 08 EE 46 5A 08 
                           4D   CA C3 C5 BB BD C2 CF 00 BE C9 C6 C6 FF 00 00 00  04 00  06  B8 0B 00 00  3D 54 5A 08 F0 46 5A 08 
                           4E   C7 BB CC C3 C6 C6 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  6A 54 5A 08 F2 46 5A 08 
                           4F   CE C9 C1 BF CA C3 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  96 54 5A 08 F4 46 5A 08 
                           50   BD D3 C8 BE BB CB CF C3 C6 00 BE C9 C6 C6 FF 00  04 00  06  B8 0B 00 00  C2 54 5A 08 F6 46 5A 08 
                           51   BD C2 C3 C5 C9 CC C3 CE BB 00 BE C9 C6 C6 FF 00  04 00  06  B8 0B 00 00  F1 54 5A 08 F8 46 5A 08 
                           52   CE C9 CE C9 BE C3 C6 BF 00 BE C9 C6 C6 FF 00 00  04 00  06  B8 0B 00 00  20 55 5A 08 FA 46 5A 08 
                           53   C4 C3 C1 C1 C6 D3 CA CF C0 C0 00 BE C9 C6 C6 FF  04 00  06  B8 0B 00 00  4E 55 5A 08 FC 46 5A 08 
                           54   C7 BF C9 D1 CE C2 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  7E 55 5A 08 FE 46 5A 08 
                           55   BD C6 BF C0 BB C3 CC D3 00 BE C9 C6 C6 FF 00 00  04 00  06  B8 0B 00 00  AA 55 5A 08 00 47 5A 08 
                           56   BE C3 CE CE C9 00 BE C9 C6 C6 FF 00 00 00 00 00  04 00  06  B8 0B 00 00  D8 55 5A 08 02 47 5A 08 
                           57   CD C7 C9 C9 BD C2 CF C7 00 BE C9 C6 C6 FF 00 00  04 00  06  B8 0B 00 00  03 56 5A 08 04 47 5A 08 
                           58   CE CC BF BF BD C5 C9 00 BE C9 C6 C6 FF 00 00 00  04 00  06  B8 0B 00 00  31 56 5A 08 06 47 5A 08 
                           59   CE C9 CC BD C2 C3 BD 00 BE C9 C6 C6 FF 00 00 00  04 00  06  B8 0B 00 00  5E 56 5A 08 08 47 5A 08 
                           5A   C7 CF BE C5 C3 CA 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  8B 56 5A 08 0A 47 5A 08 
                           5B   BE CF CD C5 CF C6 C6 00 BE C9 C6 C6 FF 00 00 00  04 00  06  B8 0B 00 00  B7 56 5A 08 0C 47 5A 08 
                           5C   D1 D3 C8 BB CF CE 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  E4 56 5A 08 0E 47 5A 08 
                           5D   BC BB C6 CE C9 D3 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  10 57 5A 08 10 47 5A 08 
                           5E   C5 BF BD C6 BF C9 C8 00 BE C9 C6 C6 FF 00 00 00  04 00  06  B8 0B 00 00  3C 57 5A 08 12 47 5A 08 
                           5F   BB D4 CF CC C3 C6 C6 00 BE C9 C6 C6 FF 00 00 00  04 00  06  B8 0B 00 00  69 57 5A 08 14 47 5A 08 
                           60   CD C5 C3 CE CE D3 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  97 57 5A 08 16 47 5A 08 
                           61   CD D1 BB BC C6 CF 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  C3 57 5A 08 18 47 5A 08 
                           62   C1 CF C6 CA C3 C8 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  EF 57 5A 08 1A 47 5A 08 
                           63   C6 C9 CE BB BE 00 BE C9 C6 C6 FF 00 00 00 00 00  04 00  06  B8 0B 00 00  1B 58 5A 08 1C 47 5A 08 
                           64   CD BF BF BE C9 CE 00 BE C9 C6 C6 FF 00 00 00 00  04 00  06  B8 0B 00 00  46 58 5A 08 1E 47 5A 08 
                           65   CA C3 C5 BB 00 BD CF CD C2 C3 C9 C8 FF 00 00 00  04 00  07  D0 07 00 00  72 58 5A 08 20 47 5A 08 
                           66   CC C9 CF C8 BE 00 BD CF CD C2 C3 C9 C8 FF 00 00  04 00  07  D0 07 00 00  A2 58 5A 08 22 47 5A 08 
                           67   C5 C3 CD CD 00 BD CF CD C2 C3 C9 C8 FF 00 00 00  04 00  07  D0 07 00 00  D1 58 5A 08 24 47 5A 08 
                           68   D4 C3 C1 D4 BB C1 00 BD CF CD C2 C3 C9 C8 FF 00  04 00  07  D0 07 00 00  02 59 5A 08 26 47 5A 08 
                           69   CD CA C3 C8 00 BD CF CD C2 C3 C9 C8 FF 00 00 00  04 00  07  D0 07 00 00  34 59 5A 08 28 47 5A 08 
                           6A   BE C3 BB C7 C9 C8 BE 00 BD CF CD C2 C3 C9 C8 FF  04 00  07  D0 07 00 00  63 59 5A 08 2A 47 5A 08 
                           6B   BC BB C6 C6 00 BD CF CD C2 C3 C9 C8 FF 00 00 00  04 00  07  D0 07 00 00  93 59 5A 08 2C 47 5A 08 
                           6C   C1 CC BB CD CD 00 BD CF CD C2 C3 C9 C8 FF 00 00  04 00  07  D0 07 00 00  C0 59 5A 08 2E 47 5A 08 
                           6D   C0 C3 CC BF 00 BD CF CD C2 C3 C9 C8 FF 00 00 00  04 00  07  D0 07 00 00  F3 59 5A 08 30 47 5A 08 
                           6E   D1 BB CE BF CC 00 BD CF CD C2 C3 C9 C8 FF 00 00  04 00  07  D0 07 00 00  25 5A 5A 08 32 47 5A 08 
                           6F   CD C8 C9 CC C6 BB D2 00 BE C9 C6 C6 FF 00 00 00  04 05  06  10 27 00 00  58 5A 5A 08 34 47 5A 08 
                           70   CC C2 D3 BE C9 C8 00 BE C9 C6 C6 FF 00 00 00 00  04 05  06  10 27 00 00  83 5A 5A 08 36 47 5A 08 
                           71   C6 BB CA CC BB CD 00 BE C9 C6 C6 FF 00 00 00 00  04 05  06  10 27 00 00  AE 5A 5A 08 38 47 5A 08 
                           72   D0 BF C8 CF CD BB CF CC 00 BE C9 C6 C6 FF 00 00  04 05  06  10 27 00 00  D9 5A 5A 08 3A 47 5A 08 
                           73   BD C2 BB CC C3 D4 BB CC BE 00 BE C9 C6 C6 FF 00  04 05  06  10 27 00 00  04 5B 5A 08 3C 47 5A 08 
                           74   BC C6 BB CD CE C9 C3 CD BF 00 BE C9 C6 C6 FF 00  04 05  06  10 27 00 00  2F 5B 5A 08 3E 47 5A 08 
                           75   D1 BB C3 C6 C7 BF CC 00 BE C9 C6 C6 FF 00 00 00  04 05  06  10 27 00 00  5A 5B 5A 08 40 47 5A 08 
                           76   CC BF C1 C3 CC C9 BD C5 00 BE C9 C6 C6 FF 00 00  04 05  06  10 27 00 00  85 5B 5A 08 42 47 5A 08 
                           77   CC BF C1 C3 BD BF 00 BE C9 C6 C6 FF 00 00 00 00  04 05  06  10 27 00 00  B0 5B 5A 08 44 47 5A 08 
                           78   CC BF C1 C3 CD CE BF BF C6 00 BE C9 C6 C6 FF 00  04 05  06  10 27 00 00  DB 5B 5A 08 46 47 5A 08 
                          
                          Sooo... this is the hex for the decorations in Emerald (and it is unlikely to be very different in RS) I know it first starts with an identifier (the Decoration ID, if you will) that is in bold above. Next comes the decoration's string (in blue) But then I get lost with the next two bytes. In green we have what category each decoration is (ie: 0x75 WAILMER DOLL is in the dolls category: 0x6). Next comes two more unknown bytes, and two padding bytes? And lastly, in red, we have the pointers to each item's description (back to 0x75: "A large doll.|Place it on a mat|or a desk.") and what I believe could be the tiles used to make the decoration (0x75: B7 00).

                          Could someone help me complete this table and confirm/dismiss my observations? As I have ran out of ideas as to what they could mean.

                          (the table of decorations begins at 0x5A5C08, the descriptions at: 0x5A4748, and the tile numbers are at: 0x5A4514.

                          0x5A4688 seem to be the beginning of a table for the dolls like 0x75)

                          Thanks!
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                            #289    
                          Old February 9th, 2013 (7:28 AM).
                          knizz's Avatar
                          knizz knizz is offline
                             
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                            Firered's "wait-for-interrupt"-loop is quite inefficient. Here is my suggested patch. (Experimental, may or may not freeze the game.)
                            Code:
                            BEFORE:
                            080008aa  8b91 ldrh r1, [r2, #0x1c]
                            080008ac  1c18 add r0, r3, #0x0
                            080008ae  4008 and r0, r1
                            080008b0  2800 cmp r0, #0x0
                            080008b2  d0fa beq $080008aa
                            080008b4  bc01 pop {r0}
                            080008b6  4700 bx r0
                            
                            AFTER:
                            080008aa  df02 swi $02
                            080008ac  8b91 ldrh r1, [r2, #0x1c]
                            080008ae  1c18 add r0, r3, #0x0
                            080008b0  4008 and r0, r1
                            080008b2  2800 cmp r0, #0x0
                            080008b4  d0f9 beq $080008aa
                            080008b6  bd00 pop {pc}
                            This should be useful if emulation is slow on your machine. Or if you want to be even faster when holding the space key.
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                              #290    
                            Old February 10th, 2013 (2:24 PM).
                            sonicshuffler42 sonicshuffler42 is offline
                               
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                              Is there a way to make it so you can use fly to get to the towns without a need to go to the town's pokemon center first? I don't mean warping, I mean that you can use the fly HM to go anywhere despite not visiting the pokemon center in said town first.
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                                #291    
                              Old February 11th, 2013 (12:55 AM).
                              tajaros's Avatar
                              tajaros tajaros is offline
                              Hi I'm dawg
                                 
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                                Quote:
                                Originally Posted by sonicshuffler42 View Post
                                Is there a way to make it so you can use fly to get to the towns without a need to go to the town's pokemon center first? I don't mean warping, I mean that you can use the fly HM to go anywhere despite not visiting the pokemon center in said town first.
                                Um, you can change the position of the flying position in Advance Map you need to go to events tab and change its position and that would be it. :)
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                                  #292    
                                Old February 11th, 2013 (1:37 PM).
                                sonicshuffler42 sonicshuffler42 is offline
                                   
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                                  Hey, are the flags that enable you to be able to use 'fly' to get to a town's pokemon center able to be set at any time? I would like to set those flags automatically for everywhere at the start of a game.
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                                    #293    
                                  Old February 11th, 2013 (3:48 PM).
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                                  karatekid552 karatekid552 is offline
                                  What happens if I push it?....
                                     
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                                    Quote:
                                    Originally Posted by sonicshuffler42 View Post
                                    Hey, are the flags that enable you to be able to use 'fly' to get to a town's pokemon center able to be set at any time? I would like to set those flags automatically for everywhere at the start of a game.
                                    Simple answer is yes, but this belongs in simple questions, just FYI.
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                                      #294    
                                    Old February 19th, 2013 (12:44 PM).
                                    AtecainCorp.'s Avatar
                                    AtecainCorp. AtecainCorp. is offline
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                                      I have a question... How can I replease a ordinary LOW HP SIGNAL with music of LOW HP theme from Pokemon BW <Which I recreated to GBA> ?
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                                        #295    
                                      Old February 19th, 2013 (7:01 PM).
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                                      Shiny Quagsire Shiny Quagsire is offline
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                                        Quote:
                                        Originally Posted by Ksiazek Bartlomiej View Post
                                        I have a question... How can I replease a ordinary LOW HP SIGNAL with music of LOW HP theme from Pokemon BW <Which I recreated to GBA> ?
                                        There are a few ways you could do this. You could have the main music get replaced with your new music, or you could have the low hp track in Sappy include your song along with it, and disable the main track. So it is possible, it'd just take some time to ASM hack out, because it will require some ASM hackery.
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                                          #296    
                                        Old February 20th, 2013 (2:38 AM).
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                                          But What Code I must write on ASM? I'm not good in ASM Hacking.
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                                            #297    
                                          Old February 22nd, 2013 (11:37 PM).
                                          Darthatron's Avatar
                                          Darthatron Darthatron is offline
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                                          So editing the Pokemon that is released by the Professor in the games is easy, and I think possible with some tools. However, the cry does not change. Here are some changes that need to be made to change the cry of this Pokemon.

                                          FireRed:
                                          Code:
                                          0812FB38: 02 48
                                          0812FB42: 30 BD XX XX 00 00
                                          Ruby:
                                          Code:
                                          0800A506: 03 48 C0 46
                                          0800A512: 00 BD XX XX 00 00
                                          Emerald:
                                          Code:
                                          08030B0C: XX XX
                                          Where XX XX is the index of the Pokemon in reversed hex. For example Charizard would be 06 00. A list can be found here.
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                                            #298    
                                          Old February 23rd, 2013 (3:49 AM).
                                          Jambo51's Avatar
                                          Jambo51 Jambo51 is offline
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                                            Quote:
                                            Originally Posted by Ksiazek Bartlomiej View Post
                                            But What Code I must write on ASM? I'm not good in ASM Hacking.
                                            This would be quite difficult to actually do, since the new music would have to be implemented effectively as an indefinite fanfare.

                                            I'm honestly not sure how the game does the current low HP thing, but to replace it with BW's one, you'd need to pause the playing music, play the BW music, and on the circumstances changing so it doesn't need to play any longer, resume playing the normal theme.
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                                              #299    
                                            Old February 23rd, 2013 (8:10 PM).
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                                            GoGoJJTech GoGoJJTech is offline
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                                            Quote:
                                            Originally Posted by Darthatron View Post
                                            So editing the Pokemon that is released by the Professor in the games is easy, and I think possible with some tools. However, the cry does not change. Here are some changes that need to be made to change the cry of this Pokemon.

                                            FireRed:
                                            Code:
                                            0812FB38: 02 48
                                            0812FB42: 30 BD XX XX 00 00
                                            Ruby:
                                            Code:
                                            0800A506: 03 48 C0 46
                                            0800A512: 00 BD XX XX 00 00
                                            Emerald:
                                            Code:
                                            08030B0C: XX XX
                                            Where XX XX is the index of the Pokemon in reversed hex. For example Charizard would be 06 00. A list can be found here.

                                            Nice find Darthatron I will try to do this for recreating platinum when lopunny appears.
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                                              #300    
                                            Old February 28th, 2013 (4:16 PM).
                                            Jambo51's Avatar
                                            Jambo51 Jambo51 is offline
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                                              So, I've gotten sick of being asked for this, so I figured it might be a good idea to share it. It's so short and easy that it definitely doesn't warrant having its own thread, so putting it here seems like a good compromise.

                                              Extending the Number of Direct Sound Tracks on 3rd Gen Pokémon Games

                                              It's as easy as this:
                                              1. Search for the hex string "00 C5 94 00" in your ROM
                                              2. Replace said string with "00 CX 94 00" where X stands for the number of maximum DS tracks

                                              Now, there are limits here. Fire Red and Emerald (presumably Leaf Green too) can support a maximum of 12 (0xC) tracks, so you can put 00 CC 94 00 for these ROMs, however, Ruby (presumably Sapphire too) are different. RS can only support a maximum of 7!

                                              BPR - 12
                                              BPG - 12
                                              BPE - 12
                                              AXV - 7
                                              AXP - 7
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