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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Old February 6th, 2013 (2:34 AM).
knizz's Avatar
knizz knizz is offline
    Join Date: Aug 2007
    Posts: 192

    It's likelier than you think!

    I forked VBA-M a few days ago to add scripting support and it just reached alpha level.
    You can download/star/subscribe the project at

    You'll have to compile it yourself, and I only have a linux machine to work with, so I don't know if it even works with windows.

    Anyway, here are some of the uses I imagine:

    • ROM-Hackers could write their gameplay in a proper programming language instead of pokescript.
    • ROM-Hackers could add features like multiplayer.
      1. Hacker X wants to know to something about offset Y but can't find where Y is used.
      2. X writes a script that triggers when Y is read and uploads it to a server
      3. Somewhere else, the lua-enabled emulator downloads that script and lets it interact with the game.
      4. When the script triggers it uploads a savegame to the server for X to analyze.

    I personally want to use it to get traces as nice html.

    Feedback? Bug-reports? Questions? Suggestions?


    Firered IDA 6.6 DB:
    VBA-M with lua scripting support

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    Old February 8th, 2013 (1:44 PM). Edited February 8th, 2013 by knizz.
    knizz's Avatar
    knizz knizz is offline
      Join Date: Aug 2007
      Posts: 192

      UPDATE: The building process for linux users should be fully automated now.

      Here's a test-file you can use with my emulator. Put it in the top folder of the project and name it… "pokemon.lua" maybe. Launch the emulator with 'vbam -l firered.gba' in the top folder, press F11, type 'require "pokemon"'. Resume emulation with Ctrl+D. You should see lots of debug output now. (PROFIT!)

      -- Usage:
      --  require "pokemon"
      --  Ctrl+D

      require "bkpt" bit = require "bit" stack = require "stack" stack.over = {}

      mute_c3 = false

      function pwrite(x) io.write(string.format("%-80s", x)) printtrace() end

      function c3_init_enter() print("\n======== RESET C3 ========\n") mute_c3 = true end

      function c3_init_leave() mute_c3 = false end

      function c3watch_trigger(self, a, b, c) if mute_c3 then return end local space = "" for i=1, do space = space.." " end if a == 0 then pwrite(space..string.format("#%02x ", .. ref(c)) elseif a == 4 then pwrite(space..string.format("#%02x ", .. (c==1 and "ON" or "OFF")) end end

      function dp01watch_trigger(self, a, b, c) local space = "" for i=1, do space = space.." " end pwrite("DP01 ==== " end

      in_script = false function script_enter() in_script = true end function script_leave() in_script = false end function script_env_trigger(self, a, b, c) -- a = offset -- b = old value -- c = new value if a >= 0x74 then return end if a == 0x5C and c ~= 0x0815F9B4 then print("!!!!!!!!!!!!!!!!!!!!!!!!!!!") print(string.format("New script command table @ %08x", c)) end if not in_script then print(string.format("untracked change 0x%08x+%02x %x->%x", self.start, a, b, c)) printtrace() end end function script_desc() local p = gba.reg(4) return string.format("scriptenv %08x @ %08x ", p, gba.mem32(p+8)) end function script_cmd() print(script_desc().."cmd: "..ref(gba.reg(1))) end function script_env_init() in_script = true pwrite(string.format("scriptenv %08x @ reset", gba.reg(4))) end function script_status_normal() in_script = true pwrite(string.format("scriptenv %08x @ %08x LAUNCH", gba.reg(0), gba.reg(1))) end function oamt_spawn_from_uns_2() pwrite(string.format("OAMt from UNS 2 %08x", gba.reg(0))) end function oamt_spawn_from_uns_1() pwrite(string.format("OAMt from UNS 1 %08x", gba.reg(0))) end

      -- -- -- -- -- -- -- --

      function watch_array(start, count, size, trigger) for i=0,count do local nw = {} = i nw.start = start + size*i nw.stop = start + size*(i+1) nw.trigger = trigger table.insert(watch, nw) end gba.oldapi("bpw", string.format("0x%08x", start), string.format("%d", count*size)) end

      function watch_simple(pos, size, msg) function pp(self, a, b, c) pwrite(string.format("%s: %08x+%x: ", msg, self.start, a)..ref(b).." -> "..ref(c)) end local nw = {} nw.start = pos nw.stop = pos + size nw.trigger = pp table.insert(watch, nw) gba.oldapi("bpw", string.format("0x%08x", pos), string.format("%d", size)) end

      function regmodpoint(addr, reg, value) function modder() gba.reg(reg, value) end table.insert(bkpts.inactive, addr) bkpts.callback[addr] = modder end

      -- -- -- -- -- -- -- --

      function install() bkpts:add(0x080773BC, c3_init_enter) bkpts:add(0x0807740C, c3_init_leave) bkpts:add(0x08069804, script_enter) bkpts:add(0x0806986E, script_cmd) bkpts:add(0x0806987C, script_leave) bkpts:add(0x080697AC, script_env_init) bkpts:add(0x080697E2, script_leave) bkpts:add(0x080697E8, script_status_normal) bkpts:add(0x080697F0, script_leave) bkpts:add(0x08006F8C, oamt_spawn_from_uns_1) bkpts:add(0x08006FE0, oamt_spawn_from_uns_2)

      watch_array(0x03005090, 16, 0x28, c3watch_trigger) watch_array(0x03000eb0, 2, 0x78, script_env_trigger) watch_array(0x03004FE0, 4, 4, dp01watch_trigger) watch_simple(0x03005020, 4, "map loader") -- watch_simple(0x030030F0, 8) -- watch_simple(0x02023D74, 4) -- watch_simple(0x03004F84, 4)

      add_tracepoint(0x08035AC0, " ------------AC0", 1) -- add_tracepoint(0x0800D8B0, "load dp01 buffer", 1) -- add_tracepoint(0x08014068, "", 0) -- add_tracepoint(0x08012408, "c1_battle_dp01_bx_r0", 0)


      -- You probably don't have this file. -- loadnames("") end

      -- -- -- -- -- -- -- --

      names = {}

      function ref(addr) local addr =, bit.bnot(1)) return names[addr] or string.format("%08x", addr) end

      function loadnames(fname) for line in io.lines(fname) do k, v = string.match(line, ":(%x+) (.+)") if k ~= nil then names[tonumber(k, 16)+0x08000000] = v end end end

      -- -- -- -- -- -- -- --

      function introskipper() gba.mem32(0x080EC5D0, 0x0800C301) gba.mem32(0x0800C4C4, 0x08056645) gba.mem32(0x080EC5D0, 0x0800C301) gba.mem32(0x0800C4C4, 0x08056645) -- Player Name: Kamon gba.mem32(0x08054A68, 0x68204C3C) gba.mem32(0x08054A6C, 0xE0014900) gba.mem32(0x08054A70, 0x081C5797) gba.mem16(0x08054A7E, 0x4E34) gba.mem16(0x08054B3A, 0x0000) gba.mem16(0x08054B3C, 0x0000) end

      -- -- -- -- -- -- -- --

      install() introskipper()

      I can't really explain all of it right now. I hope you can figure it out from the lua-files.


      Firered IDA 6.6 DB:
      VBA-M with lua scripting support

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      Old February 8th, 2013 (10:28 PM).
      Shiny Quagsire's Avatar
      Shiny Quagsire Shiny Quagsire is offline
      I'm Still Alive, Elsewhere
        Join Date: May 2009
        Location: Hoenn Safari Zone
        Age: 19
        Gender: Male
        Nature: Jolly
        Posts: 700


        I can see so much potential with this. If the Lua can be triggered on a RAM write, you could use a writebytetooffset in a pokescript to trigger a lua script, do some stuff, then return!

        As for networking, that might take a bit of work for stuff like a DPPt style underground, but I can see some REALLY good but simple uses for networking: Mystery Gifts. Use an online distribution system (or codes based on an online thingy) to get certain items or event pokemon. Or, a GTS to trade pokemon with other ROM-Hack-players. OR, an online saving system where you can view your progress... With networking, the possibilities are endless!

        Although, I must request one feature if it's not already existant: Linking (wireless or wired) from a Lua script. While it's possible manually, it's annoyingly difficult. If we could have link connections from lua, we could have a wifi battle system, or a wifi trading system in all the Pokemon Games!


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