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  #301   Link to this post, but load the entire thread.  
Old February 28th, 2013 (5:16 PM). Edited February 28th, 2013 by karatekid552.
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What happens if I push it?....
     
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    Quote:
    Originally Posted by Jambo51 View Post
    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

    I just wanted to add that in RS there are actually two locations that have contain that string of hex values. One in the one 1D0000s and one in the E70000's. I believe after some talks with ShinyDragonHunter a while back I discovered this. I believe that it ended up being the first one.

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

    I also recently spent a lot of time pouring over the maximum number of overworld limiting bytes and found that in all games except Emerald, (which I have yet to figure out as it is very different, but I am close) that there were actually three different compare commands that prevent the increasing of OWs. The first was a normal check that set the limit at 151 for FR and 217 for Ruby. (Please note that there are 152 ows in FR and 218 in Ruby. This means that the SS Anne is not special like once assumed, this check is solely based off of the OW numbers used in A-map and NSE).

    The second and third checks actually worked together in order to allow the use of higher number OWs over OW #240 by pulling different OWs from the origional table. If you only change one of these checks, it screws up your OW's pallette and position on the map. They must be used in sync.

    The offsets for the ASM routines which control these limits are:

    Ruby: 0x0805BC10

    FireRed: 0x0805F2C8

    Please note that this is the beginning of the entire routine, not the checks themselves. I plan on extending Darthatron's Advanced OW Editing Tutorial (with permission if he lets me:D) in order to account for these checks. So unless you have a good understanding of basic ASM, don't play with this quite yet.
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    Old March 8th, 2013 (7:26 PM).
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      Quote:
      Originally Posted by sonic1 View Post

      As for this, now i'm outta time, but i'll try to do something to you. Thing is, there's a routine in the rom, a powerful one, that has ENTIRE access to a pokemon's data, and can change anything about it!
      List of things discovered that the routine can change (don't mind the hex numbers):
      Spoiler:

      0x00 - Pokémon ID
      0x01 - Trainer IDs
      0x02 - Nickname Max Length 1 (r6 should be the nickname's address)
      0x03 - Font / Language
      0x04 - Sanity
      0x05 - Sanity
      0x06 - Sanity
      0x07 - OT Name Max Length
      0x08 - Marks
      0x09 - Checksum
      0x0A - Filler
      0x0B - Species
      0x0C - Held Item
      0x0D - Attack 1
      0x0E - Attack 2
      0x0F - Attack 3
      0x10 - Attack 4
      0x11 - PP 1
      0x12 - PP 2
      0x13 - PP 3
      0x14 - PP 4
      0x15 - PP Bonuses
      0x16 - Coolness
      0x17 - Beauty
      0x18 - Cuteness
      0x19 - Exp. Points
      0x1A - HP EV
      0x1B - Attack EV
      0x1C - Defense EV
      0x1D - Speed EV
      0x1E - Sp. Attack EV
      0x1F - Sp. Defense EV
      0x20 - Happiness
      0x21 - Smartness
      0x22 - Pokérus Status
      0x23 - Catch Location
      0x24 - Catch Level
      0x25 -
      0x26 - Hometown / Poké Ball / Trainer Gender
      0x27 - HP IV
      0x28 - Attack IV
      0x29 - Defense IV
      0x2A - Speed IV
      0x2B - Sp. Attack IV
      0x2C - Sp. Defense IV
      0x2D - IsEgg
      0x2E - Ability Bit
      0x2F - Toughness
      0x30 - Sheen
      0x31 - OT Gender
      0x32 -
      0x33 -
      0x34 -
      0x35 -
      0x36 -
      0x37 - Status Ailment
      0x38 - Level
      0x39 - Current HP
      0x3A - Total HP
      0x3B - Attack
      0x3C - Defense
      0x3D - Speed
      0x3E - Sp. Attack
      0x3F - Sp. Defense
      0x43 - Hall Of Fame ribbon
      0x50 - Obedience




      Well, i explained this in the last post. Its the naming type, which is gonna through r0. But that can be easily changed, i think, so this is the least of our worries.

      My main worry is how you're gonna convert the letters bytes into usable codes.
      I was just wondering what exactly this routine is, and I was wondering if it would apply to eggs? For example, I want to create a script that would give you a specific egg with preset eggmoves. That or Pokemon with 'hidden abilities'. What special or callasm would I need to put into the script?

      If I've been mildly silly and the number is already posted I apologize in advance.

      Thanks!
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      Old March 15th, 2013 (7:01 AM).
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        Does anyone know how to ASM hack the intro in Fire Red so that it skips the "Gengar - Nidorino" Intro without the press of a button? Like after the "GAMEFREAK Presents" Logo, It will go on to the Title Screen and not play that sick and old intro?
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        Old March 15th, 2013 (7:08 AM).
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        Quote:
        Originally Posted by robin22gongon View Post
        Does anyone know how to ASM hack the intro in Fire Red so that it skips the "Gengar - Nidorino" Intro without the press of a button? Like after the "GAMEFREAK Presents" Logo, It will go on to the Title Screen and not play that sick and old intro?
        Scroll up, there is a post about it by Knizz.
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        Old March 15th, 2013 (7:57 AM).
        TweenyTodd TweenyTodd is offline
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          Is there an offset for the current location of the player?
          The (X,Y) coordinates I mean.
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            #306   Link to this post, but load the entire thread.  
          Old March 15th, 2013 (12:21 PM). Edited March 15th, 2013 by karatekid552.
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          karatekid552 karatekid552 is offline
          What happens if I push it?....
             
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            Quote:
            Originally Posted by TweenyTodd View Post
            Is there an offset for the current location of the player?
            The (X,Y) coordinates I mean.
            I believe that there is a script command that gets this info, it is like "getplayerlocation" or something. Hit F1 in XSE and scroll through the commands. I will also go see where the exact location in the ram is in case you need this for an ASM routine.

            Edit:
            Quote:
            Originally Posted by thethethethe's Rom Hacking Resource
            -----------------------------------------------------------------------------------------------------
            getplayerpos, getplayerxy:
            Stores the players current x and y positions on the current map.
            Hex Structure: [42] [xxyy] [aabb]
            xxyy: Variable for x position
            aabb: Variable for y position
            Edit2: In case you need it:

            X-value is at 020255A0
            Y-value is at 020255A2

            (Found using VBA's "Search for Cheats" function. Quite the amazing thing.)
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            Old March 15th, 2013 (2:25 PM). Edited March 15th, 2013 by bwrobin.
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              Quote:
              Originally Posted by FBI agent View Post
              Scroll up, there is a post about it by Knizz.
              Just to clear things a bit, is this the direct solution to my problem?

              Also do I just compile the "After"?
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              Old March 15th, 2013 (3:06 PM).
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                Quote:
                Originally Posted by robin22gongon View Post
                Just to clear things a bit, is this the direct solution to my problem?

                Also do I just compile the "After"?
                No, no, the post you want is the post before that.
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                Old March 15th, 2013 (3:27 PM).
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                  Quote:
                  Originally Posted by Dragoon View Post
                  No, no, the post you want is the post before that.
                  Okay, now it's more unclear to me... Which one?

                  Quote:
                  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}
                  And I just compile using ASM and I'm good?
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                  Old March 15th, 2013 (5:30 PM).
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                  karatekid552 karatekid552 is offline
                  What happens if I push it?....
                     
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                    Quote:
                    Originally Posted by robin22gongon View Post
                    Okay, now it's more unclear to me... Which one?



                    And I just compile using ASM and I'm good?
                    Wrong post! http://www.pokecommunity.com/showpost.php?p=7526770&postcount=303
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                    Old March 15th, 2013 (6:46 PM). Edited March 15th, 2013 by bwrobin.
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                      Quote:
                      Originally Posted by karatekid552 View Post
                      Oooooh..... Sorry... My bad.

                      BTW how do I do that? Hackmew's Knowledge Tutorial doesn't say anything about the "offset=offset" thing.

                      EDIT: Do I just repoint those offset to the one on the right?

                      EDIT2: Nevermind! I got it to work. Knizz, YOU-HAVE-MY-ETERNAL-GRATITUDE.

                      EDIT3: BTW How come the Help System is not in Pokemon Liquid Crystal? Does Anyone know how to remove that?
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                      Old March 15th, 2013 (9:43 PM).
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                        Okay just asking, does anyone know the locations of the limiters on the Item amount.
                        I know about the bytes at 0x98998, 0x10864C and 0x10DA14, but I'm not sure where the others are.
                        If anyone can help, that'd be appreciated
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                        Old March 16th, 2013 (7:05 AM).
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                        What happens if I push it?....
                           
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                          Quote:
                          Originally Posted by robin22gongon View Post
                          Oooooh..... Sorry... My bad.

                          BTW how do I do that? Hackmew's Knowledge Tutorial doesn't say anything about the "offset=offset" thing.

                          EDIT: Do I just repoint those offset to the one on the right?

                          EDIT2: Nevermind! I got it to work. Knizz, YOU-HAVE-MY-ETERNAL-GRATITUDE.

                          EDIT3: BTW How come the Help System is not in Pokemon Liquid Crystal? Does Anyone know how to remove that?
                          I'm going to give you a little tip, whenever you see something in brackets: [___] like these, it always means what is contained at the given offset. This comes up a lot, and it will help you understand chemistry:p, there is a connection here... Let me know when you notice it:p.
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                          Old March 16th, 2013 (12:19 PM).
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                          Would there be a way to duplicate the Berry Pouch/TM Case and use it to hold different items?
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                          Old March 16th, 2013 (5:32 PM).
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                            Changing the Level At Which Eggs Hatch

                            So, a very simple hack here. Simply allows you to define what level the hatched Pokémon will be at when it hatches. These offsets are BPRE only. I haven't the time to search for RSE's right now. If you backtrack from the Pokémon Encrypter with index 0x19 (Exp Points), you should find the same movs in RSE.

                            Code:
                            081375B0: XX 21
                            08046CBE: XX 22
                            0804623E: XX 22
                            See? Easy. Simply change the XX's to the level you want eggs to be. The XX's must all have the same value, or weird things will happen. The maximum allowed value is 0x64 (100). The game bugs out if you set it any higher.
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                            Old March 16th, 2013 (10:32 PM). Edited March 16th, 2013 by Wobbu.
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                              I found the offsets from Pokémon Emerald (BPEE) for changing the level of Pokémon when they hatch from eggs.

                              Code:
                              08070A38: XX 22
                              08071414: XX 22
                              081C3200: XX 21
                              Thanks to Jambo51 for finding the FireRed offsets and making it easy to find the Emerald offsets.

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                              Old April 1st, 2013 (8:51 PM).
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                                And another one, would it be possible to port the R/S/E Pokedex to FR? Just the appearance and functions not the main Pokedex content. I'm curious since I discovered that the Ruins of Alph was ported to FR so I thought it would be possible to do the same with a Pokedex.

                                Also a port of how the Pokemon Info Screen like the one jsziede posted^^ to FR?
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                                Old April 2nd, 2013 (8:55 PM).
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                                  Quote:
                                  Originally Posted by Chaos Rush View Post
                                  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:
                                  I know this post of Chaos Rush was decades ago but I found another offset.
                                  452010 = # of list entries on main Pokedex page (Regional)
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                                  Old April 19th, 2013 (10:29 AM).
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                                    Hello I'm currently trying to figure out how to add more Gym badges. But I'm having trouble finding where to start.
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                                    Old May 5th, 2013 (11:42 AM). Edited May 5th, 2013 by NarutoActor.
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                                    Hello' everyone, I am working on a Java-Based Cross Platform Program to allow hackers to edit the wild data for GBA games and not be limited to the first 3 generations like advance map does. This is manly intended for the use of the 649 patch, but I can also be used for fakemon hacks since the list of pokemon is user-defined.

                                    Here is the problem, I can not find out how wild data is structured in FireRed. I tried using offsets that are given' in advance map, and using backwards searches with a hex editor but I am running dry. I am hoping someone has the information, or that someone can at least help find it, without it I can not continue with the program. I already made the GUI, I just need to implement the structure. Here is a screen shot to show the program so far.
                                    Spoiler:


                                    Hello' everyone, I am working on a Java-Based Cross Platform Program to allow hackers to edit the wild data for GBA games and not be limited to the first 3 generations like advance map does. This is manly intended for the use of the 649 patch, but I can also be used for fakemon hacks since the list of pokemon is user-defined.

                                    Here is the problem, I can not find out how wild data is structured in FireRed. I tried using offsets that are given' in advance map, and using backwards searches with a hex editor but I am running dry. I am hoping someone has the information, or that someone can at least help find it, without it I can not continue with the program. I already made the GUI, I just need to implement the structure. Here is a screen shot to show the program so far.
                                    Spoiler:
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                                    Old May 5th, 2013 (1:33 PM).
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                                      Quote:
                                      Originally Posted by NarutoActor View Post
                                      Hello' everyone, I am working on a Java-Based Cross Platform Program to allow hackers to edit the wild data for GBA games and not be limited to the first 3 generations like advance map does. This is manly intended for the use of the 649 patch, but I can also be used for fakemon hacks since the list of pokemon is user-defined.

                                      Here is the problem, I can not find out how wild data is structured in FireRed. I tried using offsets that are given' in advance map, and using backwards searches with a hex editor but I am running dry. I am hoping someone has the information, or that someone can at least help find it, without it I can not continue with the program. I already made the GUI, I just need to implement the structure. Here is a screen shot to show the program so far.
                                      Spoiler:
                                      Did you ever track down the data you edited? If not, you can easily find where it is by making an ips-file and use a hex editor to open the ips-file (that of course now holds the content between the original file and the hacked file with edited wild pokemon data). Ips file data structure is the following:

                                      [First 5 bytes = "PATCH" in ASCII code][3-byte data address][How many bytes to write to this address (2 bytes)][Data to write to...][3-byte data address][How many bytes to write to this address (2 bytes)][Data to write to...]....["EOF" in ASCII]

                                      What comes to other things, I like what I'm seeing here :)
                                      And especially, since I've been doing similar things with Java myself just now.
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                                      Old May 5th, 2013 (2:08 PM). Edited May 5th, 2013 by Iacobus.
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                                        Quote:
                                        Originally Posted by NarutoActor View Post
                                        Hello' everyone, I am working on a Java-Based Cross Platform Program to allow hackers to edit the wild data for GBA games and not be limited to the first 3 generations like advance map does. This is manly intended for the use of the 649 patch, but I can also be used for fakemon hacks since the list of pokemon is user-defined.

                                        Here is the problem, I can not find out how wild data is structured in FireRed. I tried using offsets that are given' in advance map, and using backwards searches with a hex editor but I am running dry. I am hoping someone has the information, or that someone can at least help find it, without it I can not continue with the program. I already made the GUI, I just need to implement the structure. Here is a screen shot to show the program so far.
                                        Spoiler:
                                        I'm not to sure if you should be writing a program if you can't figure it out yourself, but hey..

                                        As defined in the AM ini, the pointer to the wild Pokémon data is located after the following byte sequence:
                                        03 48 04 80 09 E0 00 00 FF FF 00 00

                                        For FR (English) we find the following: B8 9C 3C 08

                                        When we go to 0x3C9CB8 in our hex editor, we see the following:
                                        02 1B 00 00 D0 73 3C 08 00 00 00 00 00 00 00 00 00 00 00 00 02 1C 00 00 08 74 3C 08 00 00 00 00 00 00 00 00 00 00 00 00 02 1D 00 00 40 74 3C 08 00 00 00 00 00 00 00 00 00 00 00 00

                                        I hope you see a pattern here.. Anyway, here is what you need to know:
                                        02 1B 00 00 D0 73 3C 08 00 00 00 00 00 00 00 00 00 00 00 00

                                        Bank Number
                                        Map Number
                                        Filler
                                        Grass Pointer
                                        Water Pointer
                                        Trees Pointer
                                        Fishing Pointer

                                        I checked the Bank and Map in AM and this seems to be the data for the MONEAN CHAMBER.
                                        If I go and check the Wild Pokémon, this map appears to have only grass encounters. Looking at the zero-pointers for water, trees and fishing, this could be right. So, let's investigate a bit further.

                                        We go to 0x3C73D0 in hour hex editor and again see a bunch of data. For everyone's sake, I only copied what belongs to the map (to the grass encounter data of the map).
                                        07 00 00 00 A0 73 3C 08 19 19 C9 00 19 19 C9 00 1919C9001919C9001919C9001919C9001919C9001919C9001919C9001919C9001919C9001919C900

                                        The first byte is the encounter ratio. Then we have 3 filler bytes (?) followed by a pointer.
                                        After the pointer, we have our 12 Pokémon with their minimum and maximum levels. Bytes are in this order: minimum level, maximum level, Pokémon number.

                                        Hope this is enough for now.
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                                          #323   Link to this post, but load the entire thread.  
                                        Old May 12th, 2013 (10:25 AM). Edited April 9th, 2015 by Spherical Ice.
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                                        Spherical Ice Spherical Ice is offline
                                         
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                                        Okay, so you can control which map out of a pre-determined list of maps the Seagallop Ferry (special 0x17B) will take you to, but how would you change what map the values of the variables correspond to?
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                                          #324   Link to this post, but load the entire thread.  
                                        Old May 12th, 2013 (8:24 PM).
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                                        bwrobin bwrobin is offline
                                           
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                                          Hey guys! This post by knizz:
                                          Quote:
                                          Originally Posted by knizz View Post
                                          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
                                          plz credit lol
                                          If you do this:
                                          Quote:
                                          Originally Posted by knizz
                                          If you want to skip the intro+titlescreen: [0x080EC5D0]=0x0800C301.
                                          the intro animation and the title screen will be removed BUT the Help System is removed too.

                                          I'm guessing that the Help System is loaded as soon as the Titlescreen is displayed or maybe when the screen is refreshed and since it wasn't displayed or refreshed, it didn't load the Help System too.

                                          Maybe we can mess up with it and make it load the Titlescreen but not load the Help System.
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                                            #325   Link to this post, but load the entire thread.  
                                          Old May 13th, 2013 (6:52 PM).
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                                          NarutoActor NarutoActor is offline
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                                          @Icobus
                                          I knew most of what you posted but the information about the advance map's ini I did not know about, and proved quite useful(Thank you)
                                          I have done some more research and testing, and some of your results are off.
                                          Quote:
                                          07 00 00 00 A0 73 3C 08 19 19 C9 00 19 19 C9 00 1919C9001919C9001919C9001919C9001919C9001919C9001919C9001919C9001919C9001919C900

                                          The first byte is the encounter ratio. Then we have 3 filler bytes (?) followed by a pointer.
                                          After the pointer, we have our 12 Pokémon with their minimum and maximum levels. Bytes are in this order: minimum level, maximum level, Pokémon number.
                                          There are only 12 pokemon for grass encounters
                                          5 for water
                                          and 10 for fishing
                                          also the pointer that you describe is actually the pointer to the wild-data, the data after the pointer belongs to a different map/bank
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