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  #176    
Old January 15th, 2013 (4:58 PM).
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    Quote:
    Originally Posted by zabimaru1000
    Are you sure I'm searching for HEX values? It still says the specified search string was not found even when I did not add 08.
    You misunderstand. You don't search for the bytes in the ROM, you goto the specified location. That's where you would remove the 08. So use your hex editor's "goto" function to find the place at which you need to change the bytes.

    So for the first one, goto offset 03ED54 and change the bytes there to 80 7A.
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      #177    
    Old January 16th, 2013 (7:40 PM). Edited January 16th, 2013 by zabimaru1000.
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      Quote:
      Originally Posted by shinyabsol1 View Post
      You misunderstand. You don't search for the bytes in the ROM, you goto the specified location. That's where you would remove the 08. So use your hex editor's "goto" function to find the place at which you need to change the bytes.

      So for the first one, goto offset 03ED54 and change the bytes there to 80 7A.
      Thanks mate. I've got the "go to" part down, but I can't really find the exact bytes I need to change. When I go to 03ED54, I find 0003ED52 instead. Am I supposed to find those exact digits?

      EDIT: I've found the exact offset in 0003ED52, I'm at 03ED54 and where do I change the bytes to 80 and 7A? I can only change either 80 or 7A, do I have to change both at one offset?
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        #178    
      Old January 17th, 2013 (3:29 PM).
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      shinyabsol1 shinyabsol1 is offline
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        Quote:
        Originally Posted by zabimaru1000
        Thanks mate. I've got the "go to" part down, but I can't really find the exact bytes I need to change. When I go to 03ED54, I find 0003ED52 instead. Am I supposed to find those exact digits?

        EDIT: I've found the exact offset in 0003ED52, I'm at 03ED54 and where do I change the bytes to 80 and 7A? I can only change either 80 or 7A, do I have to change both at one offset?
        When you goto 03ED54, the cursor will move to the place where you need to start changing bytes (or it might be highlighted or something depending on what hex editor you're using -- I'm using HxD). From that point,overwrite bytes with the specified bytes (80 7A).

        So in an unmodified FR ROM, 03ED54 should take you to an 80 byte, followed by 78 81 46 etc...

        So put the 80 7A bytes there. You will end up with 80 7A 81 46 etc...
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          #179    
        Old January 17th, 2013 (9:40 PM).
        zabimaru1000 zabimaru1000 is offline
           
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          Quote:
          Originally Posted by shinyabsol1 View Post
          When you goto 03ED54, the cursor will move to the place where you need to start changing bytes (or it might be highlighted or something depending on what hex editor you're using -- I'm using HxD). From that point,overwrite bytes with the specified bytes (80 7A).

          So in an unmodified FR ROM, 03ED54 should take you to an 80 byte, followed by 78 81 46 etc...

          So put the 80 7A bytes there. You will end up with 80 7A 81 46 etc...
          Okay, so I've entered all of the bytes. Is that all there is to it? If so, then are the moves in 3rd gen split into Physical and Special moves? Like Shadow Ball is special and Waterfall is physical?
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            #180    
          Old January 17th, 2013 (10:48 PM).
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            Quote:
            Originally Posted by zabimaru1000 View Post
            Okay, so I've entered all of the bytes. Is that all there is to it? If so, then are the moves in 3rd gen split into Physical and Special moves? Like Shadow Ball is special and Waterfall is physical?
            No, you have to edit it manually you can use either a hex editor or PGE.
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              #181    
            Old January 17th, 2013 (11:05 PM).
            zabimaru1000 zabimaru1000 is offline
               
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              Quote:
              Originally Posted by tajaros View Post
              No, you have to edit it manually you can use either a hex editor or PGE.
              So I basically did this on HEX editor and saved it:

              0803ED54: 80 7A
              0803F226: 00 29
              0803F228: 00 D0
              0803F38C: 02 2F
              0803F38E: 00 DB
              0803F394: 01 28
              0803F396: 00 D0

              I've changed the following bytes. Do I have to manually change the moves I want to Physical/Special? What do I do next?
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                #182    
              Old January 18th, 2013 (4:46 PM).
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                Quote:
                Originally Posted by zabimaru1000
                I've changed the following bytes. Do I have to manually change the moves I want to Physical/Special? What do I do next?
                Like tajaros said, you have to manually edit which moves are physical/special/status with either a hex editor or PGE.

                So if you want to use PGE, load your ROM and go to the Attack Editor under the Internal Programs tab. Then, for every move, go through and change the Category to physical/special/status.
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                  #183    
                Old January 18th, 2013 (6:17 PM).
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                  is there a good reason that none of you pointed him towards the physical/special patch posted by doesntknowhowtoplay that actually works instead of turning this thread into a hex editing tutorial if you were just going to say "use pge" when he got to move class?
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                    #184    
                  Old January 20th, 2013 (9:53 PM).
                  zabimaru1000 zabimaru1000 is offline
                     
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                    I applied the patch. Gyarados' Waterfall became physical, but Dragonite and Gengar's Dragon Claw and Shadow Ball are still special for some reason. I tried the moves on Pokemon with equal and even weaker levels than my team. It took less than half HP even for STAB moves.
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                      #185    
                    Old January 20th, 2013 (10:48 PM).
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                      Quote:
                      Originally Posted by zabimaru1000 View Post
                      I applied the patch. Gyarados' Waterfall became physical, but Dragonite and Gengar's Dragon Claw and Shadow Ball are still special for some reason. I tried the moves on Pokemon with equal and even weaker levels than my team. It took less than half HP even for STAB moves.
                      You need to manually reassign all the moves and their categories. With the patch in place, all moves will be treated as physical, as the patch adds the necessary code to execute the split, but doesn't change the move data itself to recategorise them.
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                        #186    
                      Old January 20th, 2013 (10:59 PM).
                      zabimaru1000 zabimaru1000 is offline
                         
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                        Quote:
                        Originally Posted by Jambo51 View Post
                        You need to manually reassign all the moves and their categories. With the patch in place, all moves will be treated as physical, as the patch adds the necessary code to execute the split, but doesn't change the move data itself to recategorise them.
                        Do I use HEX Editor or PGE with the patch applied? How do I know if I'm reassigning the moves?
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                          #187    
                        Old January 21st, 2013 (3:34 AM).
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                          You can just use PGE. The move editor (on the internal tools tab) has a drop does box which lets you select the category of the move.
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                            #188    
                          Old January 26th, 2013 (8:11 PM).
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                            Originally there was work on a ruby patch for this...is there a working version of that or is it just emerald and firered?

                            Also, by chance has anyone posted a patch that has the moves changed already?
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                              #189    
                            Old February 1st, 2013 (10:39 AM). Edited February 1st, 2013 by LCCoolJ95.
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                              Is this possible in Emerald? I was thinking about making my own Emerald remake, and the use of a real physical special split system would help a lot.

                              EDIT: Never mind, found it
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                                #190    
                              Old February 5th, 2013 (4:13 AM).
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                                Does this version of the split also come with the boxes in
                                the move window on the sprite screen? Or was that exclusively
                                on Jambo's 649 patch.
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                                  #191    
                                Old February 7th, 2013 (10:02 PM).
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                                  Quote:
                                  Originally Posted by 11bayerf1 View Post
                                  Does this version of the split also come with the boxes in
                                  the move window on the sprite screen? Or was that exclusively
                                  on Jambo's 649 patch.

                                  yeah, i'm wondering that too, that must be looks cool, anybody know how to do it?
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                                    #192    
                                  Old May 13th, 2013 (6:42 PM).
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                                    Quote:
                                    Originally Posted by Darthatron View Post
                                    I want to find a better place to put it. Right now, the image showing if it's physical/special/status appears a frame before the rest of the screen is loaded. :\ I mean, it's not that bad. I just don't love it.

                                    Change these bytes:
                                    Code:
                                    @0813A130: 0x2F
                                    @0813A17B: 0x47
                                    @0813A1A0: [Pointer to Routine, plus 1 (one).]
                                    Here's the source:
                                    Code:
                                    .align 2
                                    .thumb
                                    Start:
                                    	push {r0-r4}
                                    	ldr r0, .CurMoveIndex
                                    	ldrb r1, [r0]
                                    	lsl r1, r1, #1
                                    	ldr r0, .Move_List
                                    	add r0, r0, r1
                                    	ldrh r3, [r0]
                                    	lsl r0, r3, #1
                                    	add r0, r0, r3
                                    	lsl r0, r0, #2
                                    	ldr r1, .MoveBase
                                    	add r0, r0, r1
                                    	ldrb r4, [r0, #10]
                                    	lsl r0, r4, #1
                                    	add r4, r4, r0
                                    	lsl r4, r4, #6
                                    	
                                    	ldr r0, .SplitImages
                                    	add r0, r4
                                    	ldr r1, .VRAM
                                    	mov r2, #0x30
                                    	swi #0xB
                                    	
                                    	ldr r0, .SplitImages
                                    	add r0, r4
                                    	add r0, #0x60
                                    	ldr r1, .VRAM
                                    	mov r2, #0x1E
                                    	lsl r2, #0x04
                                    	add r1, r1, r2
                                    	mov r2, #0x30
                                    	swi #0xB
                                    	
                                    Finish:
                                    	pop {r0-r4}
                                    	ldr r4, .Some_Offset
                                    	ldr r0, [r4]
                                    	ldr r1, .Return_Addr
                                    	bx r1
                                    
                                    .align 2
                                    .MoveBase:		.word 0x08250C04
                                    .CurMoveIndex:	.word 0x0203B16D
                                    .Move_List:		.word 0x02003268
                                    
                                    .VRAM:			.word 0x06001800
                                    .SplitImages:	.word 0xYYYYYYYY
                                    
                                    .Some_Offset:	.word 0x0203B148
                                    .Return_Addr:	.word 0x0813A17C+1
                                    Change the .SplitImages (0xYYYYYYYY) pointer to where ever you have the images.
                                    The images are uncompressed. And should look like this:
                                    They need to be in this order. Use TileMolester or something to insert them.
                                    They use the same palette as the Types, which is located at 0x08E95DBC in a clean FireRed ROM.
                                    Bump.... How do you insert this into the fire red rom?
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                                      #193    
                                    Old May 14th, 2013 (11:51 AM).
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                                    DoesntKnowHowToPlay DoesntKnowHowToPlay is offline
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                                      So if you grabbed version 1.3 of the Emerald split from me on the previous page there's a rather subtle bug that you'll need to fix- at x4814E, there is an 00 that should be an 08. This causes the game to treat damage as an address and fails various checks for arbitrary amounts of damage- the main effects are Counter, Rough Skin, and Focus Punch acting as if no damage was dealt.

                                      I've updated the patch I posted, but don't try to fix this bug by just applying 1.4 on top of a ROM with 1.3 as the byte was 08 in vanilla, so it won't work.
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                                        #194    
                                      Old May 20th, 2013 (12:30 PM). Edited May 20th, 2013 by Uikri.
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                                        Alright, I'm confused. Out of the countless patches posted, which one(s) do I use, which games do they work for, what bugs are still around, what, if anything, do I have to do after applying the patch, and what do I need to do so? Can I run a patched ROM through pokehacks(DOT)dabomstew(DOT)com(SLASH)randomizer(SLASH)acks(DOT)php to randomize and have the Phys/Spec split at the same time? Also, which program should I use to apply the patch? The only one I know of is LunarIPS, but my copy of that is bound to be ancient and outdated, and I've no idea if Lunar can do GBA patches.
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                                          #195    
                                        Old May 21st, 2013 (8:05 AM). Edited May 21st, 2013 by nyczxjay.
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                                          So after I apply DoesntKnowHowToPlay's patch to the ROM, I just use PGE Attack Editor and simply toggle all the moves as Physical/Special/Status? I'm not adding any new moves at the moment into the game so I can just leave the "Effect Table" as 0 right?

                                          EDIT: One more question just as a confirmation: The patch also adds the Sandstorm Sp. Def boost into the game as well right?
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                                            #196    
                                          Old May 21st, 2013 (8:19 AM).
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                                          Uzumaki Naruto Jr. Uzumaki Naruto Jr. is offline
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                                            Okay, I want to use this patch, but I would like to know if the previously stated bugs are in it, like electric/fire moves restarting the game, etc. If yes, then I might not use the patch. And is this patch already have moves pre-set to if they are physical or special. Also, is this compatible with FireRed. And where do I get a updated download link, or is the download link provided int he first post updated.. Thanks. =3
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                                              #197    
                                            Old May 28th, 2013 (11:55 AM).
                                            nyczxjay nyczxjay is offline
                                               
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                                              Is there a physical/special patch for Ruby lurking around somewhere? I've searched and the original one by Chaos Rush has been removed.
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                                                #198    
                                              Old June 13th, 2013 (12:37 PM).
                                              Glitch Kitty Glitch Kitty is offline
                                                 
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                                                In PGE do I only change the category of the move to make it physical/special or status or also its effect table ? I kept it at 0...should I have switched it to 1 or 2 ? Because I think my level 8 Pineco is receiving pitifuly low amounts of damage (1 or 2) from a level 2 Furret using Fury swipes...and it's supposed to be a physical move..
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                                                  #199    
                                                Old June 13th, 2013 (3:05 PM).
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                                                  Quote:
                                                  Originally Posted by Glitch Kitty View Post
                                                  In PGE do I only change the category of the move to make it physical/special or status or also its effect table ? I kept it at 0...should I have switched it to 1 or 2 ? Because I think my level 8 Pineco is receiving pitifuly low amounts of damage (1 or 2) from a level 2 Furret using Fury swipes...and it's supposed to be a physical move..
                                                  You only change the category. And you should be able to change it so you know what category you're changing the move to. And you're probably doing low damage because Pineco has a bit high defense I believe. But I might be wrong.
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                                                    #200    
                                                  Old July 27th, 2013 (6:35 PM). Edited July 28th, 2013 by dd409.
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                                                    Original post by Darthatron:
                                                    Spoiler:
                                                    Quote:
                                                    Originally Posted by Darthatron View Post
                                                    I want to find a better place to put it. Right now, the image showing if it's physical/special/status appears a frame before the rest of the screen is loaded. :\ I mean, it's not that bad. I just don't love it.

                                                    Change these bytes:
                                                    Code:
                                                    @0813A130: 0x2F
                                                    @0813A17B: 0x47
                                                    @0813A1A0: [Pointer to Routine, plus 1 (one).]
                                                    Here's the source:
                                                    Code:
                                                    .align 2
                                                    .thumb
                                                    Start:
                                                        push {r0-r4}
                                                        ldr r0, .CurMoveIndex
                                                        ldrb r1, [r0]
                                                        lsl r1, r1, #1
                                                        ldr r0, .Move_List
                                                        add r0, r0, r1
                                                        ldrh r3, [r0]
                                                        lsl r0, r3, #1
                                                        add r0, r0, r3
                                                        lsl r0, r0, #2
                                                        ldr r1, .MoveBase
                                                        add r0, r0, r1
                                                        ldrb r4, [r0, #10]
                                                        lsl r0, r4, #1
                                                        add r4, r4, r0
                                                        lsl r4, r4, #6
                                                        
                                                        ldr r0, .SplitImages
                                                        add r0, r4
                                                        ldr r1, .VRAM
                                                        mov r2, #0x30
                                                        swi #0xB
                                                        
                                                        ldr r0, .SplitImages
                                                        add r0, r4
                                                        add r0, #0x60
                                                        ldr r1, .VRAM
                                                        mov r2, #0x1E
                                                        lsl r2, #0x04
                                                        add r1, r1, r2
                                                        mov r2, #0x30
                                                        swi #0xB
                                                        
                                                    Finish:
                                                        pop {r0-r4}
                                                        ldr r4, .Some_Offset
                                                        ldr r0, [r4]
                                                        ldr r1, .Return_Addr
                                                        bx r1
                                                    
                                                    .align 2
                                                    .MoveBase:        .word 0x08250C04
                                                    .CurMoveIndex:    .word 0x0203B16D
                                                    .Move_List:        .word 0x02003268
                                                    
                                                    .VRAM:            .word 0x06001800
                                                    .SplitImages:    .word 0xYYYYYYYY
                                                    
                                                    .Some_Offset:    .word 0x0203B148
                                                    .Return_Addr:    .word 0x0813A17C+1
                                                    Change the .SplitImages (0xYYYYYYYY) pointer to where ever you have the images.
                                                    The images are uncompressed. And should look like this:
                                                    They need to be in this order. Use TileMolester or something to insert them.
                                                    They use the same palette as the Types, which is located at 0x08E95DBC in a clean FireRed ROM.


                                                    Suggested fix by Jambo:
                                                    Spoiler:
                                                    Quote:
                                                    Originally Posted by Jambo51 View Post
                                                    I think I've found the code which causes the Mirror Coat/Counter bug in Fire Red.
                                                    Change it to this, and it should hopefully fix it.
                                                    Code:
                                                    0801F6C2: 86 7A
                                                    0801F908: 00 2E
                                                    0801F90A: 41 D1
                                                    Also, Darthatron's routine for showing the images is slightly buggy. It turns out the move index is actually DMA protected, but in a really odd way. It only gets DMA shifted after certain actions are taken within the game's overworld. Anyway - to solve this, change the parts in BOLD in Darthatron's original routine (or just copy this routine, I suppose), and then follow Darthatron's original post to insert it.

                                                    Code:
                                                    .align 2
                                                    .thumb
                                                    Start:
                                                     push {r0-r4}
                                                     ldr r0, .CurMoveIndex
                                                     ldrb r1, [r0]
                                                     lsl r1, r1, #1
                                                     ldr r0, .Move_List_Loc
                                                     ldr r0, [r0]
                                                     ldr r3, .number
                                                     add r0, r0, r3
                                                     add r0, r0, r1
                                                     ldrh r3, [r0]
                                                     cmp r3, #0x0
                                                     beq Finish
                                                     lsl r0, r3, #1
                                                     add r0, r0, r3
                                                     lsl r0, r0, #2
                                                     ldr r1, .MoveBase
                                                     add r0, r0, r1
                                                     ldrb r4, [r0, #10]
                                                     lsl r0, r4, #1
                                                     add r4, r4, r0
                                                     lsl r4, r4, #6
                                                     ldr r0, .SplitImages
                                                     add r0, r4
                                                     ldr r1, .VRAM
                                                     mov r2, #0x30
                                                     swi #0xB 
                                                     ldr r0, .SplitImages
                                                     add r0, r4
                                                     add r0, #0x60
                                                     ldr r1, .VRAM
                                                     mov r2, #0x1E
                                                     lsl r2, #0x04
                                                     add r1, r1, r2
                                                     mov r2, #0x30
                                                     swi #0xB 
                                                    Finish:
                                                     pop {r0-r4}
                                                     ldr r4, .Some_Offset
                                                     ldr r0, [r4]
                                                     ldr r1, .Return_Addr
                                                     bx r1
                                                    .align 2
                                                    .MoveBase:  .word 0x08250C04
                                                    .number: .word 0x00003258
                                                    .CurMoveIndex: .word 0x0203B16D
                                                    .Move_List_Loc:  .word 0x0203B140
                                                    .VRAM:   .word 0x06001800
                                                    .SplitImages: .word 0x08YYYYYY
                                                    .Some_Offset: .word 0x0203B148
                                                    .Return_Addr: .word 0x0813A17D


                                                    I'm trying to add in these images to an Emerald rom, but I seem to have hit a wall. I've added in the actual image with TileMolester already, but as I understand it the offsets in the code here are for a Fire Red rom. I assume they aren't interchangeable with Emerald, so how would I go about finding the equivalent offsets? Also, how do I find the addresses of the bytes for the code pointers?
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