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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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  #576    
Old October 5th, 2014 (5:30 AM).
lsmash lsmash is offline
     
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    Does anyone know how the game generates pokemons for a wild battle?
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      #577    
    Old October 10th, 2014 (1:53 PM). Edited October 10th, 2014 by HidoranBlaze.
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      Rough Skin in Gen 3 makes the attacker lose 1/16 of its maximum hp, while gen 4 and beyond makes the attacker lose 1/8. To fix this in Emerald, go to 0x433CE and change 00 09 to C0 08.
      EDIT: To do this for Firered, do the same thing at 0x1AADA
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        #578    
      Old October 11th, 2014 (7:56 AM).
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      AkameTheBulbasaur AkameTheBulbasaur is offline
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        Does anyone here know anything about Dynamic Pokemon Levels (where the levels of trainers and/or wild pokemon change depending only our own Pokemon levels)?

        I've seen a few older hacks that have used it, but so far I can't find anything documenting how they implemented it.
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          #579    
        Old October 11th, 2014 (9:32 PM).
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          (for Emerald) These offsets determine how many Pokémon show up in the Hoenn dex:
          xBC8FE - amount you want
          xBC926 - amount you want
          xC0890 - amount you want minus one
          You can only have up to 255 in the regional dex.

          I'm sure there's some limiters related to the Summary screen and the Save screen that I've possibly missed but I can't confirm it right now.
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            #580    
          Old October 12th, 2014 (1:43 AM). Edited October 12th, 2014 by Kenny1.
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            I'm not completely sure if this is known already,I haven't seen it, only for FireRed, But I think I found the table for Emerald which points to the ASM for the script commands. I'm not completely certain, but I think it is this: 081DB67C
            Could you guys, who are better at hacking Emerald verify this?
            Or tell me that it has already been found so that I can delete this post.
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              #581    
            Old October 12th, 2014 (3:15 AM). Edited November 2nd, 2014 by Spherical Ice.
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            trainerbattle 0x2 is not the same as trainerbattle 0x1, unlike what I've seen posted in some places. 0x2 will continue the script after the battle but also with encounter music, whereas 0x1 does not play any encounter music.
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              #582    
            Old October 12th, 2014 (3:59 AM).
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              Quote:
              Originally Posted by Kenny1 View Post
              I'm not completely sure if this is known already,I haven't seen it, only for FireRed, But I think I found the table for Emerald which points to the ASM for the specials. I'm not completely certain, but I think it is this: 081DB67C
              Could you guys, who are better at hacking Emerald verify this?
              Or tell me that it has already been found so that I can delete this post.

              Edit: Yeah This might already be known, please someone tell me.
              The script command table is at 081DB67C, not the specials. The special table is actually located at 081DBA64.
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                #583    
              Old October 12th, 2014 (6:32 AM).
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                Quote:
                Originally Posted by Touched View Post
                The script command table is at 081DB67C, not the specials. The special table is actually located at 081DBA64.
                I knew something was strange with my post, I was wondering why. *facepalm*
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                  #584    
                Old October 12th, 2014 (4:13 PM).
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                Danny0317 Danny0317 is offline
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                I was messing around trying to find behavior byte scripts, and found this. Anyone know where it's used?

                '---------------
                #org 0x271CB7
                lockall
                checksound
                additem 0x8005 0x1
                copyvar 0x8007 LASTRESULT
                bufferitems2 0x1 0x8005 0x1
                checkitemtype 0x8005
                call 0x8271B08
                compare 0x8007 0x1
                if 0x1 goto 0x8271CE8
                compare 0x8007 0x0
                if 0x1 goto 0x8271D47
                end

                '---------------
                #org 0x271B08
                copyvar 0x8000 LASTRESULT
                compare 0x8000 0x1
                if 0x1 goto 0x8271B45
                compare 0x8000 0x5
                if 0x1 goto 0x8271B55
                compare 0x8000 0x2
                if 0x1 goto 0x8271B65
                compare 0x8000 0x3
                if 0x1 goto 0x8271B75
                compare 0x8000 0x4
                if 0x1 goto 0x8271B85
                end

                '---------------
                #org 0x271CE8
                copyvar 0x8008 0x8004
                copyvar 0x8004 0x8005
                special2 LASTRESULT 0x19E
                compare LASTRESULT 0x1
                if 0x1 goto 0x8271D0E
                compare LASTRESULT 0x0
                if 0x1 goto 0x8271D1F
                end

                '---------------
                #org 0x271D47
                msgbox 0x8272ABF MSG_KEEPOPEN '"[player] found one [buffer2]!"
                msgbox 0x8272AD0 MSG_KEEPOPEN '"Too bad!\nThe bag is full[.]"
                setvar LASTRESULT 0x0
                releaseall
                end

                '---------------
                #org 0x271B45
                bufferstd 0x2 0xE
                compare 0x8007 0x1
                if 0x1 call 0x8271BAF
                return

                '---------------
                #org 0x271B55
                bufferstd 0x2 0xF
                compare 0x8007 0x1
                if 0x1 call 0x8271BAF
                return

                '---------------
                #org 0x271B65
                bufferstd 0x2 0x10
                compare 0x8007 0x1
                if 0x1 call 0x8271BAF
                return

                '---------------
                #org 0x271B75
                bufferstd 0x2 0x11
                compare 0x8007 0x1
                if 0x1 call 0x8271BB3
                return

                '---------------
                #org 0x271B85
                bufferstd 0x2 0x12
                compare 0x8007 0x1
                if 0x1 call 0x8271BAF
                return

                '---------------
                #org 0x271D0E
                bufferitems2 0x0 0x8004 0x1
                preparemsg 0x82731A9 '"[player] found one [buffer1]\n[buf..."
                goto 0x8271D2A

                '---------------
                #org 0x271D1F
                preparemsg 0x8272ABF '"[player] found one [buffer2]!"
                goto 0x8271D2A

                '---------------
                #org 0x271BAF
                fanfare 0x172
                return

                '---------------
                #org 0x271BB3
                fanfare 0x174
                return

                '---------------
                #org 0x271D2A
                waitmsg
                waitfanfare
                bufferitems2 0x1 0x8004 0x1
                copyvar 0x8004 0x8008
                msgbox 0x8272A9A MSG_KEEPOPEN '"[player] put away the [buffer2]\ni..."
                special 0x158
                special 0x99
                releaseall
                end


                '---------
                ' Strings
                '---------
                #org 0x272ABF
                = [player] found one [buffer2]!

                #org 0x272AD0
                = Too bad!\nThe bag is full[.]

                #org 0x2731A9
                = [player] found one [buffer1]\n[buffer2]!

                #org 0x272A9A
                = [player] put away the [buffer2]\nin the [buffer3] Pocket.
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                  #585    
                Old October 19th, 2014 (7:20 PM).
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                So, I was messing around the behavior byte scripts, yet again, and found these things that may be useful.. EM btw

                290B0F dive script
                290A49 waterfall script
                271EA0 surf
                23B684 weird behavior byte script
                2C8393 timer script?
                27381B questionare
                272604 useless blueprint
                2725F2 useless empty garbage can
                2725E9 expensive vase
                292DE5 instructions for running shoes
                27208F player sees region map
                26A22A trick master door
                2A4BAC pokeblock feeder
                2393F9 "the door is locked"
                1E615D oddly, the same thing as ^
                271D92 Pokemon center PC
                27EE0B player's tv
                290B5A dive (while you're under)
                2A8337 player hides, and warpholes
                252BE8 very complicated script
                2736BC player whites out script
                291FC0 egg is hatching/ "Huh?"
                1DF7BA wally calls you and you register him
                21307B roxanne calls you
                224175 rival calls you to talk about rayquaza
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                  #586    
                Old October 21st, 2014 (8:00 PM).
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                [Here] is a packet dump of downloading the mystery gift special Pumpkaboo ( which by the way you can still get if you want it ).

                See [thread] for context. I believe my 3DS no longer had the same IP as it did in the other capture.
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                  #587    
                Old October 25th, 2014 (10:33 AM).
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                Fluorite's back, brah
                 
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                So, as I was playing my hack, I saw this, which I had no clue happened.

                https://www.youtube.com/watch?v=-anF9453beU&feature=youtu.be&t=42s

                I'm going to try to find the script, and when I talked to the Oran berry while transforming, I got this.



                Now, I had no idea that happened, but I think it'll be pretty cool to find it.

                So, apperantly, that is called from this:

                special 0x2C
                copyvar 0x8000 0x8004
                compare 0x8000 0xFF
                if 0x1 goto 0x827434F

                and at 0x827434F, there is:

                #org 0x27434F
                lockall
                preparemsg 0x8274744 '"!"
                waitmsg
                waitkeypress
                releaseall
                end
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                  #588    
                Old October 25th, 2014 (8:49 PM).
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                  Quote:
                  Originally Posted by Dark Sneasel View Post
                  So, as I was playing my hack, I saw this, which I had no clue happened.

                  https://www.youtube.com/watch?v=-anF9453beU&feature=youtu.be&t=42s

                  I'm going to try to find the script, and when I talked to the Oran berry while transforming, I got this.



                  Now, I had no idea that happened, but I think it'll be pretty cool to find it.
                  I've actually seen this happen before once while I played my actual cartridge. It was pretty cool to see. Interesting to know that particular special, because it might give some insight on berry stuffs for the future or whatever.
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                    #589    
                  Old November 11th, 2014 (12:15 PM). Edited November 12th, 2014 by Chacha Dinosaur.
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                    The critical hit table is located at x250530 for FireRed and x31c128 for Emerald. Place the bytes 10 00 08 00 02 00 01 00 01 00 at the respective locations to update the table to Generation 6 mechanics.

                    I also might search the bytes for focus energy and high-critical hit ratio moves too and update this too.
                    EDIT: I checked the routines in FR,EM and Ruby ROMs. And in all of them, focus energy gives +2 crit level and high crit moves give +1 crit level which is up to gen vi standards. I also tested focus+scope lens combo (always getting crits) and high crit move+scope lens combo (not always giving critical but high chance). So i think no further byte change is required if the two tests pass which it did while i was testing in fire red.
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                      #590    
                    Old November 11th, 2014 (5:20 PM).
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                    ^ Adding to KDS's post, the critical hit table for Ruby is located at x1FAB50. ^_^
                    Though I haven't tested it yet.
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                      #591    
                    Old November 11th, 2014 (6:59 PM).
                    Aruaruu Aruaruu is offline
                       
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                      Quote:
                      Originally Posted by KDS View Post
                      The critical hit table is located at x250530 for FireRed and x31c128 for Emerald. Place the bytes 10 00 08 00 02 00 01 00 01 00 at the respective locations to update the table to Generation 6 mechanics.
                      I am assuming this changes both the rate of crits AND the damage multiplier? Not just one or the other?

                      Quote:
                      I also might search the bytes for focus energy and high-critical hit ratio moves too and update this too.
                      Please do!
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                        #592    
                      Old November 11th, 2014 (8:34 PM). Edited November 12th, 2014 by Chacha Dinosaur.
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                        Quote:
                        Originally Posted by Aruaruu View Post
                        I am assuming this changes both the rate of crits AND the damage multiplier? Not just one or the other?
                        This only changes the rate as per the table mentioned in bulbapedia. Not the multiplier to 1.5.

                        Quote:
                        Originally Posted by Aruaruu View Post
                        Please do!
                        See the original post again.
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                          #593    
                        Old November 14th, 2014 (6:12 AM). Edited November 14th, 2014 by FBI.
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                        So I'm a little stuck. I've been working to try and get something to pop up on the bottom right menu. Which is this one

                        Normally the blue text HM move shows up if the Pokemon has learned the move. However, I'm having a hard time checking where it starts to do this. Some offsets which I have discovered:
                        081245A4 is a function used by the menu to determine what these HM options do. This part is executed once you've selected, say "FLY" for example and press "a" on it.

                        08122BD4 is where the Pokemon menu seems to be generated. Unfortunately, it's a very complex functions (the whole menu thing is) and from there the subroutines are not easy to figure out.
                        though I didn't find anything that seems to check Pokemon moves.

                        08121E5E: The menu seems to be already generated by now. Just assigning options to functions here (I think).
                        All of a sudden after some generating of Pokemon menu, we have the graphics of the bottom right menu!
                        08121F00: Bottom right menu generation (graphical?) starts
                        08121F04-08121F10: Looks like it's generating graphics box styles and sizes
                        08121F12: Opens a different menu depending on when the menu is opened i.e battle vs outside?? (very maybe)

                        As you can see I'm pretty torn between what direction I should go. Quite obviously they're going to be drawing the boxes and implementing text speed AFTER the menu options are confirmed so I don't think there's meaning to look past 08121F00. At 08122BD4 I can't seem to find the HM check. I've tried to go further back than 08122BD4 but that seems to be too far back, as there it starts generating pokemon menu :P

                        Anyone wanna throw me a bone? Oh here are a few things some people may find useful:

                        0812461C: seems to be where the badge is checked if using HM move from the menu
                        You want to change to bytes at 08124630's beq to just a b to remove the badge check..alternatively you can change the badge check to your own check by branching somewhere else at 08124626.
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                          #594    
                        Old November 14th, 2014 (7:42 AM). Edited November 15th, 2014 by Chacha Dinosaur.
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                          I found the way to emulate the critical-hit nerf (2x to 1.5x) in Gen III.
                          This just hijacks the way of manipulating the critical hit damage using the critical hit marker.

                          UDPATE: CORRECTED(Thanks to Aruaruu for finding the flaw)

                          For Fire Red:
                          Spoiler:

                          Insert this first mini-routine somewhere in free space

                          Code:
                          .text
                          .align 2
                          .thumb
                          .thumb_func
                          
                          ldr r4, damage
                          ldr r1, crit
                          ldrb r1, [r1, #0x0]
                          add r1, r1, #0x1
                          mul r1, r0
                          lsr r1, r1, #0x1
                          ldr r3, return
                          bx r3
                          
                          .align 2
                          damage: .word 0x02023D50
                          crit: .word 0x02023D71
                          return: .word 0x0801E5ED
                          At x1E5E4 place 00 4B 18 47 XX+1 XX XX 08
                          ---
                          Then, insert this second routine

                          Code:
                          .text
                          .align 2
                          .thumb
                          .thumb_func
                          
                          mov r1, #0x0
                          strh r1, [r6, #0x0]
                          ldr r1, crit
                          ldrb r1, [r1, #0x0]
                          add r1, r1, #0x1
                          mul r1, r0
                          lsr r1, r1, #0x1
                          ldr r3, return
                          bx r3
                          
                          .align 2
                          crit: .word 0x02023D71
                          return: .word 0x0801E6E5
                          At x1E6DC: 00 4B 18 47 YY+1 YY YY 08 00 00


                          For Emerald:
                          Spoiler:

                          Insert this first mini-routine somewhere in free space

                          Code:
                          .text
                          .align 2
                          .thumb
                          .thumb_func
                          
                          ldr r4, damage
                          ldr r1, crit
                          ldrb r1, [r1, #0x0]
                          add r1, r1, #0x1
                          mul r1, r0
                          lsr r1, r1, #0x1
                          ldr r3, return
                          bx r3
                          
                          .align 2
                          damage: .word 0x020241F0
                          crit: .word 0x02024211
                          return: .word 0x08046DDD
                          At x46DD4 place 00 4B 18 47 XX+1 XX XX 08
                          ---
                          Then, insert this second routine

                          Code:
                          .text
                          .align 2
                          .thumb
                          .thumb_func
                          
                          mov r1, #0x0
                          strh r1, [r6, #0x0]
                          ldr r1, crit
                          ldrb r1, [r1, #0x0]
                          add r1, r1, #0x1
                          mul r1, r0
                          lsr r1, r1, #0x1
                          ldr r3, return
                          bx r3
                          
                          .align 2
                          crit: .word 0x02024211
                          return: .word 0x08046ED5
                          At x46ECC: 00 4B 18 47 Y+1 YY YY 08 00 00
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                            #595    
                          Old November 14th, 2014 (10:46 AM). Edited November 14th, 2014 by Aruaruu.
                          Aruaruu Aruaruu is offline
                             
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                            Quote:
                            Originally Posted by KDS View Post
                            -snip-
                            Oh wow. Thanks for this. I will test it out with Emerald some time.
                            Got a question. About the byte changes you posted before.
                            Lets say I wanted to have the Gen VI Crit chance, but with the Gen 3 Class Stages.

                            e.g
                            Spoiler:
                            Stage 0 - 1/16 chance
                            Stage 1 - 1/8 chance
                            Stage 2 - 1/2 chance
                            Stage 3+ - Certain
                            and
                            High crit ratio moves - Stage 2
                            Scope Lens - Stage 1
                            Farfetch'd Stick/Chansey Lucky Punch - Stage 2
                            Focus Energy - Stage 1
                            Lansat Berry - Stage 2


                            Would it be possible to do that by altering those bytes?
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                              #596    
                            Old November 14th, 2014 (7:09 PM).
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                              Supposedly someone else documented this, but I couldn't find it in the thread index so I'm posting it again.

                              FR's Vs. Seeker table is at x45318C. Each entry is 16 (0x10) bytes, as follows:

                              0x0: half-word, denotes the trainer's ID in the first fight with them
                              0x2: up to five half-words denoting rematch IDs. FFFF is used as filler if more is coming, 0000 to terminate early.
                              0xC: half-word, seems to always be 3.
                              0xE: half-word, ranges from x15 to x41. Never seemed to be read in my tests. Appears to scale with trainer's levels in the base game (and by extension position).

                              The table has xDD entries and no terminator; the (a?) limiter is at x10d09c.
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                                #597    
                              Old November 14th, 2014 (9:16 PM).
                              Chacha Dinosaur's Avatar
                              Chacha Dinosaur Chacha Dinosaur is offline
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                                Quote:
                                Originally Posted by Aruaruu View Post
                                Oh wow. Thanks for this. I will test it out with Emerald some time.
                                Got a question. About the byte changes you posted before.
                                Lets say I wanted to have the Gen VI Crit chance, but with the Gen 3 Class Stages.

                                e.g
                                Spoiler:
                                Stage 0 - 1/16 chance
                                Stage 1 - 1/8 chance
                                Stage 2 - 1/2 chance
                                Stage 3+ - Certain
                                and
                                High crit ratio moves - Stage 2
                                Scope Lens - Stage 1
                                Farfetch'd Stick/Chansey Lucky Punch - Stage 2
                                Focus Energy - Stage 1
                                Lansat Berry - Stage 2


                                Would it be possible to do that by altering those bytes?
                                It is possible. I already found the specific checks for each crit boosting element that you have mentioned except the lansat berry.
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                                  #598    
                                Old November 14th, 2014 (10:15 PM). Edited November 14th, 2014 by Aruaruu.
                                Aruaruu Aruaruu is offline
                                   
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                                  Quote:
                                  Originally Posted by KDS View Post
                                  It is possible. I already found the specific checks for each crit boosting element that you have mentioned except the lansat berry.
                                  Great! I will play around with it then.

                                  ..and I also tested your Crit damage nerf ASM for Emerald. It appears to lock button input when the Fight/Bag/Pkmn/Run commands come up during a trainer battle. Wild battles don't cause this though. I tried removing the byte changes you posted before and it didn't make any difference.
                                  I still need to try it on a clean rom though.
                                  Clean rom produces same result.
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                                    #599    
                                  Old November 15th, 2014 (4:28 AM).
                                  Chacha Dinosaur's Avatar
                                  Chacha Dinosaur Chacha Dinosaur is offline
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                                    Quote:
                                    Originally Posted by Aruaruu View Post
                                    Great! I will play around with it then.

                                    ..and I also tested your Crit damage nerf ASM for Emerald. It appears to lock button input when the Fight/Bag/Pkmn/Run commands come up during a trainer battle. Wild battles don't cause this though. I tried removing the byte changes you posted before and it didn't make any difference.
                                    I still need to try it on a clean rom though.
                                    Clean rom produces same result.


                                    Well, the problem was in the second routine which was stupidity of erroneous branching in my part, the first one was working properly. Now, it is fixed in the OP :D.
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                                    Old November 25th, 2014 (9:19 PM).
                                    Shiny Quagsire's Avatar
                                    Shiny Quagsire Shiny Quagsire is offline
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                                      If you are looking to be able to catch other trainer's pokemon (either via cheat code or custom ASM balls), disable the BL at 08040B36 by overwriting it with 00 00 00 00. What this does is it will prevent the caught pokemon's ID from being overwritten with the player's ID, thus making the data section get properly unencrypted and the checksum made valid. And, as a bonus, this has no adverse effect on normally caught wild pokemon, since the wild pokemon are pre-generated with the player's ID and thus don't need the trainer ID set. If you wanted to take this a step further and properly set your ID, you could branch into a custom ASM routine, decrypt the data section, set the ID to your ID, and then re-encrypt it with the new ID properly set. In it's current state however, it will act as if it were a traded Pokemon and might not listen 100% of the time.

                                      Thanks to FIQ for allowing me to figure this out, I've always wondered why this happened. If anyone wants to make a proper cheat code or something you can use these byte modifications:
                                      Code:
                                      [21:14] < FBI> 0802D496: E0 E0 @disable trainer blocking
                                      [21:14] < FBI> 08040B36: 00 00 00 00 00 @disable trainer ID overwrite
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