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 September 1st, 2014 (4:50 AM).
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    Hmm, well you probably want '[buffer1] fainted' which I found at 1a5476. The pointer to this is at 0xA05E4. That's all I know as of now
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      #577    
    Old September 1st, 2014 (5:13 AM).
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      The routine you want is here 080A0618 (FireRed). Specifically, the code at 080A0648 is concerned with subtracting HP from the poisoned Pokemon. Check knizz's IDA Pro database for more info.
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        #578    
      Old September 1st, 2014 (6:11 AM).
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        Routine should be ready soon.
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          #579    
        Old September 1st, 2014 (6:21 AM). Edited September 1st, 2014 by Danny0317.
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        For emerald, to disable the need to have the first gym flag to use cut from the menu, it's at 0x1B5514. I'm trying to find surf, but I'm having some trouble. If anyone wants to help, the badge message, it's at 0x5E97FC.
        Out of all the HMs that can be found from the menu, I find the most useless one... lol

        Edit: Huh, this is pretty weird... For strength and rock smash it says something about not being able to use it there (omw to a rock smash rock, but for surf it says the badge stuff...)
        Edit2: I CAN use rock smash from the menu... idk why though, I disabled the cut flag need..
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          #580    
        Old September 1st, 2014 (9:42 AM).
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        Sorry for double post, but I made a doanimation list for emerald. Here it is:

        emerald doanimations (I did this w/o audio, sorry)
        0 - freeze
        1 - cut
        2 - cut tree
        3 - freeze
        4 - animation in grass
        6 - shows weedle or butterfree
        8 - Surf Wailmer appears under the player
        9 - player GETS on the Wailmer
        a - "poof" under the player
        b - "poof" the NPC you call it from
        c - grass animation below player
        d - biggest WTF ever
        e - water drop?
        10- Small animation
        12- grass animation
        13- grass starts shaking
        14- ^same but more intense
        15- does a weird animation
        16- blue animation
        17- stars below the player
        18- weird ugly things appear on the player
        19- nurse joy, shows your pokemon and and the machine healing
        1b- kinda looks like cut
        1e- fly animation
        1f- actually takes you flying
        20- get off the bird and land
        23- WTF
        26- dig animation
        2b- player raises pokeball, moves forward
        2d- weird, glitchy thing appears in top left corner
        31- sand (?) appears below the player
        32- water (?) appears below the player
        33- sweet scent (I think)
        34- weird tiles animate
        35- bubbles appear on the player
        37- dust (?) falls from the sky
        38- animating vines
        39- weird animation
        3a- also cut
        3c- weird animation
        3d- different weird animation
        3e- weird version of healing pokemon
        3f- teleport
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          #581    
        Old September 1st, 2014 (9:54 AM). Edited September 1st, 2014 by daniilS.
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          Alright, it's done!

          Code:
          Type 01 at 080A0524, 080A064E and 080A0656 for the new HP check.
          Type 02 E0 at 080A04CE to prevent friendship reducing.
          Type 6B 02 at 081A8E04 to terminate the whiteout script.
          Finally, insert FD0200E7E9E6EADDEAD9D800E8DCD900E4E3DDE7E3E2DDE2DBADFECEDCD900E4E3DDE7E3E200DAD5D8D9D800D5EBD5EDABFB somewhere in your ROM (or any other custom message using [buffer1]) and place a pointer to where you inserted it at 080A05E4.
          That's it!
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            #582    
          Old September 9th, 2014 (8:55 AM).
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            So, I looked into adding more field moves. Turns out there are four (three in Emerald) tables that need to be expanded and repointed.

            Code:
            BPEE
            
            08615D7E: Moves that can be field moves, terminated by 0xE
            08615D9C: Field moves routine list. Pointer, then a word value. Set to D for a normal field move
            08615C08: Pointer pairs. First pointer is text, second is routine. Always 081B5471 for field moves
            081B344E: Sentinel value for 08615D7E (currently 0xC Guillotine)
            
            Same structure in FireRed
            BPRE
            
            0845A76E: Moves that can be field moves, terminated by 0xC
            0845A788: Routine list for field moves
            0845A618: Menu List. (Pointer pairs). Second is always 081245A5 for field moves.
            0845A37C: Descriptions for field moves
            08122A3C: Sentinel value for the table at 0845A76E (currently 0xE - Swords Dance)
            You can't use Guillotine as a field move in FireRed (move ID 0xC) and Swords Dance in Emerald (0xE), unless you change the sentinel. I don't know why its not zero, but I posted the offset of the compare to this value (sentinel value). If you want to use those moves you can just change that to something else.

            Make sure you repoint ALL references to those.
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              #583    
            Old September 9th, 2014 (1:07 PM).
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              Was trying to find a way to decrease the number of boxs in Storage System (Bill's PC) to use the free RAM for some routines.
              I found a routine in 0x04c0a0 that loads at 0x02029314 the beginning of the spaces of Boxs.
              However I could not find the limiting amount of boxs going from 01-14.
              If someone can help find a way to let only active 10 boxs would greatly help!
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                #584    
              Old September 9th, 2014 (4:33 PM).
              xconspirisist xconspirisist is offline
                 
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                Hi folks, I'm having quite a lot of success decoding the pokemon map from RAM, I've managed to dump block ID's for pallet town starting at about 0xC6EA, and I've also managed to decode the collision data (finally, this took ages to work out - just tile IDs). But what is really bugging me is I've not yet found out how to decode which 4 tiles make up a block. Map editors and tools can read the ROM, but I'm trying to work out the location in RAM. I'm sure it's been found - does anyone know?
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                  #585    
                Old September 10th, 2014 (2:41 PM). Edited September 10th, 2014 by Shiny Quagsire.
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                  Quote:
                  Originally Posted by xconspirisist View Post
                  Hi folks, I'm having quite a lot of success decoding the pokemon map from RAM, I've managed to dump block ID's for pallet town starting at about 0xC6EA, and I've also managed to decode the collision data (finally, this took ages to work out - just tile IDs). But what is really bugging me is I've not yet found out how to decode which 4 tiles make up a block. Map editors and tools can read the ROM, but I'm trying to work out the location in RAM. I'm sure it's been found - does anyone know?
                  It's not done in the RAM, unless you (technically) count the VRAM. If you look at the map viewer you can see exactly the location of each tile in each layer. Of course then you have to find which of the 3 layers it's in and then properly format it, but from my 3 layer tile hack I did I'm fairly sure there's no sort of buffer in RAM anywhere.

                  EDIT: Might have derped up a bit (thought you were talking about Gen III), although I'm fairly certain that it is applicable still. Chances are it's unlikely that they have the entire map tilemap buffered, but I could be wrong considering it's Yellow and not Gen III.
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                    #586    
                  Old September 10th, 2014 (2:44 PM).
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                  Quote:
                  Originally Posted by Shiny Quagsire View Post
                  It's not done in the RAM, unless you (technically) count the VRAM. If you look at the map viewer you can see exactly the location of each tile in each layer. Of course then you have to find which of the 3 layers it's in and then properly format it, but from my 3 layer tile hack I did I'm fairly sure there's no sort of buffer in RAM anywhere.
                  Looking at his post history and that RAM offset he posted, I'm pretty sure he's talking about Yellow.
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                    #587    
                  Old September 10th, 2014 (3:01 PM).
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                  (EM)

                  Flag 88b = player is on bike and can't dismount (thanks Touched for telling me to test it :D)

                  0x1ad5d8 = pointer to script for not having an item registered in bag. Repoint and make your own script and you can have stuff like this
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                    #588    
                  Old September 15th, 2014 (4:41 PM).
                  ThomasWinwood ThomasWinwood is offline
                     
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                    Quote:
                    Originally Posted by DoesntKnowHowToPlay View Post
                    Ditto's unique ability to breed with everything despite being genderless is a property of its egg group, but it won't actually produce the right eggs if you give something outside of slot x84 the Ditto egg group- you'll just get a bunch of Bulbasaur if there's no female involved. To fix this, change the byte at x4062A from x84 to the slot you want to behave like Ditto.
                    There is a typographical error in this paragraph - the offset should be x4602A.

                    In addition, I've gone through and found the equivalent Emerald offsets for this stuff.
                    Quote:
                    Ditto's unique ability to breed with everything despite being genderless is a property of its egg group, but it won't actually produce the right eggs if you give something outside of slot x84 the Ditto egg group- you'll just get a bunch of Bulbasaur if there's no female involved. To fix this, change the byte at x70816 from x84 to the slot you want to behave like Ditto.

                    While I'm pointing out breeding quirks that are of no use to anyone:

                    An egg that would hatch as the byte at x70858 (normally x1D, female nidoran) has a 50% chance to instead hatch as the byte at x7086E (normally x20, male nidoran).

                    Furthermore, an egg that would normally hatch as the word at x708C4 (normally x183, Illumise) has a 50% chance of hatching as twice the byte at x70888 (normally xC1, half of Volbeat's index number).

                    Volbeat and male Nidoran family members do not produce their female counterparts when breeding with Ditto in Gen 3.

                    There's a second Ditto check at x70894 - this one doesn't affect the child's species but it probably is important for inheritance.

                    If an egg would hatch to be double the byte at x7074C (xB4, half of Wynaut's index number) and a parent is not holding the item at x7077C and x70780 (xDD, Lax Incense), the baby will become the byte at x70784 (xCA, Wobbuffet).

                    If an egg would hatch to be double the byte at x70754 (xAF, half of Azurill's index number) and a parent is not holding the item at x70792 and x70796 (xDC, Sea Incense), the baby will become the byte at x7079A (xB7, Marill).

                    Azurill's index number is constructed a second time at 7078A- I'm not exactly sure *why* it's needed but if the baby's index number doesn't match it the game won't consider changing it to a Marill.
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                      #589    
                    Old September 21st, 2014 (12:18 AM).
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                    Skip Birch Intro for Pokemon Emerald


                    It'll skip the entire intro, except there is a 1 second start-up in beginning. My advice for you is to edit to where no song is playing for the intro and the top colors above birch are blackened and it'll look like nothing was ever there. Otherwise, figure out how to take that little part out since it hasn't been found yet.

                    Go to 0x308AC and replace the B1 08 03 08 to 31 16 03 08 and you're set! That's it!

                    Here's a gif of it in use for Pokemon: Fat Kid



                    Credit goes to Touched.
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                      #590    
                    Old September 21st, 2014 (1:12 AM).
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                      Quote:
                      Originally Posted by Le pug View Post
                      Skip Birch Intro for Pokemon Emerald


                      It'll skip the entire intro, except there is a 1 second start-up in beginning. My advice for you is to edit to where no song is playing for the intro and the top colors above birch are blackened and it'll look like nothing was ever there. Otherwise, figure out how to take that little part out since it hasn't been found yet.

                      Go to 0x308AC and replace the B1 08 03 08 to 31 16 03 08 and you're set! That's it!

                      Here's a gif of it in use for Pokemon: Fat Kid



                      Credit goes to Touched.
                      In addition to changing that pointer, you can:

                      Disable Music
                      08030872: 00

                      Disable Background
                      08030882: 00 00 00 00

                      This will not set the player's name. It will just be blank.
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                        #591    
                      Old September 21st, 2014 (3:08 AM).
                      tzujm33 tzujm33 is offline
                         
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                        Wow thats great, i always disliked the Intro! However it would be good, if there would be another way to name the player.
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                          #592    
                        Old September 21st, 2014 (3:31 AM).
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                          There is

                          Code:
                          .text
                          .align 2
                          .thumb_func
                          
                          main:
                          	push {lr}
                          	ldr r0, player_data
                          	ldr r0, [r0]
                          	ldr r1, chosen_name
                          	bl strcpy
                          	pop {pc}
                          
                          strcpy:
                          	ldr r2, =(0x08008BA0 + 1)
                          	bx r2
                          
                          .align 2
                          player_data: .word 0x03005D90
                          chosen_name: .word 0xDEADBEEF
                          That's untested, but you can callasm that, set the pointer that says 0xDEADBEEF to the pointer to a name of your choice (in Emerald). It must be 7 characters long and end in FF.
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                            #593    
                          Old September 22nd, 2014 (5:30 PM).
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                          Danny0317 Danny0317 is offline
                          Fluorite's back, brah
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                          Since this isn't big enough for a tutorial, I guess I'll post it here. If you wanna remove the thing in EM where Prof shows you a pokemon, and says, this is a pokemon, for some reason, then do this:
                          Write FF FF FF 09 at 30A20. (that disables the msgbox in the intro, and the animation. Next, go to introeditor (I think it was) and make the pokemon that birch sends out a (?). Lastly, make that image transparent with the tool of your choice. The reason you have to do that is because the Pokemon shows up after naming yourself, so technically it'll be there, but transparent.
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                            #594    
                          Old September 26th, 2014 (4:39 PM). Edited September 27th, 2014 by Le pug.
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                          THIS IS FOR EMERALD ONLY. So I don't have the actual ASM file anymore but credit goes to shinyquag for this one for helping me figure out how to get this to work.

                          So if you're like me and you want to add or remove menu items from the start menu, like how I removed the player's name from this screenie:


                          you need to copy and CTRL B WRITE the following bytes to 0x9F53A:
                          Code:
                          00 20 00 00 00 00 01 20 00 00 00 00 02 20 FF F7 B2 FF 03 20 00 00 00 00 05 20 FF F7 AC FF 06 20 FF F7 A9 FF 07 20 FF F7 A6 FF 01 BC 00 47 00 B5 01 20 FF F7 A0 FF 02 20 FF F7 9D FF 0A 48 FE F7 0A F9 00 06 00 0E 01 28 02 D1 03 20 FF F7 93 FF 09 20 FF F7 90 FF 06 20 FF F7 8D FF 07 20 FF F7 8A FF 01 BC 00 47 62 08 00 00 00 B5 01 20 FF F7 82 FF 02 20 FF F7 7F FF 0A 48 FE F7 EC F8 00 06 00 0E 01 28 02 D1 03 20 FF F7 75 FF 04 20 FF F7 72 FF 06 20 FF F7 6F FF 07 20 FF F7 6C FF 01 BC 00 47 62 08 00 00 00 B5 00 20 FF F7 64 FF 01 20 FF F7 61 FF 04 20 FF F7 5E FF 06 20 FF F7 5B FF 07 20 FF F7 58 FF 01 BC 00 47 00 B5 01 20 FF F7 52 FF 0C 20 FF F7 4F FF 04 20 FF F7 4C FF 0A 20 FF F7 49 FF 0B 20 FF F7 46 FF 06 20 FF F7 43 FF 07 20 FF F7 40 FF 01 BC 00 47 00 B5 01 20 FF F7 3A FF 04 20 FF F7 37 FF 06 20 FF F7 34 FF 07 20 FF F7 31 FF 01 BC 00 47 00 00 30 B5 83 B0 15 4C 16 48 63 F7 90 FE 20 70 20 78 64 F7 92 F8 20 78 00 21 F7 F0 C6 FE 11 48 12 49 09 78 01 22 02 23 69 F7 21 FB 10 4D 10 49 28 1C 69 F7 2C FC 20 78 01 21 00 91 FF 21 01 91 00 21 02 91 01 21 2A 1C 00 23 64 F7 98 FF 20 78 02 21 63 F7 D8 FF 03 B0 30 BC 01 BC 00 47 0C 76 03 02 08 05 51 08 C4 1C 02 02 4C A0 03 02 C4 1F 02 02 FF E6 5E 08 30 B5 83 B0 04 48 00 68 04 49 40 18 00 88 07 28 0A D1 03 4C 03 48 09 E0 90 5D 00 03 B2 0C 00 00 0D 76 03 02 38 05 51 08 18 4C 19 48 63 F7 44 FE 20 70 16 4C 20 78 64 F7 45 F8 20 78 00 21 F7 F0 79 FE 14 48 14 4A 15 49 09 68 15 4B C9 18 09 88 89 00 89 18 09 68 69 F7 3F FA 12 4D 12 49 28 1C 69 F7 DA FB 20 78 01 21 00 91 FF 21 01 91 00 21 02 91 01 21 2A 1C 00 23 64 F7 46 FF 20 78 02 21 63 F7 86 FF 03 B0 30 BC 01 BC 00 47 0D 76 03 02 30 05 51 08 C4 1C 02 02 10 05 51 08 90 5D 00 03 B2 0C 00 00 C4 1F 02 02 16 E7 5E 08 10 B5 00 00 00 20 00 28 0B D0 0E 4C 20 78 00 21 F8 F0 74 FC 20 78 02 21 63 F7 64 FF 20 78 63 F7 EF FE 0A F1 53 FB 00 06 00 28 07 D0 06 4C 20 78 00 21 F8 F0 63 FC 20 78 63 F7 E2 FE 10 BC 01 BC 00 47 00 00 0C 76 03 02 0D 76 03 02 F0 B5 57 46 4E 46 45 46 E0 B4 83 B0 80 46 0E 1C 02 78 11 48 81 46 11 49 8A 46 11 48 12 06 14 16 25 18 28 78 C3 00 48 46 04 30 18 18 01 68 0D 48 17 1C 81 42 18 D1 F8 F0 07 F9 00 06 00 0E 29 78 C9 00 49 44 09 68 23 01 09 33 1B 04 1B 0C 08 22 FA F0 08 FC 20 E0 00 00 40 05 51 08 C4 1F 02 02 10 76 03 02 8D FC 09 08 49 46 58 18 01 68 50 46 69 F7 56 FB F8 F0 E8 F8 00 06 00 0E 21 01 09 31 09 06 09 0E 00 91 FF 21 01 91 00 21 02 91 01 21 52 46 08 23 64 F7 BC FE 80 20 40 04 39 18 0A 0E 09 16 05 48 00 78 81 42 08 DA 01 3E 00 2E B4 D1 41 46 0A 70 00 20 04 E0 0F 76 03 02 40 46 02 70 01 20 03 B0 38 BC 98 46 A1 46 AA 46 F0 BC 02 BC 08 47 00 00 10 B5 83 B0 05 48 00 21 41 56 02 1C 05 29 73 D8 88 00 03 49 40 18 00 68 87 46 00 00 19 76 03 02 B8 F8 09 08 D0 F8 09 08 D8 F8 09 08 E4 F8 09 08 0C F9 09 08 30 F9 09 08 4C F9 09 08 10 78 01 30 10 70 59 E0 FF F7 B2 FD 00 49 2F E0 19 76 03 02 F7 F0 5E FD 06 48 00 78 F8 F0 6A F8 00 06 00 0E 00 21 F7 F0 81 FD 03 49 00 20 48 70 1E E0 00 00 0F 76 03 02 19 76 03 02 00 00 00 20
                          Now what this will do will allow to call to the battle frontier menu and bag via setflag 0x88C. Obviously to cancel out the effects go back to the standard menu, use clearflag 0x88C.


                          **This used to have the ability to use clearflag 0x860 etc to remove the items like Save or Exit, etc but I don't have the ASM anymore so I can only provide this as it removes the Player slot and PokeNav, Pokemon, and PokeDex menu items. Sorry! Feel free to research and post the fixings of that.
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                            #595    
                          Old September 27th, 2014 (9:25 AM).
                          Glitch Kitty Glitch Kitty is offline
                             
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                            Would it be possible to have a pokemon evolve by gender in 3rd gen?...I wanted to make wurmple evolve on level 7 based on gender instead of personality values but noticed that in editors such as G3HS it doesn't exist...
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                              #596    
                            Old September 27th, 2014 (1:01 PM).
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                              Quote:
                              Originally Posted by Glitch Kitty View Post
                              Would it be possible to have a pokemon evolve by gender in 3rd gen?...I wanted to make wurmple evolve on level 7 based on gender instead of personality values but noticed that in editors such as G3HS it doesn't exist...
                              http://www.pokecommunity.com/showthread.php?t=329357
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                                #597    
                              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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                                  #598    
                                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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                                    #599    
                                  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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                                      #600    
                                    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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