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!

TrollandToad.com
Reply
 
Thread Tools
  #726    
Old July 9th, 2015 (10:36 AM).
kleenexfeu kleenexfeu is offline
     
    Join Date: Aug 2013
    Gender: Male
    Posts: 219
    Quote:
    Originally Posted by KDS View Post
    Spoiler:
    Battle Script Command cmd49 (Fire Red):
    This is a very important command. It appears in 99% of the Move Effect Battle Scripts.
    It is usually called at the end of battle Script (at 0x081d694E) which is used to terminates various Move Battle Scripts.
    Code:
    #org 0x081D694E
    setbyte 0x2023FD8 0x0
    cmd49 0x0 0x0
    end
    It is responsible for executing things like Contact Abilities, Shell Bell etc. that happen at the end of a Battle Script.
    The command routine is located at 0x0823210.

    At 0x2337c, there is a master table that controls the order of things that happen the end of a move.
    Each entry in the table, consists of offset to the ASM code for a particular end move event.
    There are 0x12 (18) entries in the table. I will explain the entries that I could understand

    Table Entries:
    Spoiler:

    0x0 - Simulates the rage effect and prints the message "[Buffer]'s rage us building". It checks whether the opponent's rage counter set or not.

    0x1 - Defrosts the foe on using a fire move (You can add a hook for Scald here instead of using my Battle Script for Scald). Also, it does not defrost if the move is Physical. Since there is no DPSS split in vanilla Gen 3, this section only bothers to check Special Damage. To fix this, insert 04 at x234Dc.

    0x2 - Calls the 8th section (r1=0x7 as a parameter) of the Ability bl at x19F18. The section table is located at x1A0DC. This section executes Synchronize's effect if the target having Synchronize is affected by a Status move by the user.

    0x3 - Calls the 5th section (r1=0x4 as a parameter) of the Ability bl at x19F18. This sections has another table at x1a8d4 to check for abilities like Static, Color Change, Rough Skin etc. This table or the table reading routine can be rewritten to add new abilities like Cursed Body, Justified, Steadfast etc. You can go the Color Change routine to avoid Color Change in presence of a Sheer Force boosted move.

    0x4 - Calls the 6th section (r1=0x5 as a parameter) of the Ability bl at x19f18. This section has another table at x1B105 for abilties like Limber, Immunity for their self-curing effect.

    0x5 - Calls the 9th section (r1=0x8) of the Ability bl at x19F18. This section executes the Synchronize effect if the user having Synchronize is paralyzed by Static etc. (Can be expanded to create Poison Touch and updated Stench).

    0x6 - Clears something at dynamic location (specified by x2023FE8) + 0xC8. It contains a move ID. Needs to be researched more.

    0x7 - Moves the contents at dynamic location (specified by x2023FE8) + 0xD0 to the Held Item Slots for all Banked Mon. Needs to be researched more.

    0x8 - Calls the 4th section (r0=0x3 as parameter) of the Held Item bl at 0x1Bc68. This section checks for status curing berries and status for all banked mons, then cures the status if applicable (Can be expanded to make Pinch Berries like Gen 6).

    0x9 - Calls the 5th section (r0=0x4 as parameter) of the Held Item bl at 0x1Bc68. It checks for the User's Item, then checks for King Rock and Shell Bell (expanded this to create Life Orb).

    0xA-0xC - Does something with Hidden User (Dive, Dig etc.). Needs More Research

    0xD - Clears Substitute Status bit from the banked mons if the content 0x2023e0c+A is zero.

    0xE-0xF - Needs more Research

    0x10 - Very Important. This is responsible for execution the Second Iteration of the Battle Script for a move that targets both the Foes in Doubles.

    0x11 - Just a pointer to mark the end of table exection.


    Table Execution Controllers:
    Spoiler:

    0x2023FD8 - This byte controls the Starting Point of the Table Execution. If this byte is set to 0x5, the command routine starts execution from

    the 6th entry of the table. It is incremented after each table entry is completely processed.

    cmd49 0x0 0x0 - If the first parameter is zero. The table is executed in a normal manner covering all entries from the specified start point.

    cmd49 0x1 0x0 - If the first parameter is one. The table is executed as long as the current Battle Script is being pushed. The moment the current Battle Script is not pushed, the table is terminated.

    cmd49 0x2 0x(End Point) - If the first parameter is two, the second parameter will control the end point of move execution. If the second

    parameter is 0x9 and the content of 0x2023FD8 is 0x5 then entries 0x5-0x9 (6th to 9th) are executed.


    Usage and Table Expansion
    Spoiler:

    Entry no. 0x8 processes held item for all Banked Pokemon and Entry no. 0x9 processes held items only for the User Bank.
    But items like Weakness Policy, Rocky Helmet, Cell Battery, Eject Button etc. will require a routine that processes held item only for the
    Target Bank.

    The solution is to repoint the table and create a custom routine that processes Held Items for Banked Target via another Table that reads a Held Item Effect Byte then branches to its particular effect.
    The new entry should be prefably inserted between entry 0x7 and 0x8.

    There are several limiters that need to be broken
    At x23366, x23BC0, x23bd6, x23be0 & x23bec: change from 0x11 to 0x(New No. of Table Entries)
    Now in Battle Scripts for moves like Earthquake, Self-Destruct and Multi-Hit Moves, each instance of 'cmd49 0x2 0x10' needs to be replaced by 'cmd49 0x2 0x(New No. of Table Entries-1)'.
    For vanilla Battle Scripts you can find these at x1d6ABC, x1d6ad7, x1d6d48, x1d7661, x1d7b76, x1d7b8e, x1d7cd8, x1d839a, x1d94e6, x1d9500 & x1d9517.

    For moves effect like U-Turn, cmd49 should be placed before Switching Happens or the Residual Damage in Flame Burst.



    Important Locations, Registers and Shortcuts
    Spoiler:

    x2023ECC - This is a locations Damage Data Structure. It is used to check whether the move caused damage to the target or not. There are 4 data

    structures of 20 (x14) bytes for each Bank.

    0x0 - Contains the value of outcome. Stored in the user's damage structure.
    0x4 - Contains the amount of damage caused by the move. Stored in the target's damage structure.
    0x8 - Contains the amount of physical damage caused by the move. Stored in the target's damage structure.
    0xC - Contains the amount of special damage caused by the move. Stored in the target's damage structure.
    0x10 - Needs research.

    x2023DCC - This contains the outcome of an attack, 'anding' it 0x29 can tell whether the move missed or was not effective or failed. If either conditions is true then you can branch out.

    bl at 17544 - This pushes the current content of 2023d74 into the Battle Script stack. It is used to call another Battle Script from the current command. The content is popped back to x2023D74 using the 'return' command in the new Battle Script.

    r10 - Set this to 0x1 if your routine successfully pushes the current BS Pointer and changes it to a New BS Pointer, so that the table exits the command to execute the Custom Battle Script.

    [sp, #0x10] - Contains the first parameter.
    [sp, #0x14] - Contains the second parameter.
    [sp, #0x8] - Contains user's Held Item Effect byte.
    [sp, #0x4] - Contains the move type.

    That's great KDS, thanks for sharing this !
    Reply With Quote

    Relevant Advertising!

      #727    
    Old July 11th, 2015 (7:43 AM). Edited August 14th, 2015 by You Watanabe.
    You Watanabe's Avatar
    You Watanabe You Watanabe is offline
    Now Leaving...
       
      Join Date: Feb 2014
      Location: Shiganshina District, Wall Maria
      Gender: Female
      Nature: Adamant
      Posts: 430
      Quote:
      Originally Posted by daniilS View Post
      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!

      DPPt/HGSS Poison Survival Style into Emerald



      For those who want the Generation IV's Poison Survival Style which leaves 1HP and the Poison status disappears in overworld into Emerald, here you go:

      Code:
      Type 01 at 080F962C, 080F977A and 080F9782 for the new HP check.
      Type 02 E0 at 080F95D6 to prevent friendship reducing.
      Type 6B 02 at 082736C1 to terminate the whiteout script.
      Finally, insert FD0200E7E9E6EADDEAD9D800E8DCD900E4E3DDE7E3E2DDE2DBADFECEDCD900E4E3DDE7E3E200DAD5D8D9D800D5EBD5EDABFBFF somewhere in your ROM (or any other custom message using [buffer1]) and place a pointer to where you inserted it at 080F9710.
      Credits to daniilS for his original routine for FireRed.
      __________________

      Userpage


      Pokémon Dark Jade Version (Coming Soon!)


      The Omsoc Empire (Coming Soon!)
      Reply With Quote
        #728    
      Old July 13th, 2015 (6:17 AM).
      Touched's Avatar
      Touched Touched is offline
      Resident ASMAGICIAN
         
        Join Date: Jul 2014
        Gender: Male
        Posts: 623
        Cap individual EVs to 252 instead of 255 Like in Gen VI
        Set 080439FC and 08043A02 to 0xFC (FireRed)
        __________________

        A Pokemon that is discriminated!
        Support squirtle and make it everyone's favourite.
        Reply With Quote
          #729    
        Old July 13th, 2015 (11:07 PM). Edited July 13th, 2015 by MrDollSteak.
        MrDollSteak's Avatar
        MrDollSteak MrDollSteak is offline
        Formerly known as 11bayerf1
           
          Join Date: Dec 2008
          Location: Hong Kong
          Age: 22
          Gender: Male
          Posts: 815
          I've located a table that is possibly useful for ASM hackers (certainly those doing abilities). It controls the end of turn effects that tend to do damage such as Leech Seed, Burn, Poison and Nightmare (among other things).

          In Fire Red it is located at 0182FC, and in Emerald at 0409C8.

          I'm compiling a list of effects that will correspond to the relevant 4 byte entries (they're just pointers that get loaded).

          Spoiler:
          Entry 3 - Leech Seed Damage
          Entry 4 - Poison Damage
          Entry 5 - Toxic Poison Damage
          Entry 6 - Burn Damage
          Entry 7 - Nightmare Damage
          Entry 8 - Curse Damage
          Entry 9 - Wrap, Fire Spin, Whirlpool, etc. Damage
          __________________
          Reply With Quote
            #730    
          Old July 19th, 2015 (12:29 PM).
          Touched's Avatar
          Touched Touched is offline
          Resident ASMAGICIAN
             
            Join Date: Jul 2014
            Gender: Male
            Posts: 623
            Change the order that badges appear on the trainer card (untested)
            Simply makes the loop read from a lookup table before checking for the badge.
            Spoiler:

            Code:
            .align 2
            .thumb
                
            @ 00 4B 18 47 XX + 1 XX XX 08 at 0x08AFC8 (0808AFC8 via r3)
            hook_name:
                asr r7, r0, #0x10
                add r1, #0x11
                adr r0, order_table
                ldrb r0, [r0, r7]
                add r1, r1, r0
                ldrb r0, [r1]
                ldr r3, return
                bx r3
                
            .align 2
            return: .word 0x0808AFD0 + 1
            
            @ Change the badge order using this table (reverse order)
            order_table: .byte 7, 6, 5, 4, 3, 2, 1, 0
            __________________

            A Pokemon that is discriminated!
            Support squirtle and make it everyone's favourite.
            Reply With Quote
              #731    
            Old July 19th, 2015 (9:39 PM).
            AkimotoBubble AkimotoBubble is offline
               
              Join Date: Aug 2014
              Gender: Male
              Posts: 48
              Quote:
              Originally Posted by Lost Heart View Post
              Reusable TMs in Emerald

              So I was taking a peek through good old reseach and development today when I saw a cute little post about resuable TMs. You know, making TMs act like HMs. After seeing that it had been found on Ruby and FireRed, I thought, why not find it one Emerald? So I did.

              To do this little bad boy, go to 0x1B6EE0 in your Emerald ROM and change the A9 there to 90.
              Simple as that!

              Here's a tiny little explanation for those wondering.

              First, 0x1B6EE0 is this little section of code called when a TM or HM is being used. For simplicity's sake, I'll show what is relevant:

              Code:
              081B6EE0: 20A9 mov r0, #0xA9
              081B6EE2: 0040 lsl r0, r0, #0x1
              081B6EE4: 4284 cmp r4, r0
              081B6EE6: bhi $081B6EF0
              What it does, is first take the number A9, and put it in r0. Then, it takes r0 and left shifts it 1. This is the same as multiplying by 2 (A9 << 1 = A9 * 2 = 152). If one was to look at any item editor, they would see that this is the index of TM50 in Emerald. Then, this new value is compared to r4, which has the index of the TM/HM being used. If this number higher, the game knows that an HM was used, so it goes to the relevant area to keep it.

              This is where we come in. What we want the game to think is that all TMs are the same as HMs. So, what we need to do is change the index it looks for into the index for the first TM, rather than the first HM. So looking at the items, TM01's index is 121. Dividing this by 2 gives 90, so that is why we put 90. The only downside to doing this really is that item 120 is included in this check, which doesn't matter because it's not a TM anyway (it's the Devon Goods). So there ya have it!
              That's great .but how to remove the number show text
              like "TM1 x1"
              to
              "TM1 "
              __________________
              i am bubble,and sorry my english is not good ......
              Reply With Quote
                #732    
              Old July 19th, 2015 (10:36 PM).
              Exodrake's Avatar
              Exodrake Exodrake is offline
              The Manliest Chick that Ever Manlied
                 
                Join Date: May 2013
                Age: 23
                Gender: Female
                Nature: Quirky
                Posts: 164
                Is there a method to remove the 100 EV cap on the EV-enhancing medicines (Protein, etc.), for FireRed?
                __________________

                I'M A WITCH THAT'S HOW
                Reply With Quote
                  #733    
                Old July 21st, 2015 (11:54 PM). Edited October 30th, 2015 by MrDollSteak.
                MrDollSteak's Avatar
                MrDollSteak MrDollSteak is offline
                Formerly known as 11bayerf1
                   
                  Join Date: Dec 2008
                  Location: Hong Kong
                  Age: 22
                  Gender: Male
                  Posts: 815
                  I'm not sure if this is the right place as such for this, but I guess it's sort of Research...

                  But anyway, the Egg hatching graphics are actually completely independent from the 'Pokemon' Egg sprite which has the index 19C. You can find this graphics in the HUD navigation for Fire Red but I thought I'd post the offsets here as well as the necessary image to replace them with in NSE. Just insert sprite Image+Palette and save the image and the palette to the Rom. It doesn't need any repointing, and the image is indexed.

                  Fire Red

                  Palette: 25F842
                  Image: 25F862

                  Emerald

                  Palette: 32B70C
                  Image: 32B72C
                  Attached Images
                  File Type: png 412.png‎ (726 Bytes, 27 views) (Save to Dropbox)
                  __________________
                  Reply With Quote
                    #734    
                  Old July 22nd, 2015 (1:52 PM). Edited September 6th, 2015 by kleenexfeu.
                  kleenexfeu kleenexfeu is offline
                     
                    Join Date: Aug 2013
                    Gender: Male
                    Posts: 219
                    Quote:
                    Originally Posted by NintendoBoyDX View Post
                    FR Obedience checks:
                    Deoxys: 0x0801D3EC
                    Mew: 0x0801D402

                    There ya go.
                    Obediance check for Emerald: 0x08045C6C

                    If you want that every mew/deoxys obey, just insert this 0D E0 at 0x08045C6C.
                    Reply With Quote
                      #735    
                    Old July 23rd, 2015 (6:25 PM).
                    Deokishisu's Avatar
                    Deokishisu Deokishisu is offline
                    Mr. Magius
                       
                      Join Date: Feb 2006
                      Location: If I'm online, it's a safe bet I'm at a computer.
                      Gender: Male
                      Nature: Relaxed
                      Posts: 883
                      Quote:
                      Originally Posted by kleenexfeu View Post
                      Obediance check for Emerald: 0x08045C6C

                      If you want that every mew/deoxys obey, just insert this at 0x08045C6C :

                      Code:
                      ldr r0, ByPassCheck
                      bx r0
                      
                      .align 2
                      ByPassCheck: .word 0x08045C8A+1
                      Is this also the area where Emerald's badge obedience checks are located? I want to mess with the levels that badges allow obedience for.
                      Reply With Quote
                        #736    
                      Old July 23rd, 2015 (6:33 PM).
                      Joexv's Avatar
                      Joexv Joexv is offline
                      WHO ARE YOU PEOPLE
                      • Silver Tier
                       
                      Join Date: Oct 2012
                      Location: Oregon
                      Age: 20
                      Gender: Male
                      Nature: Sassy
                      Posts: 1,024
                      Quote:
                      Originally Posted by Deokishisu View Post
                      Is this also the area where Emerald's badge obedience checks are located? I want to mess with the levels that badges allow obedience for.
                      Quote:
                      Originally Posted by Touched View Post
                      Levels checks are at:
                      08045CC6 (0)
                      08045D4A (10)
                      08045D58 (30)
                      08045D66 (50)
                      08045D74 (70)

                      The flags this checks are at 08045DC4. There are 4 (2 bytes each). The first flag (0x86E) makes everything obey.
                      __________________
                      I'm bored
                      Jesus Christ is my Savior
                      Bros with Percy

                      My Rom hacks
                      A New Dawn---Gentlemon
                      Not in Production:
                      Blackened Night---Holiday Hacks
                      Reply With Quote
                        #737    
                      Old August 3rd, 2015 (9:56 AM).
                      You Watanabe's Avatar
                      You Watanabe You Watanabe is offline
                      Now Leaving...
                         
                        Join Date: Feb 2014
                        Location: Shiganshina District, Wall Maria
                        Gender: Female
                        Nature: Adamant
                        Posts: 430
                        Sorry for repost but it should be deserved to be here now.

                        Emerald Encounter Music


                        I have been using Hopeless Trainer Editor as my current trainer editor in use to edit trainer data and to change encounter music assigned on trainers as well. I also wondered which songs (Sappy number does each value uses). I have researched that on. And, guess what? Just like in FireRed, an assigned encounter music number plays a certain theme. I was also using Unnamed Trainer Editor and since didn't listed up for Emerald so, here is the list:

                        Encounter Themes:
                        • 0x0: The Youngster encounter theme which music number is 0x17C
                        • 0x1: The Lass encounter theme which music number is 0x197
                        • 0x2: The Tuber encounter theme which music number is 0x17B
                        • 0x3: The Bug Maniac encounter theme which music number is 0x1A7
                        • 0x4: The Black Belt encounter theme which music number is 0x1A0
                        • 0x5: The Cool Trainer (now Ace Trainer) encounter theme which music number is 0x1A1
                        • 0x6: The Team Aqua encounter theme which music number is 0x1A3
                        • 0x7: The Team Magma encounter theme which music number is 0x1B9
                        • 0x8: The Swimmer encounter theme which music number is 0x181 (edit at 0xB1C30 to change song number 81 01 00 00)
                        • 0x9: The Kid encounter theme which music number is 0x1C1
                        • 0xA: The Elite Four encounter theme which music number is 0x1C2
                        • 0xB: The Hiker encounter theme which music number is 0x1C3
                        • 0xC: The Reporters Gabby and Ty encounter theme which music number is 0x1C5
                        • 0xD: The Gentleman encounter theme which music number is 0x18D

                        0xE until 0xFF (14 until 255) plays the Bug Maniac encounter theme which music number is 0x1A7. Alright! That goes for a while. I still need to research them more since there are further information about them on how they work and how they are listed up. I have seen its table around but it is not as dynamic to be easily repointed. I will update this post as soon as I have gathered information.

                        One important thing: During the process on expanding the Pokedex for Emerald, the ninth step messes up the load of 0x8 encounter music which I have discovered earlier. It seems that in the first twenty-nine 81 01 00 00-s includes the 0x8 encounter theme. To fix the 0x8 encounter music once again: go to 0xB1C30 then type 81 01 00 00.

                        To conclude this, you can have no longer translating the Controlling/Extending Encounter Music which is only for FireRed. You can have fourteen kinds of encounter music in Emerald (than FireRed being three unless you have applied that hack). You have too much already so expanding it on Emerald is pointless.

                        Emerald Overworld and Battle Textboxes


                        Getting lazy jogging down stuff from VBA's Logs? There are few people ask about that. Alright! For being fair, here are the data you need... again for Emerald:

                        Emerald Overworld Textbox: 0x08DDD768 (uncompressed image)
                        Emerald Overworld Textbox Palette: 0x08DDD728 (uncompressed palette)
                        Emerald Battle Textbox: 0x08C00000 (compressed image)
                        Emerald Battle Textbox Pal: 0x08C004E0 (compressed palette)

                        I guess you know what compressed and uncompressed images and palettes are? Good!
                        __________________

                        Userpage


                        Pokémon Dark Jade Version (Coming Soon!)


                        The Omsoc Empire (Coming Soon!)
                        Reply With Quote
                          #738    
                        Old August 4th, 2015 (5:26 AM).
                        Jaizu's Avatar
                        Jaizu Jaizu is offline
                        Spanish Rom Hacker
                           
                          Join Date: Jan 2010
                          Location: Spain
                          Gender: Male
                          Posts: 77
                          Hi! If you are using a 32x32px overworld for the PALYER(NDS style) you will notice that it will look weird when you choose your name.



                          To fix it just go to the direction 083A3BC0 and put 18 instead 10
                          It makes the PLAYER and Gary overworld look like a 32x32px.



                          Thanks and merits to daniilS, he literally made everything!
                          __________________
                          Reply With Quote
                            #739    
                          Old August 6th, 2015 (4:49 PM).
                          Mr.Pkmn's Avatar
                          Mr.Pkmn Mr.Pkmn is offline
                          Ordinary ASM Magician
                             
                            Join Date: May 2008
                            Posts: 50

                            Encrypted Counters


                            FR saves 64 hidden words after the variables space. Apparently, only the first 51 of them are actually used (still their purpose is unknown) and have a max value of 0x00FFFFFF (16 millions). You can access them by using variable 0x4100 + [counter id * 2, only lower halfword] (but you need to disable the security key to read the actual value) and increment by 1 using the scripting command cmdc3 [id] and battle script command cmd60 [id].

                            Here's the list of counters i found:
                            Code:
                            0x0 n. saves
                            0x1 hall of fame (HHHH/MM/SS)
                            0x5 n. steps
                            0x7 n. poke battles
                            0x8 n. wild battles
                            0x9 n. trainer battles
                            0xA n. hall of fame
                            0xB n. poke caught
                            0xC n. poke fished
                            0xD n. eggs hatched
                            0xE n. poke evolved
                            0xF n. pokecenter heal
                            0x11 n. safari games
                            0x12 n. trees cut
                            0x13 n. rocks smashed
                            0x15 n. trades
                            0x17 n. link win
                            0x18 n. link loss
                            0x19 n. link draw
                            0x1A n. splash used 
                            0x1B n. struggle used
                            0x1C n. gamecorner max payout
                            0x20 ??? [manipulated by special 0xED]
                            0x26 n. pokemart purchases
                            0x27 n. itemfinder uses
                            0x28 n. thunderstorm weather in overworld (unused)
                            0x29 n. pokedex opened
                            0x2A n. elitefour win? (updated with hall of fame)
                            0x2B n. ledge jumps
                            0x2F ???
                            0x32 n. union room
                            0x33 n. berry crush
                            __________________
                            Someone making a pokemon hack

                            Reply With Quote
                              #740    
                            Old August 7th, 2015 (7:24 AM).
                            Deokishisu's Avatar
                            Deokishisu Deokishisu is offline
                            Mr. Magius
                               
                              Join Date: Feb 2006
                              Location: If I'm online, it's a safe bet I'm at a computer.
                              Gender: Male
                              Nature: Relaxed
                              Posts: 883
                              Quote:
                              Originally Posted by Mr.Pkmn View Post

                              Encrypted Counters


                              FR saves 64 hidden words after the variables space. Apparently, only the first 51 of them are actually used (still their purpose is unknown) and have a max value of 0x00FFFFFF (16 millions). You can access them by using variable 0x4100 + [counter id * 2, only lower halfword] (but you need to disable the security key to read the actual value) and increment by 1 using the scripting command cmdc3 [id] and battle script command cmd60 [id].

                              Here's the list of counters i found:
                              Code:
                              0x0 n. saves
                              0x1 hall of fame (HHHH/MM/SS)
                              0x5 n. steps
                              0x7 n. poke battles
                              0x8 n. wild battles
                              0x9 n. trainer battles
                              0xA n. hall of fame
                              0xB n. poke caught
                              0xC n. poke fished
                              0xD n. eggs hatched
                              0xE n. poke evolved
                              0xF n. pokecenter heal
                              0x11 n. safari games
                              0x12 n. trees cut
                              0x13 n. rocks smashed
                              0x15 n. trades
                              0x17 n. link win
                              0x18 n. link loss
                              0x19 n. link draw
                              0x1A n. splash used 
                              0x1B n. struggle used
                              0x1C n. gamecorner max payout
                              0x20 ??? [manipulated by special 0xED]
                              0x26 n. pokemart purchases
                              0x27 n. itemfinder uses
                              0x28 n. thunderstorm weather in overworld (unused)
                              0x29 n. pokedex opened
                              0x2A n. elitefour win? (updated with hall of fame)
                              0x2B n. ledge jumps
                              0x2F ???
                              0x32 n. union room
                              0x33 n. berry crush
                              Some of these are probably used to give out the stickers on Four Island or to display link records in the upstairs of the Pokemon Center, but others may be RS leftovers that the Storyteller used to keep track of "Legendary Trainers". Like, how often you saved or used the itemfinder and such. In fact, Bulbapedia's list of the Storyteller's stories matches almost all of these, and I suspect the unknown ones check flags that RS used (such as number of berries planted or contests won).
                              Reply With Quote
                                #741    
                              Old August 7th, 2015 (8:02 AM).
                              Mr.Pkmn's Avatar
                              Mr.Pkmn Mr.Pkmn is offline
                              Ordinary ASM Magician
                                 
                                Join Date: May 2008
                                Posts: 50
                                Quote:
                                Originally Posted by Deokishisu View Post
                                Some of these are probably used to give out the stickers on Four Island or to display link records in the upstairs of the Pokemon Center, but others may be RS leftovers that the Storyteller used to keep track of "Legendary Trainers". Like, how often you saved or used the itemfinder and such. In fact, Bulbapedia's list of the Storyteller's stories matches almost all of these, and I suspect the unknown ones check flags that RS used (such as number of berries planted or contests won).
                                Yes, only some of them are used. The others are totally missing (like the heal at home, which is 0x10 but unused by the mom script)
                                __________________
                                Someone making a pokemon hack

                                Reply With Quote
                                  #742    
                                Old August 7th, 2015 (10:29 AM).
                                FBI's Avatar
                                FBI FBI is offline
                                Free supporter
                                • Silver Tier
                                 
                                Join Date: Jan 2013
                                Location: Unknown Island
                                Gender: Male
                                Posts: 1,770
                                Hey guys, I just wanted to post a warning about a PKSV bug which occurs quite commonly when testing out routines with callasm (perhaps it happens in XSE too, I haven't tried).

                                Steps to produce bug:
                                Write a routine and insert it into ROM
                                Write Script with callasm which uses said routine, compile it
                                Close PKSV

                                - Normally around here, I give my routines a game test -

                                Open a new PKSV and decompile the script
                                Make modifications to the routine
                                Make modification to the script and compile

                                Result:
                                Modification to the routine are undone. To avoid the bug you need to always reinsert the routine after compiling a script which uses the routine.
                                __________________
                                ...
                                Reply With Quote
                                  #743    
                                Old August 11th, 2015 (4:58 PM).
                                Spherical Ice's Avatar
                                Spherical Ice Spherical Ice is offline
                                • Crystal Tier
                                 
                                Join Date: Nov 2007
                                Location: Bristol, UK
                                Age: 19
                                Posts: 5,217
                                I've finally updated this thread, too! Again, notify me if I missed something. I too shall be more diligent in keeping this thread updated. :D
                                __________________

                                A Pokemon that is discriminated!
                                Support squirtle and make it everyone's favourite.
                                Reply With Quote
                                  #744    
                                Old August 12th, 2015 (1:18 PM).
                                esperance's Avatar
                                esperance esperance is offline
                                • Platinum Tier
                                 
                                Join Date: Mar 2010
                                Location: Ohio
                                Age: 20
                                Gender: Male
                                Nature: Relaxed
                                Posts: 3,825
                                The palette used for sandy footprints is at 0x398FA8 in FireRed and 0x398F88 in LeafGreen.
                                __________________
                                I was once somebody.
                                Reply With Quote
                                  #745    
                                Old August 12th, 2015 (10:38 PM).
                                DizzyEgg's Avatar
                                DizzyEgg DizzyEgg is offline
                                   
                                  Join Date: Feb 2014
                                  Location: Poland
                                  Age: 20
                                  Gender: Male
                                  Nature: Quiet
                                  Posts: 711
                                  Quote:
                                  Originally Posted by Spherical Ice View Post
                                  I've finally updated this thread, too! Again, notify me if I missed something. I too shall be more diligent in keeping this thread updated. :D
                                  Wouldn't it be better if each link moved you to a specific post instead of a page? Just like Lost Heart did with the ASM resource thread.
                                  __________________
                                  Support Pokeruby!

                                  My works:
                                  Battle Engine Upgrade
                                  Pokemon Expansion
                                  Items/TMs/Tutors Expansion
                                  Various Features(Evo Methods, BW Repel, Levels Above 100, Trainers with EV, Nature Colored Stats)

                                  Emerald Features:
                                  Form Changes (KDS)
                                  Reply With Quote
                                    #746    
                                  Old August 12th, 2015 (11:15 PM).
                                  Incineroar's Avatar
                                  Incineroar Incineroar is offline
                                  the spirit of the fighter
                                  • Moderator
                                  • Platinum Tier
                                  • Developer
                                   
                                  Join Date: May 2009
                                  Location: Iki Town
                                  Age: 22
                                  Gender: Male
                                  Nature: Brave
                                  Posts: 13,520
                                  Quote:
                                  Originally Posted by DizzyEgg View Post
                                  Wouldn't it be better if each link moved you to a specific post instead of a page? Just like Lost Heart did with the ASM resource thread.
                                  It should already do that unless your browser doesn't support anchors.
                                  __________________
                                  Reply With Quote
                                    #747    
                                  Old August 13th, 2015 (2:11 PM).
                                  BLAx501!'s Avatar
                                  BLAx501! BLAx501! is offline
                                  Pokemon Flux
                                     
                                    Join Date: Oct 2013
                                    Location: Madrid, Spain
                                    Gender: Male
                                    Nature: Gentle
                                    Posts: 76
                                    I'm not sure if this has already been discussed here, but, would it be possible to port the breakable tiles from Sky Pillar (R/S/E) to Fire Red? I mean, to make them only able to be surpassed using the bike and non stopping.
                                    Reply With Quote
                                      #748    
                                    Old August 14th, 2015 (8:39 AM).
                                    Telinc1's Avatar
                                    Telinc1 Telinc1 is offline
                                    Weirdo Extraordinaire
                                       
                                      Join Date: Jun 2013
                                      Location: Sofia, Bulgaria
                                      Gender: Male
                                      Nature: Bold
                                      Posts: 167
                                      Quote:
                                      Originally Posted by BLAxTOISE View Post
                                      I'm not sure if this has already been discussed here, but, would it be possible to port the breakable tiles from Sky Pillar (R/S/E) to Fire Red? I mean, to make them only able to be surpassed using the bike and non stopping.
                                      Definitely possible, and a similar thing is actually done in the cave in Four Island (forgot the name). There's a scripting command which deals with these sort of things, I think it was cmd3c or cmda6 IIRC. In RSE the same functionality is also used for the ash grass in Route 113. There's a post in this thread which explains the usage of the command, too lazy to dig it up.
                                      __________________

                                      Check out my hacks by clicking on the userbar!
                                      Check out my new website (this link now works!)!
                                      Reply With Quote
                                        #749    
                                      Old August 15th, 2015 (3:29 AM).
                                      Telinc1's Avatar
                                      Telinc1 Telinc1 is offline
                                      Weirdo Extraordinaire
                                         
                                        Join Date: Jun 2013
                                        Location: Sofia, Bulgaria
                                        Gender: Male
                                        Nature: Bold
                                        Posts: 167
                                        I just made a little discovery for Pokédex hacking to add on to this post. What's been really bugging me is how you can change the amount of items the National Pokédex has, but the byte for the Regional one isn't known. Well, the 0x13 at 0x452010 is that "missing unknown value". Of course, the amount of items in the National Pokédex is at 0x4520C8, just like Chaos Rush discovered.
                                        __________________

                                        Check out my hacks by clicking on the userbar!
                                        Check out my new website (this link now works!)!
                                        Reply With Quote
                                          #750    
                                        Old August 15th, 2015 (2:18 PM).
                                        Spherical Ice's Avatar
                                        Spherical Ice Spherical Ice is offline
                                        • Crystal Tier
                                         
                                        Join Date: Nov 2007
                                        Location: Bristol, UK
                                        Age: 19
                                        Posts: 5,217
                                        Just a reminder that this thread is not for asking questions, unless it is directly asking a question about a previous post. If you want help, use the Beginner's Lounge and its relevant stickied threads. If you have a small amount of (previously undocumented in this thread or forum) new research and want people to help with it, then that is probably the only acceptable case to ask questions here. Please keep this in mind!
                                        __________________

                                        A Pokemon that is discriminated!
                                        Support squirtle and make it everyone's favourite.
                                        Reply With Quote
                                        Reply

                                        Quick Reply

                                        Join the conversation!

                                        Create an account to post a reply in this thread, participate in other discussions, and more!

                                        Create a PokéCommunity Account

                                        Sponsored Links
                                        Thread Tools

                                        Posting Rules
                                        You may not post new threads
                                        You may not post replies
                                        You may not post attachments
                                        You may not edit your posts

                                        BB code is On
                                        Smilies are On
                                        [IMG] code is On
                                        HTML code is Off

                                        Forum Jump


                                        All times are GMT -8. The time now is 1:38 AM.