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
  #801    
Old November 18th, 2015 (12:23 PM).
Telinc1's Avatar
Telinc1 Telinc1 is offline
Weirdo Extraordinaire
     
    Join Date: Jun 2013
    Location: Sofia, Bulgaria
    Gender: Male
    Nature: Bold
    Posts: 167
    I don't think this has been posted here, but if it has, sorry.
    The step counter for the Safari Zone is at 02039996. It's completely unprotected by DMA and you can change it with cheat codes or ASM routines.
    __________________

    Check out my hacks by clicking on the userbar!
    Check out my new website (this link now works!)!
    Reply With Quote

    Relevant Advertising!

      #802    
    Old November 22nd, 2015 (11:27 AM).
    Telinc1's Avatar
    Telinc1 Telinc1 is offline
    Weirdo Extraordinaire
       
      Join Date: Jun 2013
      Location: Sofia, Bulgaria
      Gender: Male
      Nature: Bold
      Posts: 167
      Sorry for the double post, but this is something completely different and has nothing to do with the Safari Zone. I'm okay with it being merged though.
      I've found a couple of graphics offsets for FireRed's slot machines. Maybe I'll post the palette offsets too later.

      Code:
      0x084659D0 - The slot machine itself. Definitely uses multiple palettes.
      0x0846653C - Some Poké Ball looking thing. Gets decompressed when the slot machine loads, but I don't know if it's used there.
      0x08466620 - Combo images. Used for the little popup when you hit the right arrow. Width: 14, uses palette 8 from the background palettes
      0x08464A14 - The actual 32x32 slot images. Get loaded in the OAM. Width: 4, uses palette 2 from the sprite palettes
      0x0846506C - Clefairy down at the bottom. Width: 4, uses palette 5 from the sprite palettes
      0x08465544 - Bubble-looking things that I can't identify. Similarly to 0x0846653C, they get decompressed when the slot machine loads. Don't think they're used.
      By the way, this is everything that has do with LZ77 in the log file I extracted those offsets out of. Maybe it'll be useful to somebody.
      Spoiler:
      Code:
      LZ77UnCompWram: 0x084659d0,0x02006fe0 (VCOUNT=120)
      LZ77UnCompWram: 0x0846653c,0x02008130 (VCOUNT=152)
      LZ77UnCompWram: 0x084661d4,0x02004620 (VCOUNT=154)
      LZ77UnCompWram: 0x08466620,0x020081c0 (VCOUNT=14)
      LZ77UnCompWram: 0x08466998,0x02008a10 (VCOUNT=35)
      LZ77UnCompWram: 0x08464a14,0x0201c000 (VCOUNT=134)
      LZ77UnCompWram: 0x0846506c,0x0201c000 (VCOUNT=200)
      LZ77UnCompWram: 0x08465544,0x0201c000 (VCOUNT=19)

      __________________

      Check out my hacks by clicking on the userbar!
      Check out my new website (this link now works!)!
      Reply With Quote
        #803    
      Old November 29th, 2015 (7:59 AM). Edited December 21st, 2015 by PurpleOrange.
      PurpleOrange's Avatar
      PurpleOrange PurpleOrange is offline
      still don't know what I'm doing
         
        Join Date: Sep 2013
        Location: Littleroot Town (UK)
        Age: 20
        Gender: Male
        Posts: 355
        so I found this "table" in FireRed at 0x08466C58
        Code:
        13 14 27 29 FF FF FF 14 13 15 29 FF FF FF 15 14 16 FF FF FF FF 16 15 17 1B 2B
        FF FF 17 16 18 19 1A 1B 2B 18 17 19 1A 1D FF FF 19 17 18 1A 22 FF FF 1A 17 18
        19 1C 1E FF 1B 16 17 1C 2B FF FF 1C 1A 1B 1E FF FF FF 1D 18 1E FF FF FF FF 1E
        1C 1D 1F FF FF FF 1F 1E 20 FF FF FF FF 20 1F 21 FF FF FF FF 21 20 24 25 FF FF
        FF 22 19 23 FF FF FF FF 23 22 24 FF FF FF FF 24 21 23 25 FF FF FF 25 21 24 26
        FF FF FF 26 25 27 FF FF FF FF 27 13 26 FF FF FF FF 29 13 14 2A FF FF FF 2A 29
        14 FF FF FF FF 2B 16 17 1B FF FF FF 2C 2B 1B FF FF FF FF FF FF FF FF FF FF FF
        each byte (other than the FF's) refer to the map number of the possible route the roaming pokemon can be found on. however I can't seem to find any sort of pattern for it, so expanding it doesn't seem to be easy. also, it doesn't seem to have a byte for the map bank (03), could that mean the map bank is calculated somewhere else?
        __________________

        Reply With Quote
          #804    
        Old November 30th, 2015 (6:27 PM). Edited December 1st, 2015 by Vendily.
        Vendily's Avatar
        Vendily Vendily is offline
           
          Join Date: Aug 2015
          Gender: Female
          Nature: Calm
          Posts: 727
          In PMD: Red Rescue, the tilemap that contains the letters and symbols in the game is located at 302088 and is 9E0 bytes long.
          This is a dump of the first tile, a #, that fingerprints the sheet.
          Code:
          00 00 00 00 10 11 11 00 11 17 17 01 71 77 77 01 11 17 17 01 71 77 77 01 11 17 17 01 10 11 11 00
          It appears to be formatted like this on a tile (Spaces separate pixels):
          Code:
          0 0 0 0 0 0 0 0
          0 1 1 1 1 1 0 0
          1 1 7 1 7 1 1 1
          1 7 7 7 7 7 1 0
          1 1 7 1 7 1 1 0
          1 7 7 7 7 7 1 0
          1 1 7 1 7 1 1 0
          0 1 1 1 1 1 0 0
          I have yet to find the palette.

          EDIT: I suspect the Palette is controlled by ASM because I can't even find it saved in the rom.
          There might be more tiles before and after but I'm not 100% sure about anything outside this range.

          EDIT 2: I think I found the beginning of the tile map at 302048 which is just a one pixel column of black on the left and the rest is the transparent green.
          Original:
          Code:
          03 00 00 00 03 00 00 00 03 00 00 00 03 00 00 00 03 00 00 00 03 00 00 00 03 00 00 00 03 00 00 00
          Decompiled:
          Code:
          3 0 0 0 0 0 0 0
          3 0 0 0 0 0 0 0
          3 0 0 0 0 0 0 0
          3 0 0 0 0 0 0 0
          3 0 0 0 0 0 0 0
          3 0 0 0 0 0 0 0
          3 0 0 0 0 0 0 0
          3 0 0 0 0 0 0 0
          There is this block-large section of 7s right after it which doesn't make sense.
          Original:
          Code:
          77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77
          Decompiled:
          Code:
          7 7 7 7 7 7 7 7
          7 7 7 7 7 7 7 7
          7 7 7 7 7 7 7 7
          7 7 7 7 7 7 7 7
          7 7 7 7 7 7 7 7
          7 7 7 7 7 7 7 7
          7 7 7 7 7 7 7 7
          7 7 7 7 7 7 7 7
          There is also a 48 20 30 at 147E5, the only instance of it but it's immediately followed by a 05 so I don't know if it's a pointer to the tilemap. There was no pointer to the # though.

          EDIT 3: Changed 48 20 30 to 48 20 40, there doesn't seem to be a visual effect. Conclusion: this is not a pointer (probably).
          __________________
          Resources for ROM hackers has moved.

          Reply With Quote
            #805    
          Old December 4th, 2015 (10:16 AM).
          Telinc1's Avatar
          Telinc1 Telinc1 is offline
          Weirdo Extraordinaire
             
            Join Date: Jun 2013
            Location: Sofia, Bulgaria
            Gender: Male
            Nature: Bold
            Posts: 167
            I'll just point out two things.
            02036E58 contains the direction the player is facing. It's got the same key as 0x800C (1: down, 2: up, 3: left, 4: right), except that you can't change it (changing it will make it flip back to what it should be, so that makes me believe it's updated every frame) and it's also reliable. I haven't looked at it in a memory viewer, but 0x800C seems to behave funnily if you want to check the player's facing and not change it. Ergo, you should do something like comparefarbytetobyte 0x2036E58 0x2 instead of compare PLAYERFACING 0x2 in scripts.

            The second I haven't looked into a lot, so I'm not sure if it's got truth in it, but type 0x7 level scripts seem to run only on menu close and not when the map is loaded (AdvanceMap 1.92 says they also run on map load). Maybe someone can confirm/reject this?
            __________________

            Check out my hacks by clicking on the userbar!
            Check out my new website (this link now works!)!
            Reply With Quote
              #806    
            Old December 4th, 2015 (10:58 AM). Edited December 9th, 2015 by FBI.
            FBI's Avatar
            FBI FBI is offline
            Free supporter
            • Silver Tier
             
            Join Date: Jan 2013
            Location: Unknown Island
            Gender: Male
            Posts: 1,770
            Quote:
            Originally Posted by Telinc1 View Post
            I'll just point out two things.
            02036E58 contains the direction the player is facing. It's got the same key as 0x800C (1: down, 2: up, 3: left, 4: right), except that you can't change it (changing it will make it flip back to what it should be, so that makes me believe it's updated every frame) and it's also reliable. I haven't looked at it in a memory viewer, but 0x800C seems to behave funnily if you want to check the player's facing and not change it. Ergo, you should do something like comparefarbytetobyte 0x2036E58 0x2 instead of compare PLAYERFACING 0x2 in scripts.

            The second I haven't looked into a lot, so I'm not sure if it's got truth in it, but type 0x7 level scripts seem to run only on menu close and not when the map is loaded (AdvanceMap 1.92 says they also run on map load). Maybe someone can confirm/reject this?
            That's the npc_states data structure. Basically, the first entry is always the player, and then the next entries are NPCs around the player (they include NPCs offscreen until a certain distance). The advantage to using this instead of "PLAYER_FACING" is that the temporary variable 0x800C (which is player_facing) is only updated when the "A" button is pressed. So if you wanted to use it with a green script tile, you'd a random result. Knizz has some more indepth research about the npc_states data struct in his IDB and he also made a thread about it some years ago, if you're interested.

            For your inquiry about level script 0x7, I think they are all going to activate on map reload (just a guess). You can confirm by setting a break point at "08069940" with 0x7 as the only level script. See if it's breaking on the map reload/menu open-close :)

            edit:
            I thought I'd drop this here for archival purposes for anyone trying to do this:
            http://www.pokecommunity.com/showpost.php?p=9028130&postcount=4
            __________________
            ...
            Reply With Quote
              #807    
            Old December 14th, 2015 (11:18 AM).
            C me's Avatar
            C me C me is offline
            Creator of Pokemon League Of Legends
               
              Join Date: Jan 2014
              Age: 20
              Gender: Male
              Posts: 673
              I'm going to post this here because I'm sick of working on it and it should be so simple.

              I have been trying to find the location of the routine called when you use fly from the pokemon menu in Emerald. FBI found it at 0xC4EF8 in FireRed and a simple callasm script makes it work perfectly.

              After spending hours looking for byte similarities between FireRed and Emerald I found nothing of value.
              So then I moved on to making breakpoints for 'FLY', 'FLY to where?' and for cities names as well as breakpoints for the map tilesets and tilemaps, after hours the thing I keep getting is that it's around 0x124600.

              KDS spent some time helping me out and he pointed out the routine at 0x124690.

              Callasming 0x124691 produces a black screen, every other routine I've tried does nothing. Maybe something has to be set before the callasm?

              That's all the information I have, I would really appreciate help. Thank You
              Reply With Quote
                #808    
              Old December 14th, 2015 (3:10 PM).
              FBI's Avatar
              FBI FBI is offline
              Free supporter
              • Silver Tier
               
              Join Date: Jan 2013
              Location: Unknown Island
              Gender: Male
              Posts: 1,770
              Quote:
              Originally Posted by C me View Post
              I'm going to post this here because I'm sick of working on it and it should be so simple.

              I have been trying to find the location of the routine called when you use fly from the pokemon menu in Emerald. FBI found it at 0xC4EF8 in FireRed and a simple callasm script makes it work perfectly.

              After spending hours looking for byte similarities between FireRed and Emerald I found nothing of value.
              So then I moved on to making breakpoints for 'FLY', 'FLY to where?' and for cities names as well as breakpoints for the map tilesets and tilemaps, after hours the thing I keep getting is that it's around 0x124600.

              KDS spent some time helping me out and he pointed out the routine at 0x124690.

              Callasming 0x124691 produces a black screen, every other routine I've tried does nothing. Maybe something has to be set before the callasm?

              That's all the information I have, I would really appreciate help. Thank You
              I don't have an EM ROM so I can't confirm some of the ROM data, but have you tried calling it's parent 081B5470? The one you seemed to try callasm-ing is a task.
              __________________
              ...
              Reply With Quote
                #809    
              Old December 14th, 2015 (3:50 PM). Edited December 17th, 2015 by C me.
              C me's Avatar
              C me C me is offline
              Creator of Pokemon League Of Legends
                 
                Join Date: Jan 2014
                Age: 20
                Gender: Male
                Posts: 673
                Quote:
                Originally Posted by FBI View Post
                I don't have an EM ROM so I can't confirm some of the ROM data, but have you tried calling it's parent 081B5470? The one you seemed to try callasm-ing is a task.
                It justs freezes the game, sadly that doesn't work.

                Edit: Don't know why it never occured to me to find a pointer to the routine, there is a pointer for 0x124691 at 0x1B5620.
                Oh that's where 081B5470 came from, didn't think the routine would be that big.

                Edit2: If I set a breakpoint at 08124691, 081B5620 or 081B5470 the game doesn't break when I use fly. Am I doing it wrong or does that mean it's not there?
                Reply With Quote
                  #810    
                Old December 15th, 2015 (1:37 PM). Edited December 21st, 2015 by Spherical Ice.
                Spherical Ice's Avatar
                Spherical Ice Spherical Ice is offline
                • Crystal Tier
                 
                Join Date: Nov 2007
                Location: Bristol, UK
                Age: 19
                Posts: 5,222
                The series of checks at x5613C check if the player is in a map with the name VICTORY ROAD (map name ID 0x84), ROUTE 23 (map name ID 0x7B) or INDIGO PLATEAU (map name ID 0x61). If they are, then the SURFing music will not play.

                This becomes an issue, though, if you have maps on there that aren't supposed to be climactic or whatever; just change the map name IDs at that location to whichever map name you want to prevent SURFing music from playing on, or simply paste 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 to nop that entire series of checks out at x5613C.

                This is for FireRed.
                __________________

                A Pokemon that is discriminated!
                Support squirtle and make it everyone's favourite.
                Reply With Quote
                  #811    
                Old December 21st, 2015 (4:59 AM). Edited December 28th, 2015 by Spherical Ice.
                Spherical Ice's Avatar
                Spherical Ice Spherical Ice is offline
                • Crystal Tier
                 
                Join Date: Nov 2007
                Location: Bristol, UK
                Age: 19
                Posts: 5,222
                Unsure if this has been done already, but whatever. If you want Pokémon to not show their Pokédex number as ??? on the summary screen before getting the National Pokédex, make the following changes:

                0x6E272: 00 00 00 00
                0x6E280: 00 00 00 00
                0x1360F7: E0
                EDIT: also this 0x43FA6: 00 00 04 E0

                This is for FireRed.
                __________________

                A Pokemon that is discriminated!
                Support squirtle and make it everyone's favourite.
                Reply With Quote
                  #812    
                Old December 27th, 2015 (8:24 PM).
                Lance32497's Avatar
                Lance32497 Lance32497 is offline
                LanceKoijer of Pokemon_Addicts
                   
                  Join Date: Aug 2014
                  Location: Criscanto town-Ginoa Region xD
                  Gender: Male
                  Nature: Adamant
                  Posts: 793
                  Quote:
                  Originally Posted by Spherical Ice View Post
                  Unsure if this has been done already, but whatever. If you want Pokémon to not show their Pokédex number as ??? on the summary screen before getting the National Pokédex, make the following changes:

                  0x6E272: 00 00 00 00
                  0x6E280: 00 00 00 00
                  0x1360F7: E0

                  This is for FireRed.
                  I have one problem though, Instead of showing the correct dex number, it only shows ?35
                  __________________
                  This signature has been disabled.
                  Scrollbar appears
                  Please review and fix the issues by reading the signature rules.

                  You must edit it to meet the limits set by the rules before you may remove the [sig-reason] code from your signature. Removing this tag will re-enable it.

                  Do not remove the tag until you fix the issues in your signature. You may be infracted for removing this tag if you do not fix the specified issues. Do not use this tag for decoration purposes.
                  Reply With Quote
                    #813    
                  Old December 28th, 2015 (6:59 AM).
                  Spherical Ice's Avatar
                  Spherical Ice Spherical Ice is offline
                  • Crystal Tier
                   
                  Join Date: Nov 2007
                  Location: Bristol, UK
                  Age: 19
                  Posts: 5,222
                  Quote:
                  Originally Posted by Lance32497 View Post
                  I have one problem though, Instead of showing the correct dex number, it only shows ?35
                  Oh, my bad, I forgot to include this:

                  0x43FA6: 00 00 04 E0
                  __________________

                  A Pokemon that is discriminated!
                  Support squirtle and make it everyone's favourite.
                  Reply With Quote
                    #814    
                  Old December 29th, 2015 (3:21 PM).
                  Spherical Ice's Avatar
                  Spherical Ice Spherical Ice is offline
                  • Crystal Tier
                   
                  Join Date: Nov 2007
                  Location: Bristol, UK
                  Age: 19
                  Posts: 5,222
                  To fix the broken sprite behaviour 0xC, which Advance Map labels as Face Down, you can put B5 FF 05 08 at x39fbf8, and the sprite behaviour will then actually make the sprite face down and not risk the game crashing etc. If you want to make it hide the NPC like it does in RSE, put F1 31 06 08 there instead.
                  __________________

                  A Pokemon that is discriminated!
                  Support squirtle and make it everyone's favourite.
                  Reply With Quote
                    #815    
                  Old January 2nd, 2016 (8:12 PM).
                  GoGoJJTech's Avatar
                  GoGoJJTech GoGoJJTech is offline
                  (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
                  • Gold Tier
                   
                  Join Date: Nov 2012
                  Location: Earth
                  Age: 18
                  Gender: Female
                  Nature: Jolly
                  Posts: 2,477
                  Changing the second byte in the battle flags in Emerald (02022FEC) to 02 will activate the Wally AI. This means Wally can go against trainers..

                  I'm not posting this so it goes anywhere or develops further, I just thought it was funny
                  __________________
                  I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
                  The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
                  Romhack.me Profile - Pokecommunity Profile - Youtube Channel

                  Support me at my site!
                  Pokémon Platinum Red and Blue
                  Reply With Quote
                    #816    
                  Old January 13th, 2016 (6:25 PM). Edited January 14th, 2016 by Deokishisu.
                  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
                    This is kinda useless to everyone, but I'm posting it so that I don't lose this info. This is all for FireRed.

                    When the player enters a battle, the player's backsprite slides in from the right and stops. To change the position from which the backsprite starts sliding (that is, the sprite's initial position as the screen fades in) change the byte at 0x0323C0. By default, it's F0. Higher than F0 will start the sprite further to the right (depending on how high you put the value, the player may wrap around to the other side of the screen). Lower than F0 will start the sprite further to the left. Regardless, the sprite will stop at the same position. If I can find how to edit this position, or other battle intro stuff, I'll edit this post.

                    EDIT: To disable the showing of map names when crossing to a new map regardless of the setting in AMap, write 00 00 00 00 to 0x055910. As an aside, the function knizz's idb labelled "show_new_mapname", located at 0x098110, is probably the key to getting unique graphics to show for each map name. Some of the function calls look promising (to my untrained eye) for messing with what bg is loaded. EDIT3: It appears that you still have to set A-Map to not show the name. Granted, in FireRed, the names showed even with that set for me, and nulling out that function call finally stopped them from popping down.

                    EDIT2: To disable the descriptions of items on the start menu (that little blue box that spans the bottom of the screen) regardless of your options settings, write 00 00 00 00 to 0x113034.
                    Reply With Quote
                      #817    
                    Old January 23rd, 2016 (3:17 AM).
                    DizzyEgg's Avatar
                    DizzyEgg DizzyEgg is offline
                       
                      Join Date: Feb 2014
                      Location: Poland
                      Age: 20
                      Gender: Male
                      Nature: Quiet
                      Posts: 711
                      Emerald Wally battle

                      Spoiler:
                      At the beginning of script special 0x28 saves your whole party and then special 0x12F replaces it with a Zigzagoon at lvl7.
                      To change Pokemon's data:
                      at 0x139472 index of new Poke / 2 ;has to be an even number and not higher than 510
                      at 0x139482 level of new Poke
                      at 0x13949C index of first move
                      Whole routine is at 0x0813946C.

                      Special 0xA0 generates Wally's opponent.
                      To change it:
                      at 0x0B0870 index of new Poke / 2 ;has to be an even number and not higher than 510
                      at 0x0B0874 level of new Poke
                      Wally's Ralts is always generated to be male. If you want its gender random place 00 00 00 00 at 0x068038.
                      If you want it to always be female place D0 at 0x06803B.

                      Wally fight uses a special battle flag: 0x200.
                      Reply With Quote
                        #818    
                      Old January 24th, 2016 (11:25 AM).
                      Versekr Dark's Avatar
                      Versekr Dark Versekr Dark is offline
                         
                        Join Date: Sep 2014
                        Gender: Male
                        Posts: 110
                        no Pokemon Ruby?
                        Reply With Quote
                          #819    
                        Old January 25th, 2016 (1:56 AM). Edited April 24th, 2016 by azurile13.
                        azurile13 azurile13 is offline
                           
                          Join Date: Mar 2015
                          Posts: 421
                          I don't know if this has been posted before, but whatevs. It came to my attention today that the bag in FireRed crashes if a "main" pocket has more than 42 items (the normal max for regular items). I had always assumed the malloc was done based on a multiple of the numbers inputted at the routine beginning 0x08099E44, because the TM pocket works fine even with over 100 items, but apparently the berry/TM cases mean they run off of something different. Anyhow, to allow for sufficient malloc requests, change ".equ largest_pocket_size" to your new max and insert this:
                          Code:
                          .equ largest_pocket_size,	CHANGE THIS LINE
                          .equ largest_pocket_size_plus_one, largest_pocket_size + 1
                          .equ strings_size,	largest_pocket_size_plus_one * 19
                          
                          .org 0x08002B9C
                          malloc:
                          	push {lr}
                          	mov r1, r0
                          
                          .org 0x081083F4
                          main:
                          	push {r4, lr}
                          	ldr r4, =(0x0203AD18)
                          	mov r0, #largest_pocket_size_plus_one
                          	lsl r0, r0, #0x3
                          	bl malloc
                          	str r0, [r4, #0x0]
                          	cmp r0, #0x0
                          	beq return
                          	ldr r0, =strings_size
                          	bl malloc
                          	str r0, [r4, #0x4]
                          	cmp r0, #0x0
                          	beq return
                          	mov r0, #0x1
                          
                          return:
                          	pop {r4}
                          	pop {r1}
                          	bx r1
                          EDIT: I haven't done much testing. I've only thrown like 60 items into the general items pocket before I got bored & assumed this routine was the only problem.

                          Info on 0x08099E44: http://www.pokecommunity.com/showpost.php?p=9014911&postcount=2018
                          Reply With Quote
                            #820    
                          Old January 26th, 2016 (3:06 AM).
                          DizzyEgg's Avatar
                          DizzyEgg DizzyEgg is offline
                             
                            Join Date: Feb 2014
                            Location: Poland
                            Age: 20
                            Gender: Male
                            Nature: Quiet
                            Posts: 711
                            Pokemon Emerald Trading Information:
                            0x08338ED0 is a table with info related to trading. Each entry is 0x3C bytes, used as such:
                            Spoiler:
                            00000000 poke_nickname: .byte 12
                            0000000C trading_poke_index:.short
                            0000000E hp_ivs: .byte
                            0000000F attack_ivs: .byte
                            00000010 defense_ivs: .byte
                            00000011 speed_ivs: .byte
                            00000012 sp_attack_ivs: .byte
                            00000013 sp_def_ivs: .byte
                            00000014 ability_bit: .byte
                            00000015 field_15: .byte ?
                            00000016 field_16: .byte ?
                            00000017 field_17: .byte ?
                            00000018 trainer_ID: .long
                            0000001C coolness: .byte
                            0000001D beauty: .byte
                            0000001E cuteness: .byte
                            0000001F smartness: .byte
                            00000020 toughness: .byte
                            00000021 field_21: .byte ?
                            00000022 field_22: .byte ?
                            00000023 field_23: .byte ?
                            00000024 personality_value:.long
                            00000028 held_item: .short
                            0000002A mail_index*: .byte (0,1,2 or 0xFF)
                            0000002B ot_name: .byte 8 dup
                            00000033 field_33: .byte ?
                            00000034 field_34: .byte ?
                            00000035 field_35: .byte ?
                            00000036 gender: .byte
                            00000037 sheen: .byte
                            00000038 required_poke_index:.short
                            0000003A field_3A: .byte ?
                            0000003B field_3B: .byte ?
                            0000003C trading ends

                            Field values are unused.


                            There's also traded mail table. It starts at 0x08338FC0 and is 18 bytes long. Each entry is a halfword that's a word being displayed in Mail screen ending with 0x0000. Mail Index in the above struct is responsible for choosing correct entry in mails. FF is used when held item isn't a mail.
                            Reply With Quote
                              #821    
                            Old January 26th, 2016 (8:56 AM).
                            Spherical Ice's Avatar
                            Spherical Ice Spherical Ice is offline
                            • Crystal Tier
                             
                            Join Date: Nov 2007
                            Location: Bristol, UK
                            Age: 19
                            Posts: 5,222
                            To remove the black bar animation, cry and Pokémon sprite and all, that shows when you use a HM, do the following:
                            Quote:
                            Originally Posted by Spherical Ice View Post
                            FR: 00 00 00 00 00 00 00 00 00 00 00 00 at x860C2.
                            EM: 00 00 00 00 00 00 00 00 00 00 00 00 at xB8536.

                            Result: https://my.mixtape.moe/pmjmtn.webm
                            Posting this here in case anyone else wants it.
                            __________________

                            A Pokemon that is discriminated!
                            Support squirtle and make it everyone's favourite.
                            Reply With Quote
                              #822    
                            Old January 26th, 2016 (9:37 AM).
                            C me's Avatar
                            C me C me is offline
                            Creator of Pokemon League Of Legends
                               
                              Join Date: Jan 2014
                              Age: 20
                              Gender: Male
                              Posts: 673
                              The RAM byte which checks for the current maps type is found at:

                              FR:0x02036E13 (credits to FBI)
                              Em:0x0203732F

                              Useful for custom scripts to check if the player is underwater/underground/secret base etc
                              __________________
                              Check out my hack: Pokemon League of Legends.
                              Join the subreddit: https://www.reddit.com/r/PokemonLoL/
                              If you would like to give me money for no reason you can do so here
                              Reply With Quote
                                #823    
                              Old January 26th, 2016 (1:29 PM).
                              GoGoJJTech's Avatar
                              GoGoJJTech GoGoJJTech is offline
                              (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
                              • Gold Tier
                               
                              Join Date: Nov 2012
                              Location: Earth
                              Age: 18
                              Gender: Female
                              Nature: Jolly
                              Posts: 2,477


                              I guess I'm just on a roll, huh?
                              I'll post the code to Github when I learn how to use it (and the code for follow me as well)
                              __________________
                              I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
                              The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
                              Romhack.me Profile - Pokecommunity Profile - Youtube Channel

                              Support me at my site!
                              Pokémon Platinum Red and Blue
                              Reply With Quote
                                #824    
                              Old January 28th, 2016 (3:24 PM).
                              Epsilon's Avatar
                              Epsilon Epsilon is offline
                              Shiny Scizor
                                 
                                Join Date: Jun 2006
                                Location: Johto
                                Nature: Adamant
                                Posts: 243
                                So I have been looking to make the various search categories (A to Z, Type, Lighest, Smallest) work for expanded Pokemon in Fire Red. This is what I found.

                                The 'lighest list' is from 4442f6 - 4449ef.
                                A to Z seems to be at 3e7d94, although it weirdly seems to skip some Pokemon.
                                Type is at 4448fe.
                                The Smallest list I can't find.

                                Now, taking the Lightest category, I found the pointer to it at 1037cc. Then at 1037D4 there's 81 01 (385, number of dex entries minus 1). Expanding and repointing the lighest table and changing the number at 1037D4 did seem to expand the list, but it only shows Gen III Pokemon in the slots I added.

                                So, with these findings, a smarter person than me might be able to figure out how to make the categories work for expanded Pokemon? I reckon there must be limiting bytes somewhere, just as with the National Dex list in the Pokedex Expanding tutorial.

                                Anyone? :)
                                Reply With Quote
                                  #825    
                                Old February 7th, 2016 (10:10 PM).
                                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 Jambo51 View Post
                                  So, I've gotten sick of being asked for this, so I figured it might be a good idea to share it. It's so short and easy that it definitely doesn't warrant having its own thread, so putting it here seems like a good compromise.

                                  Extending the Number of Direct Sound Tracks on 3rd Gen Pokémon Games

                                  It's as easy as this:
                                  1. Search for the hex string "00 C5 94 00" in your ROM
                                  2. Replace said string with "00 CX 94 00" where X stands for the number of maximum DS tracks

                                  Now, there are limits here. Fire Red and Emerald (presumably Leaf Green too) can support a maximum of 12 (0xC) tracks, so you can put 00 CC 94 00 for these ROMs, however, Ruby (presumably Sapphire too) are different. RS can only support a maximum of 7!

                                  BPR - 12
                                  BPG - 12
                                  BPE - 12
                                  AXV - 7
                                  AXP - 7
                                  Here are the offsets for each game for those who care (I don't have Sapphire and Leaf Green. Sorry! :/ But, will sure find them soon):

                                  Ruby: 0x081DDECC (if not, destinjagold or any other Ruby hackers, correct me)
                                  FireRed: 0x081DD0C8
                                  Emerald: 0x082E0104

                                  If you just want to go where to replace C5, go to one byte after it.
                                  __________________

                                  Userpage


                                  Pokémon Dark Jade Version (Coming Soon!)


                                  The Omsoc Empire (Coming Soon!)
                                  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 5:31 PM.