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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!


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  #1001    
Old July 7th, 2017 (6:31 AM).
Z-nogyroP Z-nogyroP is offline
     
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    Quote:
    Originally Posted by Chaos Rush View Post
    (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.
    0x6E3E2 should be changed to the amount you want as well to fix the bug where pokemon beyond 202 wouldn't have their dex number displayed on the summary screen
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      #1002    
    Old July 9th, 2017 (9:01 PM).
    ghoulslash's Avatar
    ghoulslash ghoulslash is offline
       
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      I hadn't seen this anywhere but my apologies if it's already been posted elsewhere.

      The sprite that shows the rival walking in place in the nickname screen is different than the overworld rival character. I have no idea why; but regardless, I went ahead and searched for the appropriate offsets for the nickname screen images/palette:

      Code:
      Pallette: 0xE98004
      	-pointer at 0x3E23C8
      Frames: (0x100 or 256 bytes each)					
      	3E1980 = frame 1 (facing down), pointer at 0x3E23C0
      	3E1A80 = frame 2 (facing up)
      	3E1B80 = frame 3 (facing left)
      	3E1C80 = frame 4 (walk down left)
      	3E1D80 = frame 5 (walk down right)
      	3E1E80 = frame 6 (walk up right)
      	3E1F80 = frame 7 (walk up left)
      	3E2080 = frame 8 (walk left 1)
      	3E2180 = frame 9 (walk left 2)
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        #1003    
      Old July 11th, 2017 (12:04 PM).
      tkim tkim is offline
         
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        Quote:
        Originally Posted by ghoulslash View Post
        I hadn't seen this anywhere but my apologies if it's already been posted elsewhere.

        The sprite that shows the rival walking in place in the nickname screen is different than the overworld rival character. I have no idea why; but regardless, I went ahead and searched for the appropriate offsets for the nickname screen images/palette:

        Code:
        Pallette: 0xE98004
            -pointer at 0x3E23C8
        Frames: (0x100 or 256 bytes each)                    
            3E1980 = frame 1 (facing down), pointer at 0x3E23C0
            3E1A80 = frame 2 (facing up)
            3E1B80 = frame 3 (facing left)
            3E1C80 = frame 4 (walk down left)
            3E1D80 = frame 5 (walk down right)
            3E1E80 = frame 6 (walk up right)
            3E1F80 = frame 7 (walk up left)
            3E2080 = frame 8 (walk left 1)
            3E2180 = frame 9 (walk left 2)
        Good eyes!
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          #1004    
        Old July 14th, 2017 (8:11 AM).
        Nisarg's Avatar
        Nisarg Nisarg is offline
           
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          Quote:
          Originally Posted by Sagiri View Post
          Class-based Poke Balls [FR]

          In Sun and Moon, NPC trainers started using different types of Poke Balls. Specifically, it's tied to their trainer class - for example, Elite Four members and Ace Trainers keep their Pokemon in Ultra Balls. Prior to this, NPC trainers only ever used basic Poke Balls.

          I ported this to Fire Red. The repo is here, and I've also added it as an attachment. The readme explains how to use it.
          I tried it and for me works perfect on insert2, but have to ask, are there any bugs so far?
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            #1005    
          Old July 14th, 2017 (6:08 PM). Edited 2 Days Ago by Sagiri.
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            Choose Poke Mart Inventory Based on Badge Progress [FR]

            This shouldn't need too much of an explanation. Gen IV prevented early-game Poke Marts from becoming completely useless by late-game by tying the Poke Mart's inventory to how many badges you have, rather than the location of the Mart. This is the same thing for Fire Red.

            Basically, if your script contains "pokemart 0", it will pick the appropriate item list (which you can customize). Any argument other than 0 is still understood as a static item list.

            It's implemented in C, and can be found here.

            Remove flag check for running [FR]

            Code:
            0x0805BA3A: 01 20 C0 46
            Combine this with the Run Inside Buildings hack, and you'll get the same running mechanics as Gen VI and Gen VII (as in, run anywhere and start out with the ability to run).

            Automatically unlock National Dex [FR]

            I could've sworn I posted this at some point, but I couldn't find it. The function responsible for determining whether you have the national dex or not is at 0x0806E25C. By making it always return true, you'll always be considered to have the national dex. To be clear, this doesn't make the Pokedex active on the start menu, but (for example) national dex Pokemon will be able to evolve and their pokedex number will show on the summary screen (instead of ???). It's the equivalent of immediately invoking "special 0x16F" at the beginning of the game.

            Code:
            0x0806E25C: 01 20 70 47
            Port of Emerald's Pickup mechanics [FR]
            Repo is here. To be clear, this does not include the in-battle effect (where a Pokemon with Pickup may pick up an item that was just used), as introduced in BW; it just makes the item list depend on the level of the Pokemon, like in Emerald.

            Can't forget HM08 [FR]
            FRLG didn't use HM08 (Dive), so the move it contains can be freely forgotten without the Move Deleter. To make it like the rest of the HMs (in that the move can't be forgotten):

            Code:
            08125AB6: 07
            -----------------------------------------

            Quote:
            Originally Posted by Nisarg
            I tried it and for me works perfect on insert2, but have to ask, are there any bugs so far?
            I haven't experienced any bugs with it, but if you do, please let me know. Just open an issue on github.

            Quote:
            Originally Posted by tkim
            Could you clarify, if I wanted to completely disable 'The Pokemon stopped evolving' due to not having the national dex, do I have to use all of the offsets provided, or just the '@ all three'?
            Use all the offsets.

            Also, I apologize if moving my response to this post (it was originally two posts down) notifies you again.
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              #1006    
            Old July 15th, 2017 (12:52 PM).
            tkim tkim is offline
               
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              Quote:
              Originally Posted by Sagiri View Post
              Disable "The Pokemon Stopped Evolving." [FR]

              FR has a feature that if you attempt to evolve a Pokemon into something not in the Kanto Dex (and you don't have the National Dex), it will mysteriously stop evolving. You could just give the player the National Dex at the beginning of the game, but if you don't want to do that, you can easily disable this.

              Basically, this will turn some conditional jumps into unconditional jumps, and remove some checks. No free space required.

              Spoiler:
              Code:
              .text
              .align 2
              .thumb
              .thumb_func
              
              @ trade item removal
              .org 0x043156
              b 0x04315E
              
              @ all three
              .org 0x0CE90A
              b 0x0CE948
              
              @ trade
              .org 0x0CF566
              b 0x0CF598
              
              @ stone
              .org 0x126C26
              nop
              nop
              nop
              nop
              
              @ stone
              .org 0x126C4C
              b 0x126C60
              Could you clarify, if I wanted to completely disable 'The Pokemon stopped evolving' due to not having the national dex, do I have to use all of the offsets provided, or just the '@ all three'?
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                #1007    
              Old July 21st, 2017 (1:03 PM). Edited July 21st, 2017 by Sefuree.
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              Sefuree Sefuree is offline
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                After doing some research into the Emerald HP boxes, I've found a few useful offsets.
                I haven't seen them documented anywhere else on the internet so I thought I'd share them here.

                Player HP box - C1F1C8


                Enemy HP box - C1F46C


                The palette used for these two is located at C11B9C

                I've also seen this palette in one of Jaizu's post where I found the other palette, C11BBC
                It might be related to the other HP boxes I found below.
                These could possibly be related to double battles. I haven't tested them so I'm not too sure.

                C1F5E8

                C1F76C

                C1F8E8
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                  #1008    
                Old July 28th, 2017 (7:48 AM).
                Lunos's Avatar
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                  Quote:
                  Originally Posted by azurile13 View Post
                  -Snip-
                  Replaced "CHANGE THIS LINE" with 0x64 and tried again with 100 afterwards, but I always got the same error when trying to compile the routine.


                  This is how both tries looked like.
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                    #1009    
                  Old August 2nd, 2017 (12:50 AM).
                  ShyGuy25 ShyGuy25 is offline
                     
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                    Anyone have the offsets for the Thick Club table?
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                      #1010    
                    Old August 3rd, 2017 (4:55 PM).
                    tkim tkim is offline
                       
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                      FireRed:
                      If you ever opened a script from FireRed in XSE, you will quite often see these lines:
                      Code:
                      special 0x187
                      compare LASTRESULT 0x2
                      if 0x1 goto 0x81A7AE0
                      Most people think that that special is there as a safe switch or does nothing, but it's actually used for the flashbacks that occur when the player continues their save file. It's there to make sure the events play out properly in the flashback.
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                        #1011    
                      Old August 6th, 2017 (10:37 AM).
                      tkim tkim is offline
                         
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                        Quote:
                        Originally Posted by Sagiri View Post
                        Pokemon Center Doesn't Count Eggs [FR]

                        When healing at a Pokemon Center, the healing machine will light up with the number of Pokemon in your party. Starting in DP, eggs don't count - if you have two Pokemon and an egg, in RSEFRLG, you get three lights, in DP, you get two.

                        To get this behavior in FR, just change:

                        Code:
                        0x08083B8E : 0xbd 0xf7 0x55 0xf8
                        to

                        Code:
                        0x08083B8E : 0x08 0xf0 0xd5 0xfa
                        Spoiler:
                        0x08083B8C is a function called as part of doanimation 0x19 (the healing machine). At 0x08083B8E, that function branch-links to call another function at 0x08083BD1, which itself counts the number of Pokemon in the party.

                        0x0808C13C is a built-in function to count Pokemon (and not eggs), so basically I just changed the target of the branch-link to this function.
                        Pokemon Center Doesn't Count Eggs [EM]

                        If you want this for Emerald, make the change at:

                        Code:
                        0x0B61A2 - B5 F7 CB F9

                        to
                        Code:
                        0x0B61A2 - 10 F0 31 FF
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                          #1012    
                        Old August 9th, 2017 (12:16 PM). Edited August 14th, 2017 by AkameTheBulbasaur.
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                        AkameTheBulbasaur AkameTheBulbasaur is offline
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                          Environmental Moves In FireRed (with some Emerald Offsets)

                          Camoflouge

                          There is a table at 0x250888 (0x31C483 in Emerald). This table is what Camoflouge uses to determine the Type the user turns into. It has ten entries for ten different types of terrain.

                          This order is important, because all the environmental moves use this same order of terrain. The terrain bytes start at 0 and go through 9.

                          1. 0C = Grass Type used for short grass
                          2. 0C = Grass Type used for long grass
                          3. 04 = Ground Type used for sand
                          4. 0B = Water type used for Underwater
                          5. 0B = Water Type used for ponds
                          6. 0B = Water Type used for the sea
                          7. 05 = Rock Type used for craggy terrain
                          8. 05 = Rock Type used for caves
                          9. 00 = Normal Type used for indoors
                          10. 00 = Normal Type used for link battles

                          I tried expanding it but it didn't work. I didn't really focus all that much on expanding it though so it may be possible.

                          This table is useful for people who are using KarateKid's Battle Background hack to set specific backgrounds, as the terrain byte doesn't change just because the background does.

                          For people who are using that patch, you can make the terrain change with the background by using/modifying this routine:

                          Spoiler:

                          .text
                          .align 2
                          .thumb
                          .thumb_func

                          Main:
                          push {r0, r2}
                          ldr r0, =0x40F7 /*Check BG var*/
                          bl GetValue
                          ldrh r0, [r0]
                          cmp r0, #0x0
                          beq Normal
                          cmp r0, #0x1
                          beq Grass
                          .......
                          b Normal

                          This compares the value of var 0x40F7, which is what determines the battle background.If it's 0, it uses the default background. If anything else it uses that numbered entry in the table at 0xF10000. This is where you branch to the terrain you want. I only included one here as an example.

                          Grass:
                          ldr r1, =0x02022B50
                          mov r2, #0x0
                          strh r2, [r1]
                          b Normal

                          This sets the byte at 0x2022B50, which is the terrain byte, to the terrain desired. The number r2 is set to matches the entry in the Camouflage table. The idea is to set terrains that you won't use to a new type. For example, if you have a volcanic area, setting it to Fire Type.

                          Normal:
                          mov r1, r0
                          pop {r0, r2}
                          ldr r5, =0x08F0000B
                          bx r5

                          This just continues the Battle Background routine without setting a specific terrain. This is used for the default terrain when you don't set a specific background. This would really only be useful if you have more than one type of terrain (water and grass on the same map).

                          You should add a compare/branch if equal for each battle background you have in the table.


                          You would replace the pointer at 0xf00020 with the pointer to this new routine.

                          Secret Power

                          Secret Power is known for having different secondary effects depending on the terrain byte. This leads to the same problem with the Battle Background hack as with camouflage, where you can have Secret Power animations or effects that don't match terrain.

                          You can use the following Battle Script to edit the effects even if you don't have the Battle Background hack.

                          Spoiler:

                          //You may have to go back to the beginning
                          //And repoint the jumpifhalfwords
                          //Because for me it just rerouted to Main

                          #dynamic 0x180000
                          #freespacebyte 0xFF

                          #org @Main
                          jumpifhalfword 0x4 0x02022B50 0x0 @Grass
                          jumpifhalfword 0x4 0x02022B50 0x1 @Ghost
                          jumpifhalfword 0x4 0x02022B50 0x2 @Ground
                          jumpifhalfword 0x4 0x02022B50 0x3 @Fire
                          jumpifhalfword 0x4 0x02022B50 0x4 @Fairy
                          jumpifhalfword 0x4 0x02022B50 0x5 @Water
                          jumpifhalfword 0x4 0x02022B50 0x6 @Rock
                          jumpifhalfword 0x4 0x02022B50 0x7 @Dragon
                          jumpifhalfword 0x4 0x02022B50 0x8 @Steel
                          jumpifhalfword 0x4 0x02022B50 0x9 @Ice
                          goto 0x81D6900

                          This compares the terrain byte to each of the possible values. Feel free to change the branch names to the names/types you want.

                          #org @Grass
                          setbyte 0x2023E85 0x1
                          goto 0x81D6900

                          This is an example of a terrain effect. This sets the effect to "sleep", then goes to the normal damaging script.

                          #org @Fire
                          jumpiftype 0x0 0xA 0x81D6900
                          setbyte 0x2023E85 0x3
                          goto 0x81D6900

                          For this example, this sets the effect to "burn." If you want Fire Type Pokemon to be immune to burn from Secret Power, then put that "jumpiftype" command to the type you want to have immunity (A = Fire) and make it branch to the regular damaging script.

                          0x2023E85 is the byte that stores additional effects, like burn, poison, etc.


                          I'd do a version for Emerald, but I don't know where the RAM for the terrain is in Emerald yet. If you know where it is, tell me! Porting that script to Emerald is as easy as replacing all the offsets with their Emerald equivalents.

                          Secret Power's animation in FireRed (and also in Emerald) is basically just a compilation of pointers to other move's animations. The animation it uses once again depends on the terrain byte.

                          FireRed (at 0x1D4CBA)
                          Spoiler:

                          03 f1 bd 0b 08 05 00
                          21 00 00 00 13 c5 1c 08 @This is the offset to the animation used when terrain byte = 0
                          21 00 01 00 9d 12 1d 08
                          21 00 02 00 d1 a6 1c 08
                          21 00 03 00 f5 7a 1c 08
                          21 00 04 00 40 cb ac 08
                          21 00 05 00 01 fa 1c 08
                          21 00 06 00 ff 9a 1c 08
                          21 00 07 00 68 e0 1c 08
                          21 00 08 00 64 10 1d 08
                          13 3f e4 1c 08


                          Emerald (at 0x2D6FD0)
                          Spoiler:

                          03 25 7C 11 08 05 00
                          21 00 00 00 2F E9 2C 08
                          21 00 01 00 83 71 2D 08
                          21 00 02 00 0D 56 2D 08
                          21 00 03 00 21 B0 2C 08
                          21 00 04 00 CA 1D 2D 08
                          21 00 05 00 73 C1 2C 08
                          21 00 06 00 5F BF 2C 08
                          21 00 07 00 55 05 2D 08
                          21 00 08 00 62 98 2C 08
                          13 09 AF 2C 08


                          Nature Power

                          It was already posted somewhere here, but I'll just put the offset at the end so all the environmental moves are in the same place.

                          FireRed: 0x25081C
                          Emerald: 0x31C414

                          Editing the table is as easy as putting the index number of the move you want in the correct location in the table depending on the terrain you want it to go with.
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                            #1013    
                          Old August 9th, 2017 (7:28 PM).
                          AkameTheBulbasaur's Avatar
                          AkameTheBulbasaur AkameTheBulbasaur is offline
                          Akame Marukawa of Iyotono
                             
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                            RAM Offsets for Player's and Opponent's Pokemon

                            These contain information such as current HP and level for all six of your Pokemon, and all six of your opponent's Pokemon.

                            The RAM Offsets for FireRed are already documented (I'll put them here for convenience's sake).

                            Yours:
                            1st: 0x02024284
                            2nd: 0x020242E8
                            3rd: 0x0202434C
                            4th: 0x020243B0
                            5th: 0x02024414
                            6th: 0x02024478

                            Theirs:
                            1st: 0x0202402C
                            2nd: 0x02024090
                            3rd: 0x020240F4
                            4th: 0x02024158
                            5th: 0x020241BC
                            6th: 0x02024220

                            But I'm not sure if the ones for Emerald are documented but I couldn't find them, so here they are:

                            Yours:
                            1st: 0x020244EC
                            2nd: 0x02024550
                            3rd: 0x020245B4
                            4th: 0x02024618
                            5th: 0x0202467C
                            6th: 0x020246E0

                            Theirs:
                            1st: 0x02024744
                            2nd: 0x020247A8
                            3rd: 0x0202480C
                            4th: 0x02024870
                            5th: 0x020248D4
                            6th: 0x02024938
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                              #1014    
                            Old August 10th, 2017 (9:25 PM).
                            tkim tkim is offline
                               
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                              Does anybody know the var, flag, or special that activates swarming in Emerald?
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                                #1015    
                              Old August 12th, 2017 (7:31 AM).
                              Lunos's Avatar
                              Lunos Lunos is online now
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                                Quote:
                                Originally Posted by tkim View Post
                                Does anybody know the var, flag, or special that activates swarming in Emerald?
                                I made the question somewhere and BluRose found this post.
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                                  #1016    
                                Old August 14th, 2017 (5:26 AM).
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                                Bladecraft Bladecraft is offline
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                                  How to change the spawn location of the player after beating the Pokemon League in Emerald:

                                  After some research I've found that the spawn location of the player after beating the Pokemon League is tied to the Flying position [04] tile (in map 1.1 or 1.3 in the coordinates 4/2).

                                  It is possible to change the location of that tile (including the map it's in) in HxD, in the offset 59F53C.

                                  Code:
                                  01 01 04 00 02 00
                                  are the bytes that will be there by default.

                                  01 - map bank
                                  01 - map number
                                  04 - X
                                  00 - X
                                  02 - Y
                                  00 - Y

                                  Note that the rom reads the X's and Y's backwards. For example, if for any reason you'd want it to be in the X 125, you'd put in 05 12 in the X's spots.

                                  If you can choose a gender in your game, you must also edit the female's Flying position [04] tile, which is in the offset 59F544.

                                  Code:
                                  01 03 04 00 02 00
                                  these are the bytes there by default, if you see this you're in the right place.
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                                    #1017    
                                  Old August 14th, 2017 (9:22 AM).
                                  Wobb's Avatar
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                                  Secret Base Decoration Sprites (Emerald)
                                  The sprites for the Secret Base decorations (The sprites you see when buying them at the Department Store) in Emerald start at 0x5A6C00. It ends at 0x5A6FAF with the Registeel Doll.
                                  It looks like the decorations are in groups (like all the dolls are together) and there are a lot of 00s between them.
                                  The first four bytes are the image pointer, and the next four are the palette. :)
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                                    #1018    
                                  Old August 14th, 2017 (10:12 AM).
                                  tkim tkim is offline
                                     
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                                    Quote:
                                    Originally Posted by Bladecraft View Post
                                    How to change the spawn location of the player after beating the Pokemon League in Emerald:
                                    Spoiler:
                                    After some research I've found that the spawn location of the player after beating the Pokemon League is tied to the Flying position [04] tile (in map 1.1 or 1.3 in the coordinates 4/2).

                                    It is possible to change the location of that tile (including the map it's in) in HxD, in the offset 59F53C.

                                    Code:
                                    01 01 04 00 02 00
                                    are the bytes that will be there by default.

                                    01 - map bank
                                    01 - map number
                                    04 - X
                                    00 - X
                                    02 - Y
                                    00 - Y

                                    Note that the rom reads the X's and Y's backwards. For example, if for any reason you'd want it to be in the X 125, you'd put in 05 12 in the X's spots.

                                    If you can choose a gender in your game, you must also edit the female's Flying position [04] tile, which is in the offset 59F544.

                                    Code:
                                    01 03 04 00 02 00
                                    these are the bytes there by default, if you see this you're in the right place.
                                    Thanks, I've been looking for that! 0x3EEBF8 is the offset for FireRed.
                                    Default bytes:
                                    Code:
                                    03 00 06 00 08 00
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                                      #1019    
                                    Old August 14th, 2017 (10:37 AM).
                                    ghoulslash's Avatar
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                                      Add Thick Club boost for Alolan Marowak [FR]

                                      The simplest method would be to give Alolan Marowak species ID 0x6A, then change 0x3F02E (0x90BE22 in MrDS's rombase with updated light ball check) from 01 to 02

                                      Otherwise you'll have to hook a routine in this area to compare against another species ID.
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                                        #1020    
                                      Old August 30th, 2017 (6:58 PM).
                                      Nisarg's Avatar
                                      Nisarg Nisarg is offline
                                         
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                                        Quote:
                                        Originally Posted by Sagiri View Post
                                        Class-based Poke Balls [FR]

                                        In Sun and Moon, NPC trainers started using different types of Poke Balls. Specifically, it's tied to their trainer class - for example, Elite Four members and Ace Trainers keep their Pokemon in Ultra Balls. Prior to this, NPC trainers only ever used basic Poke Balls.

                                        I ported this to Fire Red. The repo is here, and I've also added it as an attachment. The readme explains how to use it.
                                        What if I expand pokeballs from DaniiS's method?
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                                          #1021    
                                        Old August 30th, 2017 (10:40 PM).
                                        BluRose BluRose is offline
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                                          Quote:
                                          Originally Posted by Nisarg View Post
                                          What if I expand pokeballs from DaniiS's method?
                                          from the readme
                                          "If you've added custom Poké Balls, you'll need to add definitions for them in src/balls.h. Note that these are not the same as their item numbers; vanilla Poké Balls have the same item and ball number, but custom Poké Balls won't unless you overwrite the item numbers after the vanilla Poké Balls."
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                                            #1022    
                                          Old September 9th, 2017 (9:49 AM). Edited September 12th, 2017 by FamiliaWerneck.
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                                          FamiliaWerneck FamiliaWerneck is offline
                                             
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                                            Quote:
                                            Originally Posted by mbcn10ww View Post


                                            I'm using your routine but when I'm fishing when I catch the Pokémon my rod disappears, but it only happens at the Safari Zone. Do you know how to fix it?

                                            EDIT: I think it's caused by your "deleteball" routine, because it removes the last item used from the Bag, but the Safari Balls isn't on the Bag and the reusable function isn't working on them.
                                            I made a fix for that routine, and will test it on Monday.
                                            I sent you the solution, if you don't mind testing it too.
                                            I'll post it as soon as I confirm it's fixed.

                                            EDIT:
                                            Link to the post with the routine:
                                            https://www.pokecommunity.com/showthread.php?p=8896448#post8896448
                                            If anyone could help confirm that Safari won't be screwed with this new hack, it would be highly appreciated. =D
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                                              #1023    
                                            Old September 11th, 2017 (5:59 PM).
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                                              How to disable paralyze in Electricity type Pokemon in Emerald?
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                                                #1024    
                                              Old September 11th, 2017 (6:10 PM).
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                                                Who does know all of the image, raw and palette offset?
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                                                  #1025    
                                                Old September 15th, 2017 (4:51 PM).
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                                                Nisarg Nisarg is offline
                                                   
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                                                  Quote:
                                                  Originally Posted by Panda Face View Post
                                                  Who does know all of the image, raw and palette offset?
                                                  Plz read the rules of this thread.
                                                  I get that you need your answers, but at least be specific about your question.
                                                  This thread is to post quick founded stuff in research section,not a help thread.
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