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  #26    
Old October 3rd, 2017 (2:41 PM). Edited October 3rd, 2017 by BluRose.
BluRose BluRose is offline
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    Quote:
    Originally Posted by LUXIOtheBEST View Post
    Amazing resource. It really does remind me of Pokemon Black and White. However, the only thing that bugs me out a bit is the way that the Pokemon Sprites is facing. It seems quite awkward.
    p sure there's a bit for that in pokémon structure for flipping like that
    i.e. make the charmander face the other way
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      #27    
    Old February 4th, 2018 (7:04 AM).
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      Sorry for the bump but this patch modifies the type chart little bit. I saw there was no Fairy Type so I have added it. It is indexed and ready to be inserted. Credits to would be appreciated. ^^
      Spoiler:
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        #28    
      Old February 12th, 2018 (8:09 AM).
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        Emerald?
        Please?
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          #29    
        Old February 13th, 2018 (1:34 AM).
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          Quote:
          Originally Posted by YoY-X View Post
          Emerald?
          Please?
          You can't expect everything for Emerald, better hack FR.
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            #30    
          Old February 13th, 2018 (7:11 AM).
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            Quote:
            Originally Posted by Delta231 View Post
            You can't expect everything for Emerald, better hack FR.
            I guess i can try. what do you recommend?
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              #31    
            Old February 13th, 2018 (8:31 PM).
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              Quote:
              Originally Posted by YoY-X View Post
              I guess i can try. what do you recommend?
              Hack FR :)
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                #32    
              Old February 14th, 2018 (7:53 AM).
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                Quote:
                Originally Posted by Delta231 View Post
                Hack FR :)
                Thats what i meant when i said...
                Spoiler:
                I guess i can try. what do you recommend?

                I just want you to find good resources since FR is the best.

                BUT ONE DAY, EMERALD WILL RISE!!!
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                  #33    
                Old February 14th, 2018 (8:14 AM).
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                  Quote:
                  Originally Posted by YoY-X View Post
                  Thats what i meant when i said...
                  Spoiler:
                  I guess i can try. what do you recommend?

                  I just want you to find good resources since FR is the best.

                  BUT ONE DAY, EMERALD WILL RISE!!!
                  It will, so will FR. ^^
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                    #34    
                  Old February 25th, 2018 (4:37 AM).
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                  Ahmed Riki Ahmed Riki is offline
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                    Can someone tell me the location of the tile used for summary screen ?
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                      #35    
                    Old April 7th, 2018 (7:20 PM).
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                      Is it safe to patch it to Firered 1460 base?
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                        #36    
                      Old April 7th, 2018 (10:49 PM).
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                        Quote:
                        Originally Posted by kuronekokanade View Post
                        Is it safe to patch it to Firered 1460 base?
                        Yeah, as it occupies the original space.
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                          #37    
                        Old April 25th, 2018 (3:09 AM).
                        HuK HuK is offline
                           
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                          it doesn't work with fire red 1460 patch neither..T.T
                          https://www.pokecommunity.com/showthread.php?t=364889
                          can you make other version for offset
                          0x11B00000 ?
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                            #38    
                          Old April 25th, 2018 (3:42 AM).
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                            Quote:
                            Originally Posted by HuK View Post
                            it doesn't work with fire red 1460 patch neither..T.T
                            https://www.pokecommunity.com/showthread.php?t=364889
                            can you make other version for offset
                            0x11B00000 ?
                            Can you show a screenshot?
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                              #39    
                            Old April 28th, 2018 (6:56 AM). Edited April 28th, 2018 by HuK.
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                              Quote:
                              Originally Posted by Delta231 View Post
                              Can you show a screenshot?

                              Screenshot LINK : https://imgur.com/SyKeb5I

                              Both Slecetion, Summary patches doesn't work at my rom base..
                              (https://www.pokecommunity.com/showthread.php?t=364889)
                              (Rombase Downlaod Link : https://mega.nz/#!p1U1xZ4a!mrTl7suPs_GVArRANOKtPLdohX2F5wH7L329tgUMcEI)

                              Especially, Summary patches freezes the game at all.
                              I checked that rom base HEX,
                              and after 1100000 offset section is null.
                              can you make other offeset version for me?
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                                #40    
                              Old April 29th, 2018 (12:32 AM).
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                                Quote:
                                Originally Posted by HuK View Post

                                Screenshot LINK : https://imgur.com/SyKeb5I

                                Both Slecetion, Summary patches doesn't work at my rom base..
                                (https://www.pokecommunity.com/showthread.php?t=364889)
                                (Rombase Downlaod Link : https://mega.nz/#!p1U1xZ4a!mrTl7suPs_GVArRANOKtPLdohX2F5wH7L329tgUMcEI)

                                Especially, Summary patches freezes the game at all.
                                I checked that rom base HEX,
                                and after 1100000 offset section is null.
                                can you make other offeset version for me?
                                Must be the base's problem
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                                  #41    
                                Old May 19th, 2018 (6:10 AM).
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                                  Quote:
                                  Originally Posted by Froosty View Post
                                  This patch demands the update to the IV display routine with its X/Y position to work properly.

                                  Which is done in the below routine
                                  Spoiler:

                                  cmp r0, #0x0
                                  beq Abort
                                  cmp r0, #0x3
                                  bgt Abort
                                  cmp r0, #0x1
                                  bne StandardAbort
                                  b Start

                                  Abort:
                                  ldr r1, .AbortAddr
                                  bx r1

                                  StandardAbort:
                                  ldr r1, .StandardAbortAddr
                                  bx r1

                                  .align 2
                                  .AbortAddr: .word 0x08137bfd
                                  .StandardAbortAddr: .word 0x08137bf9

                                  Start:
                                  ldr r0, .ActiveMonPtr
                                  ldr r1, .ActiveOffset
                                  ldr r0, [r0, #0x0]
                                  add r6, r0, r1

                                  add sp, #-0x18

                                  HPIV:
                                  mov r0, r6
                                  mov r1, #0x27
                                  bl Decrypter

                                  mov r5, r0
                                  lsr r5, r5, #0x1
                                  mov r0, #0x40
                                  mul r5, r0, r5

                                  mov r1, #0x80
                                  str r1, [sp, #0x0]
                                  str r1, [sp, #0x4]

                                  #x, y position
                                  mov r2, #0x29
                                  str r2, [sp, #0x8]
                                  mov r1, #0x2
                                  str r1, [sp, #0xc]

                                  #x, y size
                                  mov r2, #0x10
                                  str r2, [sp, #0x10]
                                  mov r1, #0x8
                                  str r1, [sp, #0x14]

                                  mov r0, #0x3
                                  ldr r1, .GraphicAddr
                                  add r1, r5
                                  mov r2, #0x0
                                  mov r3, #0x0
                                  bl GraphicHandler



                                  AtkIV:
                                  mov r0, r6
                                  mov r1, #0x28
                                  bl Decrypter

                                  mov r5, r0
                                  lsr r5, r5, #0x1
                                  mov r0, #0x40
                                  mul r5, r0, r5

                                  mov r1, #0x80
                                  str r1, [sp, #0x0]
                                  str r1, [sp, #0x4]

                                  #x, y position
                                  mov r2, #0x29
                                  str r2, [sp, #0x8]
                                  mov r1, #0x16
                                  str r1, [sp, #0xc]

                                  #x, y size
                                  mov r2, #0x10
                                  str r2, [sp, #0x10]
                                  mov r1, #0x8
                                  str r1, [sp, #0x14]

                                  mov r0, #0x3
                                  ldr r1, .GraphicAddr
                                  add r1, r5
                                  mov r2, #0x0
                                  mov r3, #0x0
                                  bl GraphicHandler



                                  DefIV:
                                  mov r0, r6
                                  mov r1, #0x29
                                  bl Decrypter

                                  mov r5, r0
                                  lsr r5, r5, #0x1
                                  mov r0, #0x40
                                  mul r5, r0, r5

                                  mov r1, #0x80
                                  str r1, [sp, #0x0]
                                  str r1, [sp, #0x4]

                                  #x, y position
                                  mov r2, #0x29
                                  str r2, [sp, #0x8]
                                  mov r1, #0x22
                                  str r1, [sp, #0xc]

                                  #x, y size
                                  mov r2, #0x10
                                  str r2, [sp, #0x10]
                                  mov r1, #0x8
                                  str r1, [sp, #0x14]

                                  mov r0, #0x3
                                  ldr r1, .GraphicAddr
                                  add r1, r5
                                  mov r2, #0x0
                                  mov r3, #0x0
                                  bl GraphicHandler


                                  SAtkIV:
                                  mov r0, r6
                                  mov r1, #0x2B
                                  bl Decrypter

                                  mov r5, r0
                                  lsr r5, r5, #0x1
                                  mov r0, #0x40
                                  mul r5, r0, r5

                                  mov r1, #0x80
                                  str r1, [sp, #0x0]
                                  str r1, [sp, #0x4]

                                  #x, y position
                                  mov r2, #0x29
                                  str r2, [sp, #0x8]
                                  mov r1, #0x2E
                                  str r1, [sp, #0xc]

                                  #x, y size
                                  mov r2, #0x10
                                  str r2, [sp, #0x10]
                                  mov r1, #0x8
                                  str r1, [sp, #0x14]

                                  mov r0, #0x3
                                  ldr r1, .GraphicAddr
                                  add r1, r5
                                  mov r2, #0x0
                                  mov r3, #0x0
                                  bl GraphicHandler



                                  SDefIV:
                                  mov r0, r6
                                  mov r1, #0x2C
                                  bl Decrypter

                                  mov r5, r0
                                  lsr r5, r5, #0x1
                                  mov r0, #0x40
                                  mul r5, r0, r5

                                  mov r1, #0x80
                                  str r1, [sp, #0x0]
                                  str r1, [sp, #0x4]

                                  #x, y position
                                  mov r2, #0x29
                                  str r2, [sp, #0x8]
                                  mov r1, #0x3A
                                  str r1, [sp, #0xc]

                                  #x, y size
                                  mov r2, #0x10
                                  str r2, [sp, #0x10]
                                  mov r1, #0x8
                                  str r1, [sp, #0x14]

                                  mov r0, #0x3
                                  ldr r1, .GraphicAddr
                                  add r1, r5
                                  mov r2, #0x0
                                  mov r3, #0x0
                                  bl GraphicHandler



                                  SpeedIV:
                                  mov r0, r6
                                  mov r1, #0x2A
                                  bl Decrypter

                                  mov r5, r0
                                  lsr r5, r5, #0x1
                                  mov r0, #0x40
                                  mul r5, r0, r5

                                  mov r1, #0x80
                                  str r1, [sp, #0x0]
                                  str r1, [sp, #0x4]

                                  #x, y position
                                  mov r2, #0x29
                                  str r2, [sp, #0x8]
                                  mov r1, #0x46
                                  str r1, [sp, #0xc]

                                  #x, y size
                                  mov r2, #0x10
                                  str r2, [sp, #0x10]
                                  mov r1, #0x8
                                  str r1, [sp, #0x14]

                                  mov r0, #0x3
                                  ldr r1, .GraphicAddr
                                  add r1, r5
                                  mov r2, #0x0
                                  mov r3, #0x0
                                  bl GraphicHandler



                                  add sp, #0x18
                                  b Abort


                                  GraphicHandler:
                                  ldr r4, .HandlerAddr
                                  bx r4

                                  Decrypter:
                                  ldr r2, .DecrypterAddr
                                  bx r2

                                  .align 2
                                  .GraphicAddr: .word 0x08XXXXXX
                                  .HandlerAddr: .word 0x080041f1
                                  .ActiveMonPtr: .word 0x0203b140
                                  .ActiveOffset: .word 0x00003290
                                  .MonIndex: .word 0x0203b16c
                                  .DecrypterAddr: .word 0x0803FBE9


                                  The update to this routine gives such result:


                                  Inserting the routine is just like the original one as in this post
                                  http://www.pokemonhackersonline.com/showthread.php?p=131702#post131702
                                  It's crashing when I inserted it :/
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                                    #42    
                                  Old May 26th, 2018 (6:38 PM).
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                                  Froosty Froosty is offline
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                                    Quote:
                                    Originally Posted by Ayonn- View Post
                                    It's crashing when I inserted it :/
                                    Its preety much happening because you are not doing it properly.
                                    Look at the thread I posted link to, that post tells about inserting the script.
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                                      #43    
                                    Old June 12th, 2018 (2:08 PM).
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                                    GiraffeKnight GiraffeKnight is offline
                                       
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                                      Quote:
                                      Originally Posted by Froosty View Post


                                      Ok fixed now,
                                      and the code is update in my earlier post.
                                      Is there a patch that I could download that would produce this exact effect of showing IV's in this way? I have searched for several days looking for just a .ips or .ups for fire red where I could see the IV rates and highlighted nature effects.

                                      I think alot of people would like that other than just me. When I saw this the first thing that came to mind was that it looked great and I would enjoy fire red alot more if I could just patch this effect in to be able to see growth rates and natures.
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