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  #301    
Old November 6th, 2016 (1:51 AM).
-Piccolo-'s Avatar
-Piccolo- -Piccolo- is offline
     
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    I managed to change all the moves to physical, special, status on my own, surprisingly.

    But how do I use that source code? Does it involve ASM or whatever it's called?
    And how and where do I import in TileMolester, is the lime green area free space in the rom?

    I apologize if i'm a bit annoying and asking so meny questions but i'm new to this and would be really happy if i managed to pull this off.
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      #302    
    Old November 6th, 2016 (2:13 AM).
    Froosty's Avatar
    Froosty Froosty is offline
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      Quote:
      Originally Posted by -Piccolo- View Post
      I managed to change all the moves to physical, special, status on my own, surprisingly.

      But how do I use that source code? Does it involve ASM or whatever it's called?
      And how and where do I import in TileMolester, is the lime green area free space in the rom?

      I apologize if i'm a bit annoying and asking so meny questions but i'm new to this and would be really happy if i managed to pull this off.
      It semms as if you dont know much about asm codes... just visit some thread in the forum... I remember if there is a thread teaching you to insert the asm codes into the rom, but its hard for me to explain.. because I cant explain well... but search for some threads in the rom hacking forum and you can do it :)

      and for inserting the image...
      I would suggest NSE

      first open your rom in NSE
      then click on "Open sprite"
      and open the image provided in that thread I linked earlier.. the split images...
      then click on "Insert" -----> "Image data"
      NSE gives you an offset there... remember it(Note somewhere)
      click on "save"

      In the source code you will see..
      .SplitImages: .word 0x08YYYYYY

      in place of "YYYYYY" you will write the offset you noted earlier :)


      Try it once if it still wont help you then contact me... I will do it for you :)
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        #303    
      Old November 6th, 2016 (3:42 AM). Edited November 6th, 2016 by -Piccolo-.
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        I tried it out, although I have no idea of what i'm doing.
        I copied the the source code into a txt.file and saved it as a asm file. ''split.asm''

        I laso inserted the image and copied the offset it gave me and inserted it into .SplitImages: .word 0x08YYYYYY in the source (replacing the Y's).

        I went into cmd and got into the folder where split.asm was located and typed ''thumb split.asm split.bin'' and a split.bin was created. I open the split.bin in HxD and copied the values and insert them into some free space in my fire red rom.

        Quote:
        Originally Posted by Darthatron View Post
        Change these bytes:
        Code:
        @0813A130: 0x2F
        @0813A17B: 0x47
        @0813A1A0: [Pointer to Routine, plus 1 (one).]
        What does the 0x mean? and [Pointer to Routine, plus 1 (one).]?
        If i figure this out it should work right?

        Here's the ASM tutorial by HackMew I followed. http://www.pokecommunity.com/showthread.php?t=117917#ASM1
        Here's another ASM tutorial by FBI I looked at: http://www.pokecommunity.com/showpost.php?p=8526603&postcount=199

        Sorry for all the edits :/
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          #304    
        Old December 4th, 2016 (2:57 PM).
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          I have a problem. I applied the patch to a FireRed rom but I don't know what I have to do next. How do I change the moves to Special or Status? And how do I insert the images for each category?

          Thanks
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            #305    
          Old December 4th, 2016 (6:42 PM).
          ShyRayq's Avatar
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            Quote:
            Originally Posted by Prietodactyl View Post
            I have a problem. I applied the patch to a FireRed rom but I don't know what I have to do next. How do I change the moves to Special or Status? And how do I insert the images for each category?

            Thanks
            Okay. In order to change the move categories:
            In many of the new move editors, there should just be a section that allows you to change the byte. Check out the tools section.

            For the images, you're gonna need to know how to insert ASM and images. Look through the thread for Darthatron's post containing the ASM code and the images. You also need to get a Hex editor in order to perform the byte changes he has laid out as well.
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              #306    
            Old December 5th, 2016 (6:24 AM).
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              Quote:
              Originally Posted by ShyRayq View Post
              Okay. In order to change the move categories:
              In many of the new move editors, there should just be a section that allows you to change the byte. Check out the tools section.

              For the images, you're gonna need to know how to insert ASM and images. Look through the thread for Darthatron's post containing the ASM code and the images. You also need to get a Hex editor in order to perform the byte changes he has laid out as well.
              Yes, with Gamer2020's PGE I can edit if a move is Physical, Special or Status. That's it? I don't need to hex edit anything?
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                #307    
              Old December 5th, 2016 (1:04 PM).
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                Quote:
                Originally Posted by Prietodactyl View Post
                Yes, with Gamer2020's PGE I can edit if a move is Physical, Special or Status. That's it? I don't need to hex edit anything?
                Yep for the catergories, that's it. I'ts much easier now than when this was first released.
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                  #308    
                Old December 5th, 2016 (1:05 PM).
                BluRose BluRose is offline
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                  Quote:
                  Originally Posted by Prietodactyl View Post
                  Yes, with Gamer2020's PGE I can edit if a move is Physical, Special or Status. That's it? I don't need to hex edit anything?
                  editing the move to be one of those categories with pge will make it physical, special, or status, yes.

                  if you want images, you need to find the asm code for that made public by darthatron a while ago and follow his mini-tutorial on it :P
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                    #309    
                  Old December 6th, 2016 (9:07 AM).
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                  Prietodactyl Prietodactyl is offline
                     
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                    Quote:
                    Originally Posted by ShyRayq View Post
                    Yep for the catergories, that's it. I'ts much easier now than when this was first released.
                    Quote:
                    Originally Posted by BluRose View Post
                    editing the move to be one of those categories with pge will make it physical, special, or status, yes.

                    if you want images, you need to find the asm code for that made public by darthatron a while ago and follow his mini-tutorial on it
                    Thank you!
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                      #310    
                    Old December 6th, 2016 (10:37 AM).
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                      Perhaps I'm too idiot, but I can't make this thing work.

                      Patching the game with the P/S split patch: done
                      Inserting the graphics with NSE 2: done
                      Inserting the ASM routine into the free space of my FR rom: done

                      But I don't know what other bytes I have to edit to make it run. That's all I've got. I need help :(
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                        #311    
                      Old December 6th, 2016 (1:28 PM).
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                      ShyRayq ShyRayq is offline
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                        Quote:
                        Originally Posted by Prietodactyl View Post
                        Perhaps I'm too idiot, but I can't make this thing work.

                        Patching the game with the P/S split patch: done
                        Inserting the graphics with NSE 2: done
                        Inserting the ASM routine into the free space of my FR rom: done

                        But I don't know what other bytes I have to edit to make it run. That's all I've got. I need help :(
                        Well, you go into a hex editor, go to the addresses mentioned in Darthatron's post and change the bytes there to the ones he has mentioned.

                        For the one about the pointer, take the address you inserted the routine at. e.g/ ABCDEF
                        split it into sections of 2: AB CD EF, swap the first and last: EF CD AB
                        and stick 08 at the back: EF CD AB 08
                        And he says at 1 to it, so its more like: EF+1 CD AB 08
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                          #312    
                        Old December 6th, 2016 (1:48 PM). Edited December 6th, 2016 by Prietodactyl.
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                          Quote:
                          Originally Posted by ShyRayq View Post
                          Well, you go into a hex editor, go to the addresses mentioned in Darthatron's post and change the bytes there to the ones he has mentioned.

                          For the one about the pointer, take the address you inserted the routine at. e.g/ ABCDEF
                          split it into sections of 2: AB CD EF, swap the first and last: EF CD AB
                          and stick 08 at the back: EF CD AB 08
                          And he says at 1 to it, so its more like: EF+1 CD AB 08
                          Which bytes do I have to change with the pointer? The first four?

                          Edit:

                          YOU ROCK MAN! I was finally able to do it. Thank you so much.



                          Can I make a tutorial on how to do it from scratch, for people who don't know anything about rom hacking?
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                            #313    
                          Old December 6th, 2016 (7:37 PM).
                          ShyRayq's Avatar
                          ShyRayq ShyRayq is offline
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                            Quote:
                            Originally Posted by Prietodactyl View Post
                            Which bytes do I have to change with the pointer? The first four?

                            Edit:

                            YOU ROCK MAN! I was finally able to do it. Thank you so much.



                            Can I make a tutorial on how to do it from scratch, for people who don't know anything about rom hacking?
                            No problem man.
                            I mean, if you want to. Most people just use a rom base.
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                            Friend Safari: (Fighting) Throh, Meditite, Breloom
                            Living Pokedex Complete: Y, C, LG, E, Pl, HG, B, B2, X, Y, OR, AS, M, UM
                            Big thanks especially to DestinedJagold, Xerneas_X, Elements1 and ~RNC~

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                              #314    
                            Old January 6th, 2017 (4:54 AM).
                            Froosty's Avatar
                            Froosty Froosty is offline
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                              I dont know if I am allowed to this or not,
                              but if anyone is facing problem in inserting the PSS split and the icons then you can use the tool linked in my signature to do the task by just clicking a single button,
                              .
                              but the task of giving the move proper class will be your task :)
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                              Click here to get in the discord server here where rom-hacking is a everyday talk and task.

                              Want to showcase your hack on discord server ??? Click here to get the dask done.

                              My works:
                              TOOL: TL's Quick Enhancer
                              TUTORIAL: Fire red habitat editing
                              TUTORIAL: Fire red Transparent text-box


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                                #315    
                              Old April 2nd, 2017 (1:25 AM). Edited April 2nd, 2017 by EddyHg80.
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                              EddyHg80 EddyHg80 is offline
                                 
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                                Quote:
                                Originally Posted by Tlachtli View Post
                                First, you'll need to insert this ASM somewhere
                                Spoiler:
                                .text
                                .align 2
                                .thumb
                                .thumb_func

                                Prestart:
                                add r0, r0, r5
                                lsl r0, r0, #0x03
                                ldr r1, .Replaced_Address
                                add r4, r0, r1
                                push {r0-r5}
                                ldr r0, .SplitImages
                                ldr r1, .OBJVRAM
                                mov r2, #0xC0
                                swi #0xB

                                ldr r0, .CurMoveIndex_DMA
                                ldr r0, [r0]
                                mov r2, #0x10
                                lsl r2, #8
                                add r2, #0xD
                                add r0, r2
                                ldrb r0, [r0]
                                cmp r0, #0x0
                                bne StatFinish

                                mov r2, #0x10
                                lsl r2, #8
                                add r2, #0xA
                                cmp r6, #0x0
                                beq StatPreStart

                                Start:
                                ldr r0, .CurMoveIndex_DMA
                                ldr r0, [r0]
                                add r0, r2
                                cmp r6, #0x1
                                bne Continue
                                add r0, #0x1

                                Continue:
                                ldrb r1, [r0]
                                cmp r1, #0x0
                                bne GetMove
                                mov r2, #0x20
                                lsl r2, #8
                                add r0, r2
                                ldrb r1, [r0]

                                GetMove:
                                cmp r1, #0x4
                                beq GetFifthMove
                                lsl r1, r1, #1
                                ldr r0, .Move_List_DMA
                                ldr r2, [r0]
                                add r2, #0x84
                                mov r0, r2
                                add r0, r1
                                ldrh r3, [r0]

                                Body:
                                mov r0, #0x0
                                lsl r0, r3, #1
                                add r0, r3
                                lsl r0, r0, #2
                                ldr r1, .MoveBase
                                add r0, r1
                                ldrb r4, [r0, #10]
                                lsl r4, #1

                                mov r0, #0x40
                                lsl r0, #20
                                ldr r1, [r0]
                                mov r2, #0x20
                                orr r1, r2
                                stm r0!, {r1}

                                ldr r0, .OAMMemAddress
                                ldr r1, .IconOAM1
                                ldr r2, .IconOAM2
                                cmp r4, #0x2
                                beq SpecAdd
                                cmp r4, #0x4
                                beq StatAdd

                                Draw:
                                stmia r0!, {r1, r2}
                                ldr r0, .OAMMemAddress
                                mov r1, #0x70
                                lsl r1, #20
                                add r1, #0xD8
                                mov r2, #0x4
                                swi #0xb

                                StatFinish:
                                cmp r6, #0x1
                                beq MoveFinish
                                cmp r6, #0x2
                                beq LearnFinish
                                pop {r0-r6}
                                ldr r0, .Return_Address_Stat
                                bx r0

                                GetFifthMove:
                                cmp r6, #0x2
                                bne StatFinish
                                ldr r0, .CurMoveIndex_DMA
                                ldr r0, [r0]
                                mov r2, #0x10
                                lsl r2, #8
                                add r2, #0xA
                                add r0, r2
                                sub r0, #0x2
                                ldrh r3, [r0]
                                cmp r3, #0x0
                                bne Body
                                mov r2, #0x20
                                lsl r2, #8
                                add r0, r2
                                ldrh r3, [r0]
                                cmp r3, #0x0
                                bne Body
                                b Start

                                StatPreStart:
                                mov r3, #0x20
                                lsl r3, #8
                                add r2, r3
                                b Start

                                LearnFinish:
                                pop {r0-r6}
                                ldr r0, .Return_Address_Learn
                                bx r0

                                MoveFinish:
                                pop {r0-r6}
                                ldr r0, .Return_Address_Move
                                bx r0

                                SpecAdd:
                                mov r3, #0x20
                                lsl r3, #8
                                add r3, #0x04
                                add r2, r3
                                b Draw

                                StatAdd:
                                add r2, #0x08
                                b Draw

                                .align 2
                                .MoveBase: .word 0x0831C898
                                .CurMoveIndex_DMA: .word 0x0300090C
                                .Move_List_DMA: .word 0x0203CF1C
                                .Replaced_Address: .word 0x03005E08
                                .Return_Address_Stat: .word 0x081C0F57
                                .Return_Address_Move: .word 0x081C12F7
                                .Return_Address_Learn: .word 0x081C175D
                                .IconOAM1: .word 0x40280078
                                .IconOAM2: .word 0x0000D580
                                .OBJVRAM: .word 0x06013000
                                .OAMMemAddress: .word 0x030023E4
                                .SplitImages: .word 0x[insert address to images]
                                Hi, I wonder how can I edit the position of where the icon is displayed?
                                I work with Italian Emerald, and our "power" word is a bit longer (it's "potenza") and the icon gets covered, so I would like to shift it a bit to the right.

                                EDIT: found it!
                                you have to edit
                                .IconOAM1: .word 0x40280078
                                28 is the X axis
                                78 is the Y axis
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                                  #316    
                                Old May 15th, 2017 (10:16 AM).
                                Gilla Gilla is offline
                                   
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                                  Hey really impressed with this! Sorry to ask but could someone please include a full working patch? I would really appreciate it!
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                                    #317    
                                  Old May 15th, 2017 (11:34 AM).
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                                  Mariow2 Mariow2 is offline
                                     
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                                    Should we try and get ahead of the Japanese hackers?
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                                      #318    
                                    Old July 26th, 2017 (12:33 PM).
                                    Drake Baku's Avatar
                                    Drake Baku Drake Baku is offline
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                                      question, chance exists it may already been asked but I cant find it

                                      anyway, I changed various bits of the game (fire red) already with G3HS ((yes I know, outdated, but it allows me to repoint attack numbers, allowing me to give raichu 10 moves instead of the basic 4)
                                      added some pokemons by extending, changed movepools by repointing the number of attacks and sprite changes here and there
                                      plus I have changed various trainers, mostly garret number of pokemons

                                      kept using the build in space finders for all these things
                                      also increased the movepool total
                                      all this before I even realized about this patch, but I still rather want to add it

                                      so now the question, how safe would it be to add this patch, or would it break my game or all the stuff I did before?
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                                        #319    
                                      Old August 5th, 2017 (12:47 AM).
                                      SongSing SongSing is offline
                                         
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                                        make a copy and test it out! there's no way to tell if you have edited anything that the patch may touch without you comparing files. just keep a backup just in case!
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                                          #320    
                                        Old October 20th, 2017 (1:40 AM). Edited October 20th, 2017 by Drake Baku.
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                                        Drake Baku Drake Baku is offline
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                                          started over again
                                          new questions

                                          firsts off, I applied the patch on a clean rom
                                          but after applying the patch, if I use the games original save function
                                          it boths reports on an already existing save (which does not exists)
                                          and ends with an error report, saying I should go to a previous memory bank or something

                                          no clue on what happened there

                                          second off
                                          I was wondering, would it be better to extend the move data before or after the patch?
                                          seeing I am planing to add 2 more types and some signatuere moves of own design
                                          (asking that cause of pointers)

                                          I feel like I had a third one, but I forgot XD
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                                            #321    
                                          Old February 3rd, 2018 (6:35 AM).
                                          Kornor Gaming PL Kornor Gaming PL is offline
                                             
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                                            Quote:
                                            Originally Posted by DoesntKnowHowToPlay View Post
                                            Like with the other implementations in this thread, they work off the eleventh byte of the move data. They also implement the Special Defense boost in Sand, and jump through a number of other hoops to not break existing abilities and attacks, which is why I provide them as patches and not simple hex edits. Be aware that these patches do not touch the move table- you'll have to toggle the moves as physical or special yourself. I recommend using a hex editor or Nightmare for this, but PGE can also do the job (slowly).

                                            Credits go to Tailes for most of the work on the Emerald split.

                                            Also yes you can use these for your hacks just give credit you don't need to pm me for permission and plz don't
                                            How am I suposed to do this?
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                                              #322    
                                            Old March 3rd, 2018 (9:39 PM).
                                            Hillsy13's Avatar
                                            Hillsy13 Hillsy13 is offline
                                               
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                                              Quote:
                                              Originally Posted by Shufflejoy View Post
                                              Here's an IPS patch that applies version 1.4 of the Emerald patch, has all of the moves set to the correct Physical/Special/Status byte, and has the icons installed and working. Warning: I didn't take note of where I inserted the image or the ASM, so back up your game first.
                                              Download no longer works, would anyone that has a copy be able to upload it? Thanks in advance
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                                                #323    
                                              Old August 25th, 2018 (12:52 AM).
                                              SongSing SongSing is offline
                                                 
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                                                Quote:
                                                Originally Posted by Hillsy13 View Post
                                                Download no longer works, would anyone that has a copy be able to upload it? Thanks in advance
                                                https://github.com/SongSing/poketool/raw/gh-pages/patches/BPEE/PSS.ips

                                                or you can just use the tool i posted and click the button to apply it
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