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Map data for Emerald AI

Started by Cwalrus96 November 20th, 2018 5:46 PM
  • 941 views
  • 1 replies
Seen November 20th, 2018
Posted November 20th, 2018
1 posts
333 Days
Hey everybody, this is my first time posting here and I was wondering if you could help me find some information. Im making an AI to play Pokmon Emerald for a school project, but Im having some trouble locating the info I need and Im running out of time. The main think Im looking for is information about maps and map headers. In games like red and blue there is a constant location for the current map that is loaded into memory - is there anything like that for these games? Im also looking for some battle info. . I have access to the pokemons Stats ( both the players and opponents) which is a big part of programming battle AI, but Im having trouble accessing the moves. I know that there is a 48 byte section within the Pokmon data structure, and one of the 12 byte sections within there contains move data. However, Im a bit confused about how this data works, as each move only has 2 bytes and the move structures are 44 bytes I think. Are these two bytes just pointers to the move structures?

igorfs10

Male
Brazil
Seen 1 Week Ago
Posted April 22nd, 2019
47 posts
3.9 Years
Hey everybody, this is my first time posting here and I was wondering if you could help me find some information. Im making an AI to play Pokmon Emerald for a school project, but Im having some trouble locating the info I need and Im running out of time. The main think Im looking for is information about maps and map headers. In games like red and blue there is a constant location for the current map that is loaded into memory - is there anything like that for these games? Im also looking for some battle info. . I have access to the pokemons Stats ( both the players and opponents) which is a big part of programming battle AI, but Im having trouble accessing the moves. I know that there is a 48 byte section within the Pokmon data structure, and one of the 12 byte sections within there contains move data. However, Im a bit confused about how this data works, as each move only has 2 bytes and the move structures are 44 bytes I think. Are these two bytes just pointers to the move structures?
I dont know about map, but this 48 data structure is separated in 4 substructure and they are mixed inside this data structure. You need to find where the moves substructure is, take the value and decrypt to get the right move.
Here is the link where you can see how this structure works and how to decrypt.
https://m.bulbapedia.bulbagarden.net/wiki/Pokmon_data_structure_in_Generation_III

https://m.bulbapedia.bulbagarden.net/wiki/Pokmon_data_substructures_in_Generation_III

If you know lua and use vba rerecording you can use everOddish code to see how to get this data.
https://github.com/EverOddish/PokeStreamer-Tools

If want you can change rom to disable encryption and data mixing to make it easier, you can find how to disable in quick reasearch thread.
Sorry, I cant be more specific now because I'm using my phone in metro now. :P
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