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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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  #251    
Old September 7th, 2012 (1:06 PM).
Artemis251 Artemis251 is offline
     
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    Quote:
    Originally Posted by NintendoBoyDX View Post
    Obedience checks:
    Deoxys: 0x0801D3EC
    Mew: 0x0801D402

    There ya go.
    Thanks for the reply, but are these for FR/LG or for Emerald? I know for sure the Mew address corresponds to the address in FR/LG, but after messing around with the same addresses in Emerald, nothing seemed to do the trick. :(
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      #252    
    Old September 7th, 2012 (11:40 PM).
    Darthatron's Avatar
    Darthatron Darthatron is offline
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    Quote:
    Originally Posted by CriticalKYUC View Post
    How hard/easy would it be to insert the Sevii Islands into HG/SS?

    Seems like it'd be something someone has already done.
    Very difficult. We've barely got events and maps editable yet. Completely adding something new is no easy task yet.
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      #253    
    Old September 23rd, 2012 (10:38 AM).
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      Quote:
      Originally Posted by Jambo51 View Post
      Second up, this is the battle string loader hack I made. It intercepts the "failed" part of the loader. That is, it branches out from what the loader would otherwise consider to be a bad number to load from and skip.

      Spoiler:
      .text
      .align 2
      .thumb
      .thumb_func
      .global battlestringloaderhack
      main:
      mov r0, #0xC2
      lsl r0, r0, #0x1
      cmp r0, r6
      bne normalcode
      ldr r0, ramlocation
      ldr r7, [r0, #0x0]
      cmp r7, #0x0
      beq alternative
      mov r0, #0xA
      lsl r0, r0, #0x18
      cmp r7, r0
      bge alternative
      mov r0, #0x8
      lsl r0, r0, #0x18
      cmp r7, r0
      blt alternative
      b continue
      alternative: mov r6, #0xC
      ldr r1, returntwo
      bx r1
      continue: ldr r0, returnone
      bx r0
      normalcode: ldr r1, otherramloc
      mov r0, #0xFF
      strb r0, [r1, #0x0]
      pop {r3-r5}
      mov r8, r3
      mov r9, r4
      mov r10, r5
      pop {r4-r7}
      pop {r0}
      bx r0
      .align
      ramlocation: .word 0x0203C020
      returntwo: .word 0x080D77D1
      returnone: .word 0x080D77DD
      otherramloc: .word 0x0202298C


      As you can see, it has checks to try and catch a "bad" location given in the RAM location I set aside for the new functionality. All it can catch, sadly, is if you leave the RAM location empty, or if you try to use an invalid ROM location. The rest, I have to leave to the user.

      I've written the routine such that it supports 32MB ROMs as well, so you don't have to worry about that either.

      To insert the actual routine, navigate to 0xD77BE and change the code to 03 49 08 47, then go to 0xD77CC and change the pointer to the insert location of the routine, plus 1 for THUMB mode of course.

      Now, using it. It's as easy as this: Using the storebyte command of the battle script functionality (0x2E), store the bytes of the ROM pointer in little endian ordering, into the RAM address 0x0203C020. Then, you call the battle string printer as such:
      Code:
      10 84 01 39 40 00
      The routines will take care of the rest!
      For some reason it's not working correctly. It just freezes the game.

      This is what I've done:
      1. Insert the routine at 0x71EA35
      2. Change the bytes like you said at 0xD77BE
      3. Change the bytes at 0xD77CC so that it points to 0x71EA36
      4. Inserted a text string at 0x71EA85
      5. For my battle script, it goes like:
      Code:
      02 03 09 0A 48 01 03 00 2E DE 3F 02 02 14 89 C1 00 69 1D 08 12 40 00 2E 20 C0 03 02 85 2E 21 C0 03 02 EA 2E 22 C0 03 02 71 2E 23 C0 03 02 08 10 84 01 39 40 00 3D
      And yes, I have made sure that I've assigned my custom attack to the custom battle script. It executes the animation, and I checked in VBA's Memory Viewer that it correctly updates the Attack Stat modifier like what I wrote in my custom script, and it even does the stat change animation like I made it so, but it doesn't display my custom message, instead it just freezes after that. The part that I bolded is the code that should display the custom text.
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        #254    
      Old September 23rd, 2012 (3:22 PM).
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      Diegoisawesome Diegoisawesome is offline
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      Quote:
      Originally Posted by Chaos Rush View Post
      1. Insert the routine at 0x71EA35
      There's your problem. ASM routines need to be inserted at offsets ending with 0, 4, 8, or C. Move the routine, then repoint the pointer.
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        #255    
      Old September 27th, 2012 (3:19 PM).
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        I didn't think this warranted a thread of its own, and I couldn't think of anywhere better to put it, but this is how to enable a different fanfare for the Key Items in Emerald (As standard, it uses the same fanfare as normal items, which is a bit boring).

        Firstly, Compile and Insert this script somewhere in your ROM, anywhere will do:

        Code:
        #dynamic 0xF00000
        
        #org @main
        fanfare 0x212
        return
        Obviously, you can swap out the track it plays for any other fanfare in the Emerald ROM, but this one happens to suit it rather well.

        Note down this pointer, and the navigate to 0x271B60 and change the pointer to point to your new script. Voila! Job done.
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          #256    
        Old October 7th, 2012 (2:11 PM). Edited May 26th, 2014 by Spherical Ice.
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        The following bytes determine the starting position of the player when you begin a new game:

        0x54A08: Player X Position
        0x54A00: Player Y Position
        0x54A04: Map Bank
        0x54A06: Map Number
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          #257    
        Old October 10th, 2012 (11:52 PM).
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          is it possible to add new abilities to bpre and new evolutionary stones?
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            #258    
          Old October 16th, 2012 (4:56 PM). Edited October 16th, 2012 by FirEmerald.
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            This is a document containing all the LZ77 compressed data in pokemon emerald U.S. 1.0 rom.
            key
            xxxxxx-?????
            ^ ^
            offset description of what it looks like or is
            xxxxxx+-xxxxxx,xxxxxx:??????????????????????????????????????????;xxxxxx:???????????????
            ^ ^ ^ ^ ^ ^
            offset(tiles) offsets(raw or pallete) description of what it looks like offsets(raw or pallete)^
            description of what it looks like ---------------------------------------------------------------- >^
            It doesn't space correctly, sorry!
            Attached Files
            File Type: txt lz77 compressed images complete.txt‎ (90.4 KB, 30 views) (Save to Dropbox)
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              #259    
            Old November 1st, 2012 (3:17 PM).
            IrrelevantPride IrrelevantPride is offline
               
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              I wasn't sure where to post this but it seems like a good spot. I was wondering if there's some RAM locations documentation available for the third generation games (such as the player's money, inventory, etc.). I found some on the second generation games on Data Crystal but I haven't been able to find much looking for the third generation games (specifically Pokemon Ruby) so I was hoping if someone could lead me in the right direction.
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                #260    
              Old November 4th, 2012 (11:20 PM). Edited November 4th, 2012 by Deokishisu.
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                Has anyone thought of removing the Pokemon animations in Emerald for some extra free space? I've always found them watered down and disappointing after Crystal's multi-frame animations, and it would cut any sprite work I decide to do in half.

                I'd assume we'd have to cut out the routine that switches frames and plays that stupid thing that warps the sprites, and then cut down the images to the standard one frame.

                Has anyone attempted this?
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                  #261    
                Old November 4th, 2012 (11:57 PM). Edited January 21st, 2013 by Chaos Rush.
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                  This might be useful: In FireRed, the script that runs when respawning after losing a battle is located at 0x1A8D97. You can even edit it with XSE.

                  EDIT: And if you're respawning at your house rather than the Pokemon Center, it goes to this script instead: 0x1A8DD8
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                    #262    
                  Old November 26th, 2012 (1:18 AM).
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                    Ok, I found this over at the pokahacking forum and it seems to be useful for legendary events! So I did not discovered this credits to Steven and Casta for some Info about this.

                    So ever wanted to make your game like a movie or something like that. xD Well you can you can now make something look like this.



                    So how to do it huh? Pretty easy just put this in your script.

                    Ruby:
                    Quote:
                    writebytetooffset 0x6C 0x4000044
                    writebytetooffset 0x23 0x4000045
                    Fire red:
                    Quote:
                    writebytetooffset 0x80 0x4000044
                    writebytetooffset 0x20 0x4000045
                    Emerald:
                    Quote:
                    writebytetooffset 0x7F 0x4000044
                    writebytetooffset 0x20 0x4000045
                    Just include them in every script that you want it only goes away after a warp to another place. That's all. :D

                    Credits:
                    Steven
                    Casta
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                      #263    
                    Old November 27th, 2012 (1:40 AM).
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                      You can also use this for trailers and stuff. :D
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                        #264    
                      Old November 27th, 2012 (1:43 AM).
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                        Quote:
                        Originally Posted by PokemonMasters View Post
                        You can also use this for trailers and stuff. :D
                        Yes and cutscenes as well including flashbacks and it would be awesome! :D
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                          #265    
                        Old November 27th, 2012 (2:00 AM).
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                          btw, does this have bugs?
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                            #266    
                          Old November 27th, 2012 (2:43 AM).
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                            Quote:
                            Originally Posted by PokemonMasters View Post
                            btw, does this have bugs?
                            As far as I know none. It only goes away after you warp.
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                              #267    
                            Old December 7th, 2012 (4:38 PM).
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                              Quote:
                              Originally Posted by tajaros View Post
                              Ok, I found this over at the pokahacking forum and it seems to be useful for legendary events! So I did not discovered this credits to Steven and Casta for some Info about this.

                              So ever wanted to make your game like a movie or something like that. xD Well you can you can now make something look like this.



                              ...
                              I actually found the other half of this that changes things to greyscale without doing any division or other crazy ASM. It's one RAM location:
                              Code:
                              0x02036E28
                              So just wrote a 0x1 to that offset for greyscale, and 0x2 for sepia (I think...). To reset, set it to 0x0.
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                                #268    
                              Old December 7th, 2012 (6:26 PM). Edited December 7th, 2012 by Darthatron.
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                              hinkage messaged me about possibly removing the introduction part of the New Game function in FireRed. It was surprisingly easy. Pretty much entailed nulling some function calls and replacing one pointer. :)

                              Code:
                              0812ED1E: 00 00 00 00
                              0812ED2E: 00 00 00 00
                              0812EE3E: 00 00 00 00
                              0812EE48: 00 00 00 00
                              0812EE4E: 00 00 00 00
                              0812EE54: 00 00 00 00
                              0812EE60: 00 00 00 00
                              0812EE8C: D1 08 13 08
                              There's a small delay, though. I'm currently unsure about how to fix it.

                              EDIT: Nevermind. :( It only works if there is already a save file, for some reason.
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                                #269    
                              Old December 8th, 2012 (1:32 AM).
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                                Quote:
                                Originally Posted by Darthatron View Post
                                EDIT: Nevermind. :( It only works if there is already a save file, for some reason.
                                You have to write a function that writes a temporary player and rival name to the right location. Then it will work, trust me ;) The game tries to load those.
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                                  #270    
                                Old December 18th, 2012 (7:35 AM).
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                                  Is there a way to hack an unused ability (like Cacophony) into Snow Warning? Drought, Drizzle and Sand Stream are already in 3rd gen but I'd like to have the option in Fire Red for a Hail team in the same way.
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                                    #271    
                                  Old December 24th, 2012 (12:47 PM).
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                                    em swarms @0x58D094
                                    species - 2
                                    movepool - 8
                                    level - 1 (i think)
                                    map - 1 (i think, based on first map bank)

                                    assuming this is correct, these are the swarms in this data block
                                    Seedot Lv3, Route 102: Bide, Harden, Leech Seed
                                    Nuzleaf Lv15, Route 115: Harden, Growth, Nature Power, Leech Seed
                                    Seedot Lv13, Route 117: Harden, Growth, Nature Power, Leech Seed
                                    Seedot Lv25, Route 120: Giga Drain, Frustration, Solarbeam, Leech Seed
                                    Skitty Lv13, Route 116: Growl, Tackle, Tail Whip, Attract

                                    they primarily have egg moves and they're primarily just seedot so idk
                                    they really dont seem that special and theyre completely off from what other sites say so maybe theres another block of swarm data somewhere
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                                      #272    
                                    Old January 22nd, 2013 (3:01 PM).
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                                      The address at 0x030008c9 is a step counter that increases by three for each step. Just something I found while searching the RAM.
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                                        #273    
                                      Old January 24th, 2013 (7:37 PM).
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                                        Is there a way to delete your rival from the naming process at the beginning of the game in FireRed?
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                                          #274    
                                        Old January 24th, 2013 (8:19 PM).
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                                          Quote:
                                          Originally Posted by SSJ4 Furanki View Post
                                          Is there a way to delete your rival from the naming process at the beginning of the game in FireRed?
                                          Hey, I figured Id link you to this page.

                                          http://www.thepkmnworld.co.uk/v5/forum/threads/jambo51s-asm-resource-centre.396/

                                          If you look at the naming rival from overworld section, Im sure you could learn something as Jambo removes it, Im pretty sure at least.
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                                            #275    
                                          Old January 24th, 2013 (11:08 PM).
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                                            Quote:
                                            Originally Posted by Quickster View Post
                                            Hey, I figured Id link you to this page.

                                            http://www.thepkmnworld.co.uk/v5/forum/threads/jambo51s-asm-resource-centre.396/

                                            If you look at the naming rival from overworld section, Im sure you could learn something as Jambo removes it, Im pretty sure at least.
                                            Uh... Could you just copy the thing written on your link and paste it here cause that site isn't available in my country?
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