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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  #1101   Link to this post, but load the entire thread.  
Old November 22nd, 2018 (6:56 PM).
Super Versekr Dark Super Versekr Dark is offline
     
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    Help plis:

    Spoiler:

    /****** NEW GEN EXP SHARE + EGG EXP FIX *******
    ************** Ruby VERSION ********************
    Es necesario realizar las siguientes ediciones en el rom:
    - Ve a 0x080201E2 y escribe los bytes "02 21"
    - Ve a 0x08020336 y escribe los bytes "01 20"
    - Ve a 0x08020278 y escribe lo siguiente:
    "C0 46 00 4A 10 47 [XX+1 XX XX 08] 04 BC"
    siendo [XX+1 XX XX 08] el pointer permutado a esta rutina
    ************************************************
    Es tambin importante recalcar que debis escoger el flag que
    vais a utilizar para activar/desactivar la rutina.
    De la misma forma debis escoger una variable que utilizar
    est rutina para almacenar un valor de control.
    ************************************************
    ************************************************
    ************************************************
    Crditos a BluRose, Lunos and samus *********************
    ************************************************
    ************************************************/

    .align 2
    .thumb

    no_crash:
    ldr r0, [r5]
    mov r1, r0
    add r1, #0x53
    ldrb r0, [r1]

    flag_check:
    push {r0-r2}
    ldr r0, flag_number
    ldr r2, flag_routine
    push {r1-r3}
    bl linker
    pop {r1-r3}
    cmp r0, #0x1
    bne routine_off
    pop {r0-r2}

    main:
    push {r3-r6}
    ldr r6, slot_var
    ldrb r3, [r6]
    ldr r4, is_egg_party
    mov r5, #0x64
    mul r5, r5, r3
    ldrb r4, [r4, r5]
    cmp r4, #0x6
    beq pokemonIsEgg
    mov r2, #0x1
    b update_slot

    pokemonIsEgg:
    mov r2, #0x0

    update_slot:
    add r3, #0x1
    cmp r3, #0x6
    bne end
    mov r3, #0x0

    end:
    strh r3, [r6]
    pop {r3-r6}

    return:
    push {r2}
    ldr r2, return_dir
    bx r2

    routine_off:
    pop {r0-r2}
    mov r2, #0x1
    and r2, r0
    b return

    linker:
    bx r2

    .align 2
    flag_number:
    .word 0x00000[XXX]
    flag_routine:
    .word 0x08069340 +1
    slot_var:
    .word 0x02025280 + (0x400[X] * 2)
    is_egg_party:
    .word 0x02022928 + 0x13
    return_dir:
    .word 0x08020284 + 1



    The routine does not give experience when using movements like absorbs, mega drain or giga drain, in addition to giving experience without having the active flag, also I do not know if the var is the correct one.
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      #1102   Link to this post, but load the entire thread.  
    Old November 25th, 2018 (11:04 AM).
    pikachux2's Avatar
    pikachux2 pikachux2 is offline
    Never Evolve
       
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      I'm confused on hex locations here. We all know the game doesn't code past a certain part in its allotted space (roughly 0x700000-0x800000, or whatever). Can someone help me make sense of the locations mentioned in this quote?

      Quote:
      Originally Posted by esperance View Post
      For anyone that wants to change the badge required for surf, the offset of the flag is 0806D59C. Also, I'm pretty sure that 0806D5D0 is waterfall, but I haven't tested it. (FireRed)
      0806D5D0? Is this just 06D5D0? Or am I missing something here because I feel like I see these large offsets that I can't CTRL+G often. Thanks.
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        #1103   Link to this post, but load the entire thread.  
      Old November 25th, 2018 (12:04 PM).
      Koople's Avatar
      Koople Koople is offline
         
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        Quote:
        Originally Posted by pikachux2 View Post
        I'm confused on hex locations here. We all know the game doesn't code past a certain part in its allotted space (roughly 0x700000-0x800000, or whatever). Can someone help me make sense of the locations mentioned in this quote?



        0806D5D0? Is this just 06D5D0? Or am I missing something here because I feel like I see these large offsets that I can't CTRL+G often. Thanks.
        The 08 prefix says that it is part of read-only memory (ROM). So if you see 08xxxxxx, it means you can find the offset in your hex editor by dropping the 08 in front. So you are correct, 06D5D0 would be the correct offset.
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          #1104   Link to this post, but load the entire thread.  
        Old November 25th, 2018 (12:24 PM).
        pikachux2's Avatar
        pikachux2 pikachux2 is offline
        Never Evolve
           
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          Posts: 115
          Quote:
          Originally Posted by Koople View Post
          The 08 prefix says that it is part of read-only memory (ROM). So if you see 08xxxxxx, it means you can find the offset in your hex editor by dropping the 08 in front. So you are correct, 06D5D0 would be the correct offset.
          Thanks!
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            #1105   Link to this post, but load the entire thread.  
          Old November 28th, 2018 (3:13 AM).
          pikachux2's Avatar
          pikachux2 pikachux2 is offline
          Never Evolve
             
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            Anyone know how to go about giving Pokémon a chance to flee when in the wild, like they would in the safari zone, where it checks the Pokémon's 'run rate'?
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              #1106   Link to this post, but load the entire thread.  
            Old November 29th, 2018 (6:41 PM).
            Lance Koijer 2.0 Lance Koijer 2.0 is offline
            Lance Koijer
               
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              Quote:
              Originally Posted by MrDollSteak View Post
              I've located a table that is possibly useful for ASM hackers (certainly those doing abilities). It controls the end of turn effects that tend to do damage such as Leech Seed, Burn, Poison and Nightmare (among other things).

              In Fire Red it is located at 0182FC, and in Emerald at 0409C8.

              I'm compiling a list of effects that will correspond to the relevant 4 byte entries (they're just pointers that get loaded).

              Spoiler:
              Entry 3 - Leech Seed Damage
              Entry 4 - Poison Damage
              Entry 5 - Toxic Poison Damage
              Entry 6 - Burn Damage
              Entry 7 - Nightmare Damage
              Entry 8 - Curse Damage
              Entry 9 - Wrap, Fire Spin, Whirlpool, etc. Damage
              Can we expand and repoint thi table so we can add new one? If so, does it have any limiter?
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                #1107   Link to this post, but load the entire thread.  
              Old November 29th, 2018 (7:29 PM).
              Noodlewhiz's Avatar
              Noodlewhiz Noodlewhiz is offline
                 
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                Posts: 61
                Quote:
                Originally Posted by Lance Koijer 2.0 View Post
                Can we expand and repoint thi table so we can add new one? If so, does it have any limiter?
                https://www.pokecommunity.com/showpost.php?p=8772423&postcount=597
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                  #1108   Link to this post, but load the entire thread.  
                Old December 16th, 2018 (12:24 PM).
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                Squeetz Squeetz is offline
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                To make the bike's usability in Firered be based on map type instead of the 18th byte in the map header structure, paste-write at 0x55C9C:
                Code:
                00200449C97D052902D0082900D0012070470000FC6D0302
                Source:
                Spoiler:

                .org 0x55C9C
                mov r0, #0x0
                ldr r1, =(gMapHeader)
                ldrb r1, [r1, #0x17] @mapType
                cmp r1, #0x5 @underwater
                beq bike_return
                cmp r1, #0x8 @inside
                beq bike_return
                mov r0, #0x1
                bike_return:
                bx lr
                .align 2, 0
                gMapHeader: .word 0x02036DFC

                After this, instead of having to set the 18th byte manually in the map header each time you create a new map, you just need to set the correct map type.
                As far as I know, this doesn't affect any bike-able maps already in the game except for the Underground Path which is set to Inside, but you can change that easily.
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                  #1109   Link to this post, but load the entire thread.  
                Old 4 Weeks Ago (2:00 PM).
                Lemz's Avatar
                Lemz Lemz is offline
                   
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                  Is there a routine to implement double wild battles in FR? I haven't seen this mechanic posted in the index.
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                    #1110   Link to this post, but load the entire thread.  
                  Old 4 Weeks Ago (8:49 PM).
                  BluRose BluRose is offline
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                    Quote:
                    Originally Posted by Lemz View Post
                    Is there a routine to implement double wild battles in FR? I haven't seen this mechanic posted in the index.
                    check this out
                    __________________
                    am i cool yet
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                      #1111   Link to this post, but load the entire thread.  
                    Old 3 Weeks Ago (5:24 AM). Edited 3 Weeks Ago by eildonp.
                    eildonp eildonp is offline
                       
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                      [FR] A friend told me he figured out how to switch between world maps in the fly menu in Fire Red, just like the town map menu.
                      This allows you to fly between the world maps.

                      Just replace the first two bytes at 0xC004C with 00 00, this will make the switch button appear above the cancel button.

                      He hasn't fully checked for possible bugs, however he believes there is none.

                      Edit: The switch button works exactly the same way as the town map one, meaning you must unlock it first.
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                        #1112   Link to this post, but load the entire thread.  
                      Old 2 Weeks Ago (8:29 AM).
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                      Petuuuhhh Petuuuhhh is offline
                       
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                      Prevent Player from Using Items [FR]
                      At 0x452EBC, put F1 FA 10 08
                      At 0x452EE4, put F1 FA 10 08
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                        #1113   Link to this post, but load the entire thread.  
                      Old 1 Week Ago (2:11 PM). Edited 6 Days Ago by Criminon.
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                      Criminon Criminon is offline
                      Pokemon: Aqua Blue
                         
                        Join Date: Aug 2012
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                        Remove Mail Data from Items [FR]

                        Hello Everyone,

                        I started the process to remove Mail items from my game, and I noticed something odd. Even when removing all of the Mail data from the items, and essentially turning them into held items, the game still recognized them as Mail.

                        I'm assuming there is a table somewhere with these. Using the link below, I have looked through the hex to try to find any errors with the program I was using to edit:

                        Item Data Structure Gen III

                        C0 E9 E6 00 CA D5 E8 D7 DC FF E9 E6 FF 00 82 00 F4 01 00 00 60 6B 3D 08 00 00 01 04 39 22 0A 08 00 00 00 00 00 00 00 00 00 00 00 00

                        This is the item below. Nothing in here links back to mail, however it still displays the mail icon, etc. I have also tried also searching for a table, unfortunately with no luck.





                        EDIT:

                        Placing C0 46 C0 46 C0 46 C0 46 C0 46 C0 46 C0 46 C0 46 at 980FA will completely remove the check for Mail Items making these act as normal items. (Items 0x79 - 0x84 will then be cleared up and function as standard items)

                        Credits to Skeli for finding this. (Thank you man!)
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                          #1114   Link to this post, but load the entire thread.  
                        Old 3 Days Ago (8:05 AM).
                        rubenturen's Avatar
                        rubenturen rubenturen is online now
                        The ultimate Zeraora
                           
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                          Quote:
                          Originally Posted by BluRose View Post
                          gen vi exp share system (em):

                          4A4BE - 02 21
                          4A594 - 01 22
                          4A634 - 01 20

                          ok this should be finalized
                          no more crap from me ahaha
                          This may be a old post but I have a problem

                          It works but all the other Pokemon get 0 exp
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                          I’m working on a ROM hack called pokemon penny.
                          It is a hack of emerald.





                          Sry, im not very good at typing the english Language.
                          This is the best Pokemon. FIGHT ME!!!
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