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Patch: [FR] BW Summary Screen

27
Posts
8
Years
  • Age 26
  • Seen Mar 5, 2022
About
This is a Pokemon Summary Screen Base!
Introduction
Base Rom-1636 - Pokemon - Fire Red Version (U) 1.0
Screenshot
Spoiler:

Download
 
Last edited by a moderator:
71
Posts
6
Years
  • Age 25
  • Seen Jul 11, 2022
Is there any way the source code could be made available, please? It's not compatible with my rom and the game crashes every time I try to open my summary screen.
 
27
Posts
8
Years
  • Age 26
  • Seen Mar 5, 2022
This is just some of the data on the changes and there is no source code that you can try to see if there is no data above the conflict?
 

Lunos

Random Uruguayan User
3,108
Posts
15
Years

Thanks for this, it looks quite nice combined with NarenJr's B/W Styled Pok?mon Menu.
okLPwAh.gif


It'd be nice if you posted which offsets does your patch use though, so people will be able to easily avoid what happened to Noodlewhiz or to repoint stuff if needed.
 
Last edited:
27
Posts
8
Years
  • Age 26
  • Seen Mar 5, 2022
Thanks for this, it looks quite nice combined with NarenJr's B/W Styled Pok?mon Menu.
okLPwAh.gif


It'd be nice if you posted which offsets does your patch use though, so people will be able to easily avoid what happened to Noodlewhiz or to repoint stuff if needed.

This patch does not use the new offset, it just replaces the original offset?
 

Lunos

Random Uruguayan User
3,108
Posts
15
Years
Againsts, I just noticed thanks to some tests brought up in the community's Discord, that your patch doesn't seem to play nicely along the nature-based colored stats.
I think it'd be nice if you fixed that or at least dropped a warning about it in the main post.
 
Last edited:
27
Posts
8
Years
  • Age 26
  • Seen Mar 5, 2022
Againsts, I just noticed thanks to some tests brought up in the community's Discord, that your patch doesn't seem to play nicely along the nature-based colored stats.
I think it'd be nice if you fixed that or at least dropped a warning about it in the main post.

You must first use the patch, then use the Nature-affected stats colouring routines?
Nature-affected stats colouring routines require minor changes?

Nature-affected stats colouring routines [FR]:

CLICK FOR EMERALD

This is probably the least efficient way to do this, but it works.

Attack:
Code:
.thumb
@ 00 49 08 47 XX XX XX XX at x137134

ldr r1, [r2]
ldrb r2,[r1,#4]
add r2,#0x32  [COLOR="Red"]//add r2, #0x3C[/COLOR]
lsl r2,r2,#0x18
lsr r2,r2,#0x18
push {r0-r3}
ldr r0, =(0x0203B140)
ldr r0, [r0]
ldr r2, =(0x3290)
add r0, r0, r2
mov r1, #0
bl decryptbranch
bl getnaturebranch
cmp r0, #1 @ Lonely
beq red
cmp r0, #2 @ Brave
beq red
cmp r0, #3 @ Adamant
beq red
cmp r0, #4 @ Naughty
beq red
cmp r0, #5 @ Bold
beq blue
cmp r0, #10 @ Timid
beq blue
cmp r0, #15 @ Modest
beq blue
cmp r0, #20 @ Calm
beq blue

black:
ldr r6, blackfont
b end

red:
ldr r6, redfont
b end

blue:
ldr r6, bluefont

end:
pop {r0-r3}
ldr r1, =(0x0813713c+1)
bx r1

decryptbranch:
ldr r2, =(0x0803FBE8+1)
bx r2

getnaturebranch:
ldr r2, =(0x08042EB4+1)
bx r2

.align 2
blackfont: .word 0x08463FA4 @ In a vanilla FR ROM, this contains: 00 0E 0A 00
redfont: .word 0x08RRRRRR @ ROM location that contains: 00 01 0A 00
bluefont: .word 0x08BBBBBB @ ROM location that contains: 00 07 0A 00

Defense:
Code:
.thumb
@ 00 49 08 47 XX XX XX XX at x137158

ldr r1, [r2]
ldrb r2,[r1,#6]
add r2,#0x32 [COLOR="Red"]//add r2, #0x3C[/COLOR]
lsl r2,r2,#0x18
lsr r2,r2,#0x18
push {r0-r3}
ldr r0, =(0x0203B140)
ldr r0, [r0]
ldr r2, =(0x3290)
add r0, r0, r2
mov r1, #0
bl decryptbranch
bl getnaturebranch
cmp r0, #1 @ Lonely
beq blue
cmp r0, #5 @ Nold
beq red
cmp r0, #7 @ Relaxed
beq red
cmp r0, #8 @ Impish
beq red
cmp r0, #9 @ Lax
beq red
cmp r0, #11 @ Hasty
beq blue
cmp r0, #16 @ Mild
beq blue
cmp r0, #21 @ Gentle
beq blue

black:
ldr r6, blackfont
b end

red:
ldr r6, redfont
b end

blue:
ldr r6, bluefont

end:
pop {r0-r3}
ldr r1, =(0x08137162+1)
bx r1

decryptbranch:
ldr r2, =(0x0803FBE8+1)
bx r2

getnaturebranch:
ldr r2, =(0x08042EB4+1)
bx r2

.align 2
blackfont: .word 0x08463FA4 @ In a vanilla FR ROM, this contains: 00 0E 0A 00
redfont: .word 0x08RRRRRR @ ROM location that contains: 00 01 0A 00
bluefont: .word 0x08BBBBBB @ ROM location that contains: 00 07 0A 00

Special Attack:
Code:
.thumb
@ 00 49 08 47 XX XX XX XX at x13717C

mov r2,r8
ldr r1, [r2]
ldrb r2,[r1,#8]
add r2,#0x32  [COLOR="Red"]//add r2, #0x3C[/COLOR]
lsl r2,r2,#0x18
lsr r2,r2,#0x18
push {r0-r3}
ldr r0, =(0x0203B140)
ldr r0, [r0]
ldr r2, =(0x3290)
add r0, r0, r2
mov r1, #0
bl decryptbranch
bl getnaturebranch
cmp r0, #3 @ Adamant
beq blue
cmp r0, #8 @ Impish
beq blue
cmp r0, #13 @ Jolly
beq blue
cmp r0, #15 @ Modest
beq red
cmp r0, #16 @ Mild
beq red
cmp r0, #17 @ Quiet
beq red
cmp r0, #19 @ Rash
beq red
cmp r0, #23 @ Careful
beq blue

black:
ldr r6, blackfont
b end

red:
ldr r6, redfont
b end

blue:
ldr r6, bluefont

end:
pop {r0-r3}
ldr r1, =(0x08137188+1)
bx r1

decryptbranch:
ldr r2, =(0x0803FBE8+1)
bx r2

getnaturebranch:
ldr r2, =(0x08042EB4+1)
bx r2

.align 2
blackfont: .word 0x08463FA4 @ In a vanilla FR ROM, this contains: 00 0E 0A 00
redfont: .word 0x08RRRRRR @ ROM location that contains: 00 01 0A 00
bluefont: .word 0x08BBBBBB @ ROM location that contains: 00 07 0A 00

Special Defense:
Code:
.thumb
@ 00 49 08 47 XX XX XX XX at x1371A4

ldr r1, [r2]
ldrb r2,[r1,#0xA]
add r2,#0x32  [COLOR="Red"]//add r2, #0x3C[/COLOR]
lsl r2,r2,#0x18
lsr r2,r2,#0x18
push {r0-r3}
ldr r0, =(0x0203B140)
ldr r0, [r0]
ldr r2, =(0x3290)
add r0, r0, r2
mov r1, #0
bl decryptbranch
bl getnaturebranch
cmp r0, #4 @ Naughty
beq blue
cmp r0, #9 @ Lax
beq blue
cmp r0, #14 @ Naive
beq blue
cmp r0, #19 @ Rash
beq blue
cmp r0, #20 @ Calm
beq red
cmp r0, #21 @ Gentle
beq red
cmp r0, #22 @ Sassy
beq red
cmp r0, #23 @ Careful
beq red

black:
ldr r6, blackfont
b end

red:
ldr r6, redfont
b end

blue:
ldr r6, bluefont

end:
pop {r0-r3}
ldr r1, =(0x081371AE+1)
bx r1

decryptbranch:
ldr r2, =(0x0803FBE8+1)
bx r2

getnaturebranch:
ldr r2, =(0x08042EB4+1)
bx r2

.align 2
blackfont: .word 0x08463FA4 @ In a vanilla FR ROM, this contains: 00 0E 0A 00
redfont: .word 0x08RRRRRR @ ROM location that contains: 00 01 0A 00
bluefont: .word 0x08BBBBBB @ ROM location that contains: 00 07 0A 00

Speed:
Code:
.thumb
@ 00 49 08 47 XX XX XX XX at x1371C8

mov r2,r8
ldr r1, [r2]
ldrb r2,[r1,#0xC]
add r2,#0x32  [COLOR="Red"]//add r2, #0x3C[/COLOR]
lsl r2,r2,#0x18
lsr r2,r2,#0x18
push {r0-r3}
ldr r0, =(0x0203B140)
ldr r0, [r0]
ldr r2, =(0x3290)
add r0, r0, r2
mov r1, #0
bl decryptbranch
bl getnaturebranch
cmp r0, #2 @ Brave
beq blue
cmp r0, #7 @ Relaxed
beq blue
cmp r0, #10 @ Timid
beq red
cmp r0, #11 @ Hasty
beq red
cmp r0, #13 @ Jolly
beq red
cmp r0, #14 @ Naive
beq red
cmp r0, #17 @ Quiet
beq blue
cmp r0, #22 @ Sassy
beq blue

black:
ldr r6, blackfont
b end

red:
ldr r6, redfont
b end

blue:
ldr r6, bluefont

end:
pop {r0-r3}
ldr r1, =(0x081371d4+1)
bx r1

decryptbranch:
ldr r2, =(0x0803FBE8+1)
bx r2

getnaturebranch:
ldr r2, =(0x08042EB4+1)
bx r2

.align 2
blackfont: .word 0x08463FA4 @ In a vanilla FR ROM, this contains: 00 0E 0A 00
redfont: .word 0x08RRRRRR @ ROM location that contains: 00 01 0A 00
bluefont: .word 0x08BBBBBB @ ROM location that contains: 00 07 0A 00

Reverting the font colour back to black:
Code:
.thumb
@ 00 49 08 47 XX XX XX XX at 081371F0

ldr r1, [r2]
ldrb r2,[r1,#0xE]
add r2,#0xF  [COLOR="Red"]//add r2, #2[/COLOR]
lsl r2,r2,#0x18
lsr r2,r2,#0x18
ldr r6, blackfont
ldr r1, =(0x081371FA+1)
bx r1

.align 2
blackfont: .word 0x08463FA4 @ In a vanilla FR ROM, this contains: 00 0E 0A 00

where XX XX XX XX is the location of each routine +1.

This colours the stat increased by the Pok?mon's nature red, and the stat that is decreased blue.

8IfVLeT.png
ltTHc6K.png


Edit: Updated 23/12/2015, the old routines had a few errors that I forgot to update after making changes to my ROM. I've also confirmed what bluefont should be in a vanilla ROM. Enjoy!
 
Last edited:
112
Posts
8
Years
  • Age 27
  • Seen Mar 15, 2024
Thanks for this, it looks quite nice combined with NarenJr's B/W Styled Pok?mon Menu.
okLPwAh.gif


It'd be nice if you posted which offsets does your patch use though, so people will be able to easily avoid what happened to Noodlewhiz or to repoint stuff if needed.

Can you please give me a download link for the B/W styled Pokemon menu?

I can't seem to find a working link anywhere, I would really appreciate it.
 

Lunos

Random Uruguayan User
3,108
Posts
15
Years
You must first use the patch, then use the Nature-affected stats colouring routines?
Nature-affected stats colouring routines require minor changes?

Checked, I quickly applied TL's Quick Enhancer Tool's nature-based colored stats code and it doesn't crash anymore.
VisualBoyAdvance_2017-09-09_09-48-54.png

I guess it's not a reliable way of implementing the code though, considering that you told me through the community's Discord that by implementing it following your instructions, that ugly "205" isn't there just like it should be.
Anyways, Thanks dude :)!​
 
Last edited:
27
Posts
8
Years
  • Age 26
  • Seen Mar 5, 2022
Can you please give me a download link for the B/W styled Pokemon menu?

I can't seem to find a working link anywhere, I would really appreciate it.

Sorry, I promised "Nisarg" not to give it to other people?You can ask "Nisarg" or "Delta231" for the Pokemon Selection Screen patch?
 

Lunos

Random Uruguayan User
3,108
Posts
15
Years
Hey, i think this crashes with the iv display as well...

If you apply the patch, and then implement the IV Display thing afterwards, everything's working fine.
I personally applied the patch, then the nature-based colored stats and then the IV Display and you just need to fix its X & Y Coords, otherwise it'll look like this by default:
VisualBoyAdvance_2017-09-09_10-07-33.png
 

Froosty

The_Learner
535
Posts
9
Years
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:


The update to this routine gives such result:
Pokemon_-_Fire_Red_04.png


Inserting the routine is just like the original one as in this post
https://www.pokecommunity.com/showthread.php?p=10192478#post10192478
 
Last edited:

BluRose

blu rass
811
Posts
9
Years
Hey, i think this crashes with the iv display as well...
Maybe, against, u should be on github and put the code there so it can be improved by other coders...
And as for the selection screen, he was talking about narenjr's patch...
Cuz patch has always been a no-go for everyone, well at least for me...
Thanks tho ^^
no, he was most certainly talking about againsts' selection screen, naren's is just a reskinning of the default.
although asking againsts to not give it to other people is rather low and honestly a prevention in progress. i don't know what you were going for, a unique feature in your hack, maybe? whatever it is, keeping it private as againsts' invention is just very irking and honestly i can't believe you'd do that

just my 2 cents
 
794
Posts
10
Years
We as the community should move forward and firstly stop creating patches, and secondly share the source code. The screen looks nice but the patch format is really limiting, given how it relies on things like pokemon base stat table which could be changed along with other custom routines such as nature colored stats and IV display.

And honestly what's the point of keeping it private if you share the patch anyway, lol.
 

Froosty

The_Learner
535
Posts
9
Years
We as the community should move forward and firstly stop creating patches, and secondly share the source code. The screen looks nice but the patch format is really limiting, given how it relies on things like pokemon base stat table which could be changed along with other custom routines such as nature colored stats and IV display.
And honestly what's the point of keeping it private if you share the patch anyway, lol.

Coming straight to the point,
This is not any C or ASM code work,
just editing the Tilemap and secondarily changing the X and Y pos of the things to be displayed.
So it is not any source code at all. ~_~
 

Dionen

deprived of sleep
295
Posts
12
Years
amazing job!

one thing bugs me, though.
The "EXP. POINTS" and "NEXT LV." were removed.
what happens is that without this text you can't really see what the values 204 and 32 (in the example) stand for. Is there any way to bring them back? thanks!
 
27
Posts
8
Years
  • Age 26
  • Seen Mar 5, 2022
amazing job!

one thing bugs me, though.
The "EXP. POINTS" and "NEXT LV." were removed.
what happens is that without this text you can't really see what the values 204 and 32 (in the example) stand for. Is there any way to bring them back? thanks!

There is not enough place to put this
 
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