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  #1051    
Old September 11th, 2017 (5:59 PM).
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    How to disable paralyze in Electricity type Pokemon in Emerald?
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      #1052    
    Old September 11th, 2017 (6:10 PM).
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      Who does know all of the image, raw and palette offset?
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        #1053    
      Old September 15th, 2017 (4:51 PM).
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        Quote:
        Originally Posted by Panda Face View Post
        Who does know all of the image, raw and palette offset?
        Plz read the rules of this thread.
        I get that you need your answers, but at least be specific about your question.
        This thread is to post quick founded stuff in research section,not a help thread.
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          #1054    
        Old September 16th, 2017 (5:21 AM).
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          Quote:
          Originally Posted by BluRose View Post
          from the readme
          "If you've added custom Poké Balls, you'll need to add definitions for them in src/balls.h. Note that these are not the same as their item numbers; vanilla Poké Balls have the same item and ball number, but custom Poké Balls won't unless you overwrite the item numbers after the vanilla Poké Balls."
          How to change the weather abilities from infinity turns to 5 turns?
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            #1055    
          Old September 16th, 2017 (6:03 AM).
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            Quote:
            Originally Posted by Panda Face View Post
            How to change the weather abilities from infinity turns to 5 turns?
            Dang!
            Your question ain't even related to the post you quoted....
            Seriously, you'll get more help in help thread.
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              #1056    
            Old September 17th, 2017 (3:14 AM).
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              Quote:
              Originally Posted by FamiliaWerneck View Post
              I made a fix for that routine, and will test it on Monday.
              I sent you the solution, if you don't mind testing it too.
              I'll post it as soon as I confirm it's fixed.

              EDIT:
              Link to the post with the routine:
              https://www.pokecommunity.com/showthread.php?p=8896448#post8896448
              If anyone could help confirm that Safari won't be screwed with this new hack, it would be highly appreciated. =D
              Good. I ended my ROM hacking cause I lost my flash drive with all my work.
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                #1057    
              Old September 17th, 2017 (11:43 PM). Edited September 19th, 2017 by Artemis64.
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                So you know the animations for end-of-turn events or animations that aren't exactly move animations (e.g. poisoned, sleeping, burn, Leech Seed absorb, Future Sight attack etc)? In Emerald, they're stored in a table at the end of the regular move animations table (so it starts at 2C92F8), which I have gone through and summarised as follows:
                Spoiler:
                Data below is formatted as (Animation description: Offset)
                Tackle? (Tackle hit particle on opponent): 2DEF76
                Poisoned (purple, shaking): 2D7D5A
                Confusion: 2D7D85
                Burn: 2D7D8E
                Infatuation: 2D7DBE
                Sleeping: 2D7DF3
                Paralysis: 2D7E1F
                Frozen: 2D7E39
                Curse (Ghost type affliction): 2D7E54
                Curse but with Lovely Kiss sprite?: 2D7E79
                Transform (pixelate then change sprite): 2D7E9E
                Regular damage (blink of sprite + regular effective SFX): 2D7ED4
                Sky Attack? (user sprite fades to white then disappears, then reappears by sliding in from left): 2D7EDD
                Substitute (user sprite disappears similar to Teleport, Substitute sprite drops in): 2D7F1A
                Unknown (user sprite is replaced with a red-pink box?): 2D7F22
                Knock Off item lost (item bag bounces away from opponent): 2D7F6A
                Bind: 2D7F75
                Using held item animation (user sprite tilts downwards, sparkles appear then circle expands out): 2D8108
                Unknown (clouds appear on user, then user disappears): 2D817C
                Focus Band survived with 1 HP animation: 2D8258
                Raining animation: 2D82A5
                Strong sunlight animation: 2D82EE
                Sandstorm animation: 2D82F8
                Hail animation: 2D82FD
                Pound? (Tackle hit particle on opponent, Pound SFX): 2D830B
                Unknown (Item bag bounces up from user sprite then drops down): 2D833C
                Volt Tackle movement (user sprite shakes, opponent quickly slides right then reappears on user side of screen, slides left, then reappears in normal position): 2D8361
                Future Sight (attack animation, after 2 turns): 2D83BF
                Doom Desire attack animation: 2D841E
                Bide? Endure? (Focus energy particles + user sprite turns red): 2D84E3
                Leech Seed HP absorb animation: 2D8523
                Wish healing animation? (screen darkens, sparkles appear around user and health regain animation plays, with Recover SFX): 2D8566
                In-battle level up animation (health bar glows blue): 2D85E3
                Return to Pokéball animation: 2D8604
                Return to Pokéball animation: 2D8615
                Throwing Pokéball animation: 2D8626
                Unknown (replaces user sprite with Pokéball sprite, freezes game): 2D867A
                Unknown (user sprite slides left then slides right back to original position): 2D8693
                Substitute? (user sprite slides left and a Substitute sprite slides right into user original position): 2D869D

                This could be helpful for anyone who wants to edit the status animations or include some of these animations as part of move animations; they can (mostly) be called with 0E XX XX XX 08.
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                  #1058    
                Old September 20th, 2017 (10:40 AM). Edited September 20th, 2017 by Megax Rocker.
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                  Quote:
                  Originally Posted by Artemis64 View Post
                  So you know the animations for end-of-turn events or animations that aren't exactly move animations (e.g. poisoned, sleeping, burn, Leech Seed absorb, Future Sight attack etc)? In Emerald, they're stored in a table at the end of the regular move animations table (so it starts at 2C92F8), which I have gone through and summarised as follows:
                  Spoiler:
                  Data below is formatted as (Animation description: Offset)
                  Tackle? (Tackle hit particle on opponent): 2DEF76
                  Poisoned (purple, shaking): 2D7D5A
                  Confusion: 2D7D85
                  Burn: 2D7D8E
                  Infatuation: 2D7DBE
                  Sleeping: 2D7DF3
                  Paralysis: 2D7E1F
                  Frozen: 2D7E39
                  Curse (Ghost type affliction): 2D7E54
                  Curse but with Lovely Kiss sprite?: 2D7E79
                  Transform (pixelate then change sprite): 2D7E9E
                  Regular damage (blink of sprite + regular effective SFX): 2D7ED4
                  Sky Attack? (user sprite fades to white then disappears, then reappears by sliding in from left): 2D7EDD
                  Substitute (user sprite disappears similar to Teleport, Substitute sprite drops in): 2D7F1A
                  Unknown (user sprite is replaced with a red-pink box?): 2D7F22
                  Knock Off item lost (item bag bounces away from opponent): 2D7F6A
                  Bind: 2D7F75
                  Using held item animation (user sprite tilts downwards, sparkles appear then circle expands out): 2D8108
                  Unknown (clouds appear on user, then user disappears): 2D817C
                  Focus Band survived with 1 HP animation: 2D8258
                  Raining animation: 2D82A5
                  Strong sunlight animation: 2D82EE
                  Sandstorm animation: 2D82F8
                  Hail animation: 2D82FD
                  Pound? (Tackle hit particle on opponent, Pound SFX): 2D830B
                  Unknown (Item bag bounces up from user sprite then drops down): 2D833C
                  Volt Tackle movement (user sprite shakes, opponent quickly slides right then reappears on user side of screen, slides left, then reappears in normal position): 2D8361
                  Future Sight (attack animation, after 2 turns): 2D83BF
                  Doom Desire attack animation: 2D841E
                  Bide? Endure? (Focus energy particles + user sprite turns red): 2D84E3
                  Leech Seed HP absorb animation: 2D8523
                  Wish healing animation? (screen darkens, sparkles appear around user and health regain animation plays, with Recover SFX): 2D8566
                  In-battle level up animation (health bar glows blue): 2D85E3
                  Return to Pokéball animation: 2D8604
                  Return to Pokéball animation: 2D8615
                  Throwing Pokéball animation: 2D8626
                  Unknown (replaces user sprite with Pokéball sprite, freezes game): 2D867A
                  Unknown (user sprite slides left then slides right back to original position): 2D8693
                  Substitute? (user sprite slides left and a Substitute sprite slides right into user original position): 2D869D

                  This could be helpful for anyone who wants to edit the status animations or include some of these animations as part of move animations; they can (mostly) be called with 0E XX XX XX 08.
                  Hi there nice find, I was wondering if you stumbled upon more of those animations?

                  There's the return/frustration animation changes, ice Ball, solar beam and some others...
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                    #1059    
                  Old September 28th, 2017 (8:47 AM).
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                  I have been wondering something. The 3DS has been out for awhile now. Has anyone figured out how to hack 3DS games yet?
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                    #1060    
                  Old October 10th, 2017 (7:38 AM). Edited October 13th, 2017 by Delta231.
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                    To match Generation 7th mechanism

                    Burn Damage Update [FR]
                    0x01856A - 00 09

                    Paralysis Speed Drop Update [FR]
                    0x014E60 - 40 08
                    0x014F40 - 7F 08
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                      #1061    
                    Old October 10th, 2017 (9:17 PM).
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                      If you change AAF94 to 00 from EF in Emerald that will turn off the title screen flashing.
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                        #1062    
                      Old October 13th, 2017 (6:47 AM).
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                        There is a table for box wallpapers in 0x3D2A10
                        12 bytes for entry, in this format:
                        (TILESET POINTER) (TILEMAP POINTER) (HEADER PALLETE POINTER)
                        The box pallete is immediately after the header one, so don't have an entry on the table.

                        The offsets for each tileset, tilemap and pallete related to box wallpapers:
                        Spoiler:
                        ~~SCENERY 1~~
                        Pal Header Box Forest - 0x3CEC40
                        Pal Box Forest - 0x3CEC60
                        Tileset - 0x3CEC80
                        Tilemap - 0x3CF050

                        Pal Header Box City - 0x3CF12C
                        Pal Box City - 0x3CF14C
                        Tileset - 0x3CF16C
                        Tilemap - 0x3CF374

                        Pal Header Box Desert - 0x3CF424
                        Pal Box Desert - 0x3CF444
                        Tileset - 0x3CF464
                        Tilemap - 0x3CF750

                        Pal Header Box Savana - 0x3CF834
                        Pal Box Savana - 0x3CF854
                        Tileset - 0x3CF874
                        Tilemap - 0x3CFA94

                        ~~SCENERY 2~~
                        Pal Header Box Crag - 0x3CFB60
                        Pal Box Crag - 0x3CFB80
                        Tileset - 0x3CFBA0
                        Tilemap - 0x3CFEF0

                        Pal Header Box Volcano - 0x3CFFC8
                        Pal Box Volcano - 0x3CFFE8
                        Tileset - 0x3D0008
                        Tilemap - 0x3C033D

                        Pal Header Box Snow - 0x3D0414
                        Pal Box Snow - 0x3D0434
                        Tileset - 0x3D0454
                        Tilemap - 0x3D070C

                        Pal Header Box Cave - 0x3D07D8
                        Pal Box Cave - 0x3D07F8
                        Tileset - 0x3D0818
                        Tilemap - 0x3D0B5C

                        ~~SCENERY 3~~
                        Pal Header Box Beach - 0x3D0C38
                        Pal Box Beach - 0x3D0C58
                        Tileset - 0x3D0C78
                        Tilemap - 0x3D0FFC

                        Pal Header Box Seafloor - 0x3D10E4
                        Pal Box Seafloor - 0x3D1104
                        Tileset - 0x3D1124
                        Tilemap - 0x3D13D8

                        Pal Header Box River - 0x3D14B4
                        Pal Box River - 0x3D14D4
                        Tileset - 0x3D14F4
                        Tilemap - 0x3D1788

                        Pal Header Box Sky - 0x3D1874
                        Pal Box Sky - 0x3D1894
                        Tileset - 0x3D18B4
                        Tilemap - 0x3D1B4C

                        ~~ETCETERA~~
                        Pal Header Box Stars - 0x3D1C2C
                        Pal Box Stars - 0x3D1C4C
                        Tileset - 0x3D1C8C
                        Tilemap - 0x3D1EC4

                        Pal Header Box Pokecenter - 0x3D1F94
                        Pal Box Pokecenter - 0x3D1FB4
                        Tileset - 0x3D1FD4
                        Tilemap - 0x3D22B8

                        Pal Header Box Tiles - 0x3D239C
                        Pal Box Tiles - 0x3D23BC
                        Tileset - 0x3D23DC
                        Tilemap - 0x3D256C

                        Pal Header Box Simple - 0x3D2614
                        Pal Box Simple - 0x3D2634
                        Tileset - 0x3D2654
                        Tilemap - 0x3D277C
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                          #1063    
                        Old October 13th, 2017 (7:51 AM).
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                        Delta231 Delta231 is offline
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                          Quote:
                          Originally Posted by Sefuree View Post
                          After doing some research into the Emerald HP boxes, I've found a few useful offsets.
                          I haven't seen them documented anywhere else on the internet so I thought I'd share them here.

                          Player HP box - C1F1C8


                          Enemy HP box - C1F46C


                          The palette used for these two is located at C11B9C

                          I've also seen this palette in one of Jaizu's post where I found the other palette, C11BBC
                          It might be related to the other HP boxes I found below.
                          These could possibly be related to double battles. I haven't tested them so I'm not too sure.

                          C1F5E8

                          C1F76C

                          C1F8E8
                          C1F5E8 and C1F76C are for double wild battles and C1F8E8 is for safari zone.
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                            #1064    
                          Old October 23rd, 2017 (4:58 PM). Edited October 27th, 2017 by Wobb.
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                          I found the offsets for the lists of items Exchange Service Corner in the Battle Frontier (Those places where you spend your BP for items)
                          Left Corner: 0xEFC82
                          Right Corner: 0xEFCEA
                          Each item is 4 bytes. The first 2 bytes are the Item's Index Number and the last 2 bytes are the BP cost of the item.

                          Also, I made this nice little picture to go with the post.
                          Spoiler:



                          Edit: I tried changing the shop and nothing changed. I'll keep trying

                          Pickup (Diamond/Pearl/Platinum)
                          And I found offsets for the Pickup thing. I don't think someone found it already..
                          Anyway, here's a picture. (Why do I keep making pictures? Everyone else writes lots of words..)
                          Spoiler:


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                            #1065    
                          Old October 29th, 2017 (9:23 PM).
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                          Lunos Lunos is offline
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                            Quote:
                            Originally Posted by Chaos Rush View Post
                            EDIT: So apparently, as discovered by Tlachtli, if you level up from experience while catching a Pokémon that hasn't yet been recorded to the Pokédex, then the Pokédex screen will have the text displayed in the wrong X-position offset. I'll look into it eventually
                            Did anyone ever fixed that, aside from the Battle Engine Upgrade?
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                              #1066    
                            Old November 5th, 2017 (9:23 AM). Edited November 6th, 2017 by SP458.
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                              Ever dreamed about disabling the stat boosts provided by badges? Here is how you can disable them in FireRed:

                              Write 00 20 at the following offsets: 0x14E1A, 0x14F02 (both for Speed), 0x3EE24 (Attack), 0x3EE56 (Defense), 0x3EE8C (Sp. Attack) and 0x3EEC4 (Sp. Defense).

                              I've also found a similar method for Emerald, but only currently for Speed: you write 00 20 at the offsets 0x3D052 and 0x3D13E.

                              Explanation:
                              Spoiler:

                              00 20, the hex equivalent of "mov r0, 0", forces the badge-checking branches (which are located after a routine which uses the badge flags to check whether the player owns the badge and stores the result in r0) to always assume that the player doesn't have the badge, and thus skip the stat boosts.

                              These sections look like this:
                              Code:
                              ldr r0, .badgeflag
                              bl a_sub
                              lsl r0, r0, #0x18
                              cmp r0, #0x0
                              beq skip_badge_boost
                              See the bolded line? It's that part (00 06 in hex) which must be modified to "mov r0, #0x0" (00 20 in hex) to skip the badge boost.
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                                #1067    
                              Old November 12th, 2017 (3:06 AM).
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                                Quote:
                                Originally Posted by jirachiwishmaker View Post
                                For Emerald, to enable the catching areas in the pokedex to show the new catching areas of the new creating maps, just change the byte at 0x0813CE5C from D2 to FF.
                                Can I get that for Fire Red?
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                                  #1068    
                                Old November 30th, 2017 (6:05 AM).
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                                  Quote:
                                  Originally Posted by Spherical Ice View Post
                                  sniff
                                  Hey Spherical Ice, when you plan to update this thread it's more than a year?
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                                    #1069    
                                  Old December 11th, 2017 (5:47 AM). Edited December 12th, 2017 by Lunos.
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                                    The following offsets are for Pokémon Emerald (U).
                                    In the offset 080308AC you can replace "B1 08" with "91 10" to skip the whole intro except for the name selection.
                                    Naturally, you're gonna be forced to use the male main character.


                                    Otherwise, if you also want to skip the name selection, you can replace "B1 08" with "31 16" instead.
                                    The ASM Routine that allows you to give the playable character a name is located at 08031090.
                                    So using callasm 0x8031091 in a script will allow you to name him.
                                    The problem with this is that setting the name plays the whole scene inside the truck.


                                    The offsets of the different ASM Routines that as a whole composes the Professor's Intro are:
                                    08031104: This one is executed after setting the character's name.
                                    08031144: The game runs this one a lot of times after the previous one.
                                    08031188: This one runs until you answer the Yes/No question about your character's name.
                                    08031220: The game runs this one a lot of times after answering "Yes".
                                    08031258: This one runs after the game stops executing the previous routine.
                                    0803133C: This one runs while Birch talks to you after setting your name.
                                    080313E4: This one makes the Professor dissappear.
                                    080314C4: This one draws the main character's sprite.
                                    08031580: This one handles the sprite while it fades and slowly becomes an Overworld sprite.
                                    080316BC: This one runs after the previous one.
                                    08031630: The last routine, it makes the game begin and sets the playable character in the beginning map, Inside the Truck.

                                    These offsets were found by Samu from Wahackforo right here.

                                    EDIT: Samu completed his research and here's the result.
                                    To skip the introduction entirely, including that one small glimpse of it (the 3 green bars from the background), you can write the bytes "31 16" in 08030440.
                                    If you want to give a name to your playable character, there's a better ASM Routine than the one previously mentioned which is the callasm 0x80E5075. This is the result.


                                    Alternatively, if you want to skip the whole intro but don't want to skip the name selection, then you just have to write the bytes "91 10" in 08030440 and "31 16" in 08031100.


                                    Also, Samu added a lot more of information on the Routines that composes the Intro.
                                    In this post I only mentioned 11 routines, but he added 21 more!
                                    So yeah, Professor Birch's introduction apparently uses 32 ASM Routines in total.
                                    The details are in his post at Wahack which I linked up, if anyone's curious enough.
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                                      #1070    
                                    Old December 15th, 2017 (11:32 PM).
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                                      The table for pokeball capture chance rate is located at 0x0831C48D in Pokemon Emerald. That being said, does anybody know how the data is arranged?
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