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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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  #1026    
Old September 16th, 2017 (5:21 AM).
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Panda Face Panda Face is offline
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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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      #1027    
    Old September 16th, 2017 (6:03 AM).
    Nisarg's Avatar
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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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        #1028    
      Old September 17th, 2017 (3:14 AM).
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      mbcn10ww mbcn10ww is offline
         
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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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          #1029    
        Old September 17th, 2017 (11:43 PM). Edited September 19th, 2017 by Artemis64.
        Artemis64 Artemis64 is offline
           
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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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            #1030    
          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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              #1031    
            Old September 28th, 2017 (8:47 AM).
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            Konekodemon Konekodemon is offline
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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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              #1032    
            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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                #1033    
              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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                  #1034    
                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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                    #1035    
                  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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                      #1036    
                    Old October 23rd, 2017 (4:58 PM). Edited October 27th, 2017 by Wobb.
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                    Pokemon Platinum
                    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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                      #1037    
                    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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                        #1038    
                      Old November 5th, 2017 (9:23 AM). Edited November 6th, 2017 by SP458.
                      SP458 SP458 is offline
                         
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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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                          #1039    
                        Old November 12th, 2017 (3:06 AM).
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                        Delta231 Delta231 is offline
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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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                            #1040    
                          Old November 30th, 2017 (6:05 AM).
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                          Delta231 Delta231 is offline
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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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                              #1041    
                            Old December 11th, 2017 (5:47 AM). Edited December 12th, 2017 by Lunos.
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                            Lunos Lunos is offline
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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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                                #1042    
                              Old December 15th, 2017 (11:32 PM).
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                              Pleasure Pleasure is offline
                                 
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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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                                  #1043    
                                Old January 29th, 2018 (8:49 PM).
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                                Lunos Lunos is offline
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                                  Quote:
                                  Originally Posted by Froosty View Post
                                  gen 6 exp share system (FR)

                                  Just make the byte changes
                                  21C3A - 02 21
                                  21CD0 - 01 22
                                  21D70 - 01 20
                                  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
                                  Is there a way to block the Pokémon Eggs from getting exp. points though?
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                                    #1044    
                                  Old February 18th, 2018 (9:05 AM). Edited February 18th, 2018 by Megax Rocker.
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                                    Quote:
                                    Originally Posted by Delta231 View Post
                                    C1F5E8 and C1F76C are for double wild battles and C1F8E8 is for safari zone.
                                    Hey do you happen to know the offset of the safari zone HP box in FR?
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                                      #1045    
                                    Old February 18th, 2018 (7:57 PM).
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                                    Delta231 Delta231 is offline
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                                      Quote:
                                      Originally Posted by Megax Rocker View Post
                                      Hey do you happen to know the offset of the safari zone HP box in FR?
                                      Check my bookmarks for NSE 2.1
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                                        #1046    
                                      Old February 20th, 2018 (2:25 PM). Edited February 20th, 2018 by DarkPsychic.
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                                        Hello all,
                                        Trying to make a max low friendship evolution (happiness between 0-10).
                                        But as I am just not used to the decrypt and encrypt functions.
                                        Not to mention having to brush up on all I had forgot.

                                        At the moment it just resets the game and nothing more.
                                        I have been at this for 5+ hours and decided it was time to ask for some help...

                                        Code:
                                        .text
                                        .align 2
                                        .thumb
                                        .thumb_func
                                        .global loathFriendship
                                        
                                        main:
                                        push {r0-r7, lr}
                                        add r0, r6, r7
                                        lsl r0, r0, #0x3
                                        add r0, r2, r0
                                        add r3, r0, r3
                                        ldrb r2, [r3, #0x2]
                                        mov r0, r8
                                        bl decrypt
                                        ldr r6, [r2]
                                        ldr r6 , [r6]
                                        ldrb r6, [r6, #0x9]
                                        cmp r6, #0x10
                                        bls max_lowhappy
                                        b exit
                                        
                                        max_lowhappy:
                                        mov r10, r3
                                        pop {r0-r7}
                                        mov r1, r10
                                        add r1, #0x2
                                        ldr r0, evolution_loc
                                        bx r0
                                        
                                        exit:
                                        pop {r0-r7}
                                        ldr r0, no_evo
                                        bx r0
                                        
                                        decrypt: 
                                        push {r0-r7}
                                        mov r1, #0x20
                                        ldr r2, decryptpoke
                                        bx r2
                                        
                                        .align 2
                                        no_evo: .word 0x08043111
                                        evolution_loc: .word 0x0804310D
                                        decryptpoke: .word 0x0803FBE9
                                        Any advice would be much appreciated...
                                        I was up for 5 hours last night working on this...
                                        Too much time wasted an nothing to show for it hahahaha which is why I broke and game for help.



                                        Update:

                                        So after more testing and rewriting I came to this:
                                        Code:
                                        .text
                                        .align 2
                                        .thumb
                                        .thumb_func
                                        .global loathFriendship
                                        
                                        main:
                                        push {r0-r7}
                                        add r0, r6, r7
                                        lsl r0, r0, #0x3
                                        add r0, r2, r0
                                        add r3, r0, r3
                                        ldrb r2, [r3, #0x2]
                                        mov r0, r8
                                        bl decrypt
                                        mov r11, r0
                                        pop {r0-r7}
                                        mov r1, r11
                                        cmp r1, #0x10
                                        blo max_lowhappy
                                        b exit
                                        
                                        max_lowhappy:
                                        mov r10, r3
                                        pop {r0-r7}
                                        mov r1, r10
                                        ldr r0, evolution_loc
                                        bx r0
                                        
                                        exit:
                                        pop {r0-r7}
                                        ldr r0, no_evo
                                        bx r0
                                        
                                        decrypt: 
                                        push {r0-r7}
                                        mov r1, #0x20
                                        ldr r2, decryptpoke
                                        bx r2
                                        
                                        .align 2
                                        no_evo: .word 0x08043111
                                        evolution_loc: .word 0x0804310D
                                        decryptpoke: .word 0x0803FBE9
                                        I call it the LoathFriendship evolution.
                                        Requires Pokemon Happiness to be between 0-10.
                                        To add it use this thread
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                                          #1047    
                                        Old 2 Weeks Ago (4:08 AM). Edited 2 Weeks Ago by MrDollSteak.
                                        MrDollSteak's Avatar
                                        MrDollSteak MrDollSteak is offline
                                        Formerly known as 11bayerf1
                                           
                                          Join Date: Dec 2008
                                          Location: Hong Kong
                                          Age: 23
                                          Gender: Male
                                          Posts: 819
                                          A quick edit to the IV System that will basically automatically set all wild Pokemon IVs to 30 or 31. I originally found it based on some original findings by azurile13 to set all IVs to 31 only.

                                          EDIT: Wait it isn't quite that simple unfortunately, will need branching to handle probably.

                                          Fire Red
                                          Spoiler:
                                          4087E
                                          21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00

                                          40892
                                          21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00

                                          408AC
                                          21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00 00 00

                                          408C2
                                          22 78 01 20 02 40 1E 20 10 18 00 00 00 00 00 00

                                          408DC
                                          21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00

                                          408F4
                                          21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00 00 00


                                          Emerald
                                          Spoiler:
                                          6B14A
                                          21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00

                                          6B15E
                                          21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00

                                          6B178
                                          21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00 00 00

                                          6B18E
                                          22 78 01 20 02 40 1E 20 10 18 00 00 00 00 00 00

                                          6B1A8
                                          21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00

                                          6B1C0
                                          21 78 01 20 01 40 1E 20 08 18 00 00 00 00 00 00 00 00
                                          __________________
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                                            #1048    
                                          Old 2 Weeks Ago (10:48 AM).
                                          ghoulslash's Avatar
                                          ghoulslash ghoulslash is offline
                                             
                                            Join Date: Mar 2016
                                            Gender: Male
                                            Posts: 90
                                            [FR] Ride your bike anywhere (even indoors)

                                            write 01 20 C0 46 at 0x55ca0

                                            Note: I don't think this changes cycling road, but I haven't extensively tested. This also means potential bugs.
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                                              #1049    
                                            Old 1 Week Ago (6:23 PM).
                                            puzaxoxyda puzaxoxyda is offline
                                               
                                              Join Date: Apr 2018
                                              Posts: 3
                                              JPAN, what about the flags? Is there a way to fix the flags above 0x900 or something?
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