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  #1026   Link to this post, but load the entire thread.  
Old September 16th, 2017 (6:03 AM).
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Nisarg Nisarg is offline
     
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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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      #1027   Link to this post, but load the entire thread.  
    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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        #1028   Link to this post, but load the entire thread.  
      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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          #1029   Link to this post, but load the entire thread.  
        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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            #1030   Link to this post, but load the entire thread.  
          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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            #1031   Link to this post, but load the entire thread.  
          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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              #1032   Link to this post, but load the entire thread.  
            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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                #1033   Link to this post, but load the entire thread.  
              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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                  #1034   Link to this post, but load the entire thread.  
                Old October 13th, 2017 (7:51 AM).
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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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                  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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                    #1036   Link to this post, but load the entire thread.  
                  Old October 29th, 2017 (9:23 PM).
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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 Pokmon that hasn't yet been recorded to the Pokdex, then the Pokdex 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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                      #1037   Link to this post, but load the entire thread.  
                    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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                      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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                        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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                            #1040   Link to this post, but load the entire thread.  
                          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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                            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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                              Old January 29th, 2018 (8:49 PM).
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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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                                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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                                  Old February 18th, 2018 (7:57 PM).
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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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                                    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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                                        #1046   Link to this post, but load the entire thread.  
                                      Old April 5th, 2018 (4:08 AM). Edited April 6th, 2018 by MrDollSteak.
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                                      MrDollSteak MrDollSteak is offline
                                      Formerly known as 11bayerf1
                                         
                                        Join Date: Dec 2008
                                        Location: Hong Kong
                                        Age: 23
                                        Gender: Male
                                        Posts: 844
                                        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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                                          #1047   Link to this post, but load the entire thread.  
                                        Old April 8th, 2018 (10:48 AM).
                                        ghoulslash's Avatar
                                        ghoulslash ghoulslash is offline
                                           
                                          Join Date: Mar 2016
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                                          [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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                                            #1048   Link to this post, but load the entire thread.  
                                          Old April 10th, 2018 (6:23 PM).
                                          puzaxoxyda puzaxoxyda is offline
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                                            Posts: 4
                                            JPAN, what about the flags? Is there a way to fix the flags above 0x900 or something?
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                                              #1049   Link to this post, but load the entire thread.  
                                            Old April 26th, 2018 (8:31 AM).
                                            Le pug's Avatar
                                            Le pug Le pug is offline
                                            Creator of Pokémon: Discovery / Fat Kid
                                             
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                                            Quote:
                                            Originally Posted by MWisBest View Post
                                            The equivalent "Infinite Safari Steps" for Emerald appears to be at 0xFC15E. Again, just replace 01 38 with 00 38.
                                            Emerald doesn't have a visible step counter in the menu to hide either, which is nice I guess.



                                            If you'd like to "stone Pokemon to death" in Emerald, change the byte at 0x3EF94 from 0x06 to 0x00 as well.
                                            To go along with this, does anyone have any research on anything else for the Safari Zone for EM? As in the location to change the amount of balls you are rewarded and how to change the locations you end up when your time is up or when you decide to retire?
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                                            Retired. Thank you guys for a wonderful five years.
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                                              #1050   Link to this post, but load the entire thread.  
                                            Old May 12th, 2018 (12:57 PM). Edited May 12th, 2018 by Sakakii.
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                                            Sakakii Sakakii is offline
                                               
                                              Join Date: Nov 2017
                                              Posts: 146
                                              This has probably been documented already, but if it's useful for anyone then hey I'm helping...
                                              For FireRed:

                                              Messed around with the 'view memory' function in my emulator.

                                              0x020242D4 is the ram offset for Pokemon in first slot status condition.

                                              It's one byte (00).
                                              Changing this gives these effects:
                                              01 gives you 1 turn of sleep, 02 gives you 2 turns of sleep, etc, the sleep counter persists after battle
                                              (I guess this is how sleep works in this gen, or side effect of 'unnaturally' inflicting sleep?)
                                              08 = regular psn (What is badly poison then?)
                                              09 = psn, but when you go in battle the pkmn will be asleep, but instantly
                                              wake up
                                              0A = like 09, except you sleep for one turn. you take psn dmg during that turn.
                                              0B - 0F same as above, sleep turn increases by one the higher up you go...
                                              10 = regular burn
                                              11-17 = same effects as 09-0A but burn instead of psn...
                                              18 = psn and burned at same time (psn in status screen), no animation/sound
                                              for taking dmg in-game
                                              20 = regular freeze, not sure how to alter the chance of defrozt (standard should be 20 % each turn)
                                              2F = sleep, freeze, psn. Yes, you are frozen when you wake up have fun.
                                              30 = frozen and burned
                                              40 = regular paralyz
                                              99 = double psn, burn
                                              FF = sleep animation uses psn, you take 2x psn, 1x burn, perhaps you
                                              are also frozen and prz once you wake up sorry didn't test yet...

                                              Here's an interesting thing, the next byte after 020242D4, so, D5, you can change this and it will
                                              affect the 2nd psn damage you take... Idk if it does anything else, maybe it has something to do with badly poison? Ez way to test is to face a wild Pokemon that knows only toxic, Idc enough atm.

                                              For example: FF FF = 2nd psn tick essentially one shots you
                                              You can tune the 2nd part down to like 99 and it only does like 50 %...
                                              I'll make a guide on how to use these things in actual XSE scripts when I feel confident enough,, it's really cool the things you can do just by altering the RAM.
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