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- Seen Jun 26, 2023
So, I found an easy way to recreate the Altering Cave experience: here
And my custom script within the Map Header script for Altering Cave is something like this:
What this does is load one of the hardcoded Altering Cave PKMN already in the ROM at random into 0x4024 every time you enter Altering Cave. But with only 1 Pokemon of that type at a time. Great, we got this working. Now my question:
Where is the table of Pokemon values for this loaded from? I've tried and with no luck in finding anything even close to this with a hex dump or raw hex searching. Any help would be appreciated. Thanks.
EDIT: Hmm. One thing that would help is to figure out where in RAM 0x4024 variable is located. Though it is a temporary value, it must have a RAM location. If I find this, I can do a hex search and see what comes up and that might lead me to what I need. If anyone knows the RAM offset (or the ones right before, 0x4020-0x4023 the pedometer and where that's loaded might be even more help).
And my custom script within the Map Header script for Altering Cave is something like this:
Code:
'-----------------
#org @Start
random 0x9
copyvar 0x4024 LASTRESULT
setworldmapflag 0x8BE
end
What this does is load one of the hardcoded Altering Cave PKMN already in the ROM at random into 0x4024 every time you enter Altering Cave. But with only 1 Pokemon of that type at a time. Great, we got this working. Now my question:
Where is the table of Pokemon values for this loaded from? I've tried and with no luck in finding anything even close to this with a hex dump or raw hex searching. Any help would be appreciated. Thanks.
EDIT: Hmm. One thing that would help is to figure out where in RAM 0x4024 variable is located. Though it is a temporary value, it must have a RAM location. If I find this, I can do a hex search and see what comes up and that might lead me to what I need. If anyone knows the RAM offset (or the ones right before, 0x4020-0x4023 the pedometer and where that's loaded might be even more help).
Last edited: