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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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  #551    
Old September 6th, 2017 (7:13 PM).
pokemon pika pikachu's Avatar
pokemon pika pikachu pokemon pika pikachu is offline
     
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    JPAN please re-post the clearing patch.
    As it is gone
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      #552    
    Old September 6th, 2017 (8:17 PM).
    BluRose BluRose is offline
    blu rass
       
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      Quote:
      Originally Posted by pokemon pika pikachu View Post
      JPAN please re-post the clearing patch.
      As it is gone
      reposted by squeetz
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        #553    
      Old September 9th, 2017 (6:51 AM).
      pokemon pika pikachu's Avatar
      pokemon pika pikachu pokemon pika pikachu is offline
         
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        thanks for all your help n__n.
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          #554    
        Old October 14th, 2017 (12:04 PM).
        dannyboy941 dannyboy941 is offline
           
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          Is there anywhy use this on other langs of firered version 1.0 is it possible modify the patch file to set the right pointers on other langs?
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            #555    
          Old January 29th, 2018 (10:47 PM).
          Arun kapil's Avatar
          Arun kapil Arun kapil is offline
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            hacked engine is no more downloadable
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              #556    
            Old January 29th, 2018 (10:48 PM). Edited January 29th, 2018 by Arun kapil.
            Arun kapil's Avatar
            Arun kapil Arun kapil is offline
            Adventure red fan
               
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              https://www.pokecommunity.com/attachment.php?attachmentid=51600&d=1261625345
              firered hacked v1.1 is working properly but not the hacked engine
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                #557    
              Old March 16th, 2018 (6:18 PM).
              kalarie kalarie is offline
                 
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                Quote:
                Originally Posted by PimpDaddyD View Post
                Why the HELL would you make such a great resource and then ruin it by making it come with the con of deleting every damn script in the game? Seriously...please explain to me how this makes even the slightest bit of fricken sense. It's like you didn't put a single thought into this.
                Use the Tool instead of the patch?
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                  #558    
                Old March 16th, 2018 (6:26 PM).
                DrFuji's Avatar
                DrFuji DrFuji is offline
                Heiki Hecchara‌‌
                 
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                Quote:
                Originally Posted by PimpDaddyD View Post
                Why the HELL would you make such a great resource and then ruin it by making it come with the con of deleting every damn script in the game? Seriously...please explain to me how this makes even the slightest bit of fricken sense. It's like you didn't put a single thought into this.
                From my point of view, that makes it better as it frees up space by clearing scripts that I was never going to use. People are suppossed to use this to build things from scratch, not retread Kanto.

                That being said, if you really want to use JPAN's engine and keep all of the in-game scripts, download the hack tool applier in the first post. It will also allow you to choose as many or as little of the features you want.
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                  #559    
                Old April 25th, 2018 (6:43 AM).
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                RockingAsh RockingAsh is offline
                   
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                  I can't download the v1.0 it is saying that it is no longer available
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                    #560    
                  Old June 21st, 2018 (9:01 PM).
                  Lunos's Avatar
                  Lunos Lunos is offline
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                    Quote:
                    Originally Posted by ghoulslash View Post
                    After applying the backsprite switch fix from here, I got a bug that caused the player's backsprite to inherit the default hero palette on every frame after the first.

                    EDIT:
                    I'm not sure if anyone else has had that issue, but I found a way to fix it by modifying the assembly routine JPAN had written:

                    I've tested with a few different backsprites and it appears to work as desired.

                    Code:
                    .text
                    .align 2
                    .thumb
                    .thumb_func
                    
                    new_rot_start:	
                    	lsl r1, r4, #0x1
                    	add r1, r1, r4
                    	lsl r1, r1, #0x2
                    	add r2, r1, r6
                    	ldr r0, [r2]
                    	push {r2-r5}
                    	mov r2, #0x80
                    	ldr r1, .first_male_back
                    	lsl r2, r2, #0x4
                    	mov r4, #0x0
                    
                    compare_loop:
                    	cmp r0, r1
                    	beq other_tag
                    	add r1, r1, r2
                    	add r4, #0x1
                    	cmp r4, #0x1A
                    	blt compare_loop
                    	
                    print_picture:	
                    	pop {r2-r5}
                    	lsl r1, r4, #0x1
                    	add r1, r1, r4
                    	lsl r1, r1, #0x2
                    	add r1, r1, r7
                    	ldr r1, [r1]
                    	ldrh r2, [r2, #8]
                    	lsr r2, r2, #0x1
                    	swi #0xb
                    	ldr r1, .return_addr
                    	bx r1
                    	
                    .hword 0x0000
                    .first_male_back: .word 0x08E69EBC
                    .return_addr:	.word 0x08007641
                    
                    
                    other_tag:	
                    	cmp r4, #0xA
                    	blt FR_hero
                    	sub r4, #0xA
                    		
                    change_picture:	
                    	cmp r4, #0x4		
                    	blt all_maned
                    	sub r4, #0x4
                    	b change_picture
                    		
                    FR_hero:
                    	cmp r4, #0x5		
                    	blt all_maned
                    	sub r4, #0x5
                    	b FR_hero
                    		
                    all_maned:	
                    	mov r5, r0
                    	ldr r0, .var_4062
                    	bl call_var_load
                    	cmp r0, #0x0
                    	beq print_old_picture
                    	ldr r1, .table_addr
                    	lsl r3 ,r0, #0x5
                    	lsl r0, r0, #0x3
                    	add r0, r0, r3
                    	lsl r5, r4, #0x3	@r5 = frame number
                    	add r4, r1, r5	
                    	add r4, r0, r4
                    	ldr r3, [r4]
                    	cmp r3, #0x0
                    	beq print_old_picture
                    	ldr r0, [r4, #0x4]
                    	ldr r1, .first_pallette_slot
                    	mov r2, #0x10
                    	swi 0xb
                    	mov r4, #0xc0
                    	add r1, r1, r4
                    	swi 0xb
                    	ldr r1, .pallete_dump
                    	cmp r5, #0x0			@first frame
                    	bne Other
                    	swi 0xB					@player first frame as normal
                    	add r1, r1, r4
                    	mov r8, r8				@trainer pal fix
                    	b Continue
                    
                    Other:
                    	mov r8, r8				@player pal fix
                    	add r1, r1, r4
                    	swi 0xB
                    	
                    Continue:
                    	mov r0, r3
                    	b print_picture
                    	
                    print_old_picture:	
                    	add r0, r5, #0x0
                    	b print_picture
                    
                    call_var_load:	
                    		ldr r1, .var_load
                    		bx r1
                    		
                    .var_load:	.word 0x0806E569
                    .var_4062: 	.word 0x00004062		
                    .table_addr:	.word 0x081ab1d8
                    .first_pallette_slot:	.word 0x05000200
                    .pallete_dump: .word 0x020377f8
                    How would one go about using this?
                    Is it just a matter of compiling, inserting it in the ROM and the Var 0x4062 will do the rest or...?
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                      #561    
                    Old June 24th, 2018 (4:38 PM). Edited June 25th, 2018 by DrFuji.
                    hjk321's Avatar
                    hjk321 hjk321 is offline
                       
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                      Quote:
                      Originally Posted by 0m3GA ARS3NAL View Post
                      For anyone wondering, you should NOT apply this to a Clean Fire Red Rom, but instead, use JPAN's Clearing Patch, that clears out all of the scripts, signposts, and sprites in every map. Otherwise, some bugs may occur. You can find it in the OLD rom hacking thread, for those who can't find it anymore, here is a link.

                      http://www.pokecommunity.com/showpost.php?p=5005730&postcount=252
                      (That is his post.)
                      dead link? can't download it.

                      Edit: NVM, You don't even need it for the ips.

                      Quote:
                      Originally Posted by RockingAsh View Post
                      I can't download the v1.0 it is saying that it is no longer available
                      v1.0 doesn't mean for FireRed 1.0, it's just v1.0 of his tool/ips. You're better off downloading v1.1 because of bug fixes, but it is still applied to FireRed 1.0.
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                        #562    
                      Old July 6th, 2018 (8:02 AM).
                      ghoulslash's Avatar
                      ghoulslash ghoulslash is offline
                         
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                        Quote:
                        Originally Posted by Lunos View Post
                        How would one go about using this?
                        Is it just a matter of compiling, inserting it in the ROM and the Var 0x4062 will do the rest or...?
                        Sorry, I forgot to add in the insertion instructions. Just replace the pointer to the old routine (+1) at 0x7630
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                          #563    
                        Old 2 Days Ago (1:56 PM).
                        masterquestmq's Avatar
                        masterquestmq masterquestmq is offline
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                          Question on this rom base. How do I go about scripting the elevators in FR. Working on a hack and haven't found any resources on how to make elevator scripts. Any help would be greatly appreciated. Thank you!
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