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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  #226    
Old March 14th, 2010 (7:37 AM). Edited March 14th, 2010 by mitchel1.
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mitchel1 mitchel1 is offline
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      #227    
    Old March 15th, 2010 (11:44 AM).
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      Hey, JPAN.

      I still love your hacked engine, however I was wondering the following...
      I need a normal wild battle, just like special 0x97 you made. However, I need the encounter rate to be separate from the map I use the special on. I was wondering if you could make it so you can set a var to the encounter rate you want (with special 0x97) and if you set that var to 0x0 it'll just use the encounter rate of the map you're on.

      Alright, that's kinda vague, so I'll give an example...
      If you use special 0x97 while on route 1, you have a 7% chance of fighting a pokémon.
      However, with my idea, you can set a var (let's say 0x8004) to whatever amount you want, but the normal grass keeps it's 7% encounter rate. So I'll set var 0x8004 to 0x80 so the encounter rate becomes 50%. (I'm useing a-map's encounter ratio here)

      Anyway, thanks in advance and keep up the great work.
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        #228    
      Old March 23rd, 2010 (9:28 AM).
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        I've written a tutorial on how to add new OWs with JPAN's hacked engine here:

        http://www.pokecommunity.com/showthread.php?t=211535

        Thanks to JPAN for his help in figuring out how to do it correctly.

        Any comments would be appreciated.
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          #229    
        Old March 23rd, 2010 (5:26 PM). Edited March 23rd, 2010 by BlitŻ.
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        Wow! I are amazed-zors just by the description. Just think of what you can do! All the Ow's you'll need, changing tile behaviors, <3. I do have a preliminary question before I start using this though, if I apply this to my hack, which is already pretty far on its way, can I still patch this to it and keep all my work, and still have all these great features?
        Nvm, i are stupid to not look on the first page ;D
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          #230    
        Old March 23rd, 2010 (6:07 PM).
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        O.o?? u just now found this place?
        jpan--did you use XSE/PKSV in removing all the scripts, or did you use some other sort of method that i don't know of..?
        hm...i guess making a tool to do that (remove all scripts found in a game) wouldn't be hard...load the map header, load the maps, scan for scripts, remove scripts and continue. Granted the program would take ages to run, and a good while to code i think. Just kinda curious...(cuz the removal of scripts is the main thing i like about the patch, as i've not used much of the other features yet...)
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          #231    
        Old March 24th, 2010 (11:50 AM).
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        Open up the offset of the script in a hex editor, and change the bytes to FF's.
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          #232    
        Old March 24th, 2010 (1:44 PM).
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        That sounds long and tedious...
        --Thats why i asked him; you might be right, but there might be another way he did it...that is more effiicient
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          #233    
        Old March 24th, 2010 (11:46 PM).
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          JPAN also made a patch that removes all scripts from the game and nothing else. You'll have to look for it, but it's out there.
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            #234    
          Old March 25th, 2010 (6:27 AM).
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          yea, i know about that patch check my signature under "recommended patches"...
          i was just curious about how he did it -.-??
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            #235    
          Old March 29th, 2010 (2:30 PM).
          ShinyBill ShinyBill is offline
             
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            I saw some post about saying that var 0x800C (Where the player is facing) is usable anymore. Is that true? Because I want to make a script and it needs the use of that variable.
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              #236    
            Old March 29th, 2010 (3:26 PM).
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            I highly doubt that, but even if it is, just use a copy byte, and copy the facing into a different temporary var.
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              #237    
            Old March 29th, 2010 (5:05 PM).
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            Quote:
            Originally Posted by ShinyBill View Post
            I saw some post about saying that var 0x800C (Where the player is facing) is usable anymore. Is that true? Because I want to make a script and it needs the use of that variable.
            I found that too. Just use this:

            Code:
            setvar 0x800C 0x0000
            copybyte 0x020370D4 0x02036E58
            compare 0x800C 0x01                  'Is the player facing down?
            if 0x01 call @down
            compare 0x800C 0x02                  'Is the player facing up?
            if 0x01 call @up
            compare 0x800C 0x03                  'Is the player facing left?
            if 0x01 call @left
            compare 0x800C 0x04                  'Is the player facing right?
            if 0x01 call @right
            It works the same.
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              #238    
            Old March 30th, 2010 (12:22 AM). Edited March 30th, 2010 by ShinyBill.
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              Thanks about that, now my script should work =D.

              EDIT: Well my script didn't work.

              I'm using PokéScript.

              Code:
              #org $start
              lockall
              special 0x8F
              checkattack 0x1D
              compare 0x800D 0x06
              if 0x01 goto $dontknow
              storepokemon2 0x00 0x800D
              setanimation 0x00 0x800D
              message $message1
              $message1 1 = Do you want to use ROCK CLIMB\nto climb them?
              boxset 5
              compare 0x800D 0x00
              if 0x01 goto $dontwant
              doanimation 0x25
              waitstate
              setvar 0x800C 0x0
              copybyte 0x020370D4 0x02036E58
              compare 0x800C 0x1
              if 0x01 goto $down
              compare 0x800C 0x2
              if 0x01 goto $up
              compare 0x800C 0x3
              if 0x01 goto $left
              compare 0x800C 0x4
              if 0x01 goto $right
              end
              
              #org $down
              addvar 0x8005 0x1
              special 0x7F
              compare 0x8005 0x008D
              if 0x01 goto $stepdown
              compare 0x8005 0x008D
              if 0x00 goto $endingstepdown
              end
              
              #org $up
              subvar 0x8005 0x1
              special 0x7F
              compare 0x8005 0x008D
              if 0x01 goto $stepup
              compare 0x8005 0x008D
              if 0x00 goto $endingstepup
              end
              
              #org $left
              subvar 0x8004 0x1
              special 0x7F
              compare 0x8005 0x008D
              if 0x01 goto $stepleft
              compare 0x8005 0x008D
              if 0x00 goto $endingstepleft
              end
              
              #org $right
              addvar 0x8004 0x1
              special 0x7F
              compare 0x8005 0x008D
              if 0x01 goto $stepright
              compare 0x8005 0x008D
              if 0x00 goto $endingstepright
              end
              
              #org $stepdown
              applymovement $1down
              goto $down
              
              #org $stepup
              applymovement $1up
              goto $up
              
              #org $stepleft
              applymovement $1left
              goto $left
              
              #org $stepright
              applymovement $1right
              goto $right
              
              #org $endingstepdown
              applymovement $1down
              $1down 1 ; #binary 0x10 0xFE
              pausemove 0
              releaseall
              end
              
              #org $endingstepup
              applymovement $1up
              $1up 1 ; #binary 0x11 0xFE
              pausemove 0
              releaseall
              end
              
              #org $endingstepleft
              applymovement $1left
              $1left 1 ; #binary 0x12 0xFE
              pausemove 0
              releaseall
              end
              
              #org $endingstepright
              applymovement $1right
              $1right 1 ; #binary 0x13 0xFE
              pausemove 0
              releaseall
              end
              
              #org $dontknow
              message $message3
              $message3 1 = A Pokémon could climb them.
              boxset 6
              releaseall
              end
              
              #org $dontwant
              releaseall
              end
              These settings are temporary, like behavior byte, the attack and such.
              The scripts stops right before he checks the player facing location.
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                #239    
              Old April 1st, 2010 (3:35 PM).
              Diegoisawesome's Avatar
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              I have a suggestion for this engine.
              Why not make a tile-attribute hack, much like the other one, but this time, with walk-into scripts?
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                #240    
              Old April 1st, 2010 (3:42 PM).
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              Ninja Caterpie Ninja Caterpie is offline
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                Huh.

                Is it just me, or does this remove everything from Pallet Town, including the Fly Spot? I tried it on a clean ROM and it does the same thing...
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                  #241    
                Old April 1st, 2010 (3:48 PM).
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                Quote:
                Originally Posted by ShinyBill View Post
                Thanks about that, now my script should work =D.

                EDIT: Well my script didn't work.

                I'm using PokéScript.

                Code:
                #org $start
                lockall
                special 0x8F
                checkattack 0x1D
                compare 0x800D 0x06
                if 0x01 goto $dontknow
                storepokemon2 0x00 0x800D
                setanimation 0x00 0x800D
                message $message1
                $message1 1 = Do you want to use ROCK CLIMB\nto climb them?
                boxset 5
                compare 0x800D 0x00
                if 0x01 goto $dontwant
                doanimation 0x25
                waitstate
                setvar 0x800C 0x0
                copybyte 0x020370D4 0x02036E58
                compare 0x800C 0x1
                if 0x01 goto $down
                compare 0x800C 0x2
                if 0x01 goto $up
                compare 0x800C 0x3
                if 0x01 goto $left
                compare 0x800C 0x4
                if 0x01 goto $right
                end
                
                #org $down
                addvar 0x8005 0x1
                special 0x7F
                compare 0x8005 0x008D
                if 0x01 goto $stepdown
                compare 0x8005 0x008D
                if 0x00 goto $endingstepdown
                end
                
                #org $up
                subvar 0x8005 0x1
                special 0x7F
                compare 0x8005 0x008D
                if 0x01 goto $stepup
                compare 0x8005 0x008D
                if 0x00 goto $endingstepup
                end
                
                #org $left
                subvar 0x8004 0x1
                special 0x7F
                compare 0x8005 0x008D
                if 0x01 goto $stepleft
                compare 0x8005 0x008D
                if 0x00 goto $endingstepleft
                end
                
                #org $right
                addvar 0x8004 0x1
                special 0x7F
                compare 0x8005 0x008D
                if 0x01 goto $stepright
                compare 0x8005 0x008D
                if 0x00 goto $endingstepright
                end
                
                #org $stepdown
                applymovement $1down
                goto $down
                
                #org $stepup
                applymovement $1up
                goto $up
                
                #org $stepleft
                applymovement $1left
                goto $left
                
                #org $stepright
                applymovement $1right
                goto $right
                
                #org $endingstepdown
                applymovement $1down
                $1down 1 ; #binary 0x10 0xFE
                pausemove 0
                releaseall
                end
                
                #org $endingstepup
                applymovement $1up
                $1up 1 ; #binary 0x11 0xFE
                pausemove 0
                releaseall
                end
                
                #org $endingstepleft
                applymovement $1left
                $1left 1 ; #binary 0x12 0xFE
                pausemove 0
                releaseall
                end
                
                #org $endingstepright
                applymovement $1right
                $1right 1 ; #binary 0x13 0xFE
                pausemove 0
                releaseall
                end
                
                #org $dontknow
                message $message3
                $message3 1 = A Pokémon could climb them.
                boxset 6
                releaseall
                end
                
                #org $dontwant
                releaseall
                end
                These settings are temporary, like behavior byte, the attack and such.
                The scripts stops right before he checks the player facing location.
                Try replacing this line...
                Code:
                copybyte 0x020370D4 0x02036E58
                With these...
                Code:
                #raw 0x15
                #raw 0xD4
                #raw 0x70
                #raw 0x03
                #raw 0x02
                #raw 0x58
                #raw 0x6E
                #raw 0x03
                #raw 0x02
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                  #242    
                Old April 1st, 2010 (4:08 PM).
                Full Metal's Avatar
                Full Metal Full Metal is offline
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                Quote:
                Originally Posted by ShinyBill View Post
                Thanks about that, now my script should work =D.

                EDIT: Well my script didn't work.

                I'm using PokéScript.

                Code:
                #org $start
                lockall
                special 0x8F
                checkattack 0x1D
                compare 0x800D 0x06
                if 0x01 goto $dontknow
                storepokemon2 0x00 0x800D
                setanimation 0x00 0x800D
                message $message1
                $message1 1 = Do you want to use ROCK CLIMB\nto climb them?
                boxset 5
                compare 0x800D 0x00
                if 0x01 goto $dontwant
                doanimation 0x25
                waitstate
                setvar 0x800C 0x0
                copybyte 0x020370D4 0x02036E58
                compare 0x800C 0x1
                if 0x01 goto $down
                compare 0x800C 0x2
                if 0x01 goto $up
                compare 0x800C 0x3
                if 0x01 goto $left
                compare 0x800C 0x4
                if 0x01 goto $right
                end
                
                #org $down
                addvar 0x8005 0x1
                special 0x7F
                compare 0x8005 0x008D
                if 0x01 goto $stepdown
                compare 0x8005 0x008D
                if 0x00 goto $endingstepdown
                end
                
                #org $up
                subvar 0x8005 0x1
                special 0x7F
                compare 0x8005 0x008D
                if 0x01 goto $stepup
                compare 0x8005 0x008D
                if 0x00 goto $endingstepup
                end
                
                #org $left
                subvar 0x8004 0x1
                special 0x7F
                compare 0x8005 0x008D
                if 0x01 goto $stepleft
                compare 0x8005 0x008D
                if 0x00 goto $endingstepleft
                end
                
                #org $right
                addvar 0x8004 0x1
                special 0x7F
                compare 0x8005 0x008D
                if 0x01 goto $stepright
                compare 0x8005 0x008D
                if 0x00 goto $endingstepright
                end
                
                #org $stepdown
                applymovement $1down
                goto $down
                
                #org $stepup
                applymovement $1up
                goto $up
                
                #org $stepleft
                applymovement $1left
                goto $left
                
                #org $stepright
                applymovement $1right
                goto $right
                
                #org $endingstepdown
                applymovement $1down
                $1down 1 ; #binary 0x10 0xFE
                pausemove 0
                releaseall
                end
                
                #org $endingstepup
                applymovement $1up
                $1up 1 ; #binary 0x11 0xFE
                pausemove 0
                releaseall
                end
                
                #org $endingstepleft
                applymovement $1left
                $1left 1 ; #binary 0x12 0xFE
                pausemove 0
                releaseall
                end
                
                #org $endingstepright
                applymovement $1right
                $1right 1 ; #binary 0x13 0xFE
                pausemove 0
                releaseall
                end
                
                #org $dontknow
                message $message3
                $message3 1 = A Pokémon could climb them.
                boxset 6
                releaseall
                end
                
                #org $dontwant
                releaseall
                end
                These settings are temporary, like behavior byte, the attack and such.
                The scripts stops right before he checks the player facing location.
                (sorry irish_witch)
                DONT USE POKESCRIPT!
                XSE, and PKSV are much better and updated, plus there is (that i know of) lots more support available.
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                I like to push it,
                and push it,
                until my luck is over.
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                  #243    
                Old April 1st, 2010 (4:49 PM).
                PeregrineFig's Avatar
                PeregrineFig PeregrineFig is offline
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                  Quote:
                  Originally Posted by Ninja Caterpie View Post
                  Huh.

                  Is it just me, or does this remove everything from Pallet Town, including the Fly Spot? I tried it on a clean ROM and it does the same thing...
                  I patched this over my hack, which was using only scripts in the 700000s. It wiped clean almost everything from what was formerly Pallet Town. But for me it left the flight spot intact, just deleted all my people, step-tiles, signposts, warps, and level scripts. Oddly, though, it only did this to map 3.0.
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                    #244    
                  Old April 1st, 2010 (8:59 PM).
                  Ninja Caterpie's Avatar
                  Ninja Caterpie Ninja Caterpie is offline
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                    Quote:
                    Originally Posted by PeregrineFig View Post
                    I patched this over my hack, which was using only scripts in the 700000s. It wiped clean almost everything from what was formerly Pallet Town. But for me it left the flight spot intact, just deleted all my people, step-tiles, signposts, warps, and level scripts. Oddly, though, it only did this to map 3.0.
                    For me, it only did it to map 3.0 as well. It wiped everything except for warps and fly-spots from every other map, and absolutely EVERYTHING from 3.0, including the fly spot.

                    And this is on a clean ROM.
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                      #245    
                    Old April 2nd, 2010 (3:43 AM).
                    ShinyBill ShinyBill is offline
                       
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                      Quote:
                      Originally Posted by Darthatron View Post
                      Try replacing this line...
                      Code:
                      copybyte 0x020370D4 0x02036E58
                      With these...
                      Code:
                      #raw 0x15
                      #raw 0xD4
                      #raw 0x70
                      #raw 0x03
                      #raw 0x02
                      #raw 0x58
                      #raw 0x6E
                      #raw 0x03
                      #raw 0x02
                      I'm gonna try that right now.

                      Quote:
                      Originally Posted by Full Metal View Post


                      (sorry irish_witch)
                      DONT USE POKESCRIPT!
                      XSE, and PKSV are much better and updated, plus there is (that i know of) lots more support available.
                      Don't think that way... sorry but since I use XSE database, thu commands and functions are the same. I just use XSE for decompiling scripts.
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                        #246    
                      Old April 30th, 2010 (8:44 AM).
                      altariaking's Avatar
                      altariaking altariaking is offline
                      Needs NO VMs...
                         
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                        ok, i did everything you said for new pallettes, but all it did was change the hero's pallette, and only in vba.
                        how do i fix that?
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                          #247    
                        Old April 30th, 2010 (4:55 PM). Edited May 16th, 2010 by Criisss.
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                          I'm trying to use the special 0x58, but not how to use the variable 0x8006 to load the pointer...

                          Someone can give me an example of how to use all special so I can understand?

                          I managed to use the special 0x56 to swarm-roam pokemon, but I could not with this ...
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                            #248    
                          Old May 10th, 2010 (4:02 PM).
                          Shiny Quagsire's Avatar
                          Shiny Quagsire Shiny Quagsire is offline
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                            I found a rather annoying problem in the application.
                            When you open the character hack or overworld hack, you can't close the dialog window. It is annoying if you pushed it by accident.
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                              #249    
                            Old May 17th, 2010 (9:54 PM).
                            ShyRayq's Avatar
                            ShyRayq ShyRayq is offline
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                              Quote:
                              Originally Posted by shiny quagsire View Post
                              I found a rather annoying problem in the application.
                              When you open the character hack or overworld hack, you can't close the dialog window. It is annoying if you pushed it by accident.
                              Yeh that happens to me as well
                              and i also didnt understand the overworld tutorial very well
                              so can you explain it to me?
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                                #250    
                              Old May 25th, 2010 (3:25 PM).
                              Sonikku17's Avatar
                              Sonikku17 Sonikku17 is offline
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                                Join Date: Aug 2008
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                                I have a quick question regarding special 0x18B, the "Show uncompressed picture" special. For the most part, I get how it works. However, I'm a bit confused about the first part of the table, the fossil pointer. It says it is a
                                "pointer to a section of data that has the needed information for the function to work," but I'm not sure what this means, or what the needed information would be. If anyone can help me understand this, it would be greatly appreciated!
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