Possible future hacking style

Started by Haku. November 10th, 2009 12:34 AM
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  • 28 replies

Haku.

(FLAME)...H....A...K..U

Male
Singapore :D
Seen July 22nd, 2011
Posted June 21st, 2011
385 posts
15.4 Years
What do you think is possible out of the 3 possible future hacking.
Post your thoughts on this and comment it.

1.Adding more tilesets by asm hacking?

2.Adding more than 400 Pokemon?This means expanding the rom

3.More palletes? I know this already have been creted by JPAN but by more palletes i mean bypassing the 16 color limits

For me i think all is possible it's just that someone haven't found out a way to implement them in the rom.

.Seth

.explorer.

Male
A capacitor in a power supply board.
Seen February 8th, 2016
Posted December 30th, 2010
1,644 posts
15 Years
Well, when you consider how you can add more tilesets now without ASM, and how there are 411 pokemon slots in BPRE/Others, some have been done.

But, I think the palette expansion would be impossible (except for the titlescreen, since it has two layers), since I think it has to do with the GBA's limits.
Age 27
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Slovenia
Seen March 30th, 2015
Posted July 24th, 2013
3,475 posts
15.2 Years
But, I think the palette expansion would be impossible (except for the titlescreen, since it has two layers), since I think it has to do with the GBA's limits.
Yes, imagine the pallete being displayed in VBA's pallete viewer... That's just GBA standards.
Age 30
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Seen April 6th, 2019
Posted November 28th, 2010
2,048 posts
15.7 Years
2 is possible, and has been worked on, but I haven't heard from HackMew in ages (who was working on hacking the Pokédex to allow it to store data on up to 772 Pokémon). In fact, I have an FR ROM which contains the data of the D/P Pokémon on my PC right now. Unfortunately, it's not ready for release, due to the aforementioned Pokédex problem.
Seen May 29th, 2019
Posted May 26th, 2019
106 posts
14.7 Years
Is that project still alive, as no-one has posted any progress on it for quite some time?
and why is it there can only be 16 colours, is it something to do with the gba format?

(sorry if this has been asked before)

Juan

Brazilian with a bad English

Age 32
Pindamonhangaba - SP
Seen September 21st, 2016
Posted December 25th, 2013
92 posts
15.9 Years
What do you think is possible out of the 3 possible future hacking.
Post your thoughts on this and comment it.

1.Adding more tilesets by asm hacking?

2.Adding more than 400 Pokemon?This means expanding the rom

3.More palletes? I know this already have been creted by JPAN but by more palletes i mean bypassing the 16 color limits

For me i think all is possible it's just that someone haven't found out a way to implement them in the rom.
1 - This is already possible, already a tuotorioal about it.

2 - This is already possible.

3 - Impossible, GBA does not support more than 256 colors (256/16*16 BG & 256/16*16 Sprite).
My user name _ asciii_ +&h1!" lulz
Seen December 2nd, 2013
Posted January 20th, 2013
581 posts
16.4 Years
well i think pallete hacking is possible..
we just need a new gba player and tweak the gba codes around.
I'm reading tutorials on asm hacking and relevant infomations on pallete
I think you shold reread those tutorials, because you don't seem to get a lot out of them, Or read the post above.
http://nocash.emubase.de/gbatek.htm#gbalcdvideocontroller

Edit: (-:

For generation 3? Is there a thread about how to do this somewhere?
Yes.
http://www.pokecommunity.com/showthread.php?t=185257
THE CAKE IS A LIE!!!!!!!!!!!!!!!!!!!!!!!

Juan

Brazilian with a bad English

Age 32
Pindamonhangaba - SP
Seen September 21st, 2016
Posted December 25th, 2013
92 posts
15.9 Years
well i think pallete hacking is possible..
we just need a new gba player and tweak the gba codes around.
I'm reading tutorials on asm hacking and relevant infomations on pallete
1 - http://www.pokecommunity.com/showthread.php?t=156018

2 - http://www.pokecommunity.com/showthread.php?t=185257

3 - http://nocash.emubase.de/gbatek.htm#gbalcdvideocontroller
Seen January 13th, 2016
Posted January 16th, 2012
115 posts
14.4 Years
Well, yeah, I already knew about that thread, but it appears to have stalled for some time, so I assumed they didn't make any actual progress. There's a difference between saying that you're going to do something and actually getting it done...

This seems useful, but I'm not sure. Shouldn't the name have some bytes somewhere? But apparently that's separate? Also, why don't they list the offsets? I mean, it won't be hard to find, but blarg at having yet another project for me to do...

For the Contact byte, assuming that it's a bitset, don't they know what order it's in? If I can deduce how the bitset is setup by comparing moves I'll make an improved attack editor tool that'll let one edit the priority of a move, and whether a move is
1) makes contact
2) affected by protect
3) affected by magic coat
4) affected by snatch
5) affected by brightpowder
6) affected by king's rock
7) ???
8) ???

Theorically, we would could use the final two bits for something if they truly are empty.

And finally, shouldn't their be a final byte (or two) to deterimine the effect, like whether the attack lowers def, or acts like metronome, or has a higher crit rate than normal?

Thinking about it some, I think it's likely one of those two final bits determines whether a move is sound based or not, thus affecting whether it can be blocked by soundproof/cacophony or not.
Male
Melbourne, Australia
Seen October 12th, 2010
Posted September 18th, 2010
1,104 posts
15.9 Years
well i think pallete hacking is possible..
we just need a new gba player and tweak the gba codes around.
I'm reading tutorials on asm hacking and relevant infomations on pallete
It isn't a game related thing. It's a limitation of the console. You can't change any codes whatsoever. If you want more colours you need to hack a game from another console.

Well, yeah, I already knew about that thread, but it appears to have stalled for some time, so I assumed they didn't make any actual progress. There's a difference between saying that you're going to do something and actually getting it done...
Actually most of it got done. All I think is left is the cries and to expand the Pokedex. The added Pokemon basically act in the same way as the extra 25 in between Celebi and Treecko.
Gone.
Age 30
Female
Seen April 6th, 2019
Posted November 28th, 2010
2,048 posts
15.7 Years
Actually most of it got done. All I think is left is the cries and to expand the Pokedex. The added Pokemon basically act in the same way as the extra 25 in between Celebi and Treecko.
The footprints, too. Anyone know where they're located in the ROM? :P

HackMew

Mewtwo Strikes Back

Seen October 26th, 2011
Posted October 15th, 2010
1,314 posts
16.9 Years
1.Adding more tilesets by asm hacking?

2.Adding more than 400 Pokemon?This means expanding the rom

3.More palletes? I know this already have been creted by JPAN but by more palletes i mean bypassing the 16 color limits.
Those should have been posted in the Simple Questions IMHO. Anyway...

1. No ASM is required. You just need to know where the tileset table is located, repoint it somewhere else and add more entries.

2. It's possible already. But due to Pokédex limitations, it doesn't make a lot of sense, for now.

3. The correct question is "more colors". And that's just not possible due to the way the GBA works. Get over it.

HackMew

Mewtwo Strikes Back

Seen October 26th, 2011
Posted October 15th, 2010
1,314 posts
16.9 Years
So I take it you're not working on that any more? It would be great if we could finish that project someday...
Even though we're kinda off-topic, I don't know where did you make that assumption from. I'm just busy, that's it.
And it would be better if people stop spamming the project thread unlike me, I guess.
As for the Pokédex, I tracked down the related routines a while ago, but being rather confusing I put them on hold (along with other stuff TBH). My main occupation is Oro Sole right now.
Seen January 13th, 2016
Posted January 16th, 2012
115 posts
14.4 Years
Actually most of it got done. All I think is left is the cries and to expand the Pokedex. The added Pokemon basically act in the same way as the extra 25 in between Celebi and Treecko.
Oh, I wasn't aware that progress was made. Forgive me.

Even though we're kinda off-topic, I don't know where did you make that assumption from. I'm just busy, that's it.
And it would be better if people stop spamming the project thread unlike me, I guess.
As for the Pokédex, I tracked down the related routines a while ago, but being rather confusing I put them on hold (along with other stuff TBH). My main occupation is Oro Sole right now.
Heh, and here I was under the impression that the project was abondoned... I await your solution.
This seems useful, but I'm not sure. Shouldn't the name have some bytes somewhere? But apparently that's separate? Also, why don't they list the offsets? I mean, it won't be hard to find, but blarg at having yet another project for me to do...

For the Contact byte, assuming that it's a bitset, don't they know what order it's in? If I can deduce how the bitset is setup by comparing moves I'll make an improved attack editor tool that'll let one edit the priority of a move, and whether a move is
1) makes contact
2) affected by protect
3) affected by magic coat
4) affected by snatch
5) affected by brightpowder
6) affected by king's rock
7) ???
8) ???

Theorically, we would could use the final two bits for something if they truly are empty.

And finally, shouldn't their be a final byte (or two) to deterimine the effect, like whether the attack lowers def, or acts like metronome, or has a higher crit rate than normal?

Thinking about it some, I think it's likely one of those two final bits determines whether a move is sound based or not, thus affecting whether it can be blocked by soundproof/cacophony or not.
After looking at this stuff, it's made much more sense. That contact bit is indeed a bit array, but the very first 2 bits are always blank, they do nothing. This means that to make a move a sound move one would have to locate the routine for the abilities SoundProof and Cacophony and then edit them to include the desired attack. But I don't know how to do this, so it'll have to be ignored in my program until it is. Would anybody know how to trace/locate such a thing?

Nevertheless, my attack editor program that'll let you edit the contact byte and priority byte (which interestingly overlaps with the effect byte for moves like quick attack, extremespeed, etc, which have their ability all set to something other than normal (I haven't tested which byte (or both) is needed to make the move actually be a priority ahead yet)). Just give me a couple days to finish it. =p

Also, does anyone know where the bytes that determine what animation a move uses are?

ZodiacDaGreat

Working on a Mobile System

Age 30
Male
South Pacific
Seen April 25th, 2017
Posted August 14th, 2013
429 posts
16.3 Years
I'd say whatever is possible or impossible, is really limited to the console's hardware (GBA) and the programmer or coder's (ASM hackers) skills ;) Any other stuff that do not involve these are cake.

Vrai

can you feel my heart?

Age 28
Male
Seen October 24th, 2022
Posted April 1st, 2016
2,896 posts
14.9 Years
Not really, with good enough ASM hacking you could change anything. So like Zodiac said, it's up to the hacker's ASM skills.
As far as I know, though, ASM doesn't really affect the limitations of the GBA engine. For example, you can't really use ASM to add another button to the system. So, yeah, the only real limitations are those of the engine.
Age 27
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Seen October 18th, 2021
Posted April 1st, 2013
5,978 posts
15.2 Years
Not really, with good enough ASM hacking you could change anything. So like Zodiac said, it's up to the hacker's ASM skills.
No, you couldn't. ASM is still limited by how far the engine could go. If you change the ROM to the point that it does something beyond it, it's not a GBA ROM anymore.
Everything ends,
and that's always sad.
But everything begins again, too,
and that's always happy.

Full Metal

C(++) Developer.

Age 27
Male
In my mind.
Seen August 19th, 2018
Posted May 27th, 2017
810 posts
15.4 Years
correct me if i'm wrong,but getting around the 16 color problem just takes some creativity.
A picture (in layman terms) works like this:
1)Every pixel has a pallette value
2)Changing the pallette value changes the pixel
3)You can change which pallete a 8x8 pixel uses
So if your using a tilemap, and have control over the pallettes then yes, you can. Sort of. It requires making two pallettes, loading them, loading tileset, then loading the tilemap which accurately contains information as to which pallette each one should use. Technically no, you can't have an image with more than 16 color pallettes, and less than 256. But you can create the illusion.

★ full metal.

I like to push it,
and push it,
until my luck is over.