karatekid552
What happens if I push it?....
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How to create a new Evolutionary Stone
I have seen people asking for this several times, so I decided to write my first full length tutorial on the subject. As of right now, this post will not have images, but if anyone does find need of them, just ask.
Note: Every number in this tut should be in Hex unless otherwise specified.
Requirements:
-An Advance Gen Rom
-A hex editor (HxD works well)
-Item Manager (PGE DOES NOT WORK!)
-Free Space Finder (FSF)
-Some time
-A brain
Step 1) Follow DavidJCobb's Item Creation tutorial and make the new item look completely the same as another evolutionary stone already in existence, only changing its name and description. Please note, that this tutorial can only use the empty item numbers between Potion and Sitrus Berry.
Step 2) Take the item number, and subtract the item number of a Potion from it, which is D. This is because the table we are going to edit starts and potion.
Step 3) Now, multiply the number we got in step 2 by 4.
Step 4) Take this number and add it "OffsetA". (Which is found in a nice table at the top.)
Step 5) Goto this offset in a Hex editor.
Step 6) Using FSF, find some free space, about ten bytes, we won't need all ten, but just to be safe.
Step 7) At the offset we went to in step 5, place a pointer to the free space in step 6. If the offset you found was AX BY CZ-> the pointer would be CZ BY AX 08.
Ex. Free space is at 12 34 56, pointer will be 56 34 12 08.
Step 8) Go to our free space.
Step 9) Make all ten (dec) bytes of free space 00. (So changing the FFs to 00, up to ten (dec) bytes from our offset of free space.)
Step 10) Here is the step we give our item the ability to make a Pokemon evolve. If the byte at the offset we started counting free space at (the offset FSF gave us) is byte #0, at byte #4 (the FSF offset + 4) we need to change the 00 to 80. This enables the item to be an evolutionary stone.
Step 11) Save everything.
Step 12) Make a Pokemon that evolves by your new item and test it out. Remember to turn off the boundaries in YAPE that prevent you from having evolutions that use other items than those specified as evolution stones. (Options-> Evolution Editor-> uncheck Advanced Item Check)
Thanks to JPAN for his thread on items:
https://www.pokecommunity.com/showthread.php?t=204861
If there was anyone else who developed or studied items and had a hand in this discovery, please tell me so I can add their names here.
I have seen people asking for this several times, so I decided to write my first full length tutorial on the subject. As of right now, this post will not have images, but if anyone does find need of them, just ask.
I am writing this tutorial for all games, so I will refer to specific offsets from this chart:
If anyone has any offsets from different games, please let me know.Code:OffsetA- This is the item effect table. AXVE- 0x1FCDE4 AXPE- 0x1FCD74 BPRE- 0x2528BC BPGE- 0x252898 BPEE- 0x31E58C
To find new offsets for games not listed, search for:
Then create a pointer from the location of this data and search for that. The location of the pointer is the first slot on the item effect table.Code:00 00 00 00 04 00 14 00 00 00 10 00 00 00 00 00 08 00 00 00 00 00 04 00 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 00 3F 04 00 FF 00 00 00 00 04 00 FF 00 00 00 00 04 00 C8 00 00 00 00 04 00 32 00 00 00 3F 00 00 00 00 00 00 44 00 FE 00 00 00 00 44 00 FF 00 00 00 00
Note: Every number in this tut should be in Hex unless otherwise specified.
Requirements:
-An Advance Gen Rom
-A hex editor (HxD works well)
-Item Manager (PGE DOES NOT WORK!)
-Free Space Finder (FSF)
-Some time
-A brain
Step 1) Follow DavidJCobb's Item Creation tutorial and make the new item look completely the same as another evolutionary stone already in existence, only changing its name and description. Please note, that this tutorial can only use the empty item numbers between Potion and Sitrus Berry.
Step 2) Take the item number, and subtract the item number of a Potion from it, which is D. This is because the table we are going to edit starts and potion.
Step 3) Now, multiply the number we got in step 2 by 4.
Step 4) Take this number and add it "OffsetA". (Which is found in a nice table at the top.)
Step 5) Goto this offset in a Hex editor.
Step 6) Using FSF, find some free space, about ten bytes, we won't need all ten, but just to be safe.
Step 7) At the offset we went to in step 5, place a pointer to the free space in step 6. If the offset you found was AX BY CZ-> the pointer would be CZ BY AX 08.
Ex. Free space is at 12 34 56, pointer will be 56 34 12 08.
Step 8) Go to our free space.
Step 9) Make all ten (dec) bytes of free space 00. (So changing the FFs to 00, up to ten (dec) bytes from our offset of free space.)
Step 10) Here is the step we give our item the ability to make a Pokemon evolve. If the byte at the offset we started counting free space at (the offset FSF gave us) is byte #0, at byte #4 (the FSF offset + 4) we need to change the 00 to 80. This enables the item to be an evolutionary stone.
Step 11) Save everything.
Step 12) Make a Pokemon that evolves by your new item and test it out. Remember to turn off the boundaries in YAPE that prevent you from having evolutions that use other items than those specified as evolution stones. (Options-> Evolution Editor-> uncheck Advanced Item Check)
Thanks to JPAN for his thread on items:
https://www.pokecommunity.com/showthread.php?t=204861
If there was anyone else who developed or studied items and had a hand in this discovery, please tell me so I can add their names here.
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