[FR] Expanding the Pokedex Page 4

Started by DoesntKnowHowToPlay January 31st, 2014 9:41 PM
  • 86926 views
  • 179 replies

MrDollSteak

Formerly known as 11bayerf1

Age 28
Male
Hong Kong
Seen March 16th, 2023
Posted September 26th, 2022
859 posts
14.4 Years
The second is probably the result of not making the habitat table properly. The first.... well... none of us trade, lol.
Actually I fear the second may be something else entirely.
When I messed around with habitat data myself before your tool came out,
I noticed that no matter what Pokemon I caught, it'd display the first page
of the first habitat.
I think that's why it's showing Rattata, because Rattata'd be the first pokemon
in the grassland.
My worry is that there's some sort of byte somewhere in the midst of the
habitat data that when expanded, repointed or rearranged leads to catching
problems.
(This was actually one of the glitches that got me started on ASM, I just
haven't looked into it since.)
Male
Singapore
Seen November 17th, 2021
Posted October 15th, 2021
89 posts
9.2 Years
Is it possible to port this to another ROM, say, Ruby?
Also, can you please post the methods you used to obtain your offsets (like the offset containing the amount of memory assigned for the Pokédex, I certainly haven't found that in any INIs) so that others can try porting this to other ROMs?

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)

Age 24
Female
Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,475 posts
10.5 Years
Is it possible to port this to another ROM, say, Ruby?
Also, can you please post the methods you used to obtain your offsets (like the offset containing the amount of memory assigned for the Pokédex, I certainly haven't found that in any INIs) so that others can try porting this to other ROMs?
Ruby doesn't have a malloc system to store the dex info, so no, it's almost impossible on Ruby. The code is so messy you'll get lost in it.
I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
Romhack.me Profile - Pokecommunity Profile - Youtube Channel

Support me at my site!
Pokémon Platinum Red and Blue

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
But why do not take an courage and start changing system from messy code to Maloc system. For example exported from Emerald.
Says the guy with no programming experience...... and whom refuses to get any.


No, it is not that easy. That would be removing and porting about 1000 lines of code or more in raw ASM to another game in a way where it might not even work. It would be easier to write a completely new Pokedex in C and insert it.

Paired with Simba

LCCoolJ95

Limited Capacity

Age 28
Male
The World That Never Was
Seen 13 Hours Ago
Posted March 25th, 2023
629 posts
14 Years
Says the guy with no programming experience...... and whom refuses to get any.


No, it is not that easy. That would be removing and porting about 1000 lines of code or more in raw ASM to another game in a way where it might not even work. It would be easier to write a completely new Pokedex in C and insert it.
It requires C, or C++? Or is it the same thing? Sorry if that's a dumb question.

The truth is, I've been busy with school, karate, family, and I have been trying to learn how to program in my free time because...I'm going to try and port this, over to Emerald...well, not really port, but give Emerald its own version. SBird has it working for a German Emerald ROM, so why can't it work for an English Emerald ROM? So, I've been learning how to ASM program and a little bit of C++.

@Ksiazek Bartlomiej, I'm not trying to flame you or anything, I'm just saying, you should really look into ASM programming. I looked at it for a brief few minutes. It looks hard at first, but it's pretty simple if you get a handle on it
"The greatest obstacle in life is Yourself. Overcome it, and you will achieve the greatest accomplishment of all." -Art Beins, 1982

Pokémon Theta Emerald EX: https://www.pokecommunity.com/showthread.php?t=386240

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
It requires C, or C++? Or is it the same thing? Sorry if that's a dumb question.

The truth is, I've been busy with school, karate, family, and I have been trying to learn how to program in my free time because...I'm going to try and port this, over to Emerald...well, not really port, but give Emerald its own version. SBird has it working for a German Emerald ROM, so why can't it work for an English Emerald ROM? So, I've been learning how to ASM program and a little bit of C++.

@Ksiazek Bartlomiej, I'm not trying to flame you or anything, I'm just saying, you should really look into ASM programming. I looked at it for a brief few minutes. It looks hard at first, but it's pretty simple if you get a handle on it
C++ is C with object orientated programming tacked on (that is why the syntax is a bit more awkward when compared to other object orientated languages). The compiler for GBA, as far as I know, is only C, but you can apply most of C++, just skip the objects.

Paired with Simba

DoesntKnowHowToPlay

Tiny Umbrella with Lots and Lots of Good

Seen February 18th, 2023
Posted February 3rd, 2023
264 posts
11.3 Years
It turns out there are two pointers to x254795 in the ROM, which is the 18th byte of the first entry of the base stat table. This is what's causing the eggs to not hatch- they're actually working fine, they just have a nonsensically high number of cycles needed to hatch. I'll add this to the OP real quick. (existing rock eggs won't be fixed because cycle count is determined at egg gen)

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
It turns out there are two pointers to x254795 in the ROM, which is the 17th byte of the first entry of the base stat table. This is what's causing the eggs to not hatch- they're actually working fine, they just have a nonsensically high number of cycles needed to hatch. I'll add this to the OP real quick. (existing rock eggs won't be fixed because cycle count is determined at egg gen)
You guys are lucky I keep tabs on this thread.:P In the first post, you said 18th byte. In this one you said 17th. Ummm... The math says 17 to me, but I just need to make sure. I'm adding this to G3HS right now.

Paired with Simba

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
It's the 18th byte, or byte #17 if you start counting from zero. Sorry about that.
I coded it as statsoffset + 17, so that should work. Don't worry about it and keep me posted if anything else comes up.:)

Paired with Simba
Age 34
Male
Seen 1 Week Ago
Posted December 9th, 2022
134 posts
9.5 Years
Add cries for the new mons. As you may know, cries after Celebi are handled unusually- the limbo slots are all hard-wired to Unown's cry (doubt this is hard to fix but lazy), while slots starting from Treecko use an auxilary table to find their cry. This table is at x2539D4- repoint and extend it. Note that you don't need to repoint the cry table itself- immediately after it is a second, unused copy of the cry table.
Something about this seems wrong. I don't see any second copies of the table in the disassembly, used or otherwise.

This is the routine that handles converting the internal ID into the cry ID, taken from knizz' disassembly and commented by me:

speciesid_conv:
    push {lr}
    lsl r0, r0, #0x10   @ typecasting
    lsr r0, r0, #0x10
    movs r1, r0
    cmp r0, #250        @ slots up to 250 have the same cry ID as the internal ID
    bls loc_8043332
    ldr r0, dword_8043324
    cmp r1, r0          @ is this slot 275 or below?
    bls loc_8043330     @ if so, branch
    ldr r0, off_8043328 @ otherwise, use the table
    ldr r2, dword_804332C
    add r1, r1, r2      @ subtract 276 from ID
    lsl r1, r1, #1      @ and multiply by two, since it's a table of 16-bit values
    add r1, r1, r0      @ then index into the table
    ldrh r0, [r1]       @ retrieve the value
    b loc_8043332       @ and leave
@ ---------------------------------------------------------------------------
dword_8043324:  .long 275
off_8043328:    .long 0x082539D4
dword_804332C:  .long -276
@ ---------------------------------------------------------------------------

loc_8043330:
    mov r0, #200        @ limbo slots use Unown's cry

loc_8043332:
    pop {r1}
    bx r1
@ End of function speciesid_conv
The table at x2539D4 is followed by the first experience curve table - there is no secondary cry table.

Editing this routine to remove the hardcoded cry for the limbo slots is easy: write 00 00 00 00 00 00 00 00 00 00 (that's ten bytes) to x4330C and 00 00 00 00 (four) to x43318, then repoint the table at x4539D4 and expand it - it's now a table with one word for every ID. (You can test to make sure that it worked without repointing the table - you'll know it worked if the title screen makes Blaziken's cry.)

Danny0317

Fluorite's back, brah

Age 23
Male
Seen February 19th, 2021
Posted March 11th, 2017
1,067 posts
9.9 Years
Yeah well I have a question about this, if anyone could answer it then great.
I made a thread about it in the beginner's lounge, so here it is.

http://www.pokecommunity.com/showthread.php?t=325967

or

Spoiler:
Now I know that the tool Advanced IntroEd exists, but I wanna make it a Pokemon from the expanded dex, but seeing that Advanced IntroEd doesn't have an ini.. I can't. I assumed it would be maximum about 4 byte changes, since it's just the Pokemon, I'm gonna do the cry later, but that wasn't what happened. So I tried this in a clean rom: (1D is Nidoran F, 1E is Nidorina and the things in yellow are the changes)
Spoiler:
1

2

3

4

5


6


Now, say for my hack I want to add Turtwig, whose index number is 1B8 or 440. How would I do that? Thanks.

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)

Age 24
Female
Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,475 posts
10.5 Years
I'm new to this, how do I use the JPAN block changer?
It's called the save block patch, and I have it right here: https://www.dropbox.com/s/4l91qcr9xgbx8y2/JPAN%20save_block_recycle.ips
I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
Romhack.me Profile - Pokecommunity Profile - Youtube Channel

Support me at my site!
Pokémon Platinum Red and Blue

Spherical Ice

Age 25
Leicester, UK
Seen 6 Hours Ago
Posted February 20th, 2022
5,251 posts
15.5 Years
I'm unsure if I should post this in G3HS' thread, but I myself have tried to go backwards from what the tool has done and nothing appears to be amiss.

The extended Pokémon in my ROM have broken altitudes, basically. If I change the value to be > 0, the shadow displays, but the sprite stays where it is. If I set it to 0, the shadow disappears, so that is working. However, regardless of the value, the sprites remain "stuck" to the ground. I've tried re-repointing the altitude table, the 03 E0 byte changes on the OP have been done successfully, and it's obviously registering that there is an altitude value, it just isn't using it.



I've also tried editing the altitude using Advanced Series and simply using a hex editor, so the value is definitely changing. I feel like I'm missing a limiting byte or something, but I can't seem to find what it is exactly.

This only happens to the extended Pokémon in my ROM: with Chimecho, it's fine, but with Turtwig, it doesn't work.

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)

Age 24
Female
Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,475 posts
10.5 Years
Got 1 more question: what value do I make the SEEN/CAUGHT pointers?
All you gotta do is point them to the seen/caught flags. Nothing hard
I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
Romhack.me Profile - Pokecommunity Profile - Youtube Channel

Support me at my site!
Pokémon Platinum Red and Blue

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)

Age 24
Female
Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,475 posts
10.5 Years
Doesnt himself told me this so I'm just going to post it here so I don't have to save it somewhere:

For FireRed, to fix cries on expanded mons that use a cry index of higher than 0x200, put 01 1C 11 E0 at x720CA.
isn't this in the first post somewhere
I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
Romhack.me Profile - Pokecommunity Profile - Youtube Channel

Support me at my site!
Pokémon Platinum Red and Blue