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  #51    
Old June 22nd, 2014 (1:51 PM).
mamamama mamamama is offline
     
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    Quote:
    Originally Posted by Chaos Rush View Post
    I just want to say that I can confirm everything in the tutorial is correct and all you need, as I'm working on a 721 ROM base and got the Pokédex working solely from the information provided in this tutorial (proof at romhack.me). Also karatekid552 will eventually send me a test version of his tool with Emerald Pokédex expansion implemented, and will become official once it's been tested thoroughly.
    I did everything exactly as written in the tutorial and I have come across 2 issues.

    1. When I placed an expanded Pokemon in the Wild, I would just battle against a black ring with a question mark in (the indicator that there is no sprite). I solved this by placing 07 E0 at 0x34BFE (a third sprite limiter which was not in the original guide. It seems like Fire Red only has two of these while Emerald has three).

    2. This leads me to my current issue. While my expanded mons work in battle, they don't work in the Pokedex. Stuff like Pokedex descriptions and height shows up correctly but the Picture and name does not come up. The name does work in-battle and when looking at the Pokemon's status screem, but not in the Pokedex itself. The name just shows up as "?" and the picture as "??" (not the same as the circle with a ? in) leading me to believe that there is some kind of Pokedex limiter which you might have forgotten to add in this guide.

    I have checked everything 4 or 5 times already and I have done exactly what you have written down.

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      #52    
    Old July 1st, 2014 (4:48 AM). Edited July 1st, 2014 by Phenom2122.
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    Phenom2122 Phenom2122 is offline
       
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      I've just gone through the whole tutorial and after going back and double checking and fixing a few mistakes it all seems to be working fine. I haven't tested out wild encounters yet though. I haven't added new sprites yet but what I have done with each repoint is copy the amount of necessary bytes from the beginning (eg. for now, after all the unowns it begins again with Bulbasaur, Ivysaur etc.). So everything lines up and everything works fine so far.
      This brings me to a question about the optional step of disabling animations. I decided to repoint and keep the animations using my same method as before. It is still all working fine, I just have a question about two of the steps:
      "Now at x308CC0, change the bytes there to 38 F5 2F 08."
      "At x06EE38, put 00 00.
      At x06ECC4, put 01."
      Are these steps optional too or do I need to still make these changes even if I decided not to disable animations?
        #53    
      Old July 4th, 2014 (1:26 PM). Edited July 5th, 2014 by Phenom2122.
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      Phenom2122 Phenom2122 is offline
         
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        Here is another double post, shoot me. Even though no one who has got this right seems interested in helping me with my simple question, I will post the offsets here of all the area of expansion that Chaos Rush did not cover. This can at least save other people the time of doing all the calculating for information that someone else already has. If I have it I might as well share it, this is not my property, it is Game Freak's property, so the idea of ownership of anything in this forum is completely idiotic and blind.
        So, even though it seems like it is against the spirit of this community to actually help people, here are the offsets of other tables that need to be repointed. I forgot to save how many bytes per entry in my notes but at least here is a start:
        Spoiler:
        FootPrint Table - 0x56E694
        Pokemon Evolutions - 0x32531C
        TM/HM Compatibility - 0x31E898
        Move Tutor Compatibility - 0x615048 (this table is twice as long as Fire Red's table. In Fire Red it is two bytes per Pokemon and in Emerald it is four)
        Cries Table - 0x69DCF4
        Second Cries Table - 0x69EF24 (In Fire Red there is another table for Hoenn Pokemon, I am not sure if this exists in Emerald, however, I am quite sure that repointing these two will be enough)

        Also, I noticed in the Fire Red tutorial, there is a fix for evolution animations that Chaos Rush did not cover. In Emerald it is here:
        Spoiler:
        Code:
        Put 07 E0 at x345FE
        There are also Egg Moves that I should think need to be repointed, I will do this shortly. And if there is anything else that has been overlooked, I sincerely hope that someone will say.

        I see many Rom hacks available, but if you ask for information, people are quiet. So if you don't feel like sharing, good luck with that and I hope it takes you far. Personally, if I ever feel like taking ownership of an idea or calling it original, I will make my own game and not mod someone else's. As far as modding Pokemon goes (someone else's game), any information I find or breakthroughs that I make, I will be glad to share.

        P.S. I'm thinking about leaving this community and posting my Emerald progress elsewhere. For most people here I get the impression that this is a competition and I am not interested in sharing with people who look down on others, I would rather share and teach with those who do not know, like me once upon a time.

        P.P.S. This is aimed at the state of the community in general, and is not aimed at you, Chaos Rush. In fact I bow down to you for doing all of this hard for us AND sharing it. Thank you.
          #54    
        Old July 4th, 2014 (4:52 PM).
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          Well, I expanded almost everything except the cry table. Everything works, except for one thing. When the evolution animation occurs, the Pokémon is still the black question mark I replaced. It doesn't freeze or anything, and when I look at the status screen, it has the regular sprite I inserted. Why does this happen?
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            #55    
          Old July 4th, 2014 (10:23 PM). Edited July 4th, 2014 by Phenom2122.
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            Quote:
            Originally Posted by LCCoolJ95 View Post
            Well, I expanded almost everything except the cry table. Everything works, except for one thing. When the evolution animation occurs, the Pokémon is still the black question mark I replaced. It doesn't freeze or anything, and when I look at the status screen, it has the regular sprite I inserted. Why does this happen?
            Is it only during the evolution animation that it becomes a black question mark? Did you try that fix for the evolution animation I mentioned above? I think I've shot myself in the foot a bit with my own personal hack because I've expanded and done too much at once and can't really test any of it yet. And I haven't been keeping my ini files up to date either and I'm putting it off with dread.. :/
            See, I think that we need to test this thoroughly, in all areas of expansion and gameplay before we can ever hope for it to be added to any tool. And sharing information about it helps us reach this goal. If you look at the Fire Red tutorial, there was so much interest that eventually the OP covered all areas of it and had it running to the tee. This thread seems to have just tapered off with everyone sitting back and waiting for it to be added to G3HS, which would make any bugs that still exist karatekid552's problem...
            @LCCoolJ95 - May I ask how many entries you expanded your Pokedex with? I am interested in doing more then 744..
              #56    
            Old July 5th, 2014 (4:35 AM).
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              Quote:
              Originally Posted by Phenom2122 View Post
              Is it only during the evolution animation that it becomes a black question mark? Did you try that fix for the evolution animation I mentioned above? I think I've shot myself in the foot a bit with my own personal hack because I've expanded and done too much at once and can't really test any of it yet. And I haven't been keeping my ini files up to date either and I'm putting it off with dread.. :/
              See, I think that we need to test this thoroughly, in all areas of expansion and gameplay before we can ever hope for it to be added to any tool. And sharing information about it helps us reach this goal. If you look at the Fire Red tutorial, there was so much interest that eventually the OP covered all areas of it and had it running to the tee. This thread seems to have just tapered off with everyone sitting back and waiting for it to be added to G3HS, which would make any bugs that still exist karatekid552's problem...
              @LCCoolJ95 - May I ask how many entries you expanded your Pokedex with? I am interested in doing more then 744..
              I used your fix and it didn't work. I'll try it again though. I expanded the Pokédex to have 495 Pokédex entries. To note, I am using an edited INI, to make it work with G3HS. So, I expanded the amount of evolutions with that tool and expanded the amount of Pokémon manually.
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                #57    
              Old July 5th, 2014 (4:52 AM). Edited July 6th, 2014 by Phenom2122.
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              Phenom2122 Phenom2122 is offline
                 
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                Quote:
                Originally Posted by LCCoolJ95 View Post
                I used your fix and it didn't work. I'll try it again though. I expanded the Pokédex to have 495 Pokédex entries. To note, I am using an edited INI, to make it work with G3HS. So, I expanded the amount of evolutions with that tool and expanded the amount of Pokémon manually.
                I will test soon soon. I started all my repointing over again, I decided to take a different approach and save all my expanded tables as separate files, so that I can first clear out all the old tables and I know what extra space I have to work with. I don't know if the method of expanding evolutions would make a difference, I'm not sure, but I will do mine the manual way nonetheless and test to see if I get the same result as you. Is it only happening with your new additions or all Pokémon?

                To avoid making another double post I will just edit this one, hope that you read it. Unfortunately I cannot test this out any time soon, I have got a bit carried away with 'deconstructing' my Rom. I want to remove all the known sections and start to map it out properly, I am tired of digging around in the dark with this game. I'm going to go through each location on the map, remove all scripts, then do a byte compare to find the exact address for each locations scripts. Then I hope to narrow it down to start finding other scripts and functions that cannot be reached from mapping. I have a new mission, sorry.
                  #58    
                Old July 6th, 2014 (8:19 AM).
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                LCCoolJ95 LCCoolJ95 is offline
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                  Quote:
                  Originally Posted by Phenom2122 View Post
                  I will test soon soon. I started all my repointing over again, I decided to take a different approach and save all my expanded tables as separate files, so that I can first clear out all the old tables and I know what extra space I have to work with. I don't know if the method of expanding evolutions would make a difference, I'm not sure, but I will do mine the manual way nonetheless and test to see if I get the same result as you. Is it only happening with your new additions or all Pokémon?

                  To avoid making another double post I will just edit this one, hope that you read it. Unfortunately I cannot test this out any time soon, I have got a bit carried away with 'deconstructing' my Rom. I want to remove all the known sections and start to map it out properly, I am tired of digging around in the dark with this game. I'm going to go through each location on the map, remove all scripts, then do a byte compare to find the exact address for each locations scripts. Then I hope to narrow it down to start finding other scripts and functions that cannot be reached from mapping. I have a new mission, sorry.
                  To anyone who has a problem with evolutions, if they went that far. Put 07 E0 at x34A16. This fixes the evolution animation.
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                    #59    
                  Old July 13th, 2014 (6:56 PM).
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                  karatekid552 karatekid552 is offline
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                    I started coding this tutorial (thanks for your credit by the way.) and I can't really finish coding it without the missing steps like the evolution table.:/ This needs to be a full hack. I will code what you have here, but in the meantime, if someone could find the rest of the limiters for the other tables, that would be amazing.

                    Edit: Scrolling up, I see that @Phenom2122 has already got a head start on this. Please help him out guys if you have the skills.

                    @Chaos Rush, would you mind testing his stuff and adding it into the tutorial?
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                      #60    
                    Old July 14th, 2014 (6:24 PM). Edited July 14th, 2014 by Chaos Rush.
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                    Chaos Rush Chaos Rush is offline
                       
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                      Quote:
                      Originally Posted by karatekid552 View Post
                      I started coding this tutorial (thanks for your credit by the way.) and I can't really finish coding it without the missing steps like the evolution table.:/ This needs to be a full hack. I will code what you have here, but in the meantime, if someone could find the rest of the limiters for the other tables, that would be amazing.

                      Edit: Scrolling up, I see that @Phenom2122 has already got a head start on this. Please help him out guys if you have the skills.

                      @Chaos Rush, would you mind testing his stuff and adding it into the tutorial?
                      But don't you already have the evolution table offsets for G3HS? Unless if you're talking specifically about limiters.

                      The thing is, I don't know what limiters are missing, because I have everything working in my ROM (icon sprites, palettes, battle sprite position, etc.), and most, if not, all limiters should be covered in Step 3 (except the evolution fix that LCCoolJ95 found that I added to Step 10).

                      Just tell me what limiters are missing/need labels and I'll get them. They should all be in the first post though, but I probably didn't label which ones are which and just said "change these bytes lol"

                      EDIT: As for the table offsets themselves, I didn't include the less-important ones (like footprints) because the offsets for those tables could all be found in either G3HS or PGE's ini. However, I can understand why that would be bothersome, but since I have then all written down on a notepad file, I'll add the offsets to the first post next time I'm on my PC

                      (I post from my phone a lot so I can't always update things immediately)

                      EDIT2: I added this under a spoiler tag in the first post:
                      Species Names = 3185C8
                      Front Sprite Table = 30A18C
                      Back Sprite Table = 3028B8
                      Front Palette Table = 303678
                      Shiny Palette Table = 304438
                      Base Stats = 3203CC
                      Moveset Pointers = 32937C
                      National Dex Order = 31DC82
                      Pokédex Data = 56B5B0
                      TM Compatibility = 31E898
                      Evolution Table = 32531C
                      Icon Sprite Table = 57BCA8
                      Icon Palette Table = 57C388
                      Main Cry Table = 69DCF4
                      Auxillary Cry Table = 31F61C
                      Footprint Table = 56E694
                      Move Tutor Compatib. = 615048
                      Animation Table = 3299EC
                      Frame Control Table = 309AAC
                      Back Animation Table = 60A8C8
                      EnemyY Table = 300D38
                      PlayerY Table = 3021D8
                      Enemy Altitude Table = 305DCC
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                        #61    
                      Old July 15th, 2014 (3:16 PM).
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                      karatekid552 karatekid552 is offline
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                        Quote:
                        Originally Posted by Chaos Rush View Post
                        But don't you already have the evolution table offsets for G3HS? Unless if you're talking specifically about limiters.

                        The thing is, I don't know what limiters are missing, because I have everything working in my ROM (icon sprites, palettes, battle sprite position, etc.), and most, if not, all limiters should be covered in Step 3 (except the evolution fix that LCCoolJ95 found that I added to Step 10).

                        Just tell me what limiters are missing/need labels and I'll get them. They should all be in the first post though, but I probably didn't label which ones are which and just said "change these bytes lol"

                        EDIT: As for the table offsets themselves, I didn't include the less-important ones (like footprints) because the offsets for those tables could all be found in either G3HS or PGE's ini. However, I can understand why that would be bothersome, but since I have then all written down on a notepad file, I'll add the offsets to the first post next time I'm on my PC

                        (I post from my phone a lot so I can't always update things immediately)

                        EDIT2: I added this under a spoiler tag in the first post:
                        Species Names = 3185C8
                        Front Sprite Table = 30A18C
                        Back Sprite Table = 3028B8
                        Front Palette Table = 303678
                        Shiny Palette Table = 304438
                        Base Stats = 3203CC
                        Moveset Pointers = 32937C
                        National Dex Order = 31DC82
                        Pokédex Data = 56B5B0
                        TM Compatibility = 31E898
                        Evolution Table = 32531C
                        Icon Sprite Table = 57BCA8
                        Icon Palette Table = 57C388
                        Main Cry Table = 69DCF4
                        Auxillary Cry Table = 31F61C
                        Footprint Table = 56E694
                        Move Tutor Compatib. = 615048
                        Animation Table = 3299EC
                        Frame Control Table = 309AAC
                        Back Animation Table = 60A8C8
                        EnemyY Table = 300D38
                        PlayerY Table = 3021D8
                        Enemy Altitude Table = 305DCC
                        Oh, okay, yeah I have all of the table offsets and stuff, I was more looking for the limiters. I guess I will code everything you have and then send it out as a beta, requesting all issues with expansion to be emailed to me. Then we will know haha.

                        Thanks man!
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                          #62    
                        Old July 28th, 2014 (11:10 PM).
                        Artemis64 Artemis64 is offline
                           
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                          Just a question? How does Unown work in this expansion? Do Unown formes other than A show up as the added Pokemon, or is only Form A displayed? And will Pokemon in the Unown slots show up with the name Unown
                            #63    
                          Old July 29th, 2014 (12:06 AM).
                          mamamama mamamama is offline
                             
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                            Quote:
                            Originally Posted by Artemis64 View Post
                            Just a question? How does Unown work in this expansion? Do Unown formes other than A show up as the added Pokemon, or is only Form A displayed? And will Pokemon in the Unown slots show up with the name Unown
                            You add the new mons after the bad eggs and unown slots, and then map your first added Pokemon to pokedex slot 387 etc.

                            I recommend doing the expansion in Fire Red with G3HS and compare with it while expanding Emerald as they are quite similar, so you know how to treat the Unown slots in the hex-editor.
                              #64    
                            Old August 1st, 2014 (8:35 PM).
                            Artemis64 Artemis64 is offline
                               
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                              Assuming I delete Unown (extremely useless), will the above happen? Or must the Unown forms be included? Because I notice Jambo51's FireRed 649 Patch seems to have only 650 Pokemon in the ini file, so I assume the Unown forms have been done away with.
                                #65    
                              Old August 1st, 2014 (8:42 PM).
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                              ShyRayq ShyRayq is offline
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                                Quote:
                                Originally Posted by Artemis64 View Post
                                Assuming I delete Unown (extremely useless), will the above happen? Or must the Unown forms be included? Because I notice Jambo51's FireRed 649 Patch seems to have only 650 Pokemon in the ini file, so I assume the Unown forms have been done away with.
                                Wrong, The forms are still there. Jambo just implemented ASM that, if the pokemon was Unown, it would load the different sprites. This is the what happens with the egg as well.
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                                  #66    
                                Old August 6th, 2014 (12:28 AM).
                                mamamama mamamama is offline
                                   
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                                  Quote:
                                  Originally Posted by Chaos Rush View Post
                                  But don't you already have the evolution table offsets for G3HS? Unless if you're talking specifically about limiters.
                                  Just want to report a possible glitch:

                                  Did you check if your Castform fix also fixed opponent's Castform? While your own Castform is fine, it seems like oppoising Castforms still have issues with animation.
                                    #67    
                                  Old August 6th, 2014 (10:45 PM).
                                  Artemis64 Artemis64 is offline
                                     
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                                    How large are the cry, secondary cry, Move Tutor compatibility, animation and frame controls tables? And how do they work? Do they need to be repointed?
                                      #68    
                                    Old August 7th, 2014 (3:45 AM).
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                                      Is it okay that if i dont disable animation?
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                                        #69    
                                      Old August 28th, 2014 (4:59 AM). Edited August 28th, 2014 by AkimotoBubble.
                                      AkimotoBubble AkimotoBubble is offline
                                         
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                                        That's a good tutorial. While I was with redefine get crazy,I think if you are willing, I hope you make the data of redefining steps into repair share it,thank you
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                                          #70    
                                        Old August 31st, 2014 (5:07 AM).
                                        Artemis64 Artemis64 is offline
                                           
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                                          Humor me: what would happen if I deleted Unown altoegther from the game? Would slots 412 - 440 cause any problems?
                                            #71    
                                          Old August 31st, 2014 (7:14 PM).
                                          AkimotoBubble AkimotoBubble is offline
                                             
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                                            About Move Tutor compatibility tables, my method is:
                                            Each pokemon has 8 bytes, while each byte is like this:
                                            Every 8 Move Tutor skill as a group, can learn set 1, unable to acquisition is 0, will convert hex is after he arranged his Move Tutor compatibility
                                            If there are any errors please correct
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                                              #72    
                                            Old September 5th, 2014 (2:16 AM).
                                            Artemis64 Artemis64 is offline
                                               
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                                              So the move compatibility data of one Pokémon is 8 bytes, making the total size of the table CE0 bytes?
                                                #73    
                                              Old September 29th, 2014 (1:44 PM).
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                                              EricaHarper EricaHarper is offline
                                                 
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                                                I've been having some trouble with the following instructions:

                                                (At 0x152E98, put 00 48 00 47 [XX XX XX 08]. For XX XX XX 08, it's the offset you put the save block routine +0x1.
                                                At 0x15284E, put 38 47.
                                                At 0x15288C, put [YY YY YY 08]. For YY YY YY 08, it's the offset you put the save block routine +0x61.
                                                At 0x0D9CC6, put 38 47.
                                                At 0x0D9D04, put [YY YY YY 08].
                                                At 0x0DA284, put 00 48 00 47 [XX XX XX 08].)

                                                The very first "00 48 00 47 [XX XX XX 08]" causes my game to freeze with a black screen after the Game Freak screen with all the dates on it. I thought that maybe if I continued through the tut, the issue would resolve, since it was only the first step, yet even after getting past the part where I repoint everything, the game still freezes. Can anyone tell me what's up?
                                                  #74    
                                                Old September 29th, 2014 (4:57 PM).
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                                                  Quote:
                                                  Originally Posted by EricaHarper View Post
                                                  I've been having some trouble with the following instructions:

                                                  (At 0x152E98, put 00 48 00 47 [XX XX XX 08]. For XX XX XX 08, it's the offset you put the save block routine +0x1.
                                                  At 0x15284E, put 38 47.
                                                  At 0x15288C, put [YY YY YY 08]. For YY YY YY 08, it's the offset you put the save block routine +0x61.
                                                  At 0x0D9CC6, put 38 47.
                                                  At 0x0D9D04, put [YY YY YY 08].
                                                  At 0x0DA284, put 00 48 00 47 [XX XX XX 08].)

                                                  The very first "00 48 00 47 [XX XX XX 08]" causes my game to freeze with a black screen after the Game Freak screen with all the dates on it. I thought that maybe if I continued through the tut, the issue would resolve, since it was only the first step, yet even after getting past the part where I repoint everything, the game still freezes. Can anyone tell me what's up?
                                                  Say you put the save block routine at 0xF00000. To get a pointer, split it into groups of 2.
                                                  F0 00 00, then reverse it and slap 08 on the end. 00 00 F0 08. That's your pointer.
                                                  Ok, so for the first pointer specified in the tut, XXXXXX08, it says add 0x01 to the pointer. Basically, add it to the original offset. 0xF00000 + 0x01 is 0xF00001. And using the same pointer method, the new pointer is 01 00 F0 08. Using he same method, the second pointer is 61 00 F0 08
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                                                    #75    
                                                  Old September 30th, 2014 (10:55 AM).
                                                  EricaHarper's Avatar
                                                  EricaHarper EricaHarper is offline
                                                     
                                                    Join Date: Sep 2013
                                                    Age: 24
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                                                    Quote:
                                                    Originally Posted by ShyRayq View Post
                                                    Say you put the save block routine at 0xF00000. To get a pointer, split it into groups of 2.
                                                    F0 00 00, then reverse it and slap 08 on the end. 00 00 F0 08. That's your pointer.
                                                    Ok, so for the first pointer specified in the tut, XXXXXX08, it says add 0x01 to the pointer. Basically, add it to the original offset. 0xF00000 + 0x01 is 0xF00001. And using the same pointer method, the new pointer is 01 00 F0 08. Using he same method, the second pointer is 61 00 F0 08
                                                    Thanks for taking the time to help me out. Though, I did figure out my first problem(was using my phone, which could not see the entire save block, nor the whole routine toward the halfway point of the tut. Don't I feel stupid..?). And thanks for the help with the pointers. I was a bit confused at first, but I think I can tackle it, now. No more mobile surfing for me!
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