No idea, you will have to discuss that with jonkane and ask where he repointed everything in his patch.
Basically he dosen't need to ask, he just need to go to the offset 0x42fc0 and then to the pointer located there.
Quote:
Originally Posted by PurpleOrange
i don't know if i should put this here but whatever. for emerald, the table that needs to be copied to free space is at 0x6D198. and the offset that needs to be changed to the repointed table is at 0x6D194. for ruby, the table that needs to be copied to free space is at 0x3F58C. and the offset that needs to be changed to the repointed table is at 0x3F588. however i do not know where the limiting bytes are for either of them
Try Changing In emerald 0x6D180 and in ruby it is 0x3F574.
i figure it may have something to do with the numbers at the bottom, but i'm not good with asm
I just looked at your map bank offset in VBA's memory viewer, and it seems like your offset is wrong. (It had a FF byte in it, and it didn't change when I went from Petalburg City to Route 102) I'll try and find the correct map bank offset, and I'll notify you if I find it.
EDIT: the map bank offset seems to be 0x020322E4. Try that, and see if it works. If it doesn't work, the offsets for the levelcheckloc or the noevo could be wrong. (or the evolutions work differently for em, but I highly doubt that)
EDIT2: *facepalm
I misunderstood which routine you were using. I thought you were using the map bank routine, instead of the map name routine. Sorry about that. That being said though, you probably still have the wrong map name offset, since the ram offsets for fr and em are usually different.
I just looked at your map bank offset in VBA's memory viewer, and it seems like your offset is wrong. (It had a FF byte in it, and it didn't change when I went from Petalburg City to Route 102) I'll try and find the correct map bank offset, and I'll notify you if I find it.
EDIT: the map bank offset seems to be 0x020322E4. Try that, and see if it works. If it doesn't work, the offsets for the levelcheckloc or the noevo could be wrong. (or the evolutions work differently for em, but I highly doubt that)
EDIT2: *facepalm
I misunderstood which routine you were using. I thought you were using the map bank routine, instead of the map name routine. Sorry about that. That being said though, you probably still have the wrong map name offset, since the ram offsets for fr and em are usually different.
It was fixed. The map ram is 0x0203732C. Could you tell me how to change the map bank and map number into hex code if I using the map bank routine in Emerald? Thanks in advance.
It was fixed. The map ram is 0x0203732C. Could you tell me how to change the map bank and map number into hex code if I using the map bank routine in Emerald? Thanks in advance.
could you find the decryptpoke offset for emerald? if we have it that means we could port the existing evolution routines from FR to Emerald.
could you find the decryptpoke offset for emerald? if we have it that means we could port the existing evolution routines from FR to Emerald.
I have all of them:
levelcheckloc: 0x0806D32F
noevo: 0x0806D333
decryptpoke: 0x0806A519
encryptpoke: 0x0806ACAD
firstpoke: 0x020244EC
mapbank: 0x020322E4
map: 0x0203732C
It was fixed. The map ram is 0x0203732C. Could you tell me how to change the map bank and map number into hex code if I using the map bank routine in Emerald? Thanks in advance.
I'm not sure what you're asking here. If you're asking how to assign the map bank argument to each Pokemon without using G3HS, there's an evolution table with the structure listed here: http://bulbapedia.bulbagarden.net/wiki/Pokémon_evolution_data_structure_in_Generation_III
The offset is somewhere in G3HS's ini.
If you're asking how to find the hex numbers for the map bank and map number, that's easy. AMap has the map bank and map numbers listed; just convert that to hex and you're good to go. The map number offset is right next to the map bank offset in the ram btw.
I have all of them:
levelcheckloc: 0x0806D32F
noevo: 0x0806D333
decryptpoke: 0x0806A519
encryptpoke: 0x0806ACAD
firstpoke: 0x020244EC
mapbank: 0x020322E4
map: 0x0203732C
Well i think keanersboy should make a step 4 regarding methods in emerald and we should show how to port/publish ported routines.
If we're checking for a specific map bank and map number, wouldn't it be more efficient to load a halfword into r6 and compare to r2, since the map number is stored right next to the map bank in RAM?
If we're checking for a specific map bank and map number, wouldn't it be more efficient to load a halfword into r6 and compare to r2, since the map number is stored right next to the map bank in RAM?
You didnt mentioned if what is the argument I use in all routines
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Hello guys, I now Understand howto implement it but I got some errors, not ingame errors.:
First of all, I dont know if my evolution properties are correct
Fairymove-None
Pancham-Level
Male-Item(because of Gallade evolution)
female-Level
rain-Level
night time level up-Level
Day time tyrunt-Level
Night time Item Hold Induced Evolution-Item
Day time Item Hold Induced Evolution-Item
Evolution by Move induced-Item
Evolve with other Pokemon in Party-Item(Correct me if im wrong, I used item because the pokemon that will be the result of the evolution was the same in the index number of the item I used)
I Havent test those routines because the newly added evolution methods didnt appeared in G3HS although I edited the ini.
Here's the edited evo propeties:
Quote:
evolutionmethods = Breeding Only,Friendship,Friendship (Day),Friendship (Night),Level-Up,Trade,Trade (Hold Item),Stone,ATK > DEF,ATK = DEF,ATK < DEF,PID (Wurmple->Silcoon),PID (Wurmple->Cascoon),Spawn a Second,Create Spawn,Beauty,Fairy Move,Pancham,Male,Female,Rain,NightTimeLVLUP,DayTimeLVLUP,Night Time Item,Day time Item,Move induced,Other Pokemon
evomethodsproperties = None,None,None,None,Level,None,Item,Item,Level,Level,Level,Level,Level,Level,Level,None,None,Level,Item,Level,Level,Level,Level,Item,Item,None,None
and here is my entire ini.
Spoiler:
[ALL]
offsetthatcontainssecondromid = 0xFFFFFE
justusestandardini = False
checkfordevbuilds = True
checkforupdates = True
autosavepokeswhenswitching = False
notes_about_this_ini = -
note1 = justusestandardini allows you to turn the dynamic ini system on or off.
note2 = All booleans are either have two CASE-SENSITIVE states -> True or False
note3 = The lists (like EggGroups) must be in order from lowest to highest.
note4 = If you want to provide a name for your game in the ini, just do Name = X. See below examples. Eventually, I will load this name to the program and display it.
note5 = DO NOT change the gamecode property in the ini. That is used for providing the correct fix for Shedinja Evolution for your base rom.
note6 = Evolution types currently support the following CASE-SENSITIVE arguments: Level, Item, Pokemon, Move, None
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Hello guys, I now Understand howto implement it but I got some errors, not ingame errors.:
First of all, I dont know if my evolution properties are correct
Fairymove-None
Pancham-Level
Male-Item(because of Gallade evolution)
female-Level
rain-Level
night time level up-Level
Day time tyrunt-Level
Night time Item Hold Induced Evolution-Item
Day time Item Hold Induced Evolution-Item
Evolution by Move induced-Item
Evolve with other Pokemon in Party-Item(Correct me if im wrong, I used item because the pokemon that will be the result of the evolution was the same in the index number of the item I used)
I Havent test those routines because the newly added evolution methods didnt appeared in G3HS although I edited the ini.
Here's the edited evo propeties:
and here is my entire ini.
Spoiler:
[ALL]
offsetthatcontainssecondromid = 0xFFFFFE
justusestandardini = False
checkfordevbuilds = True
checkforupdates = True
autosavepokeswhenswitching = False
notes_about_this_ini = -
note1 = justusestandardini allows you to turn the dynamic ini system on or off.
note2 = All booleans are either have two CASE-SENSITIVE states -> True or False
note3 = The lists (like EggGroups) must be in order from lowest to highest.
note4 = If you want to provide a name for your game in the ini, just do Name = X. See below examples. Eventually, I will load this name to the program and display it.
note5 = DO NOT change the gamecode property in the ini. That is used for providing the correct fix for Shedinja Evolution for your base rom.
note6 = Evolution types currently support the following CASE-SENSITIVE arguments: Level, Item, Pokemon, Move, None
You're close... I've edited wrong things in your ini
Ahhh, thanks xD,.Ill tried it asap.
EDIT: I tried your edited ini but it does not still let my new evolution methods appear in the tool...
Heres the screenshot:
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