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  #20726    
Old March 11th, 2012 (1:45 PM).
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sonic1 sonic1 is offline
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    Quote:
    Originally Posted by Flame View Post
    Hello! I came back, with another simple(?) question!
    I replaced Shedinja with Chatot, and edited stats, and other things.
    So, I gave it to one trainer, and all my friends that tested my hack told me that Chatot was fainting to every single weakest move. Yeah, even Poison Sting. So, I caught it and checked its stats. And that's where problem is.
    Chatot has 1 hp.
    I seriously have no idea why. I thought that changing its base HP with YAPE 0.9 will change it. But no, Chatot has 1 HP.

    Is Shedinja's HP somewhere deeper in coding? Hex? ASM(God, please, not this)?
    I hope you guys help me, I'm counting on you.

    And seriously, I hope I didn't ask for something that was never mentioned before(really? no one cares about breeding?) again. It's like 830 pages here!

    What version are we talking about?
    If FireRed, there are plenty of people who can help you (knizz, Jambo51, Shiny Guagsire etc...).
    If Emerald, i can make a quick research about it, even though i'm almost sure i wont find out
    If Ruby, then ask ZodiacDaGreat.

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      #20727    
    Old March 11th, 2012 (1:50 PM).
    Capitalist Ness's Avatar
    Capitalist Ness Capitalist Ness is offline
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      Quote:
      Originally Posted by sonic1 View Post

      What version are we talking about?
      If FireRed, there are plenty of people who can help you (knizz, Jambo51, Shiny Guagsire etc...).
      If Emerald, i can make a quick research about it, even though i'm almost sure i wont find out
      If Ruby, then ask ZodiacDaGreat.

      I'm talking about Ruby. Well, I thought that Shedinja's coding isn't different in all these versions. I'll ask him then.

        #20728    
      Old March 12th, 2012 (12:04 AM).
      Satoshi Ookami's Avatar
      Satoshi Ookami Satoshi Ookami is offline
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      I presume that you hit the spot...
      Since Shedinja has also special evolution and probably to prevent giving Shedinja more HP throughout cheating engine Shedinja might have the coding deeper in game...
      There's also way to prevent it by not replacing Shedinja xD

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        #20729    
      Old March 12th, 2012 (2:27 AM).
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      Quote:
      Originally Posted by Flame View Post
      Hello! I came back, with another simple(?) question!
      I replaced Shedinja with Chatot, and edited stats, and other things.
      So, I gave it to one trainer, and all my friends that tested my hack told me that Chatot was fainting to every single weakest move. Yeah, even Poison Sting. So, I caught it and checked its stats. And that's where problem is.
      Chatot has 1 hp.
      I seriously have no idea why. I thought that changing its base HP with YAPE 0.9 will change it. But no, Chatot has 1 HP.

      Is Shedinja's HP somewhere deeper in coding? Hex? ASM(God, please, not this)?
      I hope you guys help me, I'm counting on you.

      And seriously, I hope I didn't ask for something that was never mentioned before(really? no one cares about breeding?) again. It's like 830 pages here!

      Shedinja is hardcoded to always have 1 HP.
      Code:
      0803E554                 LDR     R0, =0x12F
      0803E556                 CMP     R7, R0
      0803E558                 BNE     loc_0803E568    @ Routine to calculate HP.
      0803E55A                 MOVS    R0, #1
      0803E55C                 STR     R0, [SP,#0x60+var_5C]
      To fix this change the byte at 0003E559 in a hex editor from D1 to E0.

      Offsets are for FireRed.

      Credits to NintendoBoy13 for researching stats at level-up. Notes are here: http://codepad.org/b5Rh4dk1

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        #20730    
      Old March 12th, 2012 (2:58 AM).
      Mana's Avatar
      Mana Mana is offline
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      Does anyone know the offsets for the bytes that store player information like name, gender and trainer ID?

        #20731    
      Old March 12th, 2012 (7:15 AM).
      Capitalist Ness's Avatar
      Capitalist Ness Capitalist Ness is offline
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        Quote:
        Originally Posted by Darthatron View Post
        Shedinja is hardcoded to always have 1 HP.
        Code:
        0803E554                 LDR     R0, =0x12F
        0803E556                 CMP     R7, R0
        0803E558                 BNE     loc_0803E568    @ Routine to calculate HP.
        0803E55A                 MOVS    R0, #1
        0803E55C                 STR     R0, [SP,#0x60+var_5C]
        To fix this change the byte at 0003E559 in a hex editor from D1 to E0.

        Offsets are for FireRed.

        Credits to NintendoBoy13 for researching stats at level-up. Notes are here: http://codepad.org/b5Rh4dk1

        I'm hacking Ruby. :\
        Anyway, just PM'd ZodiacDaGreat, so I'm waiting response from here, still I expect solution here.

          #20732    
        Old March 12th, 2012 (7:53 AM).
        miksy91's Avatar
        miksy91 miksy91 is offline
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          Quote:
          Originally Posted by Flame View Post
          I'm hacking Ruby. :\
          Anyway, just PM'd ZodiacDaGreat, so I'm waiting response from here, still I expect solution here.
          Dartharon already did the job for you although he didn't say the straight offset where you should go to change the byte from D1 to E0.
          So basically, open Firered rom with a hex editor and see how the rom area at $3E559 is and search for that same code (=same bytes written over there) in a Ruby rom.

          Some more tips: The code you want to change is between offsets $3B200 and $3B300.

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            #20733    
          Old March 12th, 2012 (9:32 AM).
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          sonic1 sonic1 is offline
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            Found it for ruby:

            Code:
            0803B290                 LDR     R0, =0x12F    @Shedjinja
            0803B292                 CMP     R7, R0
            0803B294                 BNE     loc_803B2A4
            0803B296                 MOVS    R0, #1
            0803B298                 STR     R0, [SP,#0x60+hp]
            0803B29A                 LSLS    R6, R7, #3
            0803B29C                 B       loc_803B2D2
            0803B29C @ ---------------------------------------------------------------------------
            0803B29E                 .byte    0
            0803B29F                 .byte    0
            0803B2A0 dword_803B2A0:  .long 0x12F             @ DATA XREF: sub_803B1B8+D8r
            0803B2A4 @ ---------------------------------------------------------------------------
            0803B2A4
            0803B2A4 loc_803B2A4:                            @ CODE XREF: sub_803B1B8+DCj
            0803B2A4                 LDR     R1, =base_stats
            ....................

            Its the equivalent to the firered one!

            ~Sonic1

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              #20734    
            Old March 12th, 2012 (9:48 AM).
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            tinix tinix is offline
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              Quote:
              Originally Posted by SwiftSign View Post
              Does anyone know the offsets for the bytes that store player information like name, gender and trainer ID?
              If you want to access it at runtime the there are pointers stored at these memory addresses:
              FR: 0x0300500C
              RS: 0x03005D90
              E: 0x02024EA4
              Structure:
              Quote:
              Originally Posted by HackMew
              [Name (8 bytes)]
              [Gender (1 byte)]
              [??? (1 byte)]
              [Trainer ID (2 bytes)]
              [Secret ID (2 bytes)]
              [Hours of play (2 bytes)]
              [Minutes (1 byte)]
              [Seconds (1 byte)]
              [Frames (1 byte)]
              [??? (1 byte)]
              [Options (2 bytes)]

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                #20735    
              Old March 12th, 2012 (10:26 AM). Edited March 12th, 2012 by Capitalist Ness.
              Capitalist Ness's Avatar
              Capitalist Ness Capitalist Ness is offline
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                Found it. Changed it. Battled it.
                Chatot starts battle with one HP, but his max HP is all right(didn't caught it, but wild Chatots have one HP point).
                Guess I need to change another one byte, but hey, I started hexing a week ago.
                Really.

                Hmm...
                Maybe...
                I'll make Chatot exclusive from givepokemon script, and then put special for healing all Pokemon.
                No one will notice...
                Heheheh...

                  #20736    
                Old March 12th, 2012 (10:34 AM).
                paranvoi paranvoi is offline
                   
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                  Does anyone know why when I dump the menu text in Fire Red (using WindHex) I get incomplete text? Here's an extract:

                  Code:
                  //ATUS P[LINE]
                  //ROBLEM[LINE]
                  //END[LINE]

                  That should read "STATUS PROBLEM" but the first 2 letters of "STATUS"
                  are missing, plus there's an unnessecary line break after the first
                  letter of "PROBLEM". The entire dumped .txt file looks like that. Solutions...?

                    #20737    
                  Old March 12th, 2012 (11:02 AM).
                  sonic1's Avatar
                  sonic1 sonic1 is offline
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                    Quote:
                    Originally Posted by tinix View Post
                    If you want to access it at runtime the there are pointers stored at these memory addresses:
                    FR: 0x0300500C
                    RS: 0x03005D90
                    E: 0x02024EA4
                    Structure:

                    You actually misleaded in R/S and E. Its switched. Besides, in ruby, theres no pointer (but i know you know that, i'm not trying to sound like capitain obvious or something, just pointing out )

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                      #20738    
                    Old March 12th, 2012 (12:20 PM). Edited March 12th, 2012 by KoKoros.
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                    KoKoros KoKoros is offline
                       
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                      Can anyone here give me a script to make a trainer who you talk to, and then battle them? because i can find to tutorials for that. And i would also want to know how to add pokemon cries in while the person talks. (if you don't know what that means, when you talk to a.. pikachu or something in the game, you can hear its cry, and the textbox.

                      I meant can't.. not can >_<

                        #20739    
                      Old March 12th, 2012 (4:33 PM).
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                      Rumille Rumille is offline
                         
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                        When you look in Advance Map in the Pallet Town map, you see Prof Oak standing right next to your house. But if you play the game he becomes invisible and you can walk right through the spot where he is supposed to stand. He will stay this way untill you reach the grass where he stops you. How do I make a sprite invisible untill a kind-of-alike script is activated?

                          #20740    
                        Old March 12th, 2012 (9:52 PM).
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                          Quote:
                          Originally Posted by Rumille View Post
                          When you look in Advance Map in the Pallet Town map, you see Prof Oak standing right next to your house. But if you play the game he becomes invisible and you can walk right through the spot where he is supposed to stand. He will stay this way untill you reach the grass where he stops you. How do I make a sprite invisible untill a kind-of-alike script is activated?
                          See "Script Help" -thread.

                          To have person event's flag bit as 1 (=set) before you "encounter" it in the game, you've to set it in another event that occurs before that.
                          If there is no "mandatory" event before that happening, you've to set it through map's Script Header.

                          (Proper way would be doing it through assembly that's gone through in the intro but that's not required so...)

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                            #20741    
                          Old March 13th, 2012 (12:22 AM).
                          pokeyou pokeyou is offline
                             
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                            Hi,

                            Is there a way to add an RTC into Pokemon Ruby that will cause berries to grow using a Game Boy Micro and EZ Flash IV?

                            I tried the GBATA patch and while I don't get a message that the battery is dry at the start, the berries I plant don't seem to grow and the clock doesn't change either.

                            I also tried the Day Night Systems, but those seem to rely upon emulators for RTC and don't work with flash carts?

                              #20742    
                            Old March 13th, 2012 (6:53 AM).
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                            redriders180 redriders180 is offline
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                              Quote:
                              Originally Posted by miksy91 View Post
                              See "Script Help" -thread.

                              To have person event's flag bit as 1 (=set) before you "encounter" it in the game, you've to set it in another event that occurs before that.
                              If there is no "mandatory" event before that happening, you've to set it through map's Script Header.

                              (Proper way would be doing it through assembly that's gone through in the intro but that's not required so...)

                              This isn't strictly true...the first script (yes, its a script) the game runs is setting plenty of flags and variables just for this purpose. I can't find where I read where the offset is, but it is somewhere, and it is easily edited.

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                                #20743    
                              Old March 13th, 2012 (9:16 AM).
                              Spherical Ice's Avatar
                              Spherical Ice Spherical Ice is offline
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                              How would one go about finding out how to display the animations shown before a battle begins (wavy screen, black shapes, pokeballs)?

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                                #20744    
                              Old March 13th, 2012 (10:45 AM).
                              sonic1's Avatar
                              sonic1 sonic1 is offline
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                                Quote:
                                Originally Posted by Spherical Ice View Post
                                How would one go about finding out how to display the animations shown before a battle begins (wavy screen, black shapes, pokeballs)?

                                For firered, that routine is at this offset: 0807F690

                                Pass the animation number in r0.

                                Example of usage:

                                In script, use the command b6, setwildbattle to a pokemon you want.
                                After that, using writebytetooffset, clear (write 00) to offsets 02022b4c/d/e/f)
                                the call asm a routine that writes the animation number to r0 and 00 to r1 and bl's to that offset up there.

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                                  #20745    
                                Old March 13th, 2012 (10:51 AM).
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                                Spherical Ice Spherical Ice is offline
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                                Quote:
                                Originally Posted by sonic1 View Post

                                For firered, that routine is at this offset: 0807F690

                                Pass the animation number in r0.

                                Example of usage:

                                In script, use the command b6, setwildbattle to a pokemon you want.
                                After that, using writebytetooffset, clear (write 00) to offsets 02022b4c/d/e/f)
                                the call asm a routine that writes the animation number to r0 and 00 to r1 and bl's to that offset up there.

                                Lol I think I understood half of that. Unfortunately I'm not the most adept at ASM. So my script should be:

                                setwildbattle 0x1 0x5 0x0
                                writebytetooffset 0x0 0x2022b4c
                                writebytetooffset 0x0 0x2022b4d
                                writebytetooffset 0x0 0x2022b4e
                                writebytetooffset 0x0 0x2022b4f
                                callasm 0xaddress

                                What would the asm code be, though? I literally have no idea lol.

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                                  #20746    
                                Old March 13th, 2012 (11:02 AM).
                                ChAriZard 9's Avatar
                                ChAriZard 9 ChAriZard 9 is offline
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                                  How do I change the layout of the Fire Red map? I'm wanting to make a hack and I got some of the tiles inserted but can't start until I do the map.

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                                    #20747    
                                  Old March 13th, 2012 (11:04 AM).
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                                  sonic1 sonic1 is offline
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                                    Code:
                                    push {r0-r4,lr}
                                    mov r0, #0x8      @ Example of animation. 8 is wild battle, if i remember correctly. Change to whatever you want
                                    mov r1, #0x0
                                    mov r4, #0x0807F690+1
                                    bl bx_r4
                                    pop {r0-r4,pc}

                                    bx_r4: bx r4

                                    A simple code like this. Its not necessary to be a wise master to do this.

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                                      #20748    
                                    Old March 13th, 2012 (4:31 PM).
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                                      1. This is my 1st time and I'm hacking pokemon ruby. So I need a program like advanced map or something. I am working on a mac though because that's the only computer that I have access to. Does anyone know of a pokemon like advanced Map that I can use on a Mac?
                                      2. I want to change the sprites of the pokemon and again I need a program that can run on Mac.
                                      3. I want to change the title screen (on a Mac and with a program)
                                      4. I want to change the starter pokemon
                                      (all on a Mac and with a pokemon and for ruby.
                                      I have searched all these on google

                                        #20749    
                                      Old March 13th, 2012 (4:40 PM).
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                                      droomph droomph is offline

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                                      Quote:
                                      Originally Posted by camoclone View Post
                                      1. This is my 1st time and I'm hacking pokemon ruby. So I need a program like advanced map or something. I am working on a mac though because that's the only computer that I have access to. Does anyone know of a pokemon like advanced Map that I can use on a Mac?
                                      2. I want to change the sprites of the pokemon and again I need a program that can run on Mac.
                                      3. I want to change the title screen (on a Mac and with a program)
                                      4. I want to change the starter pokemon
                                      (all on a Mac and with a pokemon and for ruby.
                                      I have searched all these on google
                                      I'm on a Mac too, so I know you HAVE to use Wine/X11. It's not the most convenient thing in the world, but hey, if you don't want to, you'll have to use a PC, because honestly nobody here cares about Mac.

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                                        #20750    
                                      Old March 13th, 2012 (5:00 PM).
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                                        Oh well... I already have a gba reader but I need somethng like advanced map for mac. I just can't code

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