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I have found some decompiled memory maps for Emerald online that list these as the party count locations in WRAM:
#define PLAYER_PARTY_COUNT 0x20244E9 // 1 byte
#define OPPONENT_PARTY_COUNT 0x20244EA // 2 bytes
From my testing, the location for the player's party count is correct, but the following 2 bytes are always 0 no matter how large the enemy's team is.
I've taken snapshots of memory when battling 1, 2, 3, and 4 party teams, and I haven't been able to find any addresses that correspond to the enemy team's size.
What is normally done to find out how many pokemon to read from the enemy's party location?
#define PLAYER_PARTY_COUNT 0x20244E9 // 1 byte
#define OPPONENT_PARTY_COUNT 0x20244EA // 2 bytes
From my testing, the location for the player's party count is correct, but the following 2 bytes are always 0 no matter how large the enemy's team is.
I've taken snapshots of memory when battling 1, 2, 3, and 4 party teams, and I haven't been able to find any addresses that correspond to the enemy team's size.
What is normally done to find out how many pokemon to read from the enemy's party location?