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Hi, everyone.
I'm here to do some questions, that I want to implement in my rom but don't know how to.
1- Duplicate Master Ball: It's literally what it says, I want to make a Ball with the same catch rate of the Master Ball, but I don't want to add a new ball, I only want to edit an existing Ball to catch any Pok?mon without fail.
2- Shedinja: I've tried many times to evolve Nincada into Ninjask and get a Shedinja but it's not working, I think it works only in RSE games, then I want to know if there is a way to do the Shedinja "Evolution" on Fire Red?
I can answer your Shedinja question and can confirm that it works in vanilla. You need to have an extra slot in your party, otherwise you will only get Ninjask.
I can answer your Shedinja question and can confirm that it works in vanilla. You need to have an extra slot in your party, otherwise you will only get Ninjask.
Double-check Nincada's information with YAPE etc that Shedinja spawning is actually programmed in and it didn't get removed somehow. I know for a fact it works as intended in vanilla, so it has to be something you did.
Double-check Nincada's information with YAPE etc that Shedinja spawning is actually programmed in and it didn't get removed somehow. I know for a fact it works as intended in vanilla, so it has to be something you did.
It's been awhile since I hacked FireRed but I'm pretty sure you could just copy the Masterball Item Effect asm on to the other Pokeball. I think the tutorial on adding new evolution methods has item table effect offsets.
I really don't know why you would want to duplicate Masterball though, it's redundant. Just use Masterball. Nothing is stopping you from giving out 2 of them.
It's been awhile since I hacked FireRed but I'm pretty sure you could just copy the Masterball Item Effect asm on to the other Pokeball. I think the tutorial on adding new evolution methods has item table effect offsets.
I really don't know why you would want to duplicate Masterball though, it's redundant. Just use Masterball. Nothing is stopping you from giving out 2 of them.
I want to have 2 Balls with 100% catch rate because, one is the original Master Ball and other is the Mewtwo Ball, but the Mewtwo Ball will be able to catch trainer's Pokémon with a 100% catch rate.
I can't find the offset on "Adding New Evolution Methods".
I want to have 2 Balls with 100% catch rate because, one is the original Master Ball and other is the Mewtwo Ball, but the Mewtwo Ball will be able to catch trainer's Pokémon with a 100% catch rate.
I can't find the offset on "Adding New Evolution Methods".
I think it is
Item data: 0x083DB028 - 44 bytes per item
But I may be thinking of the wrong item table. I vaguely remember there might be two of them, it's been awhile. And there might have been two different evolution tutorials, I don't remember, but sometimes it's useful to read the next page after the first as sometimes there is more information there. I could have sworn it was in Adding New Evolution Methods though. I think I wrote it down somewhere...
Ah! I was correct. You may still find this useful though.
Old tutorial on adding new evolutionary item:
Spoiler:
Take the hex index of the new item -- 34, in this case -- and multiply it by 2C. (You can use Windows Calculator's "Programmer" mode for this.) The result, for index 34, is 8F0. Add the result to the hex number 03DB028. When you're done with all the math, you'll have the offset of the first letter in your item's name -- 3DB918, for this tutorial. Go to that offset in your hex editor. Write it down somewhere, too.
Add hex E to that offset (result 3DB926, for this tutorial) and verify that the value of the byte at that new offset is the same as the item's index. For this tutorial, we check if the byte at offset 3DB926 has the hex value "34". If it does, then proceed.
Take the offset of your script. Split it into bytes and put them in reverse order. My script offset, 800154, should become 54 01 80. Put an 08 at the end of your rearranged offset: for me, the result is 54 01 80 08. This data is called a "pointer"; it tells the game where to look for something. We need to insert that pointer into a part of the item data that most programs don't allow you to modify.
Remember the offset that I said to write down? The offset of the first letter in your item's name? Take that offset and add hex 28 to it. For this tutorial, that's 3DB918 + 28 = 3DB940. Go to that offset in your hex editor. Select the four bytes located there.
Replace them with your pointer.
Take the offset of the first letter again, and add 1C to it. (For this tutorial, that'll be 3DB934.)
The first three bytes at that offset should be 21 15 16. If the byte after those three is not 08, change it to 08.
Now, obviously you don't want to turn it into an evolutionary item, (the last part does it I think) so just locate Masterball's stuff, then copy it over to your desired item's data.
I think it is
Item data: 0x083DB028 - 44 bytes per item
But I may be thinking of the wrong item table. I vaguely remember there might be two of them, it's been awhile. And there might have been two different evolution tutorials, I don't remember, but sometimes it's useful to read the next page after the first as sometimes there is more information there. I could have sworn it was in Adding New Evolution Methods though. I think I wrote it down somewhere...
Ah! I was correct. You may still find this useful though.
Old tutorial on adding new evolutionary item:
Spoiler:
Take the hex index of the new item -- 34, in this case -- and multiply it by 2C. (You can use Windows Calculator's "Programmer" mode for this.) The result, for index 34, is 8F0. Add the result to the hex number 03DB028. When you're done with all the math, you'll have the offset of the first letter in your item's name -- 3DB918, for this tutorial. Go to that offset in your hex editor. Write it down somewhere, too.
Add hex E to that offset (result 3DB926, for this tutorial) and verify that the value of the byte at that new offset is the same as the item's index. For this tutorial, we check if the byte at offset 3DB926 has the hex value "34". If it does, then proceed.
Take the offset of your script. Split it into bytes and put them in reverse order. My script offset, 800154, should become 54 01 80. Put an 08 at the end of your rearranged offset: for me, the result is 54 01 80 08. This data is called a "pointer"; it tells the game where to look for something. We need to insert that pointer into a part of the item data that most programs don't allow you to modify.
Remember the offset that I said to write down? The offset of the first letter in your item's name? Take that offset and add hex 28 to it. For this tutorial, that's 3DB918 + 28 = 3DB940. Go to that offset in your hex editor. Select the four bytes located there.
Replace them with your pointer.
Take the offset of the first letter again, and add 1C to it. (For this tutorial, that'll be 3DB934.)
The first three bytes at that offset should be 21 15 16. If the byte after those three is not 08, change it to 08.
Now, obviously you don't want to turn it into an evolutionary item, (the last part does it I think) so just locate Masterball's stuff, then copy it over to your desired item's data.
Don't works, I think it need to locate some ASM routine of the Master Ball. To make any item become a Ball the game uses the pointer 0xA1E1D (1D 1E 0A 08), that offset's size is 72 bytes (48 in HEX), but I can't locate anything related to catch rate. I think something can be found at 0x10A1F8, because at the Ball stuff have a pointer to that offset (F9 A1 10 08), but I don't understand ASM. =\
Don't works, I think it need to locate some ASM routine of the Master Ball. To make any item become a Ball the game uses the pointer 0xA1E1D (1D 1E 0A 08), that offset's size is 72 bytes (48 in HEX), but I can't locate anything related to catch rate. I think something can be found at 0x10A1F8, because at the Ball stuff have a pointer to that offset (F9 A1 10 08), but I don't understand ASM. =\
Oooh, you know what, turns out that the most important data isn't stored in item routines at all. Although that part I think is still important to turning it into a pokeball in the first place, I think. Anyway, my bad.
Oooh, you know what, turns out that the most important data isn't stored in item routines at all. Although that part I think is still important to turning it into a pokeball in the first place, I think. Anyway, my bad.