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[ASM & Hex] [FireRed] Creating new evolution items.

SKB

Part-time hex editing apprentice
  • 3
    Posts
    4
    Years
    • Seen Jul 5, 2022
    I'm making a small FireRed ROM hack, mostly with "quality of life" improvements, but also a few twists, one of which is Porygon's evolution. I wanted to make the Up-Grade work like an evolution stone instead of an held item for trade evolution. I have mostly succeeded in making it work. Yeah, mostly.

    You see, when I try to use it, every Pokemon has the "No use" message on their status windows, the only exception being Porygon, which indicates it is registered in the game as an evolution item meant to be used on it. However, when I try to use it, a message saying the item has no effect appears. So while it does work for the most part, it's still blocked from actually evolving Porygon.

    Here's a screen for a better understanding:
    [PokeCommunity.com] [FireRed] Creating new evolution items.
    Yes, I do like the letter A, why do you ask?

    What I have done was copying all hex values from the evolution stones (except index and description), and set Porygon's evolution method to be by item usage, and then selected Up-Grade as the required item.

    Does anyone here know what to do? Thanks in advance.

    PS: The thread name still applies perfectly, as I assume the solution will also apply to making all-new items.
     
    Hiya! It's been quite a few years since I did anything in FR, have you seen this tutorial? You might find the solution in there or in the comments of the thread :)
     
    Hiya! It's been quite a few years since I did anything in FR, have you seen this tutorial? You might find the solution in there or in the comments of the thread :)

    It appears that it is impossible to do like that, I'd need to make an all-item for it. Oh well, I guess I'll have to do it the hard way. Thanks anyway. ^ ^
     
    Hiya! It's been quite a few years since I did anything in FR, have you seen this tutorial? You might find the solution in there or in the comments of the thread :)

    Nice I think I may be able to use that, seems like what all that counting is doing, is finding the asm that relates to the item. Then you have to copy the bytes so your new item uses the same thing. hopefully that same formula works for other evo methods.
     
    It appears that it is impossible to do like that, I'd need to make an all-item for it. Oh well, I guess I'll have to do it the hard way. Thanks anyway. ^ ^

    It appears that it is impossible to do like that, I'd need to make an all-item for it. Oh well, I guess I'll have to do it the hard way. Thanks anyway. ^ ^

    hey you can do it with hex maniac, just make sure you're updated to the latest version. .4.1

    what you need is to go to an evolution stone take the part in the item effects table that deals with it being an evo stone. and add that to the item effects entry of your new item.
     
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