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Locations of routines and such.
I'm not so much after the patch itself -- I'd like to be able to learn from it -- understand why you did what you did.
Basically, I'd like to be able to *recreate* what you did, just for the sake of the experience.
But I don't want to bug you, or ask you to teach me individually, and I'm competent enough to understand documentation, or even commented routines if available. ( The second would be amazing too, but I think you said earlier you lost several of your routines )
For example, I think it would be pretty cool to just fix the bugs that occur with using one of the 25 empty slots.
( However, if I do make a hack, I would definitely use the clean ROM patch, and this patch with it. Two amazing patches, may I say. -- Thanks you two. )
Tell me what documentation you guys want, and I'll try to provide it for you.
At the end of the day, the patch is being developed for you (and anyone else who wants it, of course :P).
For ease of use, I'll bundle a known bug list and 2 XSE header files so that people don't need to guess the indices of the new pokémon and items.
I will most likely also provide my ini for PGE so that people can see the new stuff in PGE.
Apart from that, what do you want documentation about?
I think most of what you have is good. If it is simple, can you add a tutorial about what you were talking about earlier. Where you are able to increase the number of pokemon slots but if it is to time consuming I think that's fine. Also, like I said, if you need any help with footprints or movesets I'm here to help! :)
I think most of what you have is good. If it is simple, can you add a tutorial about what you were talking about earlier. Where you are able to increase the number of pokemon slots but if it is to time consuming I think that's fine. Also, like I said, if you need any help with footprints or movesets I'm here to help! :)
Oh, well that's ok. That's all I was saying. I could help out but I think the documentation will be fine (Especially if you add the tutorial I suggested xD).
To Jambo: I was playing around with scripts and advance map, and I am not sure if this happend to you but the girl in pallet town has a diferent script ($B26A8A which is all FF's). No big deal just wondering why she has a different script then the original.
This is (as the title implies) alpha 2 of my 649 patch. It fixes a couple of minor bugs which existed in alpha 1 (which was only privately available).
Terms of Use: Do not, under any circumstances, release a hack based on this patch. You can build a private hack on the engine.
Report any and all bugs found either in this thread, in a VM, or a PM. I will endeavour to check the thread at least once a day to respond to any queries.
Please use this format, as it will aid me in fixing any bugs:
Bug - Explanation of what it is (a screenshot would also be fine if not better)
HOW TO REPLICATE: This is hugely important. If you can recreate the bug using a set of easy steps, tell me. Then I can replicate them myself to try to fix it. If not, don't worry too much.
When - When it happened (Specific area of game - like during battles or whatever)
Other than that, and most importantly, enjoy!
Please remember this is an EARLY ALPHA of the patch, and while most things work, some things do not. Things which don't work are listed in the spoiler below.
Spoiler:
No way to activate the new formes. You can manually activate them (Note: no sprites, just types) by setting the 27th byte of the Pokémon party data to something other than 0. However, the formes are only applicable to the upper half of the byte. That is, 0x10, 0x20, 0x30 (etc).
Footprint data missing for all new Pokémon.
Size comparison is WAAAAAY off. All new Pokémon are Pikachu sized in the comparison.
DO NOT open Cherrim's Pokédex entry, game crashes.
Ignore weird sprites in Pokédex, or lack of sprites in some situations. It's down to the code for Male/Female sprites being present, but the sprites are not.
No Pokémon above Raichu have a moveset.
Lack of Day/Night cycle disables some new evolution types. Simply add the DAN by Prime_Dialga to fix this.
Could be some issues with some attacks with the new DPSS. Swift seems to do very little damage for some reason.
The new moves which do NOT do damage will do nothing.
The new moves all use the old animations, literally copied and pasted into the new slots. This will be rectified at a later date.
There seems to be a severe issue with Gen 1 Pokémon trying to evolve to later gens. Certainly, Golbat -> Crobat crashes the game. Try to avoid any such evolution unless you want to try to find out why.
The new TMs have no real association yet, I just filled the data with random bytes, so there could be weird learnsets.
Couple of weird graphical bugs (ignoring what is already above that is)
The ASM hack made by HackMew to speed up egg hatching with Flame Body/Magma Armour is NOT in the ROM.
Also attached are a couple of headers for XSE which contain the new items (sans sprites atm) and the new Pokémon to facilitate the use of the patch.
I hope this will be tested by many, and I also truly hope as many bugs as possible are found so I can fix them. :)
Also, I sneaked in ony tiny little semi-easter egg. You should find it quite quickly if you're curious enough to open Sappy. :P
Finally, a short note to Team Fail and his ilk: The documentation is still being written up, I'll post it when it's ready. I hope that's OK.
This is (as the title implies) alpha 2 of my 649 patch. It fixes a couple of minor bugs which existed in alpha 1 (which was only privately available).
Terms of Use: Do not, under any circumstances, release a hack based on this patch. You can build a private hack on the engine.
Report any and all bugs found either in this thread, in a VM, or a PM. I will endeavour to check the thread at least once a day to respond to any queries.
Please use this format, as it will aid me in fixing any bugs:
Bug - Explanation of what it is (a screenshot would also be fine if not better)
HOW TO REPLICATE: This is hugely important. If you can recreate the bug using a set of easy steps, tell me. Then I can replicate them myself to try to fix it. If not, don't worry too much.
When - When it happened (Specific area of game - like during battles or whatever)
Other than that, and most importantly, enjoy!
Please remember this is an EARLY ALPHA of the patch, and while most things work, some things do not. Things which don't work are listed in the spoiler below.
Spoiler:
No way to activate the new formes. You can manually activate them (Note: no sprites, just types) by setting the 27th byte of the Pokémon party data to something other than 0. However, the formes are only applicable to the upper half of the byte. That is, 0x10, 0x20, 0x30 (etc).
Footprint data missing for all new Pokémon.
Size comparison is WAAAAAY off. All new Pokémon are Pikachu sized in the comparison.
DO NOT open Cherrim's Pokédex entry, game crashes.
Ignore weird sprites in Pokédex, or lack of sprites in some situations. It's down to the code for Male/Female sprites being present, but the sprites are not.
No Pokémon above Raichu have a moveset.
Lack of Day/Night cycle disables some new evolution types. Simply add the DAN by Prime_Dialga to fix this.
Could be some issues with some attacks with the new DPSS. Swift seems to do very little damage for some reason.
The new moves which do NOT do damage will do nothing.
The new moves all use the old animations, literally copied and pasted into the new slots. This will be rectified at a later date.
There seems to be a severe issue with Gen 1 Pokémon trying to evolve to later gens. Certainly, Golbat -> Crobat crashes the game. Try to avoid any such evolution unless you want to try to find out why.
The new TMs have no real association yet, I just filled the data with random bytes, so there could be weird learnsets.
Couple of weird graphical bugs (ignoring what is already above that is)
The ASM hack made by HackMew to speed up egg hatching with Flame Body/Magma Armour is NOT in the ROM.
Also attached are a couple of headers for XSE which contain the new items (sans sprites atm) and the new Pokémon to facilitate the use of the patch.
I hope this will be tested by many, and I also truly hope as many bugs as possible are found so I can fix them. :)
Also, I sneaked in ony tiny little semi-easter egg. You should find it quite quickly if you're curious enough to open Sappy. :P
Finally, a short note to Team Fail and his ilk: The documentation is still being written up, I'll post it when it's ready. I hope that's OK.
Glad to see this is finally up but its gonna be hard to create new inis for programs xD Also, will this ever be allowed to be used in public hacks? It be a shame if it couldn't. Keep up the good work Jambo!
I was hoping to have gotten the sheets for the Gen 4 Pokemon done before you released this to the public. Looks like I was a couple days late. I have good looking fronts for almost every Gen 4 'mon (I just need to make 3 Rotom Formes and recolor the Arceus sprites). Excluding Formes, I just need to make 13 more backs (28 with them), so I should be able to have those out by the end of the weekend I think. I hadn't intended to include gender differences, but adding those should be pretty easy if you want me to.
Glad to see this is finally up but its gonna be hard to create new inis for programs xD Also, will this ever be allowed to be used in public hacks? It be a shame if it couldn't. Keep up the good work Jambo!
Ah, sorry. I forgot to include the INI with the file. I'll add it now.
The reason I'm not allowing hacks to be released based on this is because it's an ALPHA. It's buggy and I know it is. The whole point of releasing a public alpha is so we can find the bugs and fix them.
Once it hits what I will call "Beta" stage, people will be free to make hacks based on the patch.
I was hoping to have gotten the sheets for the Gen 4 Pokemon done before you released this to the public. Looks like I was a couple days late. I have good looking fronts for almost every Gen 4 'mon (I just need to make 3 Rotom Formes and recolor the Arceus sprites). Excluding Formes, I just need to make 13 more backs (28 with them), so I should be able to have those out by the end of the weekend I think. I hadn't intended to include gender differences, but adding those should be pretty easy if you want me to.
It's only the first alpha. We're a long way from being finished. So don't rush yourself too much. Ideally, more for the gen 5 Pokémon, we do kinda need the male/female sprites. Anyway, point is, don't rush yourself.
Thanks for that. It helps. Although I was trying to change the INI of Yape and Advanced Series and I got errors like ROM Configuration error or data is not compressed.
Thanks for that. It helps. Although I was trying to change the INI of Yape and Advanced Series and I got errors like ROM Configuration error or data is not compressed.
You might get some problems with some of the sprites in any sprite editor because it's not configured to read the male/female/forme spriting system I created.
DO NOT use YAPE. It is incompatible with the new stuff. Use the Pokémon Game Editor instead. That is what the INI is for.
[COLOR=#a]Well, it might work with YAPE. But the way YAPE works might cause severe issues. As to everything else, I used the typical tools to edit, so as long as you have updated the INI, it should work fine.[/COLOR]
Thanks for the love over the Who theme. Just one thing, I couldn't get the dum-de-dums to sound right, IMO. What did you think of them? Don't reply here, reply in a VM or something.
Hey Jambo, is there anyway to change the number of footprints visible in Foot Print Editor because I took the offset from the INI but it only lets me view the first 386 and there is no INI to the program so that I can increase the number of footprints. ONce I get that and Pokemon Editor working with the new data I can do movesets and footprints for you so you can focus on the other things.
Hey Jambo, is there anyway to change the number of footprints visible in Foot Print Editor because I took the offset from the INI but it only lets me view the first 386 and there is no INI to the program so that I can increase the number of footprints. ONce I get that and Pokemon Editor working with the new data I can do movesets and footprints for you so you can focus on the other things.
Not that i'm aware of. However, you could "trick" the programme into reading from a different offset. AFAIK, it still reads from the overall INI for the pointer to the footprint table, correct?
You could simply change that pointer in the INI so that it starts at slot 252 (as that's where Turtwig is) and go from there.
Just wondering, have you seen this thread? It was an effort by some guys ( a few years ago to do essentially the same task you've done (unlock the Pokédex limits); as far as I know, it was never completed, though. This looks like it's achieved what they did and more; although I'm not a ROM hacker (never had the patience for ASM, and not a fan of tools that do everything for you), I applaud you for what you're pulling off here. I might just have to learn some ROM hacking so I can use this :)
Maybe I could try programming a Pokémon editing tool compatible with an extended Pokédex? I'm really busy with my university course at the moment, but I'll have some spare time in a few weeks when I can do something.
Also, the bug with Kanto Pokémon evolutions must be related in some way to FR/LG's blocking of those evolutions before the national dex is obtained. I'm sure you already know this, but I'm just making sure ;)
Not that i'm aware of. However, you could "trick" the programme into reading from a different offset. AFAIK, it still reads from the overall INI for the pointer to the footprint table, correct?
You could simply change that pointer in the INI so that it starts at slot 252 (as that's where Turtwig is) and go from there.
Well the program's folder did not included an actually INI with it but you can chose which offset it starts reading at. So all I need to do is find the offeset of Turtwig and go on from there and you'll have your footprints!
When I use the Pokemon Editor program from the Game Editor, it asks me for a password when I want to use the Jambo51 evolution list. I can't find the password--can someone tell me it so I may check out the evolutions?
When I use the Pokemon Editor program from the Game Editor, it asks me for a password when I want to use the Jambo51 evolution list. I can't find the password--can someone tell me it so I may check out the evolutions?
Just wondering, have you seen this thread? It was an effort by some guys ( a few years ago to do essentially the same task you've done (unlock the Pokédex limits); as far as I know, it was never completed, though. This looks like it's achieved what they did and more; although I'm not a ROM hacker (never had the patience for ASM, and not a fan of tools that do everything for you), I applaud you for what you're pulling off here. I might just have to learn some ROM hacking so I can use this :)
Maybe I could try programming a Pokémon editing tool compatible with an extended Pokédex? I'm really busy with my university course at the moment, but I'll have some spare time in a few weeks when I can do something.
Also, the bug with Kanto Pokémon evolutions must be related in some way to FR/LG's blocking of those evolutions before the national dex is obtained. I'm sure you already know this, but I'm just making sure ;)