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Development: [FR] Better TM/HM expansion

BZL

Japanese Rom Hacker
5
Posts
5
Years
  • TM/HM Expansion

    I'm a Japanese hacker. Because English is very bad, so it may be difficult to read sentences.

    Last update: 30/9/2019
    When I ported the code from BPRJ, deleted TM check by mistake, so I corrected it.



    There are several threads and posts related to the TM/HM expansion in this forum, but there are some flaws and it will not behave exactly like the vanilla FR's TM. (Disk image and animation of TM after 51st are wrong)
    In addition, as a specification from vanilla FR, the item ID used for TM/HM had to be continuous.

    So, I changed the TM/HM related routines considerably, I worked like a vanilla FR and created an expanded TM/HM that can freely assign item IDs.
    Because many routines have changed, code cant be written directly to threads because of readability issues, but the source code is included in the attachment.

    cDZzxpL.png


    This thread explains how to expand TM/HM using the attached patch.
    I'm quoting part of the thread of ghoulslash's.


    Step 1 : Patch "TM.ips" to Fire Red

    Download the attached file, decompress it, patch the included "TM.ips" to Fire Red.
    This patch doesn't use free space.


    Step 2 : Create a table for linking the TM/HM index and item ID

    Please create a table in free space, Put the pointer at 0x114100.
    The attached "Table_example.bin" is the same setting as that of vanilla FR.

    Table structure
    Code:
    [TM and HM threshold (2bytes)][Item ID (2bytes)] ~ [Item ID (2bytes)] FF FF

    Table example
    Code:
    32 00 21 01 22 01 23 01 24 01 25 01 26 01 27 01
    28 01 29 01 2A 01 2B 01 2C 01 2D 01 2E 01 2F 01
    30 01 31 01 32 01 33 01 34 01 35 01 36 01 37 01
    38 01 39 01 3A 01 3B 01 3C 01 3D 01 3E 01 3F 01
    40 01 41 01 42 01 43 01 44 01 45 01 46 01 47 01
    48 01 49 01 4A 01 4B 01 4C 01 4D 01 4E 01 4F 01
    50 01 51 01 52 01 53 01 54 01 55 01 56 01 57 01
    58 01 59 01 5A 01 FF FF


    Step 3 : TM/HM compatibility and move table

    For expanded TM, the new comparability requires 0x10 bytes per entry.
    Please create a new comparability table in free space of (Pokemon number * 0x10) bytes.

    You also need to extend the move ID table.(In vanilla FR, the table is at 0x45a80c.)
    Create a table in free space of (Total number of TM/HM * 2) bytes.


    Step 4 : Bag expansion

    If you are already expanding the bag, this step is not necessary.

    Assemble this code and insert it into 0x99e44.
    Code:
    .text
    .align 2
    .thumb
    .thumb_func
    .global pocket_size_limiters
    
    .equ freeRAM, 0x0203cXXX
    .equ NumMainPocketItems, XX
    .equ NumKeyItems, XX
    .equ NumPokeballs, XX
    .equ NumTMs, XX
    .equ NumBerries, XX
    
    Main:
    	ldr r1, =0x0203988c
    	ldr r0, =freeRAM
    	ldr r2, =Numlist+0x08099e44
    
    Loop:
    	ldrb r3, [r2]
    	cmp r3, #0x0
    	beq End
    	str r0, [r1]
    	strb r3, [r1, #0x4]
    	add r1, #0x8
    	add r2, #0x1
    	lsl r3, #0x2
    	add r0, r3
    	b Loop
    	
    End:
    	bx lr
    	
    .ltorg
    .align 2
    
    Numlist:
    .byte NumMainPocketItems, NumKeyItems, NumPokeballs, NumTMs, NumBerries
    .byte 0x00

    Rewrite the values of the following addresses.
    Code:
    0x108420: (NumMainPocketItems + 1) * 8
    0x108428: (NumMainPocketItems + 1) * 19


    Credits

    usigusom - Information related to TM related routines
    () - Information related to Bag related routines
     

    Attachments

    • TM expansion.zip
      21.3 KB · Views: 54
    Last edited:
    232
    Posts
    12
    Years
    • Seen Sep 10, 2019
    is the table from step 2 only for the new TMs/HMs? Or is it supposed to include the originals also? Where do we put the pointer to the new compatibility table?
     
    Last edited:

    BZL

    Japanese Rom Hacker
    5
    Posts
    5
    Years
  • is the table from step 2 only for the new TMs/HMs? Or is it supposed to include the originals also?

    Include the original TM.
    This hack does not distinguish between the original TM and the new TM.

    Where do we put the pointer to the new compatibility table?

    Probably, the compatibility table pointer will be at 0x43c5c.
     
    81
    Posts
    7
    Years
    • Online now
    where did this repoint?

    Step 3 : TM/HM compatibility and move table

    For expanded TM, the new comparability requires 0x10 bytes per entry.
    Please create a new comparability table in free space of (Pokemon number * 0x10) bytes.

    You also need to extend the move ID table.(In vanilla FR, the table is at 0x45a80c.)
    Create a table in free space of (Total number of TM/HM * 2) bytes.
     

    BZL

    Japanese Rom Hacker
    5
    Posts
    5
    Years
  • where did this repoint?

    Step 3 : TM/HM compatibility and move table

    For expanded TM, the new comparability requires 0x10 bytes per entry.
    Please create a new comparability table in free space of (Pokemon number * 0x10) bytes.

    You also need to extend the move ID table.(In vanilla FR, the table is at 0x45a80c.)
    Create a table in free space of (Total number of TM/HM * 2) bytes.

    The pointer of the compatibility table is 0x43C5C, and the pointer of the TM move ID table is 0x125A88.
     

    Dr. Seuss

    Will finish GS Chronicles, I swear!
    523
    Posts
    10
    Years
  • I'm not sure if this issue only happens to me. When I do all the steps for expanding TM I'm gettings errors with the items lying in the ground. The items with the MSG_FIND commands instead of saying "player found POTION" it actually says "player found POTION It contains " like if I was picking a TM. Additional to this all the TM/HM are not showing their names when opening TM Case, it only shows the TM number but blank names.

    In addition, I would like to know exactly what every routine is supposed to do. The ASM codes are labeled by their address, but I have no idea exactly what those routines are changing since there is no even comments about these modifications.
     

    BZL

    Japanese Rom Hacker
    5
    Posts
    5
    Years
  • idk it is related to the crash, but I found a mistake and fix it.
     
    Last edited:
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