• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Our friends from the Johto Times are hosting a favorite Pokémon poll - and we'd love for you to participate! Click here for information on how to vote for your favorites!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Other] Having trouble implementing the Physical/Special split in my Ruby hack

Pekin

Wigglytuff is and has always been on acid.
  • 283
    Posts
    16
    Years
    Hey! I don't know if this is the right place to ask, but here goes.

    First off, a little bit about the hack I'm working on - I've been working on a Ruby hack for what seems like forever now. I've mainly posted it to reddit, so you probably don't know about it, but I guess its more-or-less-official name is simply Pekin's Ruby Hack. Its main feature is the 177 Fakemon and (almost) no encounters with real Pokémon. Other than that, it's pretty much just Pokémon Ruby with a few tweaks.

    Anyway, here's the deal - for my next release, I really, really want to implement the skill split introduced in Gen IV, my hack desperately needs it, but I'm really having trouble with it. I've found patches like this one, but it makes the game crash when you try to pick a starter. Other patches I've found simply haven't done anything, as far as I could tell.

    I've tried looking into a bit of hex editing because of this thread here, and I think I've found that Pound (that's the first move listed in the ROM, right?) is located at 0x001FB138. At least, there's a string there matching the one in the thread. But if the data following Pound is all the rest of the moves, I can't really seem to spot the system. Some strings look similar in structure, but they seem to be different, er, lengths. I'm pretty new to hex editing, I've only done minor tweaks with hex editing before, (with a lot of help) but is it enough to find the data for the moves and alter that second last byte, or will that mess up damage-boosting items or Counter or Mirror Coat or weather boosts or stuff like that - and how do I figure out where the data for a move starts and ends?

    Like I said, I'm pretty new to hex editing, and I'm not sure if this is the place to ask, but any help is greatly appreciated!
     
    Back
    Top