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Pokémon Emerald 650

129
Posts
8
Years
  • its a rombase

    Look at the picture, do you know how to add this Blue Flare Animation effect?
    Pokémon Emerald 650



    00 2D 27 0A 03 2A 01 0C 0C 08 02 74 72 59 08 02
    05 01 00 01 00 00 00 0C 00 3F 25 05 19 96 00 3F
    03 AD 51 0D 08 05 05 01 00 00 00 02 00 2F 00 01
    00 0E BF AC 2C 08 0E BF AC 2C 08 0E BF AC 2C 08
    02 74 72 59 08 02 05 01 00 01 00 0C 00 00 00 3F
    25 05 0B 03 0D 08 19 C7 00 3F

    This code is combine with the move Fire Spin and the red background together. So how to change it into blue color?
     

    pokefreak890

    The One that will make everything great
    853
    Posts
    9
    Years
    • Seen May 18, 2023
    LCcoolJ95 might be able to I wouldn't know how though
     

    Mueez

    Currently Working on "" POKEMON :MYSTERIES OF LEGE
    42
    Posts
    10
    Years
    • Seen Jan 20, 2023
    I've got the patch
    But should I post it ?
    If yes. Then without PGE or not?
     
    58
    Posts
    9
    Years
    • Seen Jul 25, 2022
    I don't know if it's right to post it...
    But I reeaaally want it. But I'm not gonna ask anyone for it, yaknow?
     

    C me

    Creator of Pokemon League Of Legends
    681
    Posts
    10
    Years
    • Seen Apr 9, 2021
    I've got the patch
    But should I post it ?
    If yes. Then without PGE or not?

    The whole reason it got removed ages ago was because it came with PGE, so never with PGE. That would be illegal.
     
    58
    Posts
    9
    Years
    • Seen Jul 25, 2022
    Would it be editable with G3HS and Unnamed Trainer Editor then? Because I have versions that allow me to edit expanded pokemon.
     
    58
    Posts
    9
    Years
    • Seen Jul 25, 2022
    Well if anyone could post it and be in the right legally and morally, I would encourage you to do so, because it isn't just me that wants to get ahold of this great tool.
     
    129
    Posts
    8
    Years
  • 58
    Posts
    9
    Years
    • Seen Jul 25, 2022
    It really would be suPer helpful to find this roM base again..

    That's what I'm sayin'.

    I don't know what happened to it, I guess it got taken down because there were tools with it, but there is no reason not to have the base up still. I think I may already have applicable tools, and a lot of people are frustrated that all of the links are down. Still, a lot of people have the base themselves, so I know it still exists out there, somewhere. But nobody is paying attention to this thread because Emerald 721 was in the works, but from what I understand, it's cancelled. It is such a shame to have a fully-functional ROM base just fade away in anticipation for something else that may never happen.

    I feel like a jerk asking for the base, so I don't want to ask for it because of the oddly specific rules here, but it really is a shame that so much work was put into this just to have it disappear.
     
    129
    Posts
    8
    Years
  • I would, but the guy rejected me when I asked him for help...

    He said, and I quote: Yes, I don't have it written in ASM rn but I'm going to release everything I have as a base when I'm done.

    Why should I wait for a ROM base? Just make it open-source or something on Jambo's adding new moves to 3rd Gen thread...

    I have found the website it can teach how to expand the TM and items.
    This is the website:https://tieba.baidu.com/p/3534467013
     

    pokefreak890

    The One that will make everything great
    853
    Posts
    9
    Years
    • Seen May 18, 2023
    You do know that it needs to be translated right?
     
    129
    Posts
    8
    Years
  • First, items expand:
    Item data:0809a8ae = 00 00 00 00
    Color of item image:08098998 = total number of items[make the date be opposite: such as 1FF(511 numbers of item)= FF 01,or put FFFF, if you don't want to calculate]

    Second, Key item data:


    Go to this offset
    Item data offset:3DB028
    The length of data in each item:0x2c
    Total number of items:0x177
    Total length:0x4074
    Copy to delete the empty place after choice, add new item data at the end.
    Then all of the offset go to the new data offset

    Third,The offset of color in key items
    The offset of color in items image:3D4294
    Form:[the offset of image][the offset of color]
    Total length: 0xBC0,
    Copy to delete the empty place after choice, add new item data at the end.
    Then all of the offset go to the new data offset

    Fourth, add new TM items
    reference the origin items data,Suggest from 0x177 to add( for close to TM items from origin version ) Notice, add it completely, do not interupt, the result will be bad if failure.

    Fifth. The table of HM
    The HM is in 45A80C,Copy 0x74(=58*2) of data to new empty place,then add 50 new moves . Then all of offset go to the new place.

    Sixth, Crack the maximum number of TM
    In 99E6A
    The code
    .text
    .align 2
    .thumb
    .thumb_func
    .global branch


    main:
    ldr r0, out
    bx r0
    lsl r0, r0, #0x0


    .align
    out:.word 0x08FFFFFF+1

    or 01 48 00 47 00 00 FF FF FF 08, FF FF FF 08 = the offset of empty place +1 offset form

    Then write these ASM in empty place
    .text
    .align 2
    .thumb
    .thumb_func
    .global tm_slots_hack


    main:
    ldr r0, ram
    str r0, [r1, #0x18]
    mov r0, #0x6C
    strb r0, [r1, #0x1c]
    ldr r0, return
    bx r0


    .align
    ram:.word 0x0203c000
    return:.word 0x08099e74+1
    note:
    #0x203c000 is the offst of empty place,you can free to change,please use jpan save block hack to save.
    #0x6c is 108 numbers of TM,you can free to change the total numbers.
     
    Last edited:
    129
    Posts
    8
    Years
  • Seventh, fix the TM read

    In 125A78, emter 00 49 08 47 FF FF FF 08, FF FF FF 08 = the offset of empty place+1 offset form


    .text
    .align 2
    .thumb
    .thumb_func
    .global TM_index


    main:
    mov r1, #0xBB
    lsl r1, r1, #0x1
    cmp r0, r1
    bhi newtm


    mov r1, #0x90
    lsl r1, r1, #0x1
    add r1, r1, #0x1
    sub r0, r0 ,r1
    lsl r0, r0, #0x1
    b exit


    newtm:
    add r1, r1, #0x1
    sub r0, r0, r1
    lsl r0, r0, #0x1
    add r0, r0, #0x74


    exit:
    ldr r1, tm_table
    add r0, r0, r1
    ldrh r0, [r0]
    bx lr


    .align
    tm_table:.word 0x08EEEEEE




    note:
    table is the fifth step offset of create TM table
    #0xBB is new item number, one before beginning number divide by 2 (If divide by 2 cannot get the whole number, please use that value, then use bge to analysis),if you not understand how to do please copy, but the TM will be start on 0x177
    The formula of moves read in orgin version (The number of item*0x10000+0xFEDF0000)/0x8000

    Eighth, fix the number of TM


    The same of last code, in 131D5A please enter 01 48 00 47 00 00 FF FF FF 08, FF FF FF 08 = The offset of empty place+1 Offset form


    write these ASM in that offset of empty place


    code:
    .text
    .align 2
    .thumb
    .thumb_func
    .global tm_name


    main:
    mov r0, #0xBB
    lsl r0, r0, #0x1
    cmp r6, r0
    bhi new_tm


    mov r0, #0xA9
    lsl r0, r0, #0x1
    cmp r6, r0
    bls old_tm


    ldr r1, temp
    ldr r0, return1
    bx r0


    new_tm:
    ldr r1, text_no
    mov r0, r5
    bl refresh


    ldr r4, ram
    ldr r0, value
    ldr r1, return3
    bx r1


    old_tm:
    ldr r1, return2
    bx r1


    refresh:
    ldr r2, routine
    bx r2


    .align
    text_no:.word 0x08416226
    routine:.word 0x08008DA5
    temp:.word 0x08463178
    return1:.word 0x08131D65
    return2:.word 0x08131DA5
    ram:.word 0x02021CD0
    value:.word 0xFFFFFEBC
    return3:.word 0x08131DB1


    note:
    this code is according to Jambo51's 649 record to get,
    #0xBB is new item number, one before beginning number divide by 2 (If divide by 2 cannot get the whole number, please use that value, then use bge to analysis),if you not understand how to do please copy, but the TM will be start on 0x177

    7. Change the TM analysis




    In 43C40 please enter 00 48 00 47 FF FF FF 08, FF FF FF 08 = The offset of empty place+1 Offset form


    Write this ASM in that offset of empty place


    Code:
    .text
    .align 2
    .thumb
    .thumb_func
    .global tm_compact_hack


    main:
    mov r3, r1
    cmp r4, #0x56
    bge newtm


    check:
    cmp r4, #0x1f
    bls first_32
    cmp r4, #0x3f
    bls first_64
    cmp r4, #0x5f
    bls first_96


    after_96:
    mov r0, r4
    sub r0, #0x60
    mov r2, #0x1
    lsl r2, r0
    ldr r0, table
    lsl r1, r1, #0x4
    add r0, #0xC


    get_offset:
    add r1, r1, r0
    ldr r0, [r1]
    and r0, r2
    b exit


    newtm:
    sub r4, #0x1C
    b check


    first_64:
    mov r0, r4
    sub r0, #0x20
    mov r2, #0x1
    lsl r2, r0
    ldr r0, table
    lsl r1, r1, #0x4
    add r0, #0x4
    b get_offset


    first_96:
    mov r0, r4
    sub r0, #0x40
    mov r2, #0x1
    lsl r2, r0
    ldr r0, table
    lsl r1, r1, #0x4
    add r0, #0x8
    b get_offset


    first_32:
    mov r1, #0x1
    lsl r1, r5
    ldr r2, table
    lsl r0, r3, #0x4
    add r0, r0, r2
    ldr r0, [r0]
    and r0, r1


    exit:
    pop {r4-r5}
    pop {r1}
    bx r1


    .align
    table:.word 0x08DDDDDD


    note:
    #0x56 is from 0x177-0x121, #0x1C is the difference in amount from one item to new TM after the last HM ,if you not understand, please copy it,but the beginning of TM will start from 0x177
    table is new Pokemon learn TM table
     
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