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Pokémon Emerald 650

No one here has his patch? I have it
 
its a rombase

Look at the picture, do you know how to add this Blue Flare Animation effect?
[PokeCommunity.com] 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?
 
Well the differences are going to be the features mainly and the bugs I'm guessing but other then that nothing

Can you help me find out it? In these code, which is the animation of fire spin? Which is the voice of fire spin and which is the red background?
 
LCcoolJ95 might be able to I wouldn't know how though
 
I've got the patch
But should I post it ?
If yes. Then without PGE or not?
 
I also have the 650 patch
 
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?
 
Would it be editable with G3HS and Unnamed Trainer Editor then? Because I have versions that allow me to edit expanded pokemon.
 
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.
 
I also have the 650 patch

I suggest in your 721 Rom Base, make the mega evolution same as Arceus change forms, it means a Pokemon hold a specific item can change into it's mega form, it will change back to the regular form when take item out. This method can be easier to make compare with the mega system.
 
It really would be suPer helpful to find this roM base again..
 
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.
 
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
 
You do know that it needs to be translated right?
 
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:
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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