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Would this work on a Japanese Fire Red rom? More specifically, Pokemon Golden Sun? If so, then which offsets would I edit in the .ini?
I spy with my little eye a little new feature......
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...Are you serious, after I had JUST done did via hex editor. But seriously, this is a great and handy addition to already such a great tool. Are you going to add tabs for the other pokedex modes? Like type mode, A-Z mode...
Would this work on a Japanese Fire Red rom? More specifically, Pokemon Golden Sun? If so, then which offsets would I edit in the .ini?
I honestly don't know. I have talked to doesntknowhowtoplay and MrDollSteak on this. There is a discrecpancy on how those operate. Some people think as long as the Pokemon is in a habitat, it will appear in the other lists using its stats and dex entries for ordering (which makes the most sense, the other way would have been painstaking stupid for GameFreak to do). Other people believe that there are special lists. I honestly have no idea. If someone does the research, I'll do the coding.:P
It won't support the Japanese Character set. I don't have a Japanese computer and I can't speak Japanese and therefore I can't make a Japanese version of this tool. So, yeah.
Also, editing the hacks of others, unless explicitly permitted, is against those unwritten rules rom hackers follow.
I honestly don't know. I have talked to doesntknowhowtoplay and MrDollSteak on this. There is a discrecpancy on how those operate. Some people think as long as the Pokemon is in a habitat, it will appear in the other lists using its stats and dex entries for ordering (which makes the most sense, the other way would have been painstaking stupid for GameFreak to do). Other people believe that there are special lists. I honestly have no idea. If someone does the research, I'll do the coding.:P
I replied to your pm with a full explanation of what was wrong. I also did this using just the exe and problem solving with logic. No programming involved.
No. I don't really wanna "screw around" more or less just "check", about the evolutions. I wasn't gonna go and change anything. I just wanted to confirm. Unless there is another way to confirm?
I've edited the type list for my rombase, and from what I gathered.
It's a central table listing index numbers. But for some strange reason, immediately after the normal entries, there is a random string of other bytes that is seemingly unrelated to the actual table, but if tampered with, freezes the game once the list is touched.
This implies there may infact be hard coding involved.
I am yet to try extending this or looking at the specific ASM that has these pointers.
I'll edit this post soon to tell you the offsets of the type list at least, though the others should be just as easy to find.
I tried it, I edited the FFFFFFFF with the pointer next to-*sweatdrop* that wasn't the right pointer I was supposed to edit...
I've got two more small questions. :)
1) How do you add Pokedex entries etc. for the Pokemon between Celebi and Treecko, if it's possible? Every time I try adding a Pokedex entry and repointing it it never saves. :s I can always extend the Pokedex and put the Pokemon there instead but I was just wondering if it's possible. :)
2) Is it possible to view the new Pokemon in AdvanceMap, perhaps by changing the ini? I've tried messing around with some things but nothing's happening as of yet.
Sorry if I'm asking dumb questions. xD I am really enjoying the tool so far. :D
Your really making some of the most boring/difficult things so simple.
Thank you for taking the time to do this for everyone.
1) Yes, you need to take the number in the ini that is numberofnondexpokesbetweencelebiandtreeko and change it to 0. Then you can edit the entries. Beware that this can cause funky things if you expand after, so my advice is do your expanding then change it if you are going to expand. (but as you said, why use them if you are expanding?:P)
2) No. You need to wait for MEH or do it with a hex editor. That is Lu-Ho's poor coding decision.
Wow. This tool is really impressive, and I'm glad there's more people working on cross-platform tools.
It's kind of funny we both had to write the same algorithm (GBA's lz77) in the same language (python) when we could have shared it.
Regarding the code itself, I see some things which could be improved here and there. Is the code under any license? Would you mind if I opened some github issues and sent pull requests?
Anyway, thank you for your work!
Extremely helpful, thank you. Lurker emerging, here, as he finally gets his first hack off the ground.
Emerald is indeed different. Enough that it took me a fair few hours in between House of Cards to hammer out the details. LCCoolJ95 here was kind enough to present the offsets for the Image and Palette data as well as the one for the image-to-chart matchup thingy (second part of Step 1). I found a couple more useful ones, though.
Effectiveness chart (Step 2): 31ace8
Types Name List (Step 3): 31ae38
The type matchup/effectiveness data is in a different order than FireRed's, though it still starts with Normal and ends with Dark. As for the type names, there's a fairly major difference - in FireRed, each type name ends with FF, allowing for some 00's in there for alignment.
Code:. . . CC C9 BD C5 FF 00 00 BC CF C1 FF 00 00 00 C1 C2 C9 CD CE FF 00 CD . . .
In Emerald, each type name is capped by FF's - that is to say, it starts and ends with FF, and there are only 00's where there would be 2 or more in a row in Fire Red. Additionally, it'd seem the ending string is FF 00 FF 00.
Code:. . . CC C9 BD C5 FF 00 FF BC CF C1 FF 00 00 FF C1 C2 C9 CD CE FF FF CD . . . BB CC C5 FF 00 FF 00
One more change that should be noted - in the default image we're working with here, the 5 misc tags are just a touch wider than they are in FireRed - they'll be listed with a width of 2A rather than 28.
So right now, as far as I know, I've got Fairy fully implemented into Emerald. The issue is actually testing/using it. Does anyone know of a way to get the Gen III Rom Hacking Suite to use Fairy as a type? I'd use YAPE, but I've done a little messing around with the Suite, laid groundwork for replacing the ?'s after Celebi with the evolutions introduced in 4th gen, and that's made YAPE crash when opening this particular rom. I could go back and do this from an earlier version, I suppose, but that'd be something of a pain.
I've set numberoftypes = 19 for Emerald in the PokeRoms.ini for the Suite and moved the pointer for the typenames, but it doesn't seem to have helped. It may just be my implementation of Fairy into the name table; I kind of just made something up.
Code:FF BE BB CC C5 FF 00 00 00 00 00 00 00 FF 00 00 00 00 00 00 FF 00 00 00 00 00 00 FF FF C0 D5 DD E6 ED FF 00 FF 00
I think the ease of use that comes with this tool is one of its best features. So glad amazing people like you exist.
Currently, I'm working on implementing Fairy into Emerald without replacing a type, working as best I can based off of the tutorial for Fire Red. I think I've got it, but I don't really have any way to test it right now; did a little messing around with the Suite here in an earlier version of this hack, which seems to have broken YAPE's ability to work with it. I'll just quote the post detailing exactly what I did in spoilers here...
Spoiler:
Any ideas on how to get the suite to recognize Fairy as a type so I can assign it to different pokemon?
Also, hope you don't mind, but I do have a peripheral question as long as I'm here asking. I saw a little conversation earlier (in this thread, I think) on the topic of utilizing those empty spaces after Celebi versus expanding entirely. Would I be correct in assuming, then, that it's wiser and/or simpler to just bypass those completely and just expand for more room if more than 25 new slots is needed?
Change the Type Names and Type Number in the .ini for your rom to match the new information.
I don't know why you'd even try to use YAPE when this is here :P
I'd already updated typenames to the new pointer and set numberoftypes = 19; should've mentioned that earlier. Tried setting it to 22 as well after a suggestion from ShyRayq, the OP of that guide, no luck. I'm wondering if the issue is with Emerald itself - I've tried a couple different variations of adding Fairy to the list of typenames with no success so far. I'm not sure if I'm just approaching that aspect wrong or if there are some other fundamental differences. Specifically, that the first new type introduced in Fire Red is assigned 0x16 - I don't know why this is, so I don't know whether it's likely to be different in Emerald.
Went for YAPE only after I couldn't get it to work in the Suite because I had it installed and others in that thread had success with it. Can't say it helped me much.
Edit: Holy crap I'm a moron, you meant for my rom specifically. I totally forgot that it was separate. Trying it now, thank you.
Edit2: IT WORKED. Thank you for helping me through that.
Edit3: Needs work. Type effectiveness doesn't seem to apply and Zigzagoon is appearing as "Cool" type. Which is interesting. Still, again, one massive obstacle bypassed (through the conveniently placed side tunnel I failed to notice).
Edit4: Needs significant work. Tried manually changing Zigzagoon's type and found that 0x12 through 0x16 are occupied by the contest names. Using 0x17 displays Flying type with red letters and weird background and forces a restart of the emulator. 0x18 and 0x19 display a similarly distorted but also upside-down Normal type and causes a freeze. 0x1A displayed corrupted but right-side-up Normal type but the game continued to run. No clue how to proceed, but I'll figure something out. Although I've noticed the background colors for ??? (0x09) don't match the ones in the palette I used...