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I have a problem. I applied the patch to a FireRed rom but I don't know what I have to do next. How do I change the moves to Special or Status? And how do I insert the images for each category?
I have a problem. I applied the patch to a FireRed rom but I don't know what I have to do next. How do I change the moves to Special or Status? And how do I insert the images for each category?
Okay. In order to change the move categories:
In many of the new move editors, there should just be a section that allows you to change the byte. Check out the tools section.
For the images, you're gonna need to know how to insert ASM and images. Look through the thread for Darthatron's post containing the ASM code and the images. You also need to get a Hex editor in order to perform the byte changes he has laid out as well.
Okay. In order to change the move categories:
In many of the new move editors, there should just be a section that allows you to change the byte. Check out the tools section.
For the images, you're gonna need to know how to insert ASM and images. Look through the thread for Darthatron's post containing the ASM code and the images. You also need to get a Hex editor in order to perform the byte changes he has laid out as well.
Perhaps I'm too idiot, but I can't make this thing work.
Patching the game with the P/S split patch: done
Inserting the graphics with NSE 2: done
Inserting the ASM routine into the free space of my FR rom: done
But I don't know what other bytes I have to edit to make it run. That's all I've got. I need help :(
Perhaps I'm too idiot, but I can't make this thing work.
Patching the game with the P/S split patch: done
Inserting the graphics with NSE 2: done
Inserting the ASM routine into the free space of my FR rom: done
But I don't know what other bytes I have to edit to make it run. That's all I've got. I need help :(
Well, you go into a hex editor, go to the addresses mentioned in Darthatron's post and change the bytes there to the ones he has mentioned.
For the one about the pointer, take the address you inserted the routine at. e.g/ ABCDEF
split it into sections of 2: AB CD EF, swap the first and last: EF CD AB
and stick 08 at the back: EF CD AB 08
And he says at 1 to it, so its more like: EF+1 CD AB 08
Well, you go into a hex editor, go to the addresses mentioned in Darthatron's post and change the bytes there to the ones he has mentioned.
For the one about the pointer, take the address you inserted the routine at. e.g/ ABCDEF
split it into sections of 2: AB CD EF, swap the first and last: EF CD AB
and stick 08 at the back: EF CD AB 08
And he says at 1 to it, so its more like: EF+1 CD AB 08
Attention! For those who can't get on Tlachtli's Phys/Spec/Stat Icon in Emerald, now, listen here:
I've finally got it working and it is very a big success. Thanks Tlachtli! Gonna credit you once I made an Emerald base hack. I used DoesntKnowHowToPlay's Emerald Physical/Special/Status split first. I'll also give you credits too. Here are some screenshots:
Tlachtli,
At the first, I've found your entire work to be not working. But, I tried adding some missing "hows" so I can make this work. Here are some info I want you to change and add:
1.)
I noticed the part .SplitImages: .word 0x[insert address to images] that there is something's missing to it. You've forgotten to put 08 at the beginning of [insert address to images]. So then, that will be .SplitImages: .word 0x08[insert address to images]. Example, I've made it on offset E43780. So, that will be .SplitImages: .word 0x08E43780.
2.)
Then, about you're going to change the offsets to inserted ASM address +1, some people would just write and change the inserted ASM address +1 on certain offsets. Example: I have E43668 to be the ASM offset and I've changed and written 6936E4 on 1C0F88, 1c1328, and 1c17a0. When I did it, it froze just like Shufflejoy just commented:
It is because you just only write and change the inserted ASM address +1. I've noticed the value next to it "03". With 03 next to it, the routine will not ever work.
So then, try to change 03 to 08.
It is because with the value 08 next to it, it will locate the routine (or 09 if you put the routine on 1000000+. Ex: you have inserted the routine on 1234568, change and write 69452309). With this, I've finally made it working. Well, I haven't found bugs and glitches when I revised this.
3.)
This maybe a small problem but I would be big in just one mistake. You may just have inserted the image into compressed image (with unLZ program). Don't use unLZ to insert this. I highly recommend to use NSE 2.1 to insert the image because insertion of images has options is compressed or uncompressed. "Load ROM" then "Open Sprite" then "File => Insert => Image Data".
Revised Steps
I also rewrite the complete tutorial about it according to his original tutorial with the revises I made. So, here it is:
1.)
Insert this image as an uncompressed image...
Use NSE 2.1 to do so. To insert it on NSE 2.1: First, "Load ROM" load your Emerald file; Second, "Open Sprite" open your sprite; Then, "File => Insert => Image Data"
2A.)
Insert this ASM...
If you can't do ASM and/or if you have no idea about ASM at all, proceed to Step 2B.
Revised ASM:
*Note: Change FCFDFE to the offset where you've inserted the uncompressed image. OR, if you have inserted the ASM before the image and you're going to edit on a hex editor after inserting, go to the location of the inserted ASM and look for the FE FD FC 08 part on it. Again, change it but this time, in a reversed way (Example: Uncompressed image offset: ABCDEF. Think this: AB CD EF. And do this: EF CD AB. And finally change FE FD FC 08 to EF CD AB 08)
For 1000000+, I will have the example as 1234568 as the offset, do this: don't do 0x081234568. Do this: 0x09234568. For hex-editing: Mind little endian so it becomes 01 23 45 68. Reverse it so it becomes 68 45 23 01. Replace 01 with 09 (because 08+01=09). Final answer for it is 68 45 23 09.
2B.)
This is an alternate step for 2A for those who can't do ASM. For those who can't do ASM but can do HEX EDITING, below is the hex values of it. Insert this on the offset that ends with 0, 4, 8, C and nothing else.
If you have inserted the uncompressed image first, replace FE FD FC 08 with the offset where you have inserted the uncompressed image and the offset must be like in this example: Uncompressed image offset: ABCDEF. Mind little endian: AB CD EF. Reverse them: EF CD AB. And finally change FE FD FC 08 to EF CD AB 08. If you have keen eyes, you will not get a mistake doing this.
3.)
Replace some Hex-Values on offsets...
Revised Hex Edits:
Spoiler:
Change 0x1C0F88, 0x1C1328 and 0x1C17A0 to XX XX XX 08 (or XX XX XX 09 for offset 1000000+)
Change 0x1C0F54, 0x1C12F4 and 0x1C175A to 08 47
Change 0x1C0F4E to 40 B4 00 26
Change 0x1C12EE to 40 B4 01 26
Change 0x1C1754 to 40 B4 02 26
Replace XX XX XX with the offset of your ASM, already +1, little endian and reversed. Example: You have inserted the ASM to E43668. Plus one so it becomes E43669. Mind little endian so it becomes like this E4 36 69. Then, reversed it so it becomes 69 36 E4.
For 1000000+, I will have the example as 1234568 as the offset. Plus one so it becomes 1234569. Mind little endian so it becomes 01 23 45 69. Reverse it so it becomes 69 45 23 01. Replace 01 with 09 (because 08+01=09). Final answer for it is 69 45 23 09.
I hope this helps for those who can't make it at the first. It works well, trust me. :)
Okay, this may have already been talked about, but I'm gonna ask it cuz I'm tl;dr-ing on this entire thread '^_^
Everybody is talking about "use the patch and stuff without expanding anything." I used the patch and added the icons on an unexpanded rom, and the whole thing worked (yay). But I want to use expanded moves and 'mons, and when I expand those two aspects after adding this split, it doesn't matter if a move is physical, special, or status: the icon always shows physical. I feel like it's just a table problem that I have to update with expanded numbers, but I haven't found anything that is immensely helpful regarding this problem. Could I get a help?
I dont know if I am allowed to this or not,
but if anyone is facing problem in inserting the PSS split and the icons then you can use the tool linked in my signature to do the task by just clicking a single button,
.
but the task of giving the move proper class will be your task :)
Here's an IPS patch that applies version 1.4 of the Emerald patch, has all of the moves set to the correct Physical/Special/Status byte, and has the icons installed and working. Warning: I didn't take note of where I inserted the image or the ASM, so back up your game first.
I've tried clicking the attachment, whenever I click it it's not downloading just going into a blackscreen. Anyone else has a copy of this? or a link? Thanks guys!
Hi, I wonder how can I edit the position of where the icon is displayed?
I work with Italian Emerald, and our "power" word is a bit longer (it's "potenza") and the icon gets covered, so I would like to shift it a bit to the right.
EDIT: found it!
you have to edit
.IconOAM1: .word 0x40280078
28 is the X axis
78 is the Y axis
https://songsing.github.io/poketool/
made this after finding some splitting patches that were slightly wrong, so i fixed them up and made it really easy to patch your game (you dont need to download anything except the patched ROM it generates). it includes the split as well as actually modifying the moves and including the icons.
let me know if anything is still wrong and ill fix it
I'm having a problem as when I try to look at the summery of the Pokemon the screen goes black and when I battle my rival the game just restarts. Thanks for the reply tho really appreciate it!
I'm having a problem as when I try to look at the summery of the Pokemon the screen goes black and when I battle my rival the game just restarts. Thanks for the reply tho really appreciate it!