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  • I don't really have the time to look into it now, but the table with catch rate routines is at 0802D54C. Find the one for the five ball, and change the compare that'll be somewhere in it.
    The code under main. But if this is the only ball you want, I think editing the five ball's code to check for caves instead would be easier.
    You'd need to remove the entire 'main' part. Or you could do what you already did and just use dive balls instead :p
    I found the palette using APE and the image using the SWI logging on VBA, loaded it in GBA Graphics Editor, exported, made my own version, then just imported the new one and overwrote the original.
    Using this http://sfc.pokefans.net/lesson.php?id=20

    My super professional method was to catch a Bellsprout ingame, then save state on its Pokédex entry, and make it only available in one route / location at a time. Then I'd fiddle with the co-ords / size of the red spot in a hex editor following that tutorial, then I'd take it out of the map it's available in and move on to the next one. Pretty tedious but it works now!
    They edit bytes in the map header. The bytes are read by the game to determine what to do ect. If you want to edit what a specific map type does, then it'd probably require some ASM work.
    Upto flag 0x7E6 might be trainer flags. Try to set flag 0x700 and do a battle with trainer 0x200.

    The remaining few flags after 0x7E6 may be temporary, if they aren't, then it's likely unused.
    Hmm, I'm a little surprised no one has found any data about them. Have you tried using them in scripts and confirmed that they are not temporary variables?
    Hey, I wanna try out the beta 2 of Cyan again. Will my save work for the beta testing ROM?
    Nah, that pushes it to the side and makes them small. I haven't tried out XSE's with them but I'm pretty sure that code includes more than that.
    I just manually make the strings and insert this string of hex codes in between:

    BB D6 DD E0 DD E8 ED 00 CA DD E0 E0 - "Ability Pill"
    FC 13 5A FC 13 5A FC 06 00 - Code to make following characters smaller & spaced out
    A5 A9 00 BC CA - "48BP"

    Unfortunately buffers don't work with multichoice boxes so the way I've done it is just hardcoding it, it really isn't that efficient but it works at least. I tried using that too but it can't be on screen with multichoice boxes at the same time without glitching out.
    FBI said "yes" to sharing it, so here it is:

    at 0x11318: 00 48 00 47 XX XX XX XX

    replacing XX XX XX XX with a pointer to this (+1): http://pastebin.com/7nJSk8kW
    and replacing the XX XX XX in that routine with a pointer to this: http://pastebin.com/CLQkFSeK

    an example of the table would be:

    01 00 9C 01 00 00

    That would blacklist Bulbasaur and Bad Eggs from being generated. Note you do have to include things like the Unown formes, ?????? mons and Bad Egg in the blacklist otherwise they will be included in the pool of valid mons.

    FBI reckons this has a bug in it but I'm not sure what that might be. The way I have it is that it generates a team of 3 every time.

    You can use JPAN's engine's tool to only apply the math specials if you don't want the rest.

    I didn't set a limit for BP, but I also haven't made it scalar yet (as in, you always earn only 1 BP). I do plan to change this in the future and add a limit so when I get around to that I'll tell you (if I remember).

    Hope that helps!
    http://pastebin.com/AzjVwPCx Script to enter tournament
    http://pastebin.com/FeRMHGyb Routine by daniilS to disable items
    http://pastebin.com/SVkPqssm Level script for tournament, unannotated because it's just a bunch of randoms lol

    As for your predicament, you could try copyvar'ing, then using JPAN's math variables to add the contents of the tokens-earned-var, and then comparing the result with the max limit, and if it is greater than it, just set it to the max limit. idk if that's eloquently described but I hope you get what I mean
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