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The bytes are reversed. So that's 45 66 05 08 at 0x800c4c4 (offset 0xc4c4 in the gba file)
It will permanently disable the start game menu. You can't resume games anymore, after that. You'll have to use the emulators quick saves for that.
With the following idc script you can revert any selection to it's original form:
#include <idc.idc>
static main(void) {
auto ptr, end, k;
ptr=SelStart(); if(ptr==BADADDR) return;
end=SelEnd(); if (end==BADADDR) return;
while(ptr<end) {...
I also made some overview graphics, for people that are also reverse engineering the battle system.
Notes:
A → B (solid) means "A calls B.".
A → B (dashed) means "A causes B to be called.".
A → B (dotted) is like a call (solid), in the sense that after B is done, A continues running, but it is...
Hello.
I found what seems to be the scrips that determine how trainers act during battles. It's a different bytecode than that used for NPCs, or moves, or moveanimations, or overworld effects, etc.
It runs a series of 32 scripts for each move in the moveset, the scripts can add or subtract to...
I extended the opening post by information about how to backport the micro grass too. Overwrite at 0805A0EC with 0C 30 09 E0. Then assign the behaviour byte 7 to some tile.
Hope you enjoy.
for a full reload of palettes and blocksets call 08055148 (mapdata_load_assets_to_gpu_and_full_redraw)
if you only want to reload the palettes you can call 08059AD8 with the pointer to the mapdata-header in r0.
push {lr}
ldr r0, current_mapheader
ldr r0, [r0, #0]
bl 08059AD8
pop {pc}
.align 4...
C0 02 00 00 seems to be unused.
4A 29 39 67 are two colors that are copied to palette 15 as 10th and 11th entry
also palette 0 has two colors at 10 and 11 which depend on the gender of the player
(not tested, just guessing)