Skeetendo

’Cause all games were better on the GBC

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#1 2013-11-02 02:10:21

Dogshrapnel
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Registered: 2013-10-27
Post 3/8

Badge Boosts and Misc. (Gen II)

I've been working on a Rom hack of Crystal, nothing too big but I've been making sure that the player has no big advantages over the AI, one big one seems to be the bonuses to stats that you get from the gym badges so my question is this:

How would I go about editing this data?

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#2 2013-11-02 10:11:10

Miksy91
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Registered: 2010-10-16
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Re: Badge Boosts and Misc. (Gen II)

You would have to track down several similar asm routines and modify their code/data.
First of all, learn how to use a hex editor properly. Then, make yourself comfortable with z80 asm programming language. After this you're ready for the job.

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#3 2013-11-02 10:30:36

Akwa
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Registered: 2012-06-14
Post 129/140

Re: Badge Boosts and Misc. (Gen II)

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#4 2013-11-02 10:36:28

Crystal_
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From: Spain
Registered: 2012-09-16
Post 129/434
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Re: Badge Boosts and Misc. (Gen II)

There is also a type boost related to the badges. Each badge powers up a type kinda like a minor stab.

Refer to DoBadgeTypeBoosts in the dissasembly

In general, you don't have to be an expert in asm to remove those stat and type boosts from badges (though you'd need hex editing, but nothing too complicated, really). Since the only thing those functions do is applying a boost, you'd just look at where those functions are called and you would NoP the call commands to them. Or you'd just make the first byte of each function be a Return so that the functions do nothing at all (perhaps less professional, but even easier to do).

You may also be interested in removing the 25% chance of the opponent missing with a stat redution or status move.
In that case look here: https://github.com/yenatch/pokecrystal/ … mmands.asm
and ctrl+f for Computer Miss

Last edited by Crystal_ (2013-11-02 10:50:52)

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#5 2013-11-02 15:37:29

Dogshrapnel
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Registered: 2013-10-27
Post 4/8

Re: Badge Boosts and Misc. (Gen II)

Ah, thanks for the help, I heard about that silly 25% miss thing, Gen II was so imbalanced for the AI.

Last edited by Dogshrapnel (2013-11-04 18:54:16)

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#6 2013-11-04 18:54:58

Dogshrapnel
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Registered: 2013-10-27
Post 5/8

Re: Badge Boosts and Misc. (Gen II)

I found the data for the Stat Boosts and set it to nop, is that all I need to do or is there something else that I have to do? Because I'm not noticing a change in-game.

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#7 2013-11-04 19:08:53

Crystal_
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From: Spain
Registered: 2012-09-16
Post 130/434
Website

Re: Badge Boosts and Misc. (Gen II)

Depending on the badges you have so far, you would notice changes or not. For example, if im not mistaken the first gym badge raises attack, so, if you have it and edited the stuff correctly, you should notice that you do ~10% less damage with physical attacks. What I did myself to check that is was indeed working is: i would select a wild pokemon to fight multiple (10 should be enough) times, e.g. level 20 pidgey and always attack it with the same physical attack; then I would apply the changes in the rom and do the same, and if I do a bit less damage on average, then the change is working.

same goes for type boosts, if you have the first badge you would pick a flying attack and do a similar test. Note that in that case for flying attacks the stat and type boosts rack up so it should be even more noticeable.

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#8 2013-11-05 02:50:59

Dogshrapnel
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Registered: 2013-10-27
Post 6/8

Re: Badge Boosts and Misc. (Gen II)

Haha, most of the stuff I do ends up with a game crash, oh well, the best way to learn is to fail! I'll figure it out eventually.

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