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Did you gived a look in the tutorial of 2nd gen?
I already look, but for me is sooooo hard.
I get stucked in the middle of the tutorial :).
Last edited by RaltVus (2013-12-13 23:27:32)
RaltVus is back.
I'm not hacking in the moment, but i always had ideas to give. Just ask me if you want.
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But, how to make only run with the button b?
RaltVus is back.
I'm not hacking in the moment, but i always had ideas to give. Just ask me if you want.
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KBM has posted a pretty self-explanotary tutorial about it. If you're not familiar with hex editing and have no idea what assembly is, you're not ready for it.
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Look for KBM's tutorial in pokecommunity and do it yourself. I didn't get outside help either.
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can't it be done with hex editing?
It can, but it would be a hell.
Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in LSDJ and FamiTracker.
“God created the Earth, but the Dutch created the Netherlands.”
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Kumar wrote:can't it be done with hex editing?
It can, but it would be a hell.
Not really. http://www.pokecommunity.com/showthread.php?t=206689
That's a step-by-step guide saying which byte to write and where. More than newbie-friendly enough for anyone to implement the feature.
But like I and Melash discussed in the thread back then, bike music starts playing after a battle if you have been holding B button when a battle starts. There are various ways for fixing that problem, but the simplest is probably modifying the map loading processes and disabling that. I did that for DE myself.
Map loading processes (from Scripting Compendium)
00: 01 02 17 1A 14 22 23 1F 0A 0D 0E 10 16 00 11 21 13 07 09 1E 29 12 FF
01: 01 02 1B 1F 15 0A 0B 0D 0E 10 00 11 13 07 1E 29 12 FF
02: 06 1C 01 02 0A 0B 0E 10 00 11 13 08 1E 29 12 FF
03: 1D 24 27 01 02 17 1A 14 22 23 1F 0A 0D 0E 10 16 00 11 21 13 07 09 1E 29 12 FF
04: 1D 19 1A 20 14 23 0A 0D 01 0E 10 28 00 16 11 13 05 1E 29 12 26 FF
05: 24 1D 19 1A 20 14 23 0A 0D 01 0E 10 28 00 16 11 13 05 1E 29 12 26 FF
06: 2A 18 1A 14 23 0A 0F 0C 16 05 11 2B 12 26 29 FF
07: 06 01 02 14 0A 0D 0E 10 00 11 13 07 1E 29 12 2C FF
08: 19 1A 20 14 23 0A 0D 01 0E 10 28 00 16 11 13 05 1E 29 12 26 FF
09: 0A 0B FF
0A: 17 1A 14 22 23 1F 0A 0D 01 0E 10 28 00 16 11 21 13 05 1E 29 12 FF
The codes are interpreted as follows:
00 = Turn LCD on
01 = Turn LCD off
02 = Turn speakers of
03 = Music check for current map/ special check for bug catcher contest
04 = Start map music anew
05 = Music check for current map / special check for Bug Contest/ music with FadeOut (old) and FadeIn
06 = Fill palettes with 7FFF (=white)´
07 = If HIRO is on bike = bike music, else play map music
08 = Play map music
09 = Turn music to highest volume
0A = Write map data to MapRAM
0B = Compute map’s connection pars and write into MapRAM
0C = Write current part of map into temporary memory
0D = Write current part of map into read-from memory
0E = Write tileset header to ram/ load tileset/ load sprite tiles/ load special tiles
0F = Write tileset header to ram
10 = Compute time of day/ Update screen
11 = Load map palettes
12 = Load probabilities for wild Pokémon battles
13 = Delete sprite data and draw new sprites
14 = Check 2nd script header for 05 and 03 events
15 = Check 2nd script header for 03 events
16 = Analyze people data anew and check 2nd script header for 02 events
17 = Writes arrival data for arrival by flying/Blackout from table 05:5319 to ram
18 = Writes arrival data for entering a map by connection to ram
19 = Write warp data to ram when entering warp
1A = Load complete map data (5 bytes from primary map header, 12 bytes from secondary map header and events and scriptheader data) to ram
1B = Same as 1A, but some settings aren’t loaded new from the rom, such as hide function of the people events
1C = Fill palette data with FFFF (=white)
1D = All BG pallet color are converted to 0|0 (Pal0, Col0), all sprite colors to x|0 (FadeOut)
1E = Palette FadeIn
1F = Compute position of upper left-most block visible on screen
20 = Position computation when HIRO leaves a warp
21 = Set HIRO’s facing to “down”
22 = Prepare HIRO data for arrival by flight
23 = Compute HIRO x/y data anew
24 = Prolong sprite displaying
25 = Influence sprite displaying
26 = Delete sprites
27 = Compute chances to meet Raikou, Entei or Suicune
28 = Recover chances to meet Raikou, Entei or Suicune
29 = Temporarily stop music playing
2A = Activate animations
2B = Deactivate animations
2C = Recover all palettes
2D = Deactivate code prolonging
This was pretty easy once I figured out what these different processes are really about. I just re-pointed a couple of processes to blank space and removed the bike music playing part totally, or replaced it with a part that tells it to play normal map music.
Last edited by Miksy91 (2013-12-19 15:05:49)
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