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’Cause all games were better on the GBC

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#101 2012-05-19 03:47:21

Mateo
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Re: [G/S] Useful Offsets Thread

Wait why would you do the one after Mirage Mail? Item x38 is the teru sama after Itemfinder. Try going to that Teru-Sama and only changing its Use option and see how that works.

Last edited by Mateo (2012-05-19 03:51:30)


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#102 2012-05-19 13:54:54

hacker
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Re: [G/S] Useful Offsets Thread

Ups.., I wrong again :)
Thank's a lot mate.!


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#103 2012-05-19 17:50:39

Mateo
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Re: [G/S] Useful Offsets Thread

No problem, glad I could help!


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#104 2012-05-21 08:25:41

hacker
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Re: [G/S] Useful Offsets Thread

@Mateo, when I change use option into "C0" (that's mean it will go to USE & QUIT)
then, I started in Vermilion city and bring the teru-sama and when I used it to SNORLAX, it doesn't work and it say "OAK say; not this time to used this"
Is that a wrong value?


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#105 2012-05-21 19:22:36

Mateo
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Re: [G/S] Useful Offsets Thread

Hmm, maybe it doesn't work on snorlax. Try using it in battle when one of your pokemon is asleep (the other use for pokeflute). I know the snorlax can be a bit picky even with the pokegear. I think he was only registering that he woke up when you clicked on one of the corners of his event, even though he is only 1 event that is the size of 4.

But you can always just edit Snorlax's script so that if you have the pokeflute item, it says you played it and that he woke up.


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#106 2012-05-22 04:31:50

Miksy91
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Re: [G/S] Useful Offsets Thread

Mateo wrote:

Hmm, maybe it doesn't work on snorlax. Try using it in battle when one of your pokemon is asleep (the other use for pokeflute). I know the snorlax can be a bit picky even with the pokegear. I think he was only registering that he woke up when you clicked on one of the corners of his event, even though he is only 1 event that is the size of 4.

But you can always just edit Snorlax's script so that if you have the pokeflute item, it says you played it and that he woke up.

If I remember correctly, you can talk to him from two sides (down and right likely because that's where you can approach him from in Vermilion and that Route next to it). After that, the game checks which music is currently played and if that's pokeflute-song, he'll wake up.

Basically, it will work if that item playes the exact same song (why wouldn't it..).

Last edited by Miksy91 (2012-05-22 04:32:58)

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#107 2012-05-23 19:15:00

Mateo
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Re: [G/S] Useful Offsets Thread

I seem to remember that when used it doesn't actually play a song, it just makes sleeping Pokemon wake up. But I can't remember.


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#108 2012-07-22 15:47:20

Miksy91
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Re: [G/S] Useful Offsets Thread

Hooray!

I managed to find where the palette of the player is stored in G/S (and the offset itself wasn't any big mystery...). I did it by looking at the coding of crystal, and while at it, I found the offsets where the palettes and backsprites of its hero/heroine are stored. They don't really belong to G/S findings but could be listed here anyhow.

Player's palette (G/S) - 0xB53D (likely also Dude's)
Player's palette (C) - 0xB0CE (Boy), 0xB0D2 (Girl)
Player's backsprite (C) - 0x2BA1A (Boy), 0x88ED6 ? (Girl)

Not sure if it's just my assumption but there is something odd about the compression of the heroine in Crystal. If one wanted to insert a new battle sprite for her, it would be better to insert the sprite first with AgiXp into a G/S rom and then copy it to crystal rom. Then, add a special routine for loading the sprite in the same bank where Boy's sprite is loaded.

Last edited by Miksy91 (2012-07-22 15:51:07)

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#109 2012-08-30 22:38:56

wuzzupdude5
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Re: [G/S] Useful Offsets Thread

Mateo wrote:

906ad - Initial Hour (If time setting is disabled, it will always register as being this hour, if I recall. This is how I made it always day in SaR.)


It's actually 906ae. After a while of trying to change values on 906ad and realizing it only messed up the game. I realized that the value at 906ae was 0A (0A=10). Figured I'd post this so someone else could avoid the confusion I went through.


“放慢生活的脚步,你会活得更加快乐。”
"Slow down the pace of life and you will live with even more happiness."

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#110 2012-08-30 22:51:54

Mateo
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Re: [G/S] Useful Offsets Thread

Thanks mate, I'll update the first post.


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#111 2012-08-31 05:52:05

Miksy91
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Re: [G/S] Useful Offsets Thread

wuzzupdude5 wrote:
Mateo wrote:

906ad - Initial Hour (If time setting is disabled, it will always register as being this hour, if I recall. This is how I made it always day in SaR.)


It's actually 906ae. After a while of trying to change values on 906ad and realizing it only messed up the game. I realized that the value at 906ae was 0A (0A=10). Figured I'd post this so someone else could avoid the confusion I went through.

The offset can also be different for both Gold and Silver.
Most code in rom bank 3 is for example located one byte away from another due to there probably being a special code for "version check" or something.

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#112 2012-08-31 06:02:40

wuzzupdude5
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Re: [G/S] Useful Offsets Thread

Miksy91 wrote:
wuzzupdude5 wrote:
Mateo wrote:

906ad - Initial Hour (If time setting is disabled, it will always register as being this hour, if I recall. This is how I made it always day in SaR.)


It's actually 906ae. After a while of trying to change values on 906ad and realizing it only messed up the game. I realized that the value at 906ae was 0A (0A=10). Figured I'd post this so someone else could avoid the confusion I went through.

The offset can also be different for both Gold and Silver.
Most code in rom bank 3 is for example located one byte away from another due to there probably being a special code for "version check" or something.

Oh that makes sense. I think Mateo was using Gold, I am using Silver, so there could be a slight difference because of that.


“放慢生活的脚步,你会活得更加快乐。”
"Slow down the pace of life and you will live with even more happiness."

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#113 2012-09-12 12:08:52

y0r124
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Re: [G/S] Useful Offsets Thread

Nice to know ,
it really help,
I'm new member o.O


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#114 2012-12-19 11:44:39

Miksy91
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Re: [G/S] Useful Offsets Thread

I was thinking of creating a new research thread myself where I'd add other neat things not listed here.
Do you see a point in doing so or would you be willing to update this thread every now and then to add more findings here?
Just figured out a way to edit the money received after a battle but don't think it's worth to create separate topics for small things.

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#115 2012-12-19 16:12:07

Mateo
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Re: [G/S] Useful Offsets Thread

I should be able to update this thread to add new things people find, so you can go ahead and post it here if you like. I'm pretty interested in that area myself, what with trainer class changes and all.


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#116 2012-12-19 16:28:57

Miksy91
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Re: [G/S] Useful Offsets Thread

Okay here goes;

A "table" used for received money is stored starting at 0E:5562 (x39562).
For calculating the given money of any battle, a value from that table is picked and is multiplied by (8 * [highest leveled pokemon of enemy]). For example, the third byte in the list (19) is used for given money for trainer group "Leader (Falkner)".
Following it are six bytes you don't have to worry about and another "19" used for given money for trainer group "Leader (Whitney)" and so on...
Basically, you can find the "given money" byte for each trainer with the following calculation:

0x39564 + ([Trainer Group] - 1) * 7

And the DV table was at $27283 so you could add it there too.

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#117 2012-12-19 17:03:21

Mateo
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Re: [G/S] Useful Offsets Thread

Updated the main post to add these in with the other trainer-related offsets.

That's really cool though. You say you don't have to worry about the other bytes for money, any idea what they actually determine? It seems unlikely they would just be filler data since there are so many bytes in there. I haven't looked at the data yet myself since I wanted to update the thread before I got sidetracked with something else, but curious if you already had looked into it.


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#118 2012-12-19 17:30:15

Miksy91
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Re: [G/S] Useful Offsets Thread

Actually, I believe the 00 00 before the third byte also represent the given money.
There is an actual code behind doing all this and that way, I actually figured out where all this data is stored as well.
But I've really no idea what the other bytes after these three are for.

The subroutine used for this code is actually right in front of it, starting at 0x39548.
I can't seem to find the main routine without actually looking for it but one way or another, I ran into this by starting to debug sentence:
"HIRO got $[CB64] for winning!"

Last edited by Miksy91 (2012-12-19 17:31:20)

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#119 2012-12-19 17:32:51

Mateo
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Re: [G/S] Useful Offsets Thread

Also interesting. Should I update the thread to add the mention of the 00s as well, or are you not confident in that yet?


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#120 2012-12-19 17:35:30

Miksy91
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Re: [G/S] Useful Offsets Thread

Mateo wrote:

Also interesting. Should I update the thread to add the mention of the 00s as well, or are you not confident in that yet?

I'm actually quite confident about it but seeing those bytes being 00 for every trainer class, I didn't even mention it at first.
I mean, if even the second byte was set to 01 for instance, you'd be given at least (money):

0x100 * (8 * [highest level]) > 0x800 > 2000

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#121 2012-12-19 17:39:00

Mateo
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Re: [G/S] Useful Offsets Thread

True, that would be a ridiculous amount of money, even for beating a kid in the "Rich Boy" trainer class or whatever they called it in Gen III haha.


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#122 2012-12-19 21:57:41

Miksy91
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Re: [G/S] Useful Offsets Thread

Mateo wrote:

True, that would be a ridiculous amount of money, even for beating a kid in the "Rich Boy" trainer class or whatever they called it in Gen III haha.

"Hey, I'm a rich boy. Let's battle!" / "Aww, I lost..." / "HIRO got $150000 for winning!" / "Don't worry, I do have that much money to give to ones who beat me."

Last edited by Miksy91 (2012-12-19 21:58:21)

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#123 2012-12-19 23:08:23

Mateo
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Re: [G/S] Useful Offsets Thread

Miksy91 wrote:
Mateo wrote:

True, that would be a ridiculous amount of money, even for beating a kid in the "Rich Boy" trainer class or whatever they called it in Gen III haha.

"Hey, I'm a rich boy. Let's battle!" / "Aww, I lost..." / "HIRO got $150000 for winning!" / "Don't worry, I do have that much money to give to ones who beat me."

Hahaha. Or maybe if Bill Gates had his own Trainer class!


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#124 2012-12-20 05:16:54

stag019
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Registered: 2011-01-05
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Re: [G/S] Useful Offsets Thread

Mateo wrote:
Miksy91 wrote:
Mateo wrote:

True, that would be a ridiculous amount of money, even for beating a kid in the "Rich Boy" trainer class or whatever they called it in Gen III haha.

"Hey, I'm a rich boy. Let's battle!" / "Aww, I lost..." / "HIRO got $150000 for winning!" / "Don't worry, I do have that much money to give to ones who beat me."

Hahaha. Or maybe if Bill Gates had his own Trainer class!

And then we could do the opposite where you get no money.

Why not Zoidberg?


You can try to hide yourself in this world of pretend; when the paper's crumpled up, it can't be perfect again.

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#125 2013-01-01 17:22:39

theoblivinator
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Registered: 2012-08-20
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Re: [G/S] Useful Offsets Thread

Can I propose that the offset for the attack table be added to the list. It starts at offset 0x41AFE. You could also include the format for how the data is written.

Each attack has six bytes to it.

Attack, Effect, Base Power, Type, Accuracy, PP. Followed by a hex value of 00, then the next move starts.

If you wanted to get real fancy you could include the lists of the hex values for the attacks and effects.

Last edited by theoblivinator (2013-01-01 17:23:07)

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