Skeetendo

’Cause all games were better on the GBC

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#126 2013-01-02 21:15:47

Mateo
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Registered: 2009-11-25
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Re: [G/S] Useful Offsets Thread

Yeah, that sounds like it would make a good addition to this thread. Also, if I remember correctly, the first byte is not necessarily a redundant listing of the attack's hex value, but the animation that the attack uses.


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#127 2013-01-03 04:56:25

theoblivinator
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From: Iowa
Registered: 2012-08-20
Post 61/98

Re: [G/S] Useful Offsets Thread

You're right.

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#128 2013-02-01 13:04:04

Kuroko Aizawa
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Registered: 2011-12-01
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Re: [G/S] Useful Offsets Thread

Do you have the offset for the bird on the titlescreen? I know you said a while ago you had it but not off the top of your head.

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#129 2013-02-01 15:53:17

Mateo
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Registered: 2009-11-25
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Re: [G/S] Useful Offsets Thread

I'm pretty sure I have it written down somewhere (because I changed the bird to be Celebi once, but not sure what happened to that rom). I'll look back through my notes and see if I can find it again.

EDIT: Ok, I found it:

Pointer to Ho-oh graphics: x62D7
Bank for Ho-oh graphics: x62DD

Original Ho-oh graphic data: xE4260

The graphics are organized strangely due to the way he flaps his wings and such (graphics for his Face, then Body, then only the tiles for the wings that change. It doesn't have a full bird for each frame since most of him stays the same). You can export the original picture from the rom with AGIXP. Just De-Select the "Pokemon/Trainer Inserting" box, manually tell it the offset, and for X and Y leave the first box blank and put 48 in the second one (this still won't make it all look right, but parts of it will be).

Last edited by Mateo (2013-02-01 16:12:29)


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#130 2013-02-01 19:17:03

Kuroko Aizawa
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Registered: 2011-12-01
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Re: [G/S] Useful Offsets Thread

Mateo wrote:

I'm pretty sure I have it written down somewhere (because I changed the bird to be Celebi once, but not sure what happened to that rom). I'll look back through my notes and see if I can find it again.

EDIT: Ok, I found it:

Pointer to Ho-oh graphics: x62D7
Bank for Ho-oh graphics: x62DD

Original Ho-oh graphic data: xE4260

The graphics are organized strangely due to the way he flaps his wings and such (graphics for his Face, then Body, then only the tiles for the wings that change. It doesn't have a full bird for each frame since most of him stays the same). You can export the original picture from the rom with AGIXP. Just De-Select the "Pokemon/Trainer Inserting" box, manually tell it the offset, and for X and Y leave the first box blank and put 48 in the second one (this still won't make it all look right, but parts of it will be).


Hmm, does that mean I can simply replace the original and remove the animation by hex editing? I would like to replace it, and my silhouette only has one frame, so I don't need it to flap or animate in any way.

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#131 2013-02-01 19:59:24

Mateo
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Registered: 2009-11-25
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Re: [G/S] Useful Offsets Thread

That part I'm honestly not sure about, because I haven't looked into what makes it actually animate (I'm still a noob with ASM). When I changed it to be Celebi, I did it on Silver Version instead of Gold, and Lugia has full frames for his animation while Ho-oh only changes the wings.

Last edited by Mateo (2013-02-01 20:00:25)


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#132 2013-02-01 21:27:06

Akwa
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Registered: 2012-06-14
Post 77/140

Re: [G/S] Useful Offsets Thread

0x347F3 - Moves with increased critical hit ratio. List ends with 0xFF.

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#133 2013-02-01 21:35:02

Mateo
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Registered: 2009-11-25
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Re: [G/S] Useful Offsets Thread

Akwa wrote:

0x347F3 - Moves with increased critical hit ratio. List ends with 0xFF.

Thanks! Added it to the first post.


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#134 2013-02-07 12:23:16

mallo
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Registered: 2012-03-18
Post 17/32

Re: [G/S] Useful Offsets Thread

Thanks for the Ho-Oh pointer! I repointed it to some random space (0404), so now i don't have this bird. Also, I repointed (or did some bad thing) 0x62EA to some other random space (5856) and now i don't have these things appearing off the, now unexisting, wings.

(Also, when i changed 0x62F0 to other values the pallete of whole screen turned white-lightblue-darkblue-black, though other palettes were still loaded)

EDIT: SGB border is located at 0xA90D.
EDIT2: Finally found it! Gamefreak logo is at 0xE4B80. (1-bpp) (The bubbles are close, but in 2-bpp) The first tile of it, however, is also used as the space between words "game" and "freak". It needs changing the tile map if you wanna one tile more.

Last edited by mallo (2013-02-07 19:14:45)


Hamha!

I don't blame you...

I LIED!

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#135 2013-02-12 21:22:52

Crystal_
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From: Spain
Registered: 2012-09-16
Post 33/450
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Re: [G/S] Useful Offsets Thread

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)".

If I'm not mistaken, the formula is (Base Money * 4 * level of last Pokemon of enemy). Say, Morty gives you 2300 money, which is:

Base Money = 25
Last Pokemon's level = 23 (haunter)
So 25*4*23 = 2300

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#136 2013-07-07 08:19:42

YORAMRW
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From: The Netherlands
Registered: 2013-03-29
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Re: [G/S] Useful Offsets Thread

blackopient wrote:

I got the extended border tiles to load properly now, along with a new font. Now how would one go about finding where the palette for the border is set? I've poked around in xEF6 but didn't see anything, then again I wasn't really sure what I was looking for.
bgb00036.png

bgb00038.png

bgb00039.png

bgb00040.png
It looks as if it just uses the first bg palette.
Is it possible it's just using the first bg palette by default because none is assigned to it?


Wow! This is so old, but it looks really cool! I think it's the font and the frame.

By the way, please do a list of Music offsets. The pointers are already known, but I am stuck with the offsets. I these will be told, I can finally use MIDI2GSC and rbyImport for GSC.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#137 2013-09-13 18:23:04

RPD490
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From: Blackthorn City, Johto
Registered: 2012-09-29
Post 221/260
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Re: [G/S] Useful Offsets Thread

Is there an easier way to replace the Trainer Sprite inside the Trainer Card? I know Tile Molester could do good but I got to take account that my custom trainer sprite and the original one have a different color pallete used in TM.


Like I want this sprite, to be the same as in the Trainer Card:
LoganName_zps73472846.png


But after inserting the sprite itself into where the Trainer Card Sprite was, it came out like this:
Disturbing_zpsa47d8396.png


....Am I the only one that finds this image kinda of creepy? XD But yeah, how do I make it appear correctly? Also how can have it where my OW sprite, as well as the Backsprite, appear to be green since the front sprite to my OC has green as a more dominate bright color, rather than using the traditional red color I have by default?

Last edited by RPD490 (2013-09-13 21:58:38)

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#138 2013-09-13 22:31:55

Miksy91
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Registered: 2010-10-16
Post 1,882/2,347

Re: [G/S] Useful Offsets Thread

Looks like you didn't quite catch how the tiles of the uncompressed are used in the trainer card, but you're close.
You most likely have some "junk" tiles here and there which cause the trainer card sprite to look a bit glitchy. A little bit of work could fix it up.

I really don't remember where the palette of it is located (expect for the fact that it is in bank 2), but I have changed it in my own hack - and even hacked the palette routine to allow multiple different pallets for the trainer card image as well.

Last edited by Miksy91 (2013-09-13 22:32:04)

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#139 2013-09-13 23:05:50

RPD490
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From: Blackthorn City, Johto
Registered: 2012-09-29
Post 222/260
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Re: [G/S] Useful Offsets Thread

Well I suppose but to clarify, this is what Gold's sprite for the Trainer Card looks like as is in Tile Molester. Trust me this is how it looked, even when I reversed the pallette colors so they looked proper.

GoldTC_zpsa98263e1.png

I honestly don't understand how ALL this, looks as it does in game without some of those junk pixels.

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#140 2013-09-19 04:26:37

685/703

Re: [G/S] Useful Offsets Thread

You’re slightly out of alignment. To make it look right, use the + and − keys (or whatever the equivalent operation is in Tile Molester).

#141 2013-09-19 23:18:33

RPD490
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From: Blackthorn City, Johto
Registered: 2012-09-29
Post 225/260
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Re: [G/S] Useful Offsets Thread

I have long since figured it out, turned that was what it was, I didn't realign it using + and - cuz I forgot how to do that XD Everything worked out well. Even did a video, sadly went out of sync with audio cuz I recorded it from the emulator, showing off Logan as Champion.

Just need to figure out how to make gender changes for his Pokemon like his Meganium being female and the Celebi to be shiny. XD

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#142 2013-09-20 06:29:10

Miksy91
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Registered: 2010-10-16
Post 1,894/2,347

Re: [G/S] Useful Offsets Thread

RPD490 wrote:

Just need to figure out how to make gender changes for his Pokemon like his Meganium being female and the Celebi to be shiny. XD

All you can do is to change the DV values that all of his pokemon share.

With the current coding, you can have either all, or none of them as shinies. However, giving a possiblity for a certain pokemon to be shiny "more often", like Celebi here, is possible by modifying the shiny determination asm routine. And what comes to Meganium turning into female, you might as well make it so that Chikorita family is female more often, or change the DV values his pokemon share in a "wanted way".

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#143 2013-09-20 16:06:37

RPD490
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From: Blackthorn City, Johto
Registered: 2012-09-29
Post 226/260
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Re: [G/S] Useful Offsets Thread

Well I could use the Ultimate Pokemon Editor to change the gender Ratio, and look into the shiny ordeal then.

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#144 2013-09-25 21:48:34

Crystal_
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From: Spain
Registered: 2012-09-16
Post 103/450
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Re: [G/S] Useful Offsets Thread

Haven't seen documentation in the forums about National Park's bug catching Pokemon so:

Pokemon Crystal: 0x97d87
Pokemon Gold / Silver: 0x97bb8

Structure for every Pokemon is [Chance (%)] [Pokemon] [Level min.] [Level max.]

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#145 2013-10-05 00:07:55

RaltVus
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From: Twinleaf Town (Sinnoh)
Registered: 2013-06-28
Post 126/548
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Re: [G/S] Useful Offsets Thread

Someone know where's the part of Ho-oh screen tht says Gold Version?


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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#146 2014-01-21 00:36:01

pagara123
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Registered: 2013-11-06
Post 27/118
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Re: [G/S] Useful Offsets Thread

that's amazing because i point a trainer in trainer card its look like amazing we have a question how to add pokemon more than 251?

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#147 2014-10-28 01:57:15

Chamber_
Member
Registered: 2013-12-31
Post 91/119

Re: [G/S] Useful Offsets Thread

A request of WiZaRD, I leave the data routines that modify the damage they do certain moves and certain types of moves according to the weather.

Ideal for those who wish that in the Sandstorm the damage from Ground-type moves are boosted or similars.

Note: Remember, the table must end with FF.
Note 2: Offsets are for Pokemon Gold.



-----
$FBEAB Pointer of WeatherTypeModifiers
$FBF1A Table data of WeatherTypeModifiers

Formato:
[Weather] [Move Type] [Multiplier]

Weather Data:
    00 = WEATHER_NONE
    01 = WEATHER_RAIN
    02 = WEATHER_SUN
    03 = WEATHER_SANDSTORM


Type Data:
PHYSICAL
    00 = NORMAL
    01 = FIGHTING
    02 = FLYING
    03 = POISON
    04 = GROUND
    05 = ROCK
    06 = BIRD ; unused
    07 = BUG
    08 = GHOST
    09 = STEEL
SPECIAL
    14 = FIRE
    15 = WATER
    16 = GRASS
    17 = ELECTRIC
    18 = PSYCHIC
    19 = ICE
    1A = DRAGON
    1B = DARK


Multiplier Data:
    05 = 0.5 damage
    0F = 1.5 damage
    14 = 2.0 damage
-----

$FBEC6 Pointer of WeatherMoveModifiers
$FBF27 Table data of WeatherMoveModifiers

Formato:
[Weather] [Move ID] [Multiplier]

-----

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#148 2015-03-08 15:18:49

Rocket Grunt
Member
Registered: 2014-12-27
Post 46/75

Re: [G/S] Useful Offsets Thread

Mateo wrote:

Editing Attacks

x41AFE = Start of attack data

Format for each attack is this:

[Attack Animation] [Effect] [Base Power] [Type] [Accuracy] [PP] [00]

0x347F3 - Moves with increased critical hit ratio. List ends with 0xFF.

I have some questions regarding this, first, how can I re-point a move's animation? For instance, how can I point the animation of Tackle to a free rom space? Second, where are the pointers for critical hit ratio moves?


Today I won't steal Pokemon

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#149 2015-03-08 15:30:24

Chamber_
Member
Registered: 2013-12-31
Post 114/119

Re: [G/S] Useful Offsets Thread

$347CC Pointer of Critical Hit ratio moves.

$C900A Pointer Table of Move Animations. (2-byte pointers)

For more details of move animations you can visit this post:

http://wahackforo.com/t-25128/gbc-otros … ovimientos

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#150 2015-03-11 08:41:01

Rocket Grunt
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Registered: 2014-12-27
Post 47/75

Re: [G/S] Useful Offsets Thread

Thanks Chamber_, you are always of great help :)
I still have few questions, where are the pointer tables for items' names and moves' names?


Today I won't steal Pokemon

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