Skeetendo

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#1 2011-01-28 11:50:49

jestbone89
New member
Registered: 2011-01-28
Post 1/5

Re: Crystal: Celebi, shinies, and eggs

Hi, I would like to add Celebi event to my Crystal hack but i have no idea how to do that. I wish it to be something like when you use Gameshark code to buy GS from mart and use activation code to allow event start. Editing pokemart is not a problem but I need some info about how to enable the event like offset number in Hex editor and what values to change. Thx
+ I wish to make all event pkmns shiny(including starters). But how to find event pkmns offset in hex editor and which bytes stand for their DVs?
Oh and also it would be nice to know how to edit base number of steps requiring for an egg to hatch.
I have these tools: golfinger, crystalmap

Last edited by jestbone89 (2011-01-28 14:04:35)

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#2 2011-01-29 00:38:45

151/701

Crystal: Celebi, shinies, and eggs

#3 2011-01-29 09:53:29

jestbone89
New member
Registered: 2011-01-28
Post 2/5

Re: Crystal: Celebi, shinies, and eggs

I already checked those threads before, but it doesn't offer a solution for celebi and I wish to make event pkmns 100% shiny and everything else with default encounter rate (something like copy red gyarados DVs for all others event/giveaway pkmns)

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#4 2011-01-29 17:33:17

EvilOttoJr
Member
Registered: 2010-12-05
Post 86/86

Re: Crystal: Celebi, shinies, and eggs

As for making event Pokemon shiny, you need to know how to edit scripts.

Mateo wrote:

Also, here is an example script for a standing Pokemon, such as Mewtwo.

83-PlayPokemonCry
XX-PokemonNumber
00-Part of cry code
47-LoadFont
4C-LoadText
XXXX-Pointer (2-byte) to text for Pokemon
53-CloseTextbox
49-UnloadFont
67-SetLastPersonTalkedTo
FF-None
1E-SetTypeOfFight
03-SetTypeOfFight
XX-TYpe(See list)
5C-LoadPokemonData
XX-Pokemon
YY-Level
5E-StartBattle
5F-ReloadMap/Return to PC is lost
33-BitTable1Set
XXXX-BitFlag to set
6D-HidePerson
XX-PersonEvent (Goldmap person number + 1)
90-EndOfScript


If I'm not badly mistaken that should work for a generic standing pokemon like the birds. You will need to give the person event the same BitFLag as the one you set, so it will stay hidden. This is not for ones like Ho-oh that need and item, those would be a little different. Here is the list of types of fights:

* 09 for "A wild PKMNNAME appears."; Withdraw possible
* 08 for "PKMNNAME falls from tree."
* 07 for a shiny PKMN
* 06 for win without actual fight
* 05 for fight with possible withdraw
* 04 for "The caught PKMNNAME attacks." (Rod)
* 03 for fight with DUDE’s back pic
* 02 for fight with HIRO’s back pic
* 01 for fight with possible withdraw
* 00 for fight with possible withdraw

Information taken from the compendium's examples and from memory of how I've done it in the past.

Set the byte for battle type to 07 for a shiny event Pokemon.

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