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Well, I managed to add new pokemon to my red hack, pokemon #152 works well, its page it's shown in the pokedex correctly etc. - but then I tried add a pokemon #153 and I got some errors:
1 - when I caught him, The Pokedex doesn't add "Seen 153", plus it doesn't add the new page;
2 - Pokemon #153 has the missingno's cry even if I add a new cry for him;
3 - Oak's Aides doesn't detect the right amount of New Pokemon, also Oak's rating is wrong
I expanded the ROM successfully, I followed Stag019's tutorial for adding new pokemon, but the tutorial doesn't describe how to solve those problems - I also removed the "Rhydon Glitch" as Stag's tutorial asked, but my knowledge is uncomplete about this, and since I didn't found any tutorial that solves this mess I'm asking if someone got an idea of how to do solve it.
Stag019 said it has to do with the repointing of the RAM Areas, but even him wrote he doesn't know how to do this, and I didn't noticed a RBY Tutorial here of how to do this.
I'm hacking with the "old method" (hex editing) for the inserction of the new Pokemon - I think disassembly is uncomfortable for adding new Pokemon and edit the stats - I found myself more confortable with Hex editing and it worked, but this Pokedex and cry problems are unsolvable with the actual resources\knowledge I had access.
I left this forum.
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What you want to do is something tricky indeed. stag019 definitely knows how to do it but there is really no "straight way to success".
Pokedex data is stored as bits in ram. Bit 0 represents that the current pokemon has not been seen/owned and bit 1 represents that the same pokemon has been seen/is owned. And the reason why pokemon no. 152 works is because 152 is a multiply of 8.
In other words, pokedex data is split in certain ram area from address xxxx to (xxxx + 152/8). 8 bits fit in a byte after all.
What you practically want to do is to make room for more pokedex entries than there originally was. What I do not know is where you could store the entries instead (since I know hardly anything about R/B). If you can use variable ram banks (A000-BFFF), then you certainly can make room for new entries by using MBC5. But the question here is, how?.
Last edited by Miksy91 (2013-06-02 19:22:36)
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What you want to do is something tricky indeed. stag019 definitely knows how to do it but there is really no "straight way to success".
Pokedex data is stored as bits in ram. Bit 0 represents that the current pokemon has not been seen/owned and bit 1 represents that the same pokemon has been seen/is owned. And the reason why pokemon no. 152 works is because 152 is a multiply of 8.In other words, pokedex data is split in certain ram area from address xxxx to (xxxx + 152/8). 8 bits fit in a byte after all.
What you practically want to do is to make room for more pokedex entries than there originally was. What I do not know is where you could store the entries instead (since I know hardly anything about R/B). If you can use variable ram banks (A000-BFFF), then you certainly can make room for new entries by using MBC5. But the question here is, how?.
There's enough room elsewhere in the RAM for more. Pokemon Brown did it. It's been a while though, so I don't remember where, but I have studied Pokemon Brown before. If I ever actually get around to implementing this, I'm likely just going to use the same addresses as Pokemon Brown.
I have to find all the pointers that deal with the Pokemon data, and are not just random data. Just haven't gotten around to it yet.
Last edited by stag019 (2013-06-03 03:08:32)
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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He's talking about unused SRAM, which is very much a problem.
If you want to add Pokémon so the total is above 255, you're in a world of pain. It would be best if you used a disassembly for that.
cYa,
Tauwasser
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If you want to add Pokémon so the total is above 255, you're in a world of pain. It would be best if you used a disassembly for that.
Wait I'm confused. That's not his goal though, right? He doesn't need to go above 255, just get the Pokedex functioning for more than 152 like Brown, right?
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Tauwasser wrote:If you want to add Pokémon so the total is above 255, you're in a world of pain. It would be best if you used a disassembly for that.
Wait I'm confused. That's not his goal though, right? He doesn't need to go above 255, just get the Pokedex functioning for more than 152 like Brown, right?
Right, I'm about to reach 230 - a bit more than Brown, I know there's a limit for everything in R\B.
I know perfectly is possible - hey, I'm NOT asking to make a hack for me - only what should I do
since a very few people know it.
I left this forum.
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You should learn how to program and specifically, how to code using GB assembly. That's pretty much it.
When you know, you can check how Koolboyman did it in Brown and then for example mimic him and build your own code that way.
The fact is that you will never be able to accomplish this, without having someone else to do the job, if you don't know how to read and write code. As for myself, I have been studying programming for a little while (4 months) now but I did learn how to do it by sticking to this forum earlier already. You can do that too if you take time into learning.
Last edited by Miksy91 (2013-06-06 13:08:11)
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