Skeetendo

’Cause all games were better on the GBC

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#1 2011-05-25 07:56:58

skishore
New member
Registered: 2011-05-25
Post 2/3

Loading Pokemon data into RAM

Is there any way to load information about the player's team into ram, for example, the type of the second Pokemon in his party?

I'm trying to write a script which will check that all of the player's Pokemon are NORMAL type. I know a way to do it, using a 2C 'Pokemon in party' check for every non-NORMAL-type Pokemon, but I feel like there's a better way.

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#2 2011-05-25 08:40:44

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 644/3,464

Re: Loading Pokemon data into RAM

the player's team is already in Ram. Look up a list of gameshark codes, as these are really just ram addresses and values being frozen to them. Information for changing the team's pokemon and types and such with gameshark will give you the locations to check and the values to check for. I'll try to post more specific data when I'm on my laptop after class tomorrow (hooray class only being offered in the summer </sarcasm>)

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#3 2011-05-28 22:13:54

skishore
New member
Registered: 2011-05-25
Post 3/3

Re: Loading Pokemon data into RAM

So I've mostly got this working, I can read and write Pokemon and item data in RAM. I'm having some trouble with relative addressing, though.

What I want to do is to read the player's first item number into RAM and then take 1 of that item away from him. But the take item code only takes constant arguments for the item number - unlike the give item code, you can't load a number into RAM and then reference it as the item number with 0xFF. Does anyone know how to get around this?

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