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’Cause all games were better on the GBC

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#1 2014-04-20 08:45:50

Halfshadow
Member
From: Italy - Lucca
Registered: 2012-04-24
Post 6/193

Ingame trades and evolutions pokèmon Blue

Hello, I've some problems with my hack of italian Pokèmon Blue for make it Green, I've also hacked the ingame trades (I've inserted the ingame trades of japaneese Blue) but if traded Haunter and Graveler after the trade don't evolve. There is a way to fix this problem? Requires ASM?


The italian Pokémon Green creator.

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#2 2014-04-20 09:38:42

Pokemon_Master
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From: emuNAND
Registered: 2013-05-18
Post 795/940
Website

Re: Ingame trades and evolutions pokèmon Blue

This kind of question belongs in here

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#3 2016-06-22 23:43:28

MechanicalPen
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Registered: 2016-06-22
Post 1/28

Re: Ingame trades and evolutions pokèmon Blue

Yes! As you can see, here The game checks the pokemon's name before allowing it to evolve. It may have not been updated for Italian. If you are ASM hacking, look in address 5:7d7d you'll have to change the letters.

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#4 2016-06-23 20:36:53

Halfshadow
Member
From: Italy - Lucca
Registered: 2012-04-24
Post 183/193

Re: Ingame trades and evolutions pokèmon Blue

Done yet since years... XD


The italian Pokémon Green creator.

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#5 2016-06-25 15:34:43

MechanicalPen
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Registered: 2016-06-22
Post 3/28

Re: Ingame trades and evolutions pokèmon Blue

Well now if someone has the same question in the future there is a documented solution indexed on Google.

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#6 2016-06-26 01:31:46

Ammako
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Registered: 2016-03-06
Post 27/83

Re: Ingame trades and evolutions pokèmon Blue

Doesn't seem to have any effect for me. Doesn't matter what I change the names to in evolve_trade.asm, the resulting file is always identical once I compile.

I'm trying to hex edit an older hack of mine to fix said trade evolution glitch. I've tried it in-game and Haunter doesn't evolve, so I figured I'd edit it in the disassembly so I could figure out what the offsets are by looking at a hex editor, but it doesn't seem like that'll work.

Disassembly has it saved as "SPECTRE" (HAUNTER), and no matter what I change it to, the resulting file is always identical.
I compiled one without making any changes and am keeping a copy of it. Then I change it to "HAUNTER" (HAUNTER) and compile, no change in rom.
So then I change it to some completely random stuff (same character-length for convenience purpose), but the resulting rom is still identical when compared in HxD, so I'm at a loss as to what to do.

Edit: Wait I'm an idiot... that was comments I was editing, I just realized by re-reading the explanation that it doesn't read the name itself, but rather reads the first letter(s) or so when checking to see if the Pokémon should evolve. That's that confused me, lol. Didn't realize the full names were commented out.

Like I spent a good 15 minutes scratching my head at this before deciding I'd just ask, and right after I asked, I realized. haha

Sooo.... I guess, if someone else stumbles upon this thread in a Google search or something, don't make the same mistake I made. :p

Last edited by Ammako (2016-06-26 01:39:57)


I get moody during that time of the month. You know, with the full moon and all.

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#7 2016-06-26 15:59:23

Halfshadow
Member
From: Italy - Lucca
Registered: 2012-04-24
Post 184/193

Re: Ingame trades and evolutions pokèmon Blue

You can do like me: Change only a byte for disable the evolving stop.

https://hax.iimarck.us/topic/4271/

Read here.

In the italian rom at that address you find the C9 byte. Change a byte that can be the same around that offset in the US rom and try to nop it like me.


The italian Pokémon Green creator.

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#8 2016-06-27 23:10:13

MechanicalPen
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Registered: 2016-06-22
Post 4/28

Re: Ingame trades and evolutions pokèmon Blue

Turns out yeah that works just fine. If the Link State is set, the evolve code only checks for trade evolution. Best solution is just to replace the 'ret nz' with 'nop's.

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