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New reference online: Predefined Pokemon

Some people were wondering if it could be possible to create pokemon with special attributes in the box at runtime. Letīs say someone wanted to make a game with a not obeying Mew, he would have to unset the obedient bit. Unfortunately, that wasnīt practicable until now.

Weīre working with FireRed US V1.0
Ah, and because this is only a small reference, I wonīt spell everything out. ;-)

Okay. Your ASM script is this one:

00B00000h: 00 B5 04 48 00 68 04 49 09 18 04 48 28 22 0B DF ; .ĩ.H.h.I...H(".ß
00B00010h: 01 BC 00 47 10 50 00 03 E4 79 00 00 00 20 B0 08 ; .ž.G.P..äy....°.

The bytes do have some meanings. Iīll explain them one by one.

[00 B5 04 48 00 68 04 49 09 18 04 48]

They remain still the same... the bytes calculate the destination. (DONīT CHANGE IT!!)

[28]

This is the length of the data to be copied (in 16bits).
E.g.: We want to copy 80 bytes, so itīs 80 / 2 = 40 halfwords. #40 = 0x28
(changable, but since pokemondata always has a length of 80 bytes, it doesnīt make any sense to enter other values...)

[22 0B DF 01 BC 00 47]

Remains always the same. copies the data itself and returns. (dont change them!!)

[10 50 00 03]

Reverse it => 0x03005010
Thatīs the location for the dma adresses. (DONīT CHANGE IT!!)

[E4 79 00 00]

Defines the slot in which the pokemon will be deposited.
...

Read the whole thing in the tutorial section.

Mastermind_X, Thu 04.10.2007 21:08

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