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Author Topic: The big hex list  (Read 645 times)

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likebeingawesome

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The big hex list
« on: September 18, 2017, 05:53:19 am »
So I use the big hex list alot and I feel like it needs updating to add things like quantity ids(what numbers are worth in Hexadecimal) , text and tile ids, building ids, etc. Unfortunately I am not the most knowledgeable on these subjects so I may not be of much help.
I need to double check codes before I use them


Quirky Flower Chicken ❤✿

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Re: The big hex list
« Reply #1 on: September 18, 2017, 06:54:10 am »
So I use the big hex list alot and I feel like it needs updating to add things like quantity ids(what numbers are worth in Hexadecimal) , text and tile ids, building ids, etc. Unfortunately I am not the most knowledgeable on these subjects so I may not be of much help.

Quantity IDs are on the table already if you look under decimal (ID) and refer to the other fields like hexadecimal (ID), ASM instruction on the row.

Adding what the glitch tiles in hexadecimal mean for every tileset sounds good though. :)

There is a tileblock dex already actually that was done by the people at PRAMA, but we might not have a tiledex.

http://glitchcity.info/wiki/File:TileBlockDex.png

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Forgiveness is timeless, and moments we look back on humble the soul. Jesus said it best. You must be blind to see and must see to be blind metaphorically is said. I don't think there is one Messiah nor a definitive truth, because we find truths in relative moments. However, there may be unknowable truths and sometimes it feels we have got to embrace the mystery and what we don't know.

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likebeingawesome

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Re: The big hex list
« Reply #2 on: September 18, 2017, 11:33:40 am »
So other things I thought of that should be on the table are type ids and the ids the game uses for trainer battles (If that's how it works)
I need to double check codes before I use them


Quirky Flower Chicken ❤✿

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Re: The big hex list
« Reply #3 on: September 18, 2017, 03:28:48 pm »
So other things I thought of that should be on the table are type ids and the ids the game uses for trainer battles (If that's how it works)

That's a good idea re: types :). I think the only issue with adding more columns is that it can restrict the space available to view on one page without having to scroll (i.e. with ▷).

With trainer battles all wild Pokémon IDs decimal 200-255 (hexadecimal: C9-FF) automatically become trainers when an encounter is initiated and a Pokémon hasn't already been sent out.

I believe 200 is actually glitch trainer class 0. 201 is Youngster, 202 is Bug Catcher (class 1, 2) and so on with 248-255 also being glitch Trainer classes (this split is on the table but may be hard to notice at first). Perhaps with a Game Genie code you could access otherwise unavailable classes with IDs which -200 are 56+, but I don't know much more about how this works and you might not be able to do it without modifying the ROM (which the Game Genie simulates by essentially making temporary ROM patches).
« Last Edit: September 18, 2017, 03:30:49 pm by Torchickens »

(Image © Sanrio, Nintendo, HAL Laboratory)

✿ Hi! I'm Evie. I'm a transgender woman, but any pronouns are fine. She/her preferred. ✿ 🦋

Forgiveness is timeless, and moments we look back on humble the soul. Jesus said it best. You must be blind to see and must see to be blind metaphorically is said. I don't think there is one Messiah nor a definitive truth, because we find truths in relative moments. However, there may be unknowable truths and sometimes it feels we have got to embrace the mystery and what we don't know.

Thank you for this lovely artwork Nyapon! :3

Wack0

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Re: The big hex list
« Reply #4 on: September 18, 2017, 07:45:05 pm »
I just took a look.

It seems if you're willing to replicate the initial battle initialisation code, put the trainer class index in the a register then jump to the middle of InitBattleCommon, you can set up a trainer battle with any trainer class.

https://github.com/pret/pokered/blob/7a9a1b1e55f4a7f6c339a86d8cdb7fbf1bee7838/engine/battle/core.asm#L6861

To be more clear, your payload would be doing everything up to the bankswitched call to InitBattleVariables, setting the a register then jumping to ld [wTrainerClass],a.
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Quirky Flower Chicken ❤✿

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Re: The big hex list
« Reply #5 on: September 19, 2017, 05:30:00 am »
I just took a look.

It seems if you're willing to replicate the initial battle initialisation code, put the trainer class index in the a register then jump to the middle of InitBattleCommon, you can set up a trainer battle with any trainer class.

https://github.com/pret/pokered/blob/7a9a1b1e55f4a7f6c339a86d8cdb7fbf1bee7838/engine/battle/core.asm#L6861

To be more clear, your payload would be doing everything up to the bankswitched call to InitBattleVariables, setting the a register then jumping to ld [wTrainerClass],a.

Awesome. Thanks Wack0! It seems that possibly TrainerClassDex could be yet another project then. :)
Thinking about it we could add TheZZAZZGlitch's trainer data (as a TrainerDex) to the wiki as well.
« Last Edit: September 19, 2017, 05:32:22 am by Torchickens »

(Image © Sanrio, Nintendo, HAL Laboratory)

✿ Hi! I'm Evie. I'm a transgender woman, but any pronouns are fine. She/her preferred. ✿ 🦋

Forgiveness is timeless, and moments we look back on humble the soul. Jesus said it best. You must be blind to see and must see to be blind metaphorically is said. I don't think there is one Messiah nor a definitive truth, because we find truths in relative moments. However, there may be unknowable truths and sometimes it feels we have got to embrace the mystery and what we don't know.

Thank you for this lovely artwork Nyapon! :3