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Author Topic: Pokemon Gold - Now Title Screen Hacking  (Read 2 times)
« on: February 08, 2009, 07:18:27 pm »

Well, I'm working on a Pokemon Gold hack (Mostly just trying out things before I actually get started). So far things have worked fairly well (Found tools or documents for what I need) Now I'm looking into changing evolutions.

For the most part, I've been using Giegue's Master Guide for a lot of stuff. It has a section on changing the evolutions, but I can't seem to get it.

Could anyone link me to a more in depth tutorial on this OR post an easier to understand solution/explanation? Screenshots would be the most helpful, but they aren't necessary.
« Last Edit: February 09, 2009, 12:38:54 am by Taisuru »
« Reply #1 on: February 08, 2009, 07:54:51 pm »

There is a tool called "Pokémon Amplifier", but I think it only works with the German rom. It's open source, but that seems to be missing in the archive...

I don't have a guide for that lying around either, however, there are a lot of pages out there, I'm sure that one features evos quite well.

Oh yeah, that guide you use is a piece of s... err... it's not really good. On a scale from 0 sucks to awesome 10 , it's a 3..


« Reply #2 on: February 08, 2009, 08:03:02 pm »

Looked it up. Pokemon Amplifier is for the gameboy advance games. I need something for the Classic Gold and Silver games.
« Reply #3 on: February 08, 2009, 08:20:15 pm »

The document seems pretty straight forward in the explanations.

What I would suggest you do is use a reference table of evolutions from the original game, and relate that to the format. Sometimes it becomes pretty obvious when you see how the system works.

If you understand how the original game works, then it becomes far easier to grasp what the format would look like in the end...

And even if those docs don't quite apply to the version of the game you are hacking, usually some similiar semblence of a format is followed that achieves the same thing... it takes some time to decypher something like that.
« Last Edit: February 08, 2009, 08:47:26 pm by Deathlike2 »
« Reply #4 on: February 08, 2009, 08:55:46 pm »

Well, here's what I've been doing as according to this:

Quote from: Guide
AA: type of evolution (00:level 01:level again 02:special stone 03:trade)
BB: type of stone (10:none 01:moon 20:fire 21:thunder 22:water 2F:leaf)
CC: level of evolution (in hex, remember)
DD: pokemon to evolve into

Editing Totdile Evolution to Croconaw (At level 18, no stone) So I THINK using that format, it should be:


But when searching for that Hex in WindHex (Not sure how good this hex editor is, open to suggestions), it says it couldn't find it.

I have also tried:

0010189F (Using the actual level number)
00129F (Taking out the stone related code altogether)
00189F (See above 2)
0110129F (Using "Level Again" code)
01129F (Brought me somewhere, looking into it)

Didn't expect most of those to work though.

EDIT: 01129F worked. Changed it to 0A (For Level 10, so I could test right away) and 01 (So I could go to a different pokemon then normal), and I ended up evolving to bulbasaur at level 10 Cheesy Thanks for making me make myself check every possible combination to make this post as thorough as possible!

So, to anyone who ends up with this in a search, remove the stone requirements if the pokemon doesn't need it, and try EITHER 00 or 01 at the start.
« Last Edit: February 08, 2009, 09:07:15 pm by Taisuru »
« Reply #5 on: February 08, 2009, 09:09:34 pm »

The part of the guide you quoted is for Red/Blue/Yellow, not Gold/Silver/Crystal. As you have probably already found out, 01129F is the correct byte sequence.

« Reply #6 on: February 08, 2009, 09:20:56 pm »

The info is messed up. Maybe it applies to RBGY or something, I doubt it though.

Evolutions are stored alongside attacks according to the following scheme:
and evolution info itself as
(exception to this is status evolution, see below)

Evolution types:
01 = level evolution
2nd Byte: level to evolve at

02 = stone evolution
2nd Byte: what item (item no) must be given

03 = trade evolution
2nd Byte: what item to be held (FF = always,,e.g. Alakazam)

04 = happiness evolution
2nd Byte: 01 = always
02 = only daytime
03 = only nighttime

05 = status evolution
2nd Byte: level
3rd Byte: 01 Attack > Defense
02 Attack < Defense
03 Attack = Defense
other values unknown/unused?
4th Byte: destination pkmn

Status evolution is 3*4 bytes:
3 * ( 05, Level, status ratios, dest. pkmn)

Formatted like crap, sorry, but it's just like the original. Anyway, hope that helps.


« Reply #7 on: February 08, 2009, 09:39:37 pm »

Ah, I understand the format now. Thanks a ton guys ^_^

Edit: Okay, looking into something else now. Title Screen Hacking. I used an IPS patch to uncompress the title screen and founf SOME of the tiles (The Middle and Bottom of the word POKEMON and (c)2002 Game Freak Inc) But what I'm looking for are the tiles saying "Gold Version"

Either A: Where would I find those tile (Using tile layer pro)
B: Is there a tool that would make this go alot faster?
or C: Is there a method/tool that's better than hunting about in TLP for 2 hours?
« Last Edit: February 09, 2009, 12:39:15 am by Taisuru »
« Reply #8 on: February 09, 2009, 07:44:53 am »

There is a tool called AGIXP. You just have to figure out the starting address of the compressed data. It will uncompress it into a .bmp for you. Then you can edit it and put it back in (compressed). You'll have to watch if the new compressed size is bigger than the old or else you will overwrite data. Also, this tool will work for Pokémon & trainer pics and tilesets as well.

The Ho-Oh is also editable, but I have not yet come around telling anybody how exactly Tongue But seriously, maybe you'll find it enough to change the background gfx or something.


« Reply #9 on: February 09, 2009, 07:58:33 am »

Here are some notes by meanmrmustad, it has something about making a new title screen. You'll have to know how pointers work though.
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