Kyoufu Kawa
Posts: 29/2481 |
*Kawa-oneechan coughs a bit and taps a microphone.
I tried this subject a very long time ago. Only, it was meant to be private. I guess I'll just release it now, eh?
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Tauwasser
Posts: 7/27 |
In Fact. That Blue is a Security-Thingy
B2B8h = Pointer to Pointer to the compressed picture of the PKMN B2C4h = Pointer to Pointer to the compressed pallette data of the PKMN
But the Pallete handle is tricky It can normally only access regular numbers (hope it's the right word oO .. i mean : 0 ,2,4 etc.).
That is controled by the Byte at B286 (Byte + Leftshift about 1 bit = Number of PKMN AF (10101111) --> 15E (101011110) )
I Made a patch for the odd numbers In which you only need to locate your Number in reversed byteorder at 15E5C64 for right pallette access
A Patch can be found here http://mitglied.lycos.de/tauwasser/DL/odnbrpch.cab
EDIT: Oh yeah. All Creditz to me and it's for Sapphire.
cYa, Tauwasser |
interdpth
Posts: 20/527 |
For now I can only change the image palette later to night.
STEP 1 --- IMAGES
Azurill's image pointer: e0f1c8 Pikachu's image pointer: d405e4
At ROM location b2b8 is the pointer in Ruby:448e1e08 In Sapphire48D1E08 . If you follow this, you end up smack dab in the middle of the image pointer table. Recognize that pointer you're now at? That's Azurill's image.
Now, find the offset to Pikachu's image pointer. This should be at In Ruby:1e841c In Sapphire:1e83ac . Reverse this into the pointer in Ruby:1c841e08 in Sapphire:AC831e08 and go back to b2b8. Insert our new pointer at this location and start a new game.
Now, the example Pokemon should be a Pikachu instead of an Azurill. Problem is, she's all blue. She's in fact, still using Azurill's palette. |
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