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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Tauwasser
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Tauwasser

Goomba
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Since: 03-16-04

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Posted on 03-22-04 09:58 PM, in EliteMap 2.9 Link
The old style wasn't compatbile to 800x600 Users
Tauwasser

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Posted on 03-29-04 07:14 PM, in Pokemon G/S Graphic-related question Link
Looks like you ordered them the wrong way around. The Sprites are Stored by columns and not by lines.

So They you put them in that order :

1x2x3x4x5x6x
7x8x9x0x1x2x
3x4x5x6x7x8x
9x0x1x2x3x4x
5x6x7x8x9x0x
1x2x3x4x5x6x

You need to shift them like that:

1x7x3x9x5x1x
2x8x4x0x6x2x
3x9x5x1x7x3x
4x0x6x2x8x4x
5x1x7x3x9x5x
6x2x8x4x0x6x

cYa,

Tauwasser
Tauwasser

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Posted on 03-29-04 07:28 PM, in Pokemon Sapphire Link
[quote]Yes, yes it is, but you'll have to edit the shops. And I don't think shop data has been found yet.[/quote]

It has been found. The are just stored like that :

Number --> 2 Bytes --> Switch Bytes (standart) --> Search

ShopItems --> xxyy --> yyxx --> Search

cYa,

Tauwasser
Tauwasser

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Posted on 04-01-04 07:49 PM, in Pokémon Green Version 100% Link
If it works 100% then it's very very good work. I tried myself but it was too much for me to do all that ram changes (but pokes had already 10 charas^^).

Good Job!

cYa,

Tauwasser
Tauwasser

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Posted on 04-02-04 06:50 PM, in Pokémon Green Version 100% Link
Originally posted by Akane-chan
Correction, Tauwasser, Pok
Tauwasser

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Posted on 04-03-04 10:48 PM, in EliteMap 2.9 Link
Yeah it's true. A new release is planned soon

cYa,

Tauwasser
Tauwasser

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Posted on 04-04-04 02:12 PM, in Change Azurill in R/S Link
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


(edited by Tauwasser on 04-04-04 05:12 AM)
Tauwasser

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Posted on 04-06-04 11:28 PM, in Change Azurill in R/S Link
Like i said you can't change it to an odd number

cYa,

Tauwasser
Tauwasser

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Posted on 04-07-04 05:13 PM, in EliteMap and Rubikon Running FAQ Link
That was one buggy release. The newer releases don't have that bug.

cYa,

Tauwasser
Tauwasser

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Posted on 04-10-04 01:07 AM, in As promised, here it is... EliteMap 3.0! Link
Hey, it's me Mario Tauwasser.

Yeah sorry for making that glitch I had no time to test it on Ru/Sa
Tauwasser

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Posted on 04-13-04 03:53 PM, in Pokemon Name lengths in sapphire? Link
In case you didn'
Tauwasser

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Posted on 04-15-04 12:47 PM, in Berry Plants Link
You should try editing the 15th byte of the ppl data of these trees. They hold the used pallettes number i think.

cYa,

Tauwasser
Tauwasser

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Posted on 08-04-05 03:38 AM, in Gamefreak sometimes does stupid things --- the misterious seafloor cavern Link
How do I find the other map

Checked the level script and it's not a huge pile of setmaptile -phew


You answered your own question They probably use the "replace block by block" method... instead of the "replace whole map" function which I am almost certain R/S has... considering G/S has had it already (and they only used it 3 times though)

Anyhow... Your problem will be most likely solved by deleting all that garbage SetMapTile scripts (which actually should be named "SetBlock" but whatever)

cYa,

Tauwasser


(edited by Tauwasser on 08-03-05 06:40 PM)
Tauwasser

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Posted on 08-24-05 08:34 PM, in Yoshi's Island hacking with a couple of questions for the experienced Link
Hexworkshop is a good hex editor. Comes with all that crazy comparing stuff and coloring stuff Supports bookmarks as well and is just super-handy and can directly edit files and if the file was changed while opened it can save these changes as well
And it can of course this whole block-select thingy, the insertion handy-dandy and so on

Only point is that it costs money for use after so and so many days… Not sure if it will shut down completely after these days tho.

Oh yeah... Rumors go round that it has table-file support as well… Dunno 'bout that coz never use it for that purpose.

cYa,

Tauwasser
Tauwasser

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Posted on 09-01-05 01:33 PM, in My hack is messed Link
Try reading his post, then thinking and still then posting He already copied the old pointers over. There is probably some other reasons for the pointers/map not to work… Maybe you changed some other pointers/offsets as well?

cYa,

Tauwasser
Tauwasser

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Posted on 09-02-05 04:14 PM, in I want ItemFix.IPS. Link
So in what game exactly? And why don't you have it? Did it come with a hack or so?

cYa,

Tauwasser
Tauwasser

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Posted on 09-02-05 08:52 PM, in asm hacking (pls help me) Link
Well... If you're an idiot --- It's probably hopeless and nobody's gonna try. You should stop being so hard to yourself

cYa,

Tauwasser
Tauwasser

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Posted on 10-03-05 10:54 PM, in Adding Tiles to Sprites? Link
It might actually not be that hard. you would have to code how many tiles it loads. But I'm pretty sure there will be a table or something since not every sprite has the same number of tile, right? Secondly, you would need to find the routine or rather the data that create mario. This should be data all relative to some x and y mario is. For example it might be as simple as:

[relative Y change][relative X change][Tile-Number][Pallette].

I doubt it is that simple in a SNES game. It rather has some other crap in there as well. But I bet since mario is the main character it has it's own settings and doesn't share so you might be lucky and find that data and change it/append to it as you wish.

cYa,

Tauwasser
Tauwasser

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Posted on 10-08-05 12:44 AM, in R/S Question Link
Why would the intro move the data? The intro is the last thing in the rom. I think the biggest Problem with 1.0 is, that it was dumped badly and fixed badly. It has the startup-pointer written into a map of one of these cities…

cYa,

Tauwasser
Tauwasser

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Posted on 10-18-05 03:38 AM, in What's wrong with this ASM??? Link
So your code is:

PLX
PLB
PLP
RTS
LDA 7E:010B
CMP $01
BNE @1
PHP
REP $20
LDA $012F
JSR $014A
PLP
@1:
RTS

So first of all. Are you sure about the first RTS? I don't know what you would want to do... Then, why use a 24bit LDA when you obviously are accessing a RAM variable?

Then. Are you sure about your relative jump that jumps 0x014A bytes wide? You didn't put any additional code for that anyhow.... so... what exactly are you trying to do? As i understand it from your code 0x010B is the value whether the door is closed/open.
So now your taking whatever byte is at 0x012F and now call something 0x014A bytes relative to your current script. So now you need to either supply the other script or exactly tell what you want to achieve since this looks pretty noobish.... Especially with the RTS right in front of the actual code :|

cYa,

Tauwasser

P.S.: Oh yeah. And to decipher your hexcode was a pain. If it IS about asm and you're expecting help, at least write it down in the proper opcodes and stuff.




(edited by Tauwasser on 10-17-05 06:39 PM)
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