KiddKey
Fuck off!
Hola gente de whack a hack!
Despues de mucho estoy logrando añadir formas hisui a mi hack, mi inconveniente es que al usar G3T me da evolution data error.
Cabe a destacar que agregue 24 pokemons con HMA.
Estoy usando una base FR con DPE + CFRU Implementado
Para buscar los offset uso Advanced offset v3, y practicamente estan igual a la ini.
Gracias de antemano por la ayuda, si me dais la solución esta bien pero si me la dais y ademas me decis como se hace mejor! Ya que tengo pensado agregar un par más de pokemon.
Despues de mucho estoy logrando añadir formas hisui a mi hack, mi inconveniente es que al usar G3T me da evolution data error.
Estoy usando una base FR con DPE + CFRU Implementado
##########################################################
######################## READ ME #########################
##########################################################
# The symbol @ means that the offset is read dynamically from the ROM.
# Which means that even if you repointed a data, G3T will be able to find the new pointer without having you update this file, except if you did some extremely advanced ASM hacking. (Which is very rare even in the most heavily ASM hacked ROMs)
# You can still edit the offsets to make G3T go directly to the data's offset, like in most of the tools.
# You will still need to edit this file if you changed a table or a data's size. (Such as NumberOfMoves f.e.)
# Exemples of how to edit MoveData properly for an untouched English Fire Red ROM:
# - "MoveData=@1CC" (dynamic offset)
# - "MoveData=&H250C04" (direct offset, in hexadecimal)
# - "MoveData=2427908" (direct offset, in decimal)
##########################################################
######################## READ ME #########################
##########################################################
[GENERAL]
ROMCode=BPRE
ROMName=Pokémon Fire Red (English)
[MOVE]
NumberOfMoves=761
----------------------------------------------------------
SoundBasedMoves=@1A67C
MoveAnimationTable=@725D0
MoveDescriptionTable=@E5440
MoveData=@1CC
MoveNames=@148
[ITEM]
IndexOfFirstTM=289
NumberOfHMs=8
NumberOfItems=750
NumberOfTMs=100
----------------------------------------------------------
TMData=@125A8C
ItemIMGData=@9899C
ItemData=@1C8
[ABILITY]
NumberOfAbilities=255
----------------------------------------------------------
AbilityDescriptionTable=@1C4
AbilityNames=@1C0
[POKEMON]
NumberOfPokemon=1291
NumberOfMoveTutors=15
NumberOfMaxEvolutions=16
----------------------------------------------------------
PokemonShinyPal=@134
DexDataTable=&H44E850
PokemonNormalPal=@130
PokemonBackSprites=@12C
PokemonFrontSprites=@128
MoveTutorCompatibility=@120C30
TMHMCompatibility=@43C68
PokemonEvolutions=@42F6C
PokemonMoveTable=@3EA7C
PokemonNames=@144
PokemonData=@1BC
[TRAINER]
NumberOfTrainers=742
NumberOfTrainerImages=147
NumberOfClassNames=107
----------------------------------------------------------
TrainerPaletteTable=@3474C
TrainerImageTable=@3473C
ClassMoneyLocation=@259CC
ClassNamesLocation=@D80A0
TrainerData=@FC00
[MISC]
SizeOfBattleText=247
SizeOfPCText=325
SizeOfNatureNames=162
----------------------------------------------------------
BattleText=@32C38
PCText=@3D353C
NatureNames=@463E60
######################## READ ME #########################
##########################################################
# The symbol @ means that the offset is read dynamically from the ROM.
# Which means that even if you repointed a data, G3T will be able to find the new pointer without having you update this file, except if you did some extremely advanced ASM hacking. (Which is very rare even in the most heavily ASM hacked ROMs)
# You can still edit the offsets to make G3T go directly to the data's offset, like in most of the tools.
# You will still need to edit this file if you changed a table or a data's size. (Such as NumberOfMoves f.e.)
# Exemples of how to edit MoveData properly for an untouched English Fire Red ROM:
# - "MoveData=@1CC" (dynamic offset)
# - "MoveData=&H250C04" (direct offset, in hexadecimal)
# - "MoveData=2427908" (direct offset, in decimal)
##########################################################
######################## READ ME #########################
##########################################################
[GENERAL]
ROMCode=BPRE
ROMName=Pokémon Fire Red (English)
[MOVE]
NumberOfMoves=761
----------------------------------------------------------
SoundBasedMoves=@1A67C
MoveAnimationTable=@725D0
MoveDescriptionTable=@E5440
MoveData=@1CC
MoveNames=@148
[ITEM]
IndexOfFirstTM=289
NumberOfHMs=8
NumberOfItems=750
NumberOfTMs=100
----------------------------------------------------------
TMData=@125A8C
ItemIMGData=@9899C
ItemData=@1C8
[ABILITY]
NumberOfAbilities=255
----------------------------------------------------------
AbilityDescriptionTable=@1C4
AbilityNames=@1C0
[POKEMON]
NumberOfPokemon=1291
NumberOfMoveTutors=15
NumberOfMaxEvolutions=16
----------------------------------------------------------
PokemonShinyPal=@134
DexDataTable=&H44E850
PokemonNormalPal=@130
PokemonBackSprites=@12C
PokemonFrontSprites=@128
MoveTutorCompatibility=@120C30
TMHMCompatibility=@43C68
PokemonEvolutions=@42F6C
PokemonMoveTable=@3EA7C
PokemonNames=@144
PokemonData=@1BC
[TRAINER]
NumberOfTrainers=742
NumberOfTrainerImages=147
NumberOfClassNames=107
----------------------------------------------------------
TrainerPaletteTable=@3474C
TrainerImageTable=@3473C
ClassMoneyLocation=@259CC
ClassNamesLocation=@D80A0
TrainerData=@FC00
[MISC]
SizeOfBattleText=247
SizeOfPCText=325
SizeOfNatureNames=162
----------------------------------------------------------
BattleText=@32C38
PCText=@3D353C
NatureNames=@463E60
Gracias de antemano por la ayuda, si me dais la solución esta bien pero si me la dais y ademas me decis como se hace mejor! Ya que tengo pensado agregar un par más de pokemon.
Última edición: