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[Oficial] Tema de Investigaciones para ROMs Españolas

lwol12

Usuario de platino
Revivo este tema con las .ini de Rojo Fuego y Esmeralda para Gen 3 Tools 2.9.1
Poner los .ini en la carpeta "Roms Data"

ROJO FUEGO BPRS
BPRS.ini
INI:
##########################################################
######################## 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=BPRS
ROMName=Pokémon Rojo Fuego (Español)

[MOVE]
NumberOfMoves=354
----------------------------------------------------------
SoundBasedMoves=@1A5EC
MoveAnimationTable=@72608
MoveDescriptionTable=@E574C
MoveData=@1CC
MoveNames=@148

[ITEM]
IndexOfFirstTM=289
NumberOfHMs=8
NumberOfItems=374
NumberOfTMs=100
----------------------------------------------------------
TMData=@125C08
ItemIMGData=@98B74
ItemData=@1C8

[ABILITY]
NumberOfAbilities=77
----------------------------------------------------------
AbilityDescriptionTable=@1C4
AbilityNames=@1C0

[POKEMON]
NumberOfPokemon=411
NumberOfMoveTutors=15
NumberOfMaxEvolutions=5
----------------------------------------------------------
PokemonShinyPal=@134
DexDataTable=@88FEC
PokemonNormalPal=@130
PokemonBackSprites=@12C
PokemonFrontSprites=@128
MoveTutorCompatibility=@120D90
TMHMCompatibility=@43B54
PokemonEvolutions=@42E58
PokemonMoveTable=@3E968
PokemonNames=@144
MoveTutorData=@120D44
PokemonData=@1BC

[TRAINER]
NumberOfTrainers=742
NumberOfTrainerImages=147
NumberOfClassNames=107
----------------------------------------------------------
TrainerPaletteTable=@34638
TrainerImageTable=@34628
ClassMoneyLocation=@2593C
ClassNamesLocation=@D7BF4
TrainerData=@FB70

[MISC]
SizeOfBattleText=247
SizeOfPCText=325
SizeOfNatureNames=162
----------------------------------------------------------
BattleText=@32B24
PCText=@3CE6F4
NatureNames=@45E4E4


ESMERALDA BPES
BPES.ini
INI:
##########################################################
######################## 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=BPES
ROMName=Pokémon Esmeralda (Español)

[MOVE]
NumberOfContestEffects=47
NumberOfMoves=354
----------------------------------------------------------
SoundBasedMoves=&HE4D424
ContestDescriptionTable=@DB12C
ContestMoveEffectData=@DAF6C
ContestMoveData=@D8248
MoveAnimationTable=@A3A58
MoveDescriptionTable=@1C3B1C
MoveData=@1CC
MoveNames=@148

[ITEM]
IndexOfFirstTM=289
NumberOfHMs=8
NumberOfItems=376
NumberOfTMs=50
----------------------------------------------------------
TMData=@1B6930
ItemIMGData=@1AFC54
ItemData=@1C8

[ABILITY]
NumberOfAbilities=77
----------------------------------------------------------
AbilityDescriptionTable=@1C4
AbilityNames=@1C0

[POKEMON]
NumberOfPokemon=411
NumberOfMaxEvolutions=5
----------------------------------------------------------
PokemonAnimations=@128
PokemonShinyPal=@134
PokemonNormalPal=@130
PokemonBackSprites=@12C
PokemonFrontSprites=@2CAE0
MoveTutorCompatibility=@1B1FB0
TMHMCompatibility=@6E048
PokemonEvolutions=@6D140
PokemonMoveTable=@6930C
PokemonNames=@144
PokemonData=@1BC

[TRAINER]
NumberOfTrainers=742
NumberOfTrainerImages=92
NumberOfClassNames=66
----------------------------------------------------------
TrainerPaletteTable=@5DF80
TrainerImageTable=@5DF78
ClassMoneyLocation=@4E6A8
ClassNamesLocation=@183B4
TrainerData=@3587C

[MISC]
SizeOfBattleText=295
SizeOfPCText=356
SizeOfNatureNames=162
----------------------------------------------------------
BattleText=@16A228
PCText=@57E55C
NatureNames=@61F46C
Es increíble este aporte me ha servido muchisimo, muchas gracias de verdad!!!
 
U

Usuario eliminado

Invitado
Hola. Muy buenas las aportaciones sobre direcciones. Por qué no compilan todo en el post principal? Ánimo y suerte. Me gustaría a mi también probar levemente, aunque sea hacer un minihack en español. Lo que no he investigado la cantidad de espacio libre presente en el rom de RF o Rby... Bueno, buen día!
 

Acimut

Profesional de WaH
A
Hola. Muy buenas las aportaciones sobre direcciones. Por qué no compilan todo en el post principal? Ánimo y suerte. Me gustaría a mi también probar levemente, aunque sea hacer un minihack en español. Lo que no he investigado la cantidad de espacio libre presente en el rom de RF o Rby... Bueno, buen día!
En Rojo Fuego hay más espacio libre en los sectores de memoria ROM, EWRAM e IWRAM que en Fire Red, aunque la diferencia no es mucha.
 
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