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Useful Pointers

Started by Charon, 07, July, 2009, 09:58:00 AM

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Charon

This is for any useful pointers for hacking.

:JupiterSet: PLEASE NOTE: In this thread, you MUST remember to include the area of the ROM/RAM ect. you are referring to. For example, 0x8600000 is DIFFERENT from 0x600000. This way, these pointers can be used to extract numbers from memory via an ASM routine. Also, if the pointer applies to a particular game, please note that. If not, please write "GENERIC" to signify it applies to any GBA title.

Today, I only have one, but it is very useful.

GENERIC:
0x4000130 - Button press. These two bytes change whenever a certain button (or a group of buttons) is being pressed. Can be used for button-press scripts (which have different effects when you use different buttons).

Charon

RUBY (E; AXVE):

0x02024EA4 = Name, 8 bit. Make sure NOT to change the 0xFF afterwards, or else the game will freeze upon opening the Trainer Card and will erase saved data.

Following effects in battle; not status screen.
0x02024A8C = First Attack. 16-bit.
0x02024A8E = Second Attack. 16-bit.
0x02024A90 = Third Attack. 16-bit.
0x02024A92 = Fourth Attack. 16-bit.
0x02024AA4 = PP for first attack. 8-bit.
0x02024AA5 = PP for second attack. 8-bit.
0x02024AA6 = PP for third attack. 8-bit.
0x02024AA7 = PP for fourth attack. 8-bit.
Note: Following values are generated upon entering battle. Changing Enemy Species will have no effect on Opponent.
0x02024AE4 = First Enemy Attack. 16-bit.
0x02024AE6 = Second Enemy Attack. 16-bit.
0x02024AE8 = Third Enemy Attack. 16-bit.
0x02024AEA = Fourth Enemy Attack. 16-bit.
0x02024AFC = PP for first enemy attack. 8-bit.
0x02024AFD = PP for first enemy attack. 8-bit.
0x02024AFE = PP for first enemy attack. 8-bit.
0x02024AFF = PP for first enemy attack. 8-bit.
0x02024AD8 = Enemy Species.
0x02024B00 = Enemy HP. 16-bit. NOTE: When set to 0xFFFF (maximum value), attack will do normal percentage of damage, but the next attack will cause a loop of HP. When set to 0x0000, your Pok