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Posted (edited)

Here is a Table of Content with an Example Code that I was able to find by myself on trying to Convert [JPN] HG/SS AR Codes into [uSA] HG/SS AR Codes.

• Added a More Complex Example Code

::Example Code (Fast Egg Hatching)

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::More Complex Example Code (All IV 31)

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For the Number or Letter in Red, you Add 1 Number or Letter after it.

For the Number or Letter in Blue, you Subtract 10 Numbers or Letters before it.

For the Number or Letter in Purple, you Subtract 4 Numbers or Letters before it.

Edited by Riolu Aura Sphere Now
Posted

The word is "subtract". Also, 0202XXXX is a ROM address. It's possible, though I wouldn't say likely, that a static conversion like this will always work. It's probably more often going to require disassembly comparison, which is way beyond what the majority of people on this forum are capable of.

Posted
  Codr said:
The word is "subtract". Also, 0202XXXX is a ROM address. It's possible, though I wouldn't say likely, that a static conversion like this will always work. It's probably more often going to require disassembly comparison, which is way beyond what the majority of people on this forum are capable of.

Yes true, but I didn't type it as 0202XXXX, I typed it as 1202XXXX. This is just something what I found by looking carefully at it and comparing the two. This will not always be in that exact order, but their will likely be where at least three numbers or letters where you might need to use my Table of Contents.

Posted (edited)

You make something easy look rather difficult...

In your example, you could say "add 0x5C0 to the JPN code's memory address".

And what if the JPN code looks like 1202FD58 000020FE ?

The US code would be 12030318 000020FE, and your table doesn't work anymore...

Anyway, working with offsets in Pokémon games works only when the memory addresses are in the same region of the RAM (i.e. you have one code in JPN and it's US translation, and you want to convert another JPN code of which address is close to the previous one).

If the memory addresses are too far from each other, it is unlikely to work.

Let's take some examples :

::Fast Egg Hatching

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::Remove Cut Scene for TMs

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::Move Anywhere Code

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As you can see, in every example, you add a different value to the JPN code to convert it in US.

Personally, to convert codes, I use EmuCheat, of which RAM viewer and searcher are really useful.

EDIT: Does someone know why is the forum so slow and laggy today ?

I keep getting 500 Internal Server Error and The article you have requested does not exist, I must reload the page a couple of times before it works... :\

Edited by M@T
Posted (edited)

Still basically follows my Table of Contents. I've Updated my post.

::Move Anywhere Code

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Add 5

Add 10

Subtract 4

Edited by Riolu Aura Sphere Now
Posted

Sorry about that, I was rushing. Also reguardless of the Walk Anywhere Code and Remove Cut TM Scene, they don't work at all. So inorder to test my Table of Contents, I will need a working one. I have tested my Table of Contents with mostly all my codes and they worked.

I don't know why, but I was getting the same results with my Internet. I think it has to do with the time of the day, since its 3:49 am where I live.

Edit: Alright then, I'm heading to bed now.

Posted
  Riolu Aura Sphere Now said:
I didn't type it as 0202XXXX, I typed it as 1202XXXX.

The only difference there is the fact that the first tells the Action Replay to write 4 bytes, whereas the second tells it to write 2. This has nothing to do with what I was talking about.

  Quote
This will not always be in that exact order, but their will likely be where at least three numbers or letters where you might need to use my Table of Contents.

There's no reason at all to assume there's ever a correlation between two games of a different language like this. At best, you could offer your post as "if you want to try to convert a code, you can try this, but it's not necessarily going to work", rather than "this will work, here's how you do it".

Edit: After looking at your edit, it doesn't seem like you're presenting it as a definite way, but it still sort of seems like that.

  M@T said:
Anyway, working with offsets in Pokémon games works only when the memory addresses are in the same region of the RAM

They can even be close and still not work. What you're dealing with here is ROM code. There can be two different functions within a few tens of bytes of each other. There's no guarantee that these are the same functions between two different languages of the game (or that the code within the two functions hasn't been changed), but I'd have to agree that having them closer would seem more likely to increase the chance of a conversion working.

  Quote
Does someone know why is the forum so slow and laggy today?

I keep getting 500 Internal Server Error and The article you have requested does not exist, I must reload the page a couple of times before it works... :\

It's been doing this for a while now, at least for me. It's pretty annoying.

Posted
  Codr said:
They can even be close and still not work. What you're dealing with here is ROM code. There can be two different functions within a few tens of bytes of each other. There's no guarantee that these are the same functions between two different languages of the game (or that the code within the two functions hasn't been changed), but I'd have to agree that having them closer would seem more likely to increase the chance of a conversion working.

That's exactly what I meant, thanks for making it clearer.

  Codr said:
It's been doing this for a while now, at least for me. It's pretty annoying.

Sure, but today it seemed even more buggy.

I think the forum was underoing maintenance, cuz the design looks weird now...

12753260544772New_design_forum.PNG

Plus, everything is aligned on the left of the page.

Posted

I don't think there is a "Table of Contents" or something similar, there is not even a logic behind the offset variations.

This is due to the difference between the ROM programmation of each game, as Codr said.

A method that works almost 100% of the time is using a RAM editor/searcher.

Posted

Actually their is a logic behind it. Every codes in every game has their own logic or method. A good example is Pokemon, with each Pokemon Game, they have an unique offset of codes, by comparing two different Pokemon Games such as Pokemon Soul Silver [JPN] and Pokemon Soul Silver [uSA]. You can determine what to convert and how to convert.

::Example

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The difference between 0x02028D68 and 0x02029328 is 0x1A4.

By knowing where to convert will become easier than how to convert. The easiest way to know where to convert is by comparing two different codes and see which Numbers or Letters are the same and which Numbers or Letters are not the same. Then once you figure out that, then it will become much more easier on how to convert.

Posted
  Riolu Aura Sphere Now said:
[stuff]

What we're trying to point out here is that your success with this method is pure luck. As much as you may think otherwise, it IS luck. Again, you're portraying it as factual when it simply isn't.

Posted

Just a comment, But the move anywhere code works if you change the activators and remove the mask.

For instance this what the code should be using those activators (This is the version i use and it works):

Move Anywhere R+A to Activate, L+A to Deactivate.

94000130 fefe0000
1205daa2 00000200
d2000000 00000000
94000130 fdfe0000
1205daa2 00001c20
d2000000 00000000

  • 3 months later...
  • 4 years later...
Posted

Will some one be kind enough to rewrite the following codes to a 8x8 format?

AACF4,7C,0,0,50;9667C,7C,0,0,50;C62E8,7C,0,0,50;CFD74,7C,0,0,50;EB798,7C,0,0,50;103BFC,7C,0,0,50;13065C,7C,0,0,50;E05B8,7C,0,0,50

or to convert these English codes to Japanese ones. Thanks so much!

040A96F4 7C000050

0409507C 7C800050

040C4CE8 7C000050

040CE774 7C000050

040EA198 7C000050

041025FC 7C000050

0412F05C 7C000050

040DEFB8 7C000050

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