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randomdice101

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Posts posted by randomdice101

  1. Hey, I've been digging into the hall of fame data and I think I have a pretty good handle on JPN and NA offsets. can't test for KOR however sorry. What I can find online says the game stores 30 of these. I only tested up to 8 however.

     

    For JPN offsets, GSC use the exact same offsets, a repeating 136 byte chunk for each HoF clear. Pokemon are stored in 22 bytes.

    0x32B0 will be the HoF clear number. Each subsequent clear will shift the older HoF clear 136 bytes down the line.

    0x32B1 first pokemon's dex number

    0x32B2-0x32B3 is the pokemon's trainer ID. trainer name is not stored however.

    0x32B4-0x32B5 is the pokemon's IVs.

    0x32B6 is the pokemon's level.

    0x32B7-0x32BB is the pokemon's name (5 digits for JPN names).

    repeat up to 5 more times.

    0x32F3 FF terminator byte. 

    0x32F4 will be the previous HoF clear and it repeats in descending order.

     

    For NA offsets Gold-Silver start at 321A while crystal starts at 32C0. Each HoF clear is stored in 196 bytes. The Pokemon are stored in 32 bytes.

    Crystal will be in parentheses.

    0x321A (0x32C0) will be the HoF clear number. Each subsequent clear will shift the older HoF clear 196 bytes down the line.

    0x321B (0x32C1) first pokemon's dex number

    0x321C-0x321D (0x32C2-0x32C3) is the pokemon's trainer ID. trainer name is not stored however.

    0x321E-0x321F (0x32C4-0x32C5) is the pokemon's IVs.

    0x3220 (0x32C6) is the pokemon's level.

    0x3221-0x322A (0x32C7-0x32D0) is the pokemon's name (10 digits for NA names).

    repeat up to 5 more times.

    0x327B (0x3321) FF terminator byte. 

    0x327C (0x3322) will be the previous HoF clear and it repeats in descending order.

     

    • Like 2
  2. Correct - the TextVar is a text variable that is dynamic based on the context of the other message arguments. It can represent items (such as "Bicycle"), Pokemon, locations, etc.

    Some examples:

    06 1A 03 00 C2 01 - [it] saw [OT] using Bicycles. The Pokemon definitely remembers that it grinned.

    04 30 09 00 46 00 - The Move Deleter that [it] met through [OT] made it forget Strength. The Pokemon remembers that it got nervous.

    01 04 04 00 09 00 - [it] became [OT]'s friend when it arrived via Link Trade at... a Pokemon center. The Pokemon remembers that it got overwhelmed by emotion.

    03 1A 01 00 5D 01 - [it] saw [OT] using TM22s. The Pokemon remembers that it had fun.

    Short list of feelings observed (could be wrong in a few places):

    0 it was happy

    1 it had fun

    2 it was glad

    3 it grinned

    4 it got overwhelmed by emotion

    5 its feelings were indescribable

    6 it felt good

    7 it got teary eyed

    8 it got lighthearted

    9 it got nervous

    A ?

    B it was restless

    C ?

    D it felt sorry

    E it felt emotional

    F it felt nostalgic

    10 ?

    11 ?

    12 ?

    13 ?

    14 they ended up in a foul mood.

    15 ?

    ...

    I figured you already had that.

    Well I found a couple more emotions.

    A is "felt comfortable"

    C is "it got a bit carried away"

    10 is "it had some difficulty"

    11 is "it felt exhausted"

    12 is "it couldn't be true to its feelings"

    13 is "it felt proud"

    15 is "it got angry"

    17 is "it got sleepy".

    That is all i have at the moment that doesn't overlap with yours.

  3. Thanks to your mass dumper I've been able to check a couple of things in the pokemon memory. I tried to look if it was already discovered but the search function on the site kept giving me database errors. 0xCE-0xCF OT Memory TextVar is sometimes used to reference pokemon in the memory. For example when 0xCC OT Memory TextFile is equal to 11(hex) the memory reads (Pokemon) battled at (trainer)'s side and defeated (pokemon2) (determined with 0xCE and 0xCF). Sorry if this was already posted.

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