Notable Breakpoints: Difference between revisions

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|0201B9EC
|0201B9EC
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|0201D2EA

Revision as of 03:56, 18 May 2009

This page contains RAM addresses to various interesting and useful processes of Pokemon DPP.

Breakpoints can be set at these addresses.

Inspiration

This page is inspired by tsanth's thread with the same name on GameFAQs: [1]


Pokemon DPP (U)

DP RAM Address Pl RAM Address Description Discovered by
2000FB0 Begin Seed Calculation Routine mingot
201B9E0 Set PRNG seed mingot
0201B9EC 0201D2EA PRNG loadingNOW, tsanth
0201BA10 0201D30C Alternate RNG used in some cases: Examples, PID generation for mystery gift pokemon, recalculating a PID after a failed shiny check, number which determines swarm pokemon and great marsh pokemon SCV
201BA1C Set IRNG Seed mingot
02038B70 0203E778 Script Handler loadingNOW
203E7D2 Loads address for a command then branches to that address SCV
02042FB4 ARNG call for PID of Wondercard pokemon SCV
02042FBA Loads PID from wondercard to r0 SCV
02042FC8 First Shiny Check call during the generation of some wondercard pokemon SCV
02042FD0 Beginning of loop that makes sure you do not get a shiny wondercard pokemon (in some cases) SCV
0204305E PRNG call for first set of Wondercard pokemon IVs tsanth
0204309C PRNG call for second set of Wondercard pokemon IVs tsanth
205DED4 Create chain set (not sure about address in tsanth's thread it said 205DED tsanth, loadingNOW
0205DF42 End of Create chain set routine tsanth, loadingNOW
0205E40C Pokeradar Routine loadingNOW, tsanth
2068AAC Shiny Check, used to decide what sprite to show for a pokemon and to make sure dynamic PID mystery gift pokemon are not shiny as well as preventing manaphy from hatching shiny in some cases. SCV
2078780 Begin Calculation of Pokemon ID for alternate forms. SCV
020EBC80 020E1F6C Division routine; R0= R0 / R1, R1=R0%R1 tsanth, SCV
020EAC58 Pointer to Begin Routine for Script Command 0000 SCV
020EB974 Pointer to Begin Routine for Script Command 0347
021F4DA8 Beginning of Honey Tree Routine SCV
021F4EE4 Determines a value from 0-3 to use to determine which list will be used and how the shake value is calculated. If 0, slathering fails and not pokemon will show up. SCV
021F4F44 Determines a number from 0-5 that represents which pokemon will be encountered in a honey tree. SCV
021F4F98 Determines which list will be used by (value determined by 021F4EE4) - 1 (its not done this way, but is equivalent) SCV
021F4FAC Determines a number from 0-3 that represents how much a Honey Tree will shake SCV
021F5138 021EFF4C Returns 1 if the current tree being slathered is a Munchlax Tree and 0 otherwise. SCV
0223C1EE Pokeball catching routine tsanth
0223BA10 Movement Handler Start tsanth
0223BA46 "Am I on grass?" check tsanth
0223BB2E Pair-battle (NPC partner) check tsanth
0223BAD4 Wild Encounter Check tsanth
0223BD1C Movement Handler END tsanth
22479E6 Call to get ID routine (result in r0) SCV
224E920 Start of Frozen Handler SCV