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- Research thanks to Mikelan98, please give credit to him if this used.
- This is for an American Heart Gold or Soul Silver.
- In a decompressed arm9, make the following changes:
- 0x70ECE: 2A -> [6 * Number of Evolutions, converted to hexadecimal]
- 0x71168: 07 -> [Number of evolutions, converted to hexadecimal]
- 0x7119E: 07 -> [Number of evolutions, converted to hexadecimal]
- 0x7122C: 07 -> [Number of evolutions, converted to hexadecimal]
- The first change is so the game knows how long an evolution file is supposed to be. Normally, they're each made up of seven evolutions that are six bytes of information each, coming to a total of 42 bytes or 0x2A.
- The last three are just how many evolutions per Pokémon.
- Examples
- ---
- If you wanted each Pokémon to have a maximum of 8 evolutions, you'd do the following changes:
- 0x70ECE: 2A -> 30
- 0x71168: 07 -> 08
- 0x7119E: 07 -> 08
- 0x7122C: 07 -> 08
- If you wanted each Pokémon to have a maximum of 12 evolutions, you'd do the following changes:
- 0x70ECE: 2A -> 48
- 0x71168: 07 -> 0C
- 0x7119E: 07 -> 0C
- 0x7122C: 07 -> 0C
- I'm not sure exactly what the cap is, but with the method the most you could conceivably get is 42 evolutions if you changed 2A to be FC (FF wouldn't be divisible by 6).
- With these changes, the game should be able to read past 7 evolution methods correctly and without having overflow issues. Great if you want to add Sylveon, for example.
- Note that all Pokémon evolution files should be padded so that the number of bytes matches the expected amount. All native evolution files contain seven sets of '00 00 00 00 00 00', with some being filled in if they evolve into something. With this change, you should push it up to the appropriate number. (It may work without this, but best to be safe!)
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