Hi! I decided to post another tutorial that I had translated from the tutorials at the German site Rom Hackers World. This one is on hex-editing trainers.
The examples are taken out of Sapphire, which should be the same as ruby.
You should be able to find the data by loading a text editing table, searching the
trainer name, and using the pointer that is with the trainer's name when you find it
with a bunch of other trainers.
WARNING: Do not change the two bytes before the data.
The format is as follows for normal trainers:
< 0000 > < 1A00 > < 4A01 > < 0000 > | < 0000 > < 1A00 > < 4A01 > < 0000 >
This is the data for a fisherman.
This is what each number means with normal trainers:
< 0000 > < level > < 00 > < POKÉMON 1 > < carried Item (0000 for no Item) > | < 0000 > < level > < 00 > < POKÉMON 2 > < carried Item > etc..
Here is an example:
< 0000 > < level 1A = 26 > < 00 > < Carvanha = 4A01 > < 0000 > |
< 0000 > < level 1A = 26 > < 00 > < Carvanha = 4A01 > < 0000 >
Gym leaders have the attacks too!
< C800 > < 1600 > < 5100 > < 3000 > < 3100 > < 5400 > < 5600 > < 0000 >
< C800 > < 1400 > < 6400 > < CD00 > < 7800 > < D100 > < 3100 > < 0000 >
< FA00 > < 1700 > < 5200 > < 3000 > < 3100 > < 5F00 > < 5600 > < 0000 >
This is the data for Watson, who has the Electric gym.
This is the structure:
< C800 > < level > < 00 > < POKÉMON 1 > < attack 1 > < attack 2 > < attack 3 > < attack 4 > < 0000 >
< C800 > etc..
Pay attention:
The first byte, C8, is untested and may not not be safe!
By Glitchfinder.
The examples are taken out of Sapphire, which should be the same as ruby.
You should be able to find the data by loading a text editing table, searching the
trainer name, and using the pointer that is with the trainer's name when you find it
with a bunch of other trainers.
WARNING: Do not change the two bytes before the data.
The format is as follows for normal trainers:
< 0000 > < 1A00 > < 4A01 > < 0000 > | < 0000 > < 1A00 > < 4A01 > < 0000 >
This is the data for a fisherman.
This is what each number means with normal trainers:
< 0000 > < level > < 00 > < POKÉMON 1 > < carried Item (0000 for no Item) > | < 0000 > < level > < 00 > < POKÉMON 2 > < carried Item > etc..
Here is an example:
< 0000 > < level 1A = 26 > < 00 > < Carvanha = 4A01 > < 0000 > |
< 0000 > < level 1A = 26 > < 00 > < Carvanha = 4A01 > < 0000 >
Gym leaders have the attacks too!
< C800 > < 1600 > < 5100 > < 3000 > < 3100 > < 5400 > < 5600 > < 0000 >
< C800 > < 1400 > < 6400 > < CD00 > < 7800 > < D100 > < 3100 > < 0000 >
< FA00 > < 1700 > < 5200 > < 3000 > < 3100 > < 5F00 > < 5600 > < 0000 >
This is the data for Watson, who has the Electric gym.
This is the structure:
< C800 > < level > < 00 > < POKÉMON 1 > < attack 1 > < attack 2 > < attack 3 > < attack 4 > < 0000 >
< C800 > etc..
Pay attention:
The first byte, C8, is untested and may not not be safe!
By Glitchfinder.