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Hex editing pokemon trainer's pokemon
#1
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.
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