Empty Dex slots

Discuss anything related to hacking ROMs of the Telefang games here.
Blaziken257
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Joined: Fri Dec 22, 2006 11:52 am

Re: Empty Dex slots

Post by Blaziken257 »

andwhyisit wrote:
Kid Sonic wrote:
Milnivri wrote: I think you'll have to make all 174 Denjuu, otherwise you'll have to find some way to make sure those unwanted Denjuu don't appear in the game.
So i'm guessing no one here knows how to edit the dex on the roms.
Edit tiles, edit pallettes, edit names, edit descriptions, edit base stats. Though do we have the offsets for the evolutionary stage and type of each Denjuu? Those would need to be edited too.
The data for Denjuu stats, movesets, evolutions, and types are located in $1D4B48-$1D5627. The information below is copied and pasted from here (I changed a few things though):

Code: Select all

The format of data is 16 (10h) bytes for each Denjuu and is as follows:

aa bb cc dd ee ff gg hh ii jj kk ll mm nn oo pp

· aa = Base HP
· bb = Base Speed
· cc = Base Attack
· dd = Base Defense
· ee = Base Denma Attack
· ff = Base Denma Defense
· gg = Move 1 
        (List can be found at http://racieb.ggmedia.us/telefang/attacklist.txt)
· hh = Move 2
· ii = Move 3
· jj = Move 4 (A move in this slot will always be a Denma Attack, meaning it will take numerous turns to charge up, and runs off the user's Denma Attack stat and the opponent's Denma Defense stat. It's worth noting that you can put ANY attack in this slot.)
· kk = ???
· ll = Level of evolution (Natural Evolution only; otherwise this is 00, even if it evolves another way)
· mm = Denjuu it evolves into (if Natural Evolution, this goes by Denjuu number, if it evolves any other way, or not at all, this is 00)
· nn = Type
        00 = Mountain
        01 = Grassland
        02 = Forest
        03 = Aquatic
        04 = Sky
        05 = Desert
        Anything else = glitch type (This also causes an unusual Exp. growth rate)
· oo = Level of learning 3rd move (If it learns it from the start, this value is 00; if it never learns a 3rd move, this value is 64h; otherwise, this value is whatever level the Denjuu is supposed to learn the third move)
· pp = Level of learning 4th move (If it learns it from the start, this value is 00; if it never learns a 4rd move, this value is 64h; otherwise, this value is whatever level the Denjuu is supposed to learn the fourth move)
Here's an example of Crypto's data (from $1D4B88 to $1D4B97):

Code: Select all

26 0A 10 0A 06 06 02 3B 01 00 96 14 3C 02 0B 64
And here's what it means:

26 = Base HP -> 38
0A = Base Speed -> 10
10 = Base Attack -> 16
0A = Base Defense -> 10
06 = Base Denma Attack -> 06
06 = Base Denma Defense -> 06
02 = Learns Dive (Rush) as its first move (from looking at this list, Rush is move #02).
3B = Learns Diverge (Enliven) as its second move.
01 = Learns Claw as its third move.
00 = Doesn't learn a fourth move (00 is a dummy move that doesn't do anything).
96 = (I have no idea what this byte does)
14 = Evolves at Level 20.
3C = Evolves into #60 Cryptoride.
02 = Crypto is Forest type.
0B = Learns its third move (in this case, Claw) at Level 11.
64 = Learns its nonexistent fourth move at Level 100 (99 is the maximum level in Telefang, so it will never learn it).

Now let's use Fungus as an example (from $1D4BA8-$1D4BB7):

Code: Select all

25 0E 0C 08 04 05 03 38 08 00 96 14 3E 01 0B 64
And here's what it means:

25 = Base HP -> 37
0E = Base Speed -> 14
0C = Base Attack -> 12
08 = Base Defense -> 08
04 = Base Denma Attack -> 04
05 = Base Denma Defense -> 05
03 = Learns Hit (Strike) as its first move (from looking at this list, Strike is move #03).
38 = Learns Speed (Speed Up) as its second move.
08 = Learns Horn as its third move.
00 = Doesn't learn a fourth move (00 is a dummy move that doesn't do anything).
96 = (I have no idea what this byte does)
14 = Evolves at Level 20.
3E = Evolves into #62 Funblade.
01 = Fungus is Grassland type.
0B = Learns its third move (in this case, Horn) at Level 11.
64 = Learns its nonexistent fourth move at Level 100 (99 is the maximum level in Telefang, so it will never learn it).
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andwhyisit
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Re: Empty Dex slots

Post by andwhyisit »

But where is the evolutionary stage (Natural Denjuu, etc.) and items used for evolution along with the evolutions from the use of such items?

As for the 11th offset.. there are a potential 8 on/off switches within each byte, perhaps that is the case here.

I won't know until I can test it for myself though.
Blaziken257
Posts: 983
Joined: Fri Dec 22, 2006 11:52 am

Re: Empty Dex slots

Post by Blaziken257 »

If a Denjuu doesn't naturally evolve at all, then both the 12th and 13th offsets are 00. It doesn't matter whether or not a Denjuu mod evolves or experimentally evolves -- these bytes are still 00 if it doesn't evolve naturally. I'm guessing the data for mod/experimental evolution is located elsewhere in the ROM -- I can probably find it by using a corruptor to corrupt certain bytes in the ROM until it affects these evolutions.

As for the 11th offset, this seems to be inconsistent with mod/experimental evolution. Most of these are 96 (which is 150 in decimal), but sometimes they're C8 (200 in decimal) as well.

EDIT: I'll use Angios as an example ($1D4C88-$1D4C97):

26 12 0F 08 06 06 02 4F 01 00 96 00 00 04 08 64

See that? Because it doesn't naturally evolve, the 12th and 13th bytes are both 00, even though it experimentally evolves into #76 Angioon. But there isn't a 4C (which is 76 in hex) anywhere in here, so this is somewhere else in the ROM.
Kid Sonic(imported)
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Joined: Mon Dec 24, 2007 2:31 am

Re: Empty Dex slots

Post by Kid Sonic(imported) »

So I would be able to make Krypto evolve into Kryptoburn, without Kryptoraid.
Blaziken257
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Joined: Fri Dec 22, 2006 11:52 am

Re: Empty Dex slots

Post by Blaziken257 »

Yes, you would be able to do that if you want. And you can also change the level it evolves at too...
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andwhyisit
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Re: Empty Dex slots

Post by andwhyisit »

Is the 11th offset the same for all Denjuu? I wanna figure out what it is. The more we understand about the rom the easier it will be to hack it.

Shouldn't this go under the hacking section though?
Kid Sonic(imported)
Posts: 304
Joined: Mon Dec 24, 2007 2:31 am

Re: Empty Dex slots

Post by Kid Sonic(imported) »

andwhyisit wrote: Is the 11th offset the same for all Denjuu? I wanna figure out what it is. The more we understand about the rom the easier it will be to hack it.

Shouldn't this go under the hacking section though?
I guess so......
Milnivri(imported)
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Joined: Wed Dec 27, 2006 10:14 pm

Re: Empty Dex slots

Post by Milnivri(imported) »

andwhyisit wrote: Is the 11th offset the same for all Denjuu? I wanna figure out what it is. The more we understand about the rom the easier it will be to hack it.

Shouldn't this go under the hacking section though?
Apparently most of the Denjuu have a value of 00 in there, except for a few, which have C8 instead:

38. Driarmor
40. Kryptoarm
43. Bourtama
49. Netaro
101. Hiyu
104. Jiarm
116. Sagrika
152. Gimuzai
154-166. Calm, Ryuuguu, Gigagigas, Barriarm, Kryptoknight, Fungwar, Bashou, Angigogo, Gimubar, Lirimonarch, Entio, Gawerk, Kanzou
168. Gentiana
169. Yarrow
171. Gimuzata
173. Dendel

Can't seem to see any similarities...
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andwhyisit
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Re: Empty Dex slots

Post by andwhyisit »

Milnivri wrote:
andwhyisit wrote: Is the 11th offset the same for all Denjuu? I wanna figure out what it is. The more we understand about the rom the easier it will be to hack it.

Shouldn't this go under the hacking section though?
Apparently most of the Denjuu have a value of 00 in there, except for a few, which have C8 instead:

38. Driarmor
40. Kryptoarm
43. Bourtama
49. Netaro
101. Hiyu
104. Jiarm
116. Sagrika
152. Gimuzai
154-166. Calm, Ryuuguu, Gigagigas, Barriarm, Kryptoknight, Fungwar, Bashou, Angigogo, Gimubar, Lirimonarch, Entio, Gawerk, Kanzou
168. Gentiana
169. Yarrow
171. Gimuzata
173. Dendel

Can't seem to see any similarities...
What about 96, how many have that as the 11th offset?

Back on topic: Maybe I can search for AE in the hex and alter the max number of denjuu entries. Bit of a long shot though.
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