Hey guys. I haven't been on here for a while, but considering I have a high end laptop now, along with Cheat Engine and Dolphin emulator, I've been making a couple of codes. In specific, codes for Pokemon XD. As of right now, I'm 3 away from releasing them all. I even want to make a program allowing for a PokeSav/PokeGen like feature on it. But, I'm having trouble with one of them. Considering everything Pokemon-Related in XD is contained within a pretty simple structure, I have subtracting their position from the one CE shows me from ones that already exist, and that's been working perfectly. However, the code I'm making doesn't modify my Pokemon, it modifies the opponent. Specifically, so I can capture them. To accomplish this, I'm setting a value in that designates a pokemon as a shadow pokemon. I have made a serial code that goes to the address of their first party pokemon and sets all of them to the same shadow value. But, every time I notice it moves by a bit each time(when subtracting previous addresses it was at, I noticed a difference of 5B0. However, when I try to find what accesses it(its breakpoint) no ASM shows up, giving me no offset to work from. Pointer scan turns up nothing. I thought of using Dolphin's Debug feature, but compared to CE's interface, it sucks and its a lot easier to view huge chunks of memory through it. This is the code I've made so far:
EDIT:
From what I've seen, Pokemon Data structures are basically the same for you and the opponent. Just don't know if this is pointer or not. I've heard of an AOB(Array of Byte) Scan in CE, and if I could do that, how could I make it over on the Gecko OS, if possibly.
- Code:
48000000 80444D58
DE000000 80008180
1802F7DD 0000000C
100500C4 00000000
E2000001 80008000
EDIT:
From what I've seen, Pokemon Data structures are basically the same for you and the opponent. Just don't know if this is pointer or not. I've heard of an AOB(Array of Byte) Scan in CE, and if I could do that, how could I make it over on the Gecko OS, if possibly.