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Add support for the Following Platinum mod
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.thumb | ||
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Hijack_WalkingPokemon: @ hook at overlay 5, 0x1D21E (0x021EDF9E) and 0x1D2DC (0x021EE05C) | ||
push {r4, lr} | ||
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@ r1 contains the subfile ID inside the narc file root/data/mmodel/mmodel.narc containing all the OW sprites | ||
mov r4, r1 | ||
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ldr r3, =0x021EDCF5 | ||
blx r3 | ||
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push {r0, r1, r2} | ||
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@ r0 now contains pointer to the BTX file that was just loaded | ||
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@ skip this code if we did not just load a Pokemon OW sprite | ||
@ these bounds are the IDs of Pokemon OW sprites specifically | ||
ldr r1, =471 | ||
cmp r4, r1 | ||
blt .end | ||
ldr r1, =1324 | ||
cmp r4, r1 | ||
bgt .end | ||
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ldr r3, =0x020501E0 @ location of "free ram" area | ||
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@ do not continue if 0xF0110 was not set earlier | ||
ldr r2, [r3, #0x18] | ||
ldr r1, =0x000F0110 | ||
cmp r2, r1 | ||
bne .end | ||
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@ reset flag used to look for 0xF0110 | ||
mov r1, #0 | ||
str r1, [r3, #0x18] | ||
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ldr r2, =0x1180 @ offset of normal palette in BTX file | ||
add r0, r0, r2 | ||
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ldr r1, [r3, #0x0] @ contains personality value of last read pkmn data | ||
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ldr r2, =0x020500BD @ location of code from hueshift.c | ||
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push {r0, r1, r2, r3} | ||
blx r2 | ||
pop {r0, r1, r2, r3} | ||
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add r0, r0, #0x20 @ run code on shiny palette also since Pokemon may be shiny | ||
blx r2 | ||
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.end: | ||
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@ restore old code | ||
pop {r0, r1, r2} | ||
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pop {r4, pc} |
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.thumb | ||
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Hijack_WalkingPokemonDetect: @ hook at overlay 5, 0xAFE (0x021D187E) | ||
push {lr} | ||
push {r0, r1} | ||
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ldr r0, =0x000F0110 | ||
ldr r1, =0x020501E0 @ location of in battle flag | ||
str r0, [r1, #0x18] | ||
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@ restore old code | ||
pop {r0, r1} | ||
mov r1, #0x22 | ||
mov r2, #0x4 | ||
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pop {pc} |
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.thumb | ||
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Hijack_WalkingPokemonDetect2: @ hook at Following Platinum sythetic overlay, 0x50 (0x023C8050), 0x1050 (0x023C9050), and 0x23A6 (0x023CA3A6) | ||
push {lr} | ||
push {r0, r1} | ||
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ldr r1, =0x020501E0 @ location of in battle flag | ||
ldr r0, [r0, #0x0] | ||
str r0, [r1, #0x0] | ||
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@ restore old code | ||
pop {r0, r1} | ||
mov r1, #5 | ||
mov r2, #0 | ||
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pop {pc} |
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