The subseries takes place in the desert region of Orre, where there are no wild Pokémon to be found. Developed by Genius Sonority and released in 2003, the game and its sequel Pokémon XD: Gale of Darkness are notably Darker and Edgier than the rest of the series.
#GAMECUBE POKEMON GAMES CODE#
I wrote my own code to have more control over those kind of things.Pokémon Colosseum is a Spin-Off of the incredibly popular Pokémon franchise for the Nintendo GameCube. The assembly code that EZ-Flash shared and is in your patch, just sends out a rumble pulse and does not adhere to rumble duration (or strength, but that's a more tricky issue) for example. Our strategies and implementation differ a bit, so I feel like these patches can coexist.
#GAMECUBE POKEMON GAMES PATCH#
Rumble patch does not cause GBP color palettes to be loaded on GBA Rumble duration matches Game Boy Player rumble events
No cartridge rumble when the game is inserted in a GBP (like official rumble games) Alternatively you can compare RAM/IWRAM with GBP mode enabled/disabled and look for differences in static bytes, and play around with those.Īnd you beat me to it on releasing a Pokémon Pinball: Ruby & Sapphire rumble patch, good job! My version of a Pokémon Pinball cartridge rumble patch is nearly done as well and looks like this You can trace and step from there to see what happens. You can set a read breakpoint on the key input register (0x4000130) during the Game Boy Player splash screen, and then override the value to match the Game Boy Player's input. If it is going to be a problem either change every rumble call to do what you need or change the graphics aspect to not respond to the GB player. *if it also messes with the colours in a given game that might be less than ideal (don't know what goes for most of those and unlike the GBA detection of various GBC games then most actually quite like the GB player colours when available). If you are unlucky you might also have to do a logging session and hit the triggers to get them.Īnyway your job then would be to have the do rumble functions always active (either change all the rumble checks to return positive, or force something to set the "is GB player?" set* flag) and either overwrite the inbuilt rumble command(s) with the EZFlash one (you might need to first figure out what it does) or redirect them to the location you stuck the EZFlash rumble command/"library" into instead.
You might be able to find them on instruction levels (some branch to some known location or something that is found basically with control and f in a text disassembly) If you are lucky then the game will have its own rumble function that everything calls.
Everything after that will reference the flag in some manner instead of playing with hardware (not that you can in this if it is boot only detection). Then there will be a flag placed somewhere in memory. If I were to speculate then after the detection I don't know that it would be any easier than the "find some activator, hook the game and fire the command you paste in" approach given in the guide ( ) other than the activators already being there.