Some people were wondering if it could be possible to create pokemon with special
attributes in the box at runtime. Letīs say someone wanted to make a game with a not obeying Mew,
he would have to unset the obedient bit. Unfortunately, that wasnīt practicable until now.
Weīre working with FireRed US V1.0
Ah, and because this is only a small reference, I wonīt spell everything out. ;-)
The bytes do have some meanings. Iīll explain them one by one.
[00 B5 04 48 00 68 04 49 09 18 04 48]
They remain still the same... the bytes calculate the destination. (DONīT CHANGE IT!!)
[28]
This is the length of the data to be copied (in 16bits).
E.g.: We want to copy 80 bytes, so itīs 80 / 2 = 40 halfwords. #40 = 0x28
(changable, but since pokemondata always has a length of 80 bytes, it doesnīt make any sense
to enter other values...)
[22 0B DF 01 BC 00 47]
Remains always the same. copies the data itself and returns. (dont change them!!)
[10 50 00 03]
Reverse it => 0x03005010
Thatīs the location for the dma adresses. (DONīT CHANGE IT!!)
[E4 79 00 00]
Defines the slot in which the pokemon will be deposited.
...