A tool to ease the process of expanding the number of Pokemon in Fire Red. It is meant to be used alongside the Complete FireRed Upgrade.
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Dynamic-Pokemon-Expansion

What is this:

A dynamic data inserter for expanding Pokemon in FireRed.

Features:

  • Dynamic insertion, meaning no worrying about repointing ever!
  • Support for as many different Pokemon (regular Pokemon, forms, etc.) as you'd like.
  • Support for different gendered forms.
  • Support for different form Pokedex entries like in Sun/Moon.
  • Support for up to 999 different Pokedex entries (not including alternate forms).
  • Support for FRLG habitats.
  • Support for Pokemon sprite and icon insertion.
  • Support for cry insertion.

NOTE It is highly recommended to apply the Complete Fire Red Upgrade following the insertion of this hack. Otherwise, make sure to comment out the line #define EXPAND_LEARNSETS in the defines file or your game will crash. Additonally, if you're not using the Complete Fire Red Upgrade, in [bytereplacement] (https://github.com/Skeli789/Dynamic-Pokemon-Expansion/blob/master/bytereplacement), find the changes for the seen and caught flag ram, and change it to some free save space. Make sure to apply a saveblock hack first, though.

Installation Instructions:

1. Download devkitpro. Follow the instructions.
(Note: you can only install devkitARM)
For Windows users, follows steps 4-6 from this tutorial:
https://www.pokecommunity.com/showpost.php?p=8825585&postcount=96

2. Download the latest version of python (3.7.2).
After downloading and before proceeding to install make sure that the 'add to path' 
checkbox is ticked, otherwise you'll have to add the python path in the environment 
variables manually.

**NOTE**: If a python version lower than 3.6 is installed, you'll need to uninstall it and manually
remove it from your path before installing the newer version of Python.

3. Download the master folder from this github page.
(click 'Clone or Download', then 'Download Zip')

4. Get your ROM, rename it BPRE0.gba and 
place it the main (master) folder.

5. To decide the offsets where you want to insert the code:

a) In the 'make.py' file in the folder 'scripts' change OFFSET_TO_PUT=YYY to the location 
   you want to insert the data (let it be X). Don't worry about changing 'insert.py' also.
   'make.py' automatically updates the 'insert.py' file and linker file.
 
7. Run cmd.exe in the main folder. You can do this by typing 'cmd' and hitting enter in the 
url address or selecting 'run command prompt from here' from right clciking on empty space 
while holding the shift key.

8. In command prompt window, type 'python scripts//data_extractor.py'
This extracts the graphics data from BPRE0.gba and places it in the
directory *extracted*. Make sure to update the files in *src* with
this extracted data. Do not overwrite the files in *src*. Only replace
Pokemmon that are in your hack. Leave the expanded graphics data alone.

9. Once you're done editing the source files, in the command prompt window, 
type 'python scripts//make.py'. If you have never compiled before, the first time
compilation will take a few minutes. However, as long as you don't clean the build
data, all following compilations will be much quicker.
  
A new gba file will appear named as test.gba and an offsets.ini file.
That is your resultant file.

Extracting Old Data:

When using this expansion, you may wish to keep using the sprites already inserted in your rom. If so you will need to extract the original graphics data pointers from your rom. To do this, overwrite the BRPE0.gba file in the root with this rom that has the graphics data (always make a backup first!). Then, open scripts/data_extractor.py and change the line NumberOfPokemon to the number of species graphics data you wish to extract from your rom + 1. Go back to the root, open the command line, and type python scripts//data_extractor.py. Extracted graphics data will be pulled from your rom and placed in a new folder extracted. Copy the contents of the tables found in these files and overwrite the tables found in the equivalent files found in src. Once the extraction is complete, make sure to either add (void*) to the beginning of each pointer in these extracted files, or open include/graphics.h and replace any relevant instances of const u8* with u32. This will allow the files to compile warning free. Now, the next time you insert this hack, all of your graphics pointers will remain unchanged, allowing you to make changes to things such as the Pokedex data and level-up movesets without worrying about repointing anything.