![]() ![]() In the English, Japanese, and Spanish versions, the darker sprite with yellow numbers is the main sprite that appears in the Slot and the Mart when nothing was selected yet.In Pokémon Pinball: Ruby & Sapphire, the color palette of the Ball Saver sprites depends on the language.The Poké Ball held by Latios or Latias may be a Poké Ball, Great Ball, Ultra Ball, or Master Ball, depending on the type of Poké Ball used by the player. The player does not gain any points for activating the Ball Saver or using it to save the ball. For instance, if the ball is saved 5 times during the Catch 'em Mode, then the time will run out after 45 seconds (the default 60 seconds, minus 5 falls × 3 seconds). In Pokémon Pinball: Ruby & Sapphire, if the ball falls in the hole at the bottom but is saved by the Ball Saver, the current Ball Saver time limit decreases by 3 seconds. For instance, if the ball is saved 5 times during the Catch 'em Mode, then the time will run out after 65 seconds (the default 60 seconds, plus 5 falls × 1 second). This additional time is used launching the ball through the Plunger Lane. In Pokémon Pinball, if the ball falls in the hole at the bottom but is saved by the Ball Saver, the current Ball Saver time limit increases by 1 second. For instance, if the player starts the Catch 'em Mode (which activates the Ball Saver for 60 seconds) but then catches the Pokémon in only 20 seconds, the remaining 40 seconds remain available outside the Catch 'em Mode. ![]() In both games, the Ball Saver remains active for the expected time even if the current mode ends before the Ball Saver timer runs out. For instance, if the player holds the Spoink for 60 seconds without launching the ball, the Ball Saver time runs up. In Pokémon Pinball: Ruby & Sapphire, at the start of the current ball (either after starting the game or losing the previous ball), the Ball Saver time starts when the player presses the Spoink to launch the ball. ![]() Launch the current ball for the first time (either after starting the game or losing the previous ball) These are the various ways to turn the Ball Saver on. In Pokémon Pinball: Ruby & Sapphire, either Latios or Latias catches the ball and brings it to the Spoink in the Plunger Lane, after which point the player is required to launch the ball by pressing the Right Flipper button (the same button pressed to launch the ball at the start of the game). In Pokémon Pinball, the ball goes automatically to the initial position and is automatically launched through the Plunger Lane with no input needed from the player. If the ball falls through the hole at the bottom while the Ball Saver is active, then the ball goes back to the Plunger Lane (the initial position outside the main field, at the bottom-right corner) and the player does not lose that ball. Unlike the previous game, it only starts to blink when there are 5 seconds left. In Pokémon Pinball: Ruby & Sapphire, the Ball Saver is either Latios in the Ruby Field or Latias in the Sapphire Field. If the ball falls down the hole but is saved by the Ball Saver, the text "Ball saved" appears at the bottom of the screen. It starts to blink when there are 10 seconds left, and then blink faster when there are 5 seconds left. That light is on as long as the Ball Saver is active. In Pokémon Pinball, the Ball Saver Light is a blue "Saver" text at the bottom of either the Red Field or the Blue Field. Pokémon Brilliant Diamond and Shining Pearl.From there it is just a matter of hooking the rumble function to call the EZFlash provided function (stick their function somewhere in memory and replace the opcode at the address of the rumble function with a bl with the correct offset to the EZFlash function) and bam, rumble in GBP game. ![]() Now the game will break on rumble, bam we have now have the address of the rumble function in the return register. Unfortunately, I don't believe mGBA supports breakpoints like this so we now move over to no$gba debug version and enter the breakpoint. This gave me a memory address to set a breakpoint on (specifically a modification break, it halts the execution when a specific memory address is altered). This are is likely used as a register to be read by the GBP software in order to produce actual rumble signal. Sure enough I found two bytes of memory with the value 0xFFFF that is set to a different value only when a rumble happens. mGBA supports Game Boy Player features so I can enable the original function to see what it does. I figured there would be some sort of variable/register that stored information about the rumble signal to be sent, so I sat down in mGBA with the memory inspector open and start hunting down anything that changed when a rumble happens. ![]()
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