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ssj
August 2nd, 2006, 07:22 AM
I have the following script for a pikachu cry and I was wondering how I can do it so that the pikachu says "PIKAAAA" before you hear the cry.

#org 0x71d520
cry 0xA1 25
#raw 01
end

Pazuzu
August 2nd, 2006, 08:06 AM
I have the following script for a pikachu cry and I was wondering how I can do it so that the pikachu says "PIKAAAA" before you hear the cry.

#org 0x71d520
cry 0xA1 25
#raw 01
end
To add a text to your script, just add a "msgbox" and "callstd" command to it, together with the text you want to display.
The whole script with an added message box would look like this:
#org 0x71d520
msgbox 0x71d550
callstd 0x6
cry 0xA1 25
#raw 01
end

#org 0x71d550
= PIKAAAA

ssj
August 2nd, 2006, 08:50 AM
If the original offset used at first is 0x71d520 how did you come up with 0x71d550 ?
Also when I go and talk to the Pikachu all he says is PIKAAA without a cry.

Pazuzu
August 2nd, 2006, 12:19 PM
If the original offset used at first is 0x71d520 how did you come up with 0x71d550 ?
Also when I go and talk to the Pikachu all he says is PIKAAA without a cry.
After the offset 71D520, you will find a lot of free space, so, since I wanted to play it safe, and avoid overwriting of your other Script, I increased the offset a bit. And because scripts like that won't take up 30 bytes, it was safe to choose it.

I just tested the script, and it is working fine.

simadons
August 2nd, 2006, 12:48 PM
Your Script above is as broken as it can be. You should use this one instead:
#autobank on
#org 0x800100
checkflag 0x1FF
if 0 0x800150
end

#org 0x800150
cry 0xA1 0x8F
#raw 01
msgbox 0x800200
callstd 0x4
wildbattle 0x8F 0x2D 0
#raw 53
#raw 0[Event's Index number]
#raw 00
setflag 0x1FF
end

#org 0x800200
= It's a sleepling Pokemon, err, not anymore!
Replace [Event's Index number] with the Event-Number Advance-Map tells you for that specific Event.

To "get the Script offset to plop into Advance-Map", just copy the offset of where you inserted the Script (800100 in this case, and type it in the Event's "Script offset" box, keeping the leading $-symbol. ($800100))


There is no way of changing Pokémon crys in G/S without a Hex-Editor, yet.

Thanks, ok, I used SSC to creat that bit..
Now for another Q, Afther the event, how could I make the sprte (in this case snoralax)
go away?

Plus more, how do I pacage my scripts into my hacked rom?

Pazuzu
August 2nd, 2006, 12:56 PM
Thanks, ok, I used SSC to creat that bit..
Now for another Q, Afther the event, how could I make the sprte (in this case snoralax)
go away?

Plus more, how do I pacage my scripts into my hacked rom?
The sprite hiding part is already included in the Script.
#raw 53
#raw 0[Event's Index number]
#raw 00

Your second question has been asked many times before.
Simply insert your Script in ScriptED's textbox, and click the "compile" button.
Make sure that the ROM you want to compile it to is in the same folder as ScriptED, and that it's filename is free of spaces.
Please use the search function in the future.

ssj
August 2nd, 2006, 03:18 PM
Would the following script work to give a bulbasaur in pokemon fire red?
checkflag 0x71c44d
if 0 0x71c44e
setflag 0x0x71c44d
givepokemon 0x01 0x01 0x00
end

NightKev
August 2nd, 2006, 03:18 PM
1) Which is better, EliteMap or AdvanceMap? (Or is this the "program1 has features A D F while program2 has features B C E" situation?)

2) Would I be able to hack Emerald or am I stuck with Ruby/Sapphire?

Pazuzu
August 2nd, 2006, 03:23 PM
Would the following script work to give a bulbasaur in pokemon fire red?
checkflag 0x71c44d
if 0 0x71c44e
setflag 0x0x71c44d
givepokemon 0x01 0x01 0x00
end
No, that Script would not work, because you can not use offsets as Flag values.
Any values from 0 up to FFFF can be used for Flags. (Example: checkflag 0x1EF ; setflag 0x5D2 ; clearflag 0x3)
Also, the #org command at the top is missing.

I reccomend you to have a look at the "commands.html", that comes with EliteMap to see how to use the commands.

simadons
August 2nd, 2006, 03:51 PM
I would but I kept on geting: DATABASE ERROR... It seems that the whole site is ploped onto one server. Also, I meant to appolgize for not posting in this thread.

And I have tried sending this via quick reply 10 times useing high speed cable internet.

Ok, is there a way to make the script only work if you a have a blue flute in your invo, to make it like the older games.

Pazuzu
August 2nd, 2006, 05:54 PM
I would but I kept on geting: DATABASE ERROR... It seems that the whole site is ploped onto one server. Also, I meant to appolgize for not posting in this thread.

And I have tried sending this via quick reply 10 times useing high speed cable internet.

Ok, is there a way to make the script only work if you a have a blue flute in your invo, to make it like the older games.
Here is a sample script, that checks if you have the BLUE FLUTE in your bag, and depending on it, will display a different text.
If you want it to do something different, just change it to your likings.
#autobank on

#org 0x800000
msgbox 0x800200
callstd 0x4
#raw 47
#raw 27 'item \ blue
#raw 0 'item / flute
#raw 1 'quantity \
#raw 0 'quantity / one
compare LASTRESULT 0x0
if 0x1 jump 0x800150
msgbox 0x800300
callstd 0x6
end

#org 0x800150
msgbox 0x800400
callstd 0x6
release
end

#org 0x800200
= Now let's see if you have\nthat Item...

#org 0x800300
= Yup, you have the Item.

#org 0x800400
= Nope, you don't have the Item.

1) Which is better, EliteMap or AdvanceMap? (Or is this the "program1 has features A D F while program2 has features B C E" situation?)

2) Would I be able to hack Emerald or am I stuck with Ruby/Sapphire?
1) Advance-Map and Elite-Map have basicly the same features. (EliteMap might use a different program for some of them, though.)
However, there are some differences, like Advance-Map allowing you to add new Maps, and allowing you to create new wild Pokémon data, while EliteMap allows you to edit the size and position of the Map on the World-Map.
Just use the program you feel most comfortable with. (Or switch editors if you want to use a certain feature, however, that might cause a corruption of the ROM.)

2) Both Map Editors support Pokémon Emerald, however, you will have to add the Emerald settings to EliteMap's "Pokeroms.ini" file in order for it to work.
Those offsets have been posted in the Documents forum.

simadons
August 2nd, 2006, 06:09 PM
Here is a sample script, that checks if you have the BLUE FLUTE in your bag, and depending on it, will display a different text.
If you want it to do something different, just change it to your likings.
#autobank on

#org 0x800000
msgbox 0x800200
callstd 0x4
#raw 47
#raw 27 'item \ blue
#raw 0 'item / flute
#raw 1 'quantity \
#raw 0 'quantity / one
compare LASTRESULT 0x0
if 0x1 jump 0x800150
msgbox 0x800300
callstd 0x6
end

#org 0x800150
msgbox 0x800400
callstd 0x6
release
end

#org 0x800200
= Now let's see if you have\nthat Item...

#org 0x800300
= Yup, you have the Item.

#org 0x800400
= Nope, you don't have the Item.


1) Advance-Map and Elite-Map have basicly the same features. (EliteMap might use a different program for some of them, though.)
However, there are some differences, like Advance-Map allowing you to add new Maps, and allowing you to create new wild Pokémon data, while EliteMap allows you to edit the size and position of the Map on the World-Map.
Just use the program you feel most comfortable with. (Or switch editors if you want to use a certain feature, however, that might cause a corruption of the ROM.)

2) Both Map Editors support Pokémon Emerald, however, you will have to add the Emerald settings to EliteMap's "Pokeroms.ini" file in order for it to work.
Those offsets have been posted in the Documents forum.

Sorry for so many questions, but how would I ocmbine both scripts, oh, and thank you a whole bunch.

dakelland
August 3rd, 2006, 03:40 AM
how can i start to hack can some one help me

Pazuzu
August 3rd, 2006, 03:41 AM
Sorry for so many questions, but how would I ocmbine both scripts, oh, and thank you a whole bunch.
To combine both Scripts, just take the parts you need from one, and insert them in the appropriate place of the other one.
For example, the Battle/Hiding part of the first one, would be included after the Item-check of the current one.
#autobank on

#org 0x800000
#raw 47
#raw 27 'item \ blue
#raw 0 'item / flute
#raw 1 'quantity \
#raw 0 'quantity / one
compare LASTRESULT 0x1
if 0x1 jump 0x800150
msgbox 0x800100
callstd 0x6
end

#org 0x800150
msgbox 0x800200
callstd 0x4
wildbattle 0x8F 0x2D 0
#raw 53
#raw 0[Event's Index number]
#raw 00
end

#org 0x800200
= It's a sleeping Pokemon, err, not anymore!
end

#org 0x800100
= It's a sleeping Pokemon.
All you have to do is to replace "[Event's Index number]" with the number of your Snorlax Event on the Map.

how can i start to hack can some one help me
Read the stickied FAQ thread in this forum, thank you.

ssj
August 3rd, 2006, 06:00 AM
Im having a probelm I made this script to give a bulbasaur and compiled it but when ever I load up the rom in vba all I get is a white screen.
#org 0x71c44d
checkflag 0x1EF
if 0 0x3
setflag 0x5D2
givepokemon 0x01 0x01 0x00
end

Pazuzu
August 3rd, 2006, 06:06 AM
Im having a probelm I made this script to give a bulbasaur and compiled it but when ever I load up the rom in vba all I get is a white screen.
#org 0x71c44d
checkflag 0x1EF
if 0 0x3
setflag 0x5D2
givepokemon 0x01 0x01 0x00
end
Your problem is the wrong usage of the IF-command.
When using an IF-command, you have to specify an offset to go to, if the value you are comparing is either true or false.
Also, you have to agree on one flag to use. Since you used 1EF in the first place, we'll continue using that one.
#org 0x71c44d
checkflag 0x1EF
if 0 0x71c45d
end

#org 0x71c45d
setflag 0x1EF
givepokemon 0x01 0x01 0x00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
end

borgoth
August 3rd, 2006, 06:59 AM
hi all,

i'm making a pokehack and now i need to edit the world map:\

now i'm asking does some1 have a program to create easy a map?

if there is no prog to make a map then can u give some tips to create a map.

Pazuzu
August 3rd, 2006, 11:16 AM
hi all,

i'm making a pokehack and now i need to edit the world map:\

now i'm asking does some1 have a program to create easy a map?

if there is no prog to make a map then can u give some tips to create a map.
You can edit the World-Map of Pokémon Advance games, using a tool made by Mewthree9000, named Cyclone (http://www.mew3inc.mihopa.be/programs/CyclonePrototype.zip).

Tutorials how to use it can be found here:
http://www.pokecommunity.com/showthread.php?t=60373
http://www.pokecommunity.com/showthread.php?t=60257

Though they are made for Titlescreen editing, World-Map editing works the same way.
Also using the search function will help.

Alternatively, you can use a Hex-Editor and unLZ-GBA to edit it.

ssj
August 3rd, 2006, 12:10 PM
Your problem is the wrong usage of the IF-command.
When using an IF-command, you have to specify an offset to go to, if the value you are comparing is either true or false.
Also, you have to agree on one flag to use. Since you used 1EF in the first place, we'll continue using that one.
#org 0x71c44d
checkflag 0x1EF
if 0 0x71c45d
end

#org 0x71c45d
setflag 0x1EF
givepokemon 0x01 0x01 0x00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
end

I tired this code but when I talk to a person nothing happens do I have to add a message into this script something like Heres a bulbasaur.

Pazuzu
August 3rd, 2006, 01:17 PM
I tired this code but when I talk to a person nothing happens do I have to add a message into this script something like Heres a bulbasaur.
I just compiled the Script, and it's working fine.
Try re-compiling it. In some cases, you might have to use different offsets or Flags.
Message boxes are not required, but if you want, you can add them.

ssj
August 3rd, 2006, 04:21 PM
Would this script work so that the text appears before you recive the bulbasaur?
#org 0x71c5cc
message 0x71c5ce
boxset 0x2
end
#org 0x71c5ce
=Hey I found this bulbasaur its quiet
young you should train it

#org 0x71d526
checkflag 0x1EF
if 0 0x71c45d
end

#org 0x71c45d
setflag 0x1EF
givepokemon 0x01 0x01 0x00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
end

Pazuzu
August 3rd, 2006, 04:37 PM
Would this script work so that the text appears before you recive the bulbasaur?
No, it wouldn't, because you have no reference to the text script in the Pokémon giving part of the script.
Simply add the message box part before you receive the Pokémon, the givepokemon command.
#org 0x71d526
checkflag 0x1EF
if 0 0x71c45d
end

#org 0x71c45d
setflag 0x1EF
msgbox 0x71c5ce
boxset 0x6
givepokemon 0x01 0x01 0x00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
end

#org 0x71c5ce
=Hey I found this bulbasaur\nits quiet young you\nshould train it

raddx
August 4th, 2006, 12:45 AM
im having trouble with changing the starters in ruby, i have imported munchlax into my game over the green question mark after celebi. what i need to no is the code to replace treeko into munchlax, thanks

Pazuzu
August 4th, 2006, 03:09 AM
im having trouble with changing the starters in ruby, i have imported munchlax into my game over the green question mark after celebi. what i need to no is the code to replace treeko into munchlax, thanks
The Hex value for the Pokémon Slot after Celebi is FC00.
Simply replace the Pokémon Value of one of the old starters with this, and you will have your new Pokémon selectable when you open the Bag.

ssj
August 4th, 2006, 06:24 AM
No, it wouldn't, because you have no reference to the text script in the Pokémon giving part of the script.
Simply add the message box part before you receive the Pokémon, the givepokemon command.
#org 0x71d526
checkflag 0x1EF
if 0 0x71c45d
end

#org 0x71c45d
setflag 0x1EF
msgbox 0x71c5ce
boxset 0x6
givepokemon 0x01 0x01 0x00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
end

#org 0x71c5ce
=Hey I found this bulbasaur\nits quiet young you\nshould train it

I tried this script and when I talk to the guy all that comes up is a text box with nothing in it.

Pazuzu
August 4th, 2006, 06:40 AM
I tried this script and when I talk to the guy all that comes up is a text box with nothing in it.
That is because you didn not follow the correct structure when creating a text.
#org 0x71c5ce
=Hey I found this bulbasaur\nits quiet young you\pshould train it
As you see, the important space between the "=" and the beginning of the text is missing, thus, the compiler is ignoring the command, because it is not recognized.
Just add a space between "=" and "Hey", and it should work.
Also, always doublecheck your script before you post it here, and work together with the Command-Reference (commands.html) of EliteMap, to ensure the correct usage and structure of commands.

ssj
August 4th, 2006, 07:36 AM
Now it goes up to Hey I found this bulbasaur its quiet young you and dosent say the rest.

Pazuzu
August 4th, 2006, 08:11 AM
Now it goes up to Hey I found this bulbasaur its quiet young you and dosent say the rest.
Then you have another error in your text command. As I said, read the Command reference!
You can not use normal line-breaks (aka Enter key) when creating texts.
You have to use the line-breaking command that ScriptED offers. (\n for a new line, \p for a new "page", \l for an alternate new line.)

So a text like:
Hello, this is
my first ROM-Hack
and I hope it works.

Peace out.
becomes:
Hello, this is\nmyfirst ROM-Hack\land I hope it works.\pPeace out.

Chimp
August 4th, 2006, 01:49 PM
When I set the starters using A-Starter, (Mew, Celebi, And Jirachi), Mew doesn't seem to obey ANYTIME. How can I get Mew to listen? (This is a hack of emerald)

Pazuzu
August 4th, 2006, 02:30 PM
When I set the starters using A-Starter, (Mew, Celebi, And Jirachi), Mew doesn't seem to obey ANYTIME. How can I get Mew to listen? (This is a hack of emerald)
The reason Mew (or other Legendarys) won't obey, is because you obtained them "not legally", by an event, but by altering the game, either with a Cheat code to catch it, or by using an editor like A-Starter.
Because of that, a specific bit in the Pokémon's data (the "obey bit" in this case) is missing.
That bit is only set if you obtain it via the regular event, not by "forcing it" to appear.
A way to set specifically that bit is not known.

Chimp
August 4th, 2006, 03:07 PM
Darn, I was really hoping to have Mew, Celebi, and Jirachi as the starters.. Well, since that's answered, (Thanks), Does anyone know of a Pokemon Amplifier-Like thing that works for emerald? All the one's I've seen only work for R/S.

Pazuzu
August 4th, 2006, 03:23 PM
Darn, I was really hoping to have Mew, Celebi, and Jirachi as the starters.. Well, since that's answered, (Thanks), Does anyone know of a Pokemon Amplifier-Like thing that works for emerald? All the one's I've seen only work for R/S.
As already answered in this (http://www.pokecommunity.com/showpost.php?p=2192862&postcount=1167) post, you can download the latest version of Pokémon Amplifier here (http://magicstone.de/philb/gchg/downloads/ADC_1.2.0.1.zip).
It's supporting all Pokémon Advance ROMs. Please use the search function before asking in the future.

Blazichu
August 4th, 2006, 03:34 PM
I have just changed the Gyarados Event in Pokemon Gold is there any way in a hex to make it not shiny and if so could some one tell me the hex number for shiny Pokemon?

Pazuzu
August 4th, 2006, 03:54 PM
I have just changed the Gyarados Event in Pokemon Gold is there any way in a hex to make it not shiny and if so could some one tell me the hex number for shiny Pokemon?
If you take a look at the script with your Hex-Editor, you should see something like this a few bytes after it started:
[1E0307]
The 07 at the end is the Hex code that determines the battle type.
Changing it to:
- 09 will make it a battle (not being able to run from it)
- 07 will make it a Shiny battle
- 05 will make it a battle (being able to run from it)
- 00/01 will make it a battle (being able to run from it)

simadons
August 4th, 2006, 05:54 PM
Id like to appolgize for doubble posting and IT seems that the site has stabblelized. Now, dose anybody know the scrip offsets for the pcs in the pokemon centers?

Chimp
August 4th, 2006, 06:00 PM
Well, how would I get Mew to work? Would I make another pokemon appear as Mew, edit it's stats so it's like Mew's, then set that edited pokemon as the starter? (If that is the solution, how would I do that?)

And in Advance Map, how do I edit the place where the Main character hops out of the truck?

Blazichu
August 4th, 2006, 06:14 PM
With the Shiny Gyarados Event all I find is 52 in the hex and A1 in the text what is going on?

Pazuzu
August 4th, 2006, 06:46 PM
Id like to appolgize for doubble posting and IT seems that the site has stabblelized. Now, dose anybody know the scrip offsets for the pcs in the pokemon centers?
The offset is not known. But what you can do to find it out, is to backtrace the textpointer of when the boot up message appears.
When you find it, you are in the script.

Well, how would I get Mew to work? Would I make another pokemon appear as Mew, edit it's stats so it's like Mew's, then set that edited pokemon as the starter? (If that is the solution, how would I do that?)

And in Advance Map, how do I edit the place where the Main character hops out of the truck?
Dude, how about you read the first post, together with the thread title and the PM I sent you?
The questions you asked have already been asked and answered, hence the disappearing of your posts! (As it is stated in the first post.)

As I already told you just a few posts above, you can't "get Mew to work". The bit that determines if it will obey you or not can not be set directly yet.
A way would be to create your own Mew, on base of another, "normal", Pokémon.
Again, how to do that has already been asked and answered here, aswell as in the Documents forum.

For you 2nd question, which, again, has been asked and answered already, you can not edit where the character hops out of the Truck with Advance-Map.
You can do that with EliteMap, by Holding the Shift-key + right clicking on the Map, and selecting "Set [Gender] position here".
If the ROM you are using it not (fully) supported in EliteMap yet, for example that method not working with Emerald, then you either have to manually find and add/edit the data with your Hex-Editor, or wait for someone to add it.

With the Shiny Gyarados Event all I find is 52 in the hex and A1 in the text what is going on?
When you do a search for "5C821E1E0307", you will get straight to the offset of the shiny Gyarados event.
The bolded part is what I told you above. The "5C" is the Pokémon loading command, and the "82" is a Gyarados on level 30 ("1E").
Once you found it, you can easily edit the Pokémon and level, aswell as the battle type, with the information I gave you above.

simadons
August 4th, 2006, 07:13 PM
I used the search and couldnt find the tool to combine the scripts I made to the rom. I also hear of a program called dimond cutter, but couldnt find it etheir.

EDIT: Could I aslo add a sound to the snoralax script?

slipknot
August 5th, 2006, 02:47 AM
Please move this thread to the Simple Questions and please PM me the answer. This thread belongs in Simple QUestions but I can't access it for at least a week now (didn't pay attention to how long, but decided I have waited long enough now).

With PokécryGUI, where can I find the Deoxys crie so I can change some pokemon's cry to Deoxys? If it's on samples, I get the error the file isn't found and I can't find it in Sappy

Also, what do they mean with TableOffset, PokeID (Poke number, right?) and SampleOffset?

Must I use Encode, and must I use Use Table and Auto Play?

And last: How do I change the neccesary experience for pokemon? Now, my self-created Deoxys have a much lower grow rate then normal, I have changes the base experience in Pokémon Amplifier but that doesn't work.

Thanks

Pazuzu
August 5th, 2006, 04:20 AM
I used the search and couldnt find the tool to combine the scripts I made to the rom. I also hear of a program called dimond cutter, but couldnt find it etheir.

EDIT: Could I aslo add a sound to the snoralax script?
The tool that compiles your Script to the ROM is called ScriptED, as I told you a few posts ago.
It's an enhanced version of DiamondCutter, so you can use it instead of it. It's included in the EliteMap package.

To add a Pokémon cry to your script, just add:
cry 0xA1 143
#raw 01
where you want the cry to be played.

Please move this thread to the Simple Questions and please PM me the answer. This thread belongs in Simple QUestions but I can't access it for at least a week now (didn't pay attention to how long, but decided I have waited long enough now).

With PokécryGUI, where can I find the Deoxys crie so I can change some pokemon's cry to Deoxys? If it's on samples, I get the error the file isn't found and I can't find it in Sappy

Also, what do they mean with TableOffset, PokeID (Poke number, right?) and SampleOffset?

Must I use Encode, and must I use Use Table and Auto Play?

And last: How do I change the neccesary experience for pokemon? Now, my self-created Deoxys have a much lower grow rate then normal, I have changes the base experience in Pokémon Amplifier but that doesn't work.

Thanks
I already told you what value you have to insert there in this (http://www.pokecommunity.com/showpost.php?p=2196126&postcount=1197) post.

TableOffset is the table where all the Pokémon cry offsets are listed it.
PokeID is, as you already said, the ID of the Pokémon.
SampleOffset is the offset of the actual cry data, the sound.

You have to check the "Use Table" option. Then, when you want to export the cry, select a Path in the "Wave" box, and click "Dump".
To import a cry, select the file in the "Wave" box, and click on "Encode".

It's just normal that you can't copy a Deoxys exactly like it is in the other games. There are most likely still some unknown, hidden, values, that PA can't edit yet. (That might include some additional values to determine the growth-rate and experience.)

Lordpenguin
August 5th, 2006, 06:01 AM
Has anyone got the most recent banks for Poketext? (the gs version)

I had some fairly decent ones, then installed a less recent update :(

Thanks in advance.

Pazuzu
August 5th, 2006, 07:48 AM
Has anyone got the most recent banks for Poketext? (the gs version)

I had some fairly decent ones, then installed a less recent update :(

Thanks in advance.
You can download the latest PokeTEXT beta version here (http://rhtools.scizz.com/GSC/Poketext_FixedBeta.zip).
It includes the Text banks for G/S/C and R/B/Y, that have been added until the 7th July 2005.
Though the last update was like a year ago, it seems to include all important Text banks.

Lordpenguin
August 5th, 2006, 12:53 PM
Thank you. That was even more updated than the first one I had.

It seems to that hacking the advance games probably takes over in the last year.

Me, I actually prefer GS. RS seems... too bright and colourful. And to many new pokes.

My hack for GS is coming along now I have those. Thankyou again!

Chimp
August 5th, 2006, 02:17 PM
How do I edit which Pokemon is chasing Professor Birch? Not the overworld sprite, but the pokemon that you actually battle. (Please, I honestly have searched, but I havn't found an answer.)

Pazuzu
August 5th, 2006, 02:19 PM
How do I edit which Pokemon is chasing Professor Birch? Not the overworld sprite, but the pokemon that you actually battle. (Please, I honestly have searched, but I havn't found an answer.)
You can not edit it. The battle with the Poochyena/Zigzagoon in the beginning of the game is hardcoded, therefore, you can not change it without ASM-Hacking knowledge.

simadons
August 5th, 2006, 05:08 PM
I put the snorlax script in my rom and tested it, theres a problem. When i click on the snoralx you here the snound that the message box makes, but no textbox is diplayed.

Pazuzu
August 6th, 2006, 04:22 AM
I put the snorlax script in my rom and tested it, theres a problem. When i click on the snoralx you here the snound that the message box makes, but no textbox is diplayed.
Please provide the exact Script, like you compiled it to the ROM, so we can check it for errors or mistakes.

willypiggy
August 6th, 2006, 05:11 AM
I think that this is the correct place to put this so I'll go ahead and ask my questions :)

I have started making a pokemon hack called pokemon chaos grey (stil lworking on name so not definate) but I am changing the storyline to pokemon emerald using an emerald rom and I have laoded the rom into Advance Map and changed about 5-10% of the maps but I am woundering how I can modify events for example, in petalberg woods when the aqua grunt comes and battles how can I change it so that he is running away from a new team and the new team member trys to battle you? Also how can I add events such as fighting a level 30 kyroge in the middle of slateport city (Yes i know it sounds strange) I have had a look at the tut board but when I click tools on advnace map I don't have the correct option.

Thanks a lot!

Pazuzu
August 6th, 2006, 07:12 AM
I think that this is the correct place to put this so I'll go ahead and ask my questions :)

I have started making a pokemon hack called pokemon chaos grey (stil lworking on name so not definate) but I am changing the storyline to pokemon emerald using an emerald rom and I have laoded the rom into Advance Map and changed about 5-10% of the maps but I am woundering how I can modify events for example, in petalberg woods when the aqua grunt comes and battles how can I change it so that he is running away from a new team and the new team member trys to battle you? Also how can I add events such as fighting a level 30 kyroge in the middle of slateport city (Yes i know it sounds strange) I have had a look at the tut board but when I click tools on advnace map I don't have the correct option.

Thanks a lot!
You can modify existing happenings or add new ones with a Script Editor, which is what we call "scripting".
A Script Editor is included in the EliteMap package, it can be used to view scripts, aswell as to compile your edited/new ones to the game.
The search function of this forum will come in handy here, as almost everything that you need to start has been covered up before.
Also a look in the Documents forum will be helpful.

mxkpkmnextu??
August 6th, 2006, 02:28 PM
Hail
Is there any command that after a certain script which implies another sprite rather than the main char disappear or after a certain flag being activated make another sprite appear, for example in fr prof oak despite being there in pallet town he only appears after the activation of the script before the grass and then he disappears again after taking u to the lab...
Another I wanted to know is how can I make a sprite change is current position to make him participate in an event like the footprint guy in oldale...
[[]]
Stay Sick\m/

Pazuzu
August 6th, 2006, 02:47 PM
Hail
Is there any command that after a certain script which implies another sprite rather than the main char disappear or after a certain flag being activated make another sprite appear, for example in fr prof oak despite being there in pallet town he only appears after the activation of the script before the grass and then he disappears again after taking u to the lab...
Another I wanted to know is how can I make a sprite change is current position to make him participate in an event like the footprint guy in oldale...
[[]]
Stay Sick\m/
Yes, there is a command for every action you mentioned.
To hide sprites on the map, use this command:
#raw 53
#raw [event number of the person]
#raw 00

To show sprites, you have to add this command:
#raw 55
#raw [event number of the person]
#raw 00

And to move sprites to a certain location on the map, use this command:
#raw 57
#raw [event number to move]
#raw 00
#raw [x position in hex]
#raw 00
#raw [y position in hex]
#raw 00

simadons
August 6th, 2006, 02:53 PM
#autobank on

#org 0x800000
#raw 47
#raw 27 'item \ blue
#raw 0 'item / flute
#raw 1 'quantity \
#raw 0 'quantity / one
compare LASTRESULT 0x1
if 0x1 jump 0x800150
msgbox 0x800100
callstd 0x6
end

#org 0x800150
msgbox 0x800200
callstd 0x4
wildbattle 0x8F 0x2D 0
#raw 53
#raw 050
#raw 00
end

#org 0x800200
= It's a sleeping Pokemon, err, not anymore!
end

#org 0x800100
= It's a sleeping Pokemon.

Pazuzu
August 6th, 2006, 03:00 PM
I put the snorlax script in my rom and tested it, theres a problem. When i click on the snoralx you here the snound that the message box makes, but no textbox is diplayed.

I just compiled and tested the script. It's working fine.
However, you made a mistake in this part:
#raw 53
#raw 050
#raw 00
What is the Event number of the event that you want to hide?

simadons
August 6th, 2006, 03:03 PM
The event number I made it is 50.

Another quicky, how long dose it take a thread to be valadated?

Pazuzu
August 6th, 2006, 03:09 PM
The event number I made it is 50.

Another quicky, how long dose it take a thread to be valadated?
In that case, the code has to look like this:
#raw 53
#raw 32
#raw 00
Because you are using #raw commands, all provided values have to be entered in Hexadecimal. (50 Dec = 32 Hex)

Threads get validated whenever a Moderator sees that they need validation, and as long as meet the requirements.
This usually happens within a few hours to 1 day. If your thread does not appear after that period, it probably was not approved.
However, this is not the place to ask questions like that.

simadons
August 6th, 2006, 03:13 PM
thanks again... for all your help.

Liquinn
August 7th, 2006, 02:44 AM
Just thought I'd post a question. In my TEAM ROCKET hack I wish for the Ho-Oh event to be changed into a Mewtwo.

How can I change the event to a Mewtwo instead of Ho-Oh (With or without HEX).

Also, When the Ho-Oh event has been changed into a Mewtwo, How do I place the statue of Mewtwo inside a cave so you can battle and catch Mewtwo from there?

Liquinn.

Pazuzu
August 7th, 2006, 06:01 AM
Just thought I'd post a question. In my TEAM ROCKET hack I wish for the Ho-Oh event to be changed into a Mewtwo.

How can I change the event to a Mewtwo instead of Ho-Oh (With or without HEX).

Also, When the Ho-Oh event has been changed into a Mewtwo, How do I place the statue of Mewtwo inside a cave so you can battle and catch Mewtwo from there?

Liquinn.
You can change the Pokémon you battle in the Event, by replacing the Pokémon and Level values of the HO-OH Script, with the ones of Mewtwo with a Hex-Editor.
A list of Pokémon values for G/S/C can be found here (http://mew3inc.mihopa.be/lists/gscpkmnhex.txt).

Just change a level into a cave, and place the Event of the Pokémon where you want it to be.
Then assign the Script to the Event. (Make sure it is called from the same Bank. You could just modify the top level of the Tin Tower.)

evco1
August 7th, 2006, 01:09 PM
What is the faster way to translate a pokemon gba rom?

Pazuzu
August 7th, 2006, 01:39 PM
What is the faster way to translate a pokemon gba rom?
The speed of translating a game depends on how fast you can find and edit the texts with your Hex-Editor, and how well you speak the language you are translating from.

Blazichu
August 8th, 2006, 03:25 AM
Where is the Ho-oh event in Pokemon Gold in a Hex Editor because I can't find it? Like what is the Hex numbers and letters for the Ho-oh event?

Pazuzu
August 8th, 2006, 05:25 AM
Where is the Ho-oh event in Pokemon Gold in a Hex Editor because I can't find it? Like what is the Hex numbers and letters for the Ho-oh event?
As I already told you in my last post, the command 5C loads the Pokémon and Level data into the RAM of the game.
So, if you would have used the list I linked you to, you would have found out that HO-OH's Hex value is FA. And since it appears on Level 40 in the game, you just have to convert that number into Hex. (40 Dec <-> 28 Hex)
Now all you have to do is to put these 3 values together (5CFA28) and search for them, and you will find your HO-OH event in the ROM.

dakelland
August 9th, 2006, 03:33 AM
hi can any one help me i have got elitemap and a pokemon emerald rom when i try to load it up on elite map it keeps on saying "this is not a supported pokemon advance rom". what dose vthis mean can someone help me

Liquinn
August 9th, 2006, 03:44 AM
I was wondering if you could change the music when you battle someone in the game, Like say if your battling your rival for example, how can I change the music to the team rocket music in battle?

Liquinn.

Pazuzu
August 9th, 2006, 03:46 AM
hi can any one help me i have got elitemap and a pokemon emerald rom when i try to load it up on elite map it keeps on saying "this is not a supported pokemon advance rom". what dose vthis mean can someone help me
You get that error because, as it already tells you, you tried to load an unsupported ROM.
Since EliteMap doesn't support Emerald from the start, you will have to make it compatible, by adding the correct offsets from this (http://www.pokecommunity.com/showthread.php?t=47966) thread to your "PokeRoms.ini" file.

evco1
August 9th, 2006, 04:02 AM
There is an extractor for gba roms?

Pazuzu
August 9th, 2006, 04:07 AM
There is an extractor for gba roms?
Please elaborate on what kind of "extractor" you are talking about.

If you want to extract compressed images (such as Pokémon sprites), you can use unLZ-GBA. It is included in the EliteMap package.

pokeant
August 9th, 2006, 06:57 AM
may i know how to edit pokemon blue's:
rival's name
map connection
town map

Leo~chan
August 9th, 2006, 10:26 AM
Hello, i'm italian hacker and i prepared my hack, pokémon black dream... I have one question...
How I make has to use the movement of a personage to right, after to have spoken with it?
Thaks for repling ^_^
Excuse me for my bad english °_°
*EDIT*
The problems is that I have already put a script that donates a Traphinc… And I do not know if these create problems
Excuse me for my bad english °_°

Jonny Buuz
August 9th, 2006, 10:29 AM
I tried to compile a basic text script (the girl just says something; nothing special), and it compiled fine. However, in game, the sprite that I assigned the offset to does not respond. It still moves; I told it to walk around. It just won't talk to me. What could I have done wrong? If I need to elaborate, I will.

Oh. I'm using A-Map and ScriptEd.

Pazuzu
August 9th, 2006, 12:00 PM
Hello, i'm italian hacker and i prepared my hack, pokémon black dream... I have one question...
How I make has to use the movement of a personage to right, after to have spoken with it?
Thaks for repling ^_^
Excuse me for my bad english °_°
*EDIT*
The problems is that I have already put a script that donates a Traphinc… And I do not know if these create problems
Excuse me for my bad english °_°
In order to let the person walk to a specified direction, you will have to add an "applymovement" command, together with the directions you want that event to walk.

The command would look like this:
applymovement 0x[FF for player, else Event Number] 0x[offset of the movement data]

Then you just have to insert the movement data at the offset you specified above.
#org 0x[offset of movement data]
#raw B 'Right2
#raw FE 'Exit

That's it.

I tried to compile a basic text script (the girl just says something; nothing special), and it compiled fine. However, in game, the sprite that I assigned the offset to does not respond. It still moves; I told it to walk around. It just won't talk to me. What could I have done wrong? If I need to elaborate, I will.

Oh. I'm using A-Map and ScriptEd.
Please post the script you are having trouble with. That way, it's easier for us to help you with your problem.

ssj
August 9th, 2006, 12:04 PM
Using tile molester would it be possible to change the heros overworld sprite ?

Pazuzu
August 9th, 2006, 12:06 PM
Using tile molester would it be possible to change the heros overworld sprite ?
Yes, the Overworld sprites in the Pokémon games can be changed with Tile Molester.
Eventually, you will have to load a custom palette file to display them correctly.

Leo~chan
August 9th, 2006, 12:08 PM
Thanks Scizz!
yuo are the master hacker *çççççç*!
*EDIT*
it does not work!
'-----------------------
#org 0x800000
checkflag 0xF0F1
if 0x1 jump 0x800300
msgbox 0x8800100 '"Here you go! Just ta..."
callstd 0x2
setflag 0xF0F1
givepokemon 0x14C 0x5 0x0
applymovement 0x7 0x800900
end

'-----------------------
#org 0x800300
msgbox 0x8800200 '"You can go now with ..."
callstd 0x6
release
end


'---------
' Strings
'---------
#org 0x800100
= Here you go! Just take it
#org 0x800200
= You can go now with your Trapinch

'-----------
' Movements
'-----------
#org 0x800900
#raw B 'Right2
#raw FE 'Exit

Where it is that mistake?
;___;, i'm very sad ç__ç!

Jonny Buuz
August 9th, 2006, 12:09 PM
Oh, my bad.

It seems to happen with every script I try, though...

Well, here's one.

#org 0xAA23C0
message 0xAA23F0
boxset 0x4
end

#org 0xAA23F0
=I know where you sleep.

And another.

#org 0x7B2B00
checkflag 0x10A
if 0 0x7B0A54
message 0x7B2C00
boxset 0x2
end

#org 0x7B0A54
setflag 0x10A
setflag 0x800
checkgender
compare LASTRESULT 1
if 0 0x7B1D54
if 1 0x7B0D54
end

#org 0x7B1D54
message 0x7B1A54
boxset 0x02
givepokemon 0x18B 0x05 0x00
end

#org 0x7B0D54
message 0x7B1B54
boxset 0x02
givepokemon 0x188 0x05 0x00
end

#org 0x7B1A54
= Psst... take this.

#org 0x7B1B54
= Hey there... want this?

#org 0x7B2C00
= Don't tell anybody!

So now that I think about it, there's something wrong with the script... what?

Hack_Slash_Scizor
August 9th, 2006, 08:31 PM
Hey guys i keep getting an error messages when i try and open programs such as Advance text and Advance starter. I downloaded the needed runtime files but nothing changed.

The error message looks like this.
http://img232.imageshack.us/img232/3356/errorpkmnvi7.png

Can someone lease help!

HackMew
August 9th, 2006, 11:47 PM
Hey guys i keep getting an error messages when i try and open programs such as Advance text and Advance starter. I downloaded the needed runtime files but nothing changed.

You get that error, as the messagbox says, because your version of COMDLG32.OCX is outdated. I've checked the Needed files sticky but I didn't find that file in the list. However you can download it from here (http://freeware.it-mate.co.uk/downloads/controls/comdlg32.zip). Yust decompress the archive in the program's folder.


hi can i have some help i have elitemap but when i try to load emerald up it says "this is not a supported pokemon advance rom" what does that mean tell me please

Check this (http://www.pokecommunity.com/showpost.php?p=2212526&postcount=1315) post

Hack_Slash_Scizor
August 10th, 2006, 01:22 AM
I downloaded that file, but nope, im still getting the same error lol!?

Pazuzu
August 10th, 2006, 01:39 AM
Thanks Scizz!
yuo are the master hacker *çççççç*!
*EDIT*
it does not work!

Where it is that mistake?
;___;, i'm very sad ç__ç!
As I already told you via PM, putting the "applymovement" command above the "givepokemon" command will solve your problem.
This is because some parameters of the "givepokemon" command are missing, and it interprets the "applymovement" command as those missing parameters, thus, ignoring it.

Oh, my bad.

It seems to happen with every script I try, though...

Well, here's one.

#org 0xAA23C0
message 0xAA23F0
boxset 0x4
end

#org 0xAA23F0
=I know where you sleep.

So now that I think about it, there's something wrong with the script... what?
I can't spot an error in the last Script, however, try changing your first Script to this:
#org 0xAA23C0
lock
faceplayer
message 0xAA23F0
boxset 0x6
release
end

#org 0xAA23F0
= I know where you sleep.
It's important to watch the space between the "=", and the beginning of the text, as ScriptED needs it to recognize the command correctly.


Hey guys i keep getting an error messages when i try and open programs such as Advance text and Advance starter. I downloaded the needed runtime files but nothing changed.

The error message looks like this.
http://img232.imageshack.us/img232/3356/errorpkmnvi7.png

Can someone lease help!
Try downloading this (http://www.scizz.com/stuff/COMDLG32.zip) file, and place it either in the program's, or in your "Windows/system32" folder.
This is a newer version of the control that -HackMew- linked you to.
If it still doesn't work, that's a problem with your computer, which we can not fix.

If it works, and further error messages regarding missing files should pop up, just google for the file, or download it from one of the sites mentioned in the "Needed files" sticky.

tech
August 10th, 2006, 04:48 AM
How do you get an yes/no option with two posibilities depending on what is picked?

Pazuzu
August 10th, 2006, 06:52 AM
How do you get an yes/no option with two posibilities depending on what is picked?
To create a "Yes/No-choice" Script, you will have to create a simply Messagebox script, but instead of using Boxset 6 or 4, you use Boxet No. 5.
This will trigger a Yes/No choice, and depending on the result, a different script will be called.
A sample Script could look like the following:
#org 0x800000
lock
faceplayer
msgbox 0x800010
callstd 0x5
compare LASTRESULT 0x0
if 0x1 jump 0x800020
msgbox 0x800030
release
end

#org 0x800010
= What do you choose?

#org 0x800020
msgbox 0x800040
callstd 0x6
release
end

#org 0x800040
= Yes was chosen.

#org 0x800030
= No was chosen.
The Script is untested, but should work.

Leo~chan
August 10th, 2006, 07:31 AM
Excuse, but when I call the event applymovement, because the not rimana moved sprite ones in the position that I have made it to arrive? If it is possible, you can explain as to make it to me to remain them?
Excuse me for bad English >_<"...
Thanks a lot for help me ^_^

STA Nirvana IND
August 10th, 2006, 08:59 AM
I'm relativly new to rom hacking and i was wondering if there were any snow blocks in pokemon ruby and if there arnt is there any way i could add them to the game. I really wanna make one of the cities into one that is snow covered. Thank you in advance.

Pazuzu
August 10th, 2006, 10:33 AM
Excuse, but when I call the event applymovement, because the not rimana moved sprite ones in the position that I have made it to arrive? If it is possible, you can explain as to make it to me to remain them?
Excuse me for bad English >_<"...
Thanks a lot for help me ^_^
As I already said in this (http://www.pokecommunity.com/showpost.php?p=2208917&postcount=1301) post, it's possible to move sprites to a certain location on the map with this command:
#raw 57
#raw [event number to move]
#raw 00
#raw [x position in hex]
#raw 00
#raw [y position in hex]
#raw 00
However, there is no command that sets the sprite position permanently, so it will always be at the original position when you re-enter the map.
You could avoid that, by assigning that command to a trigger event, that you place at the entrances of a map.
That way, whenever you enter the map, the sprites will be moved to the location you specified.

I'm relativly new to rom hacking and i was wondering if there were any snow blocks in pokemon ruby and if there arnt is there any way i could add them to the game. I really wanna make one of the cities into one that is snow covered. Thank you in advance.
There are no snow blocks in Pokémon Ruby/Sapphire/Fire-Red/Leaf-Green/Emerald.
You can easily add your own tiles if you export the Tileset with Advance-Map, repaint it, and import it again.
How to do that exactly has already been asked and answered before. The search function or looking around in this thread and the Advance-Map thread will help you find that answer.

Cepheus
August 10th, 2006, 11:13 AM
I'm new to ROM hacking, and wanted to know if it is possible to create a single ROM with Hoenn and Kanto accessable.
I'd like to eventually like to add in every region, including Shinou, when it's released, but wanted to know if this was possible.

Pazuzu
August 10th, 2006, 11:21 AM
I'm new to ROM hacking, and wanted to know if it is possible to create a single ROM with Hoenn and Kanto accessable.
I'd like to eventually like to add in every region, including Shinou, when it's released, but wanted to know if this was possible.
In theory, it is possible. However, you would have to incude all the maps, all of the Tilesets and sprites, and re-do all of the scripts, which are around 1000+ for every region.
So, it's safe to say that this idea is unrealizable.

Cepheus
August 10th, 2006, 11:24 AM
In theory, it is possible. However, you would have to incude all the maps, all of the Tilesets and sprites, and re-do all of the scripts, which are around 1000+ for every region.
So, it's safe to say that this idea is unrealizable.

But there's no way to just some how take the coding that's already there, and create some way to link the two together?

Pazuzu
August 10th, 2006, 11:28 AM
But there's no way to just some how take the coding that's already there, and create some way to link the two together?
Nope, there is no way to just copy a script from one game to another. Every script will have to be adjusted, because they contain offsets that need to be changed in order to work in the new file.
So, as I said already, this idea is unrealizable.

drem
August 10th, 2006, 01:32 PM
how to change the city's location in the worldmap, with hex editing (without elitemap)

score_under
August 10th, 2006, 02:09 PM
->Drem: Why can't you just use EliteMap?
And:

I seem to have some trouble with a rubikon script:

lock
faceplayer
checkflag 0x6874
compare LASTRESULT 0x1
if 0x1 call 0x6B1150
msgbox 0x86B1200 '"Whoa! Look out behin..."
callstd 0x3
setflag 0x6874
[wildbattle code here...]
release
end

'-----------------------
#org 0x6B1150
msgbox 0x816D51A '"I'm going to catch a..."
callstd 0x3
release
end


As you can probably see, I have chosen a random flag name. But, that flag never seems to change to 1, because the battle script keeps repeating itself everytime I talk to the guy. Also I created another script (Used a random flag, it was 1155.) and the flag changed back to 0 everytime I walked 2 levels away.

tech
August 10th, 2006, 03:23 PM
You know you use.....

#raw 53
#raw [event number of the person]
#raw 00

to hide a sprite.

Well on each map the event munbers reset....so what would you do if you wanted to show/hide a sprite on a differant map to the one the script is inserted into?

Pazuzu
August 10th, 2006, 03:40 PM
how to change the city's location in the worldmap, with hex editing (without elitemap)
The structure for the World-Map location data in Hex is the following:
[X position (1 byte)][Y position (1 byte)][Width (1 byte)][Height (1 byte)]

Now, if you would have told us the ROM you need them for, we coul have given you the offsets aswell.

->Drem: Why can't you just use EliteMap?
And:

I seem to have some trouble with a rubikon script:

As you can probably see, I have chosen a random flag name. But, that flag never seems to change to 1, because the battle script keeps repeating itself everytime I talk to the guy. Also I created another script (Used a random flag, it was 1155.) and the flag changed back to 0 everytime I walked 2 levels away.
Flag values can not be retrieved by the "compare" command.
In order to get the value of a flag, you have to use the following command combo:
checkflag 0x[flag here]
if 0x1 jump 0x[offset here]
Also, it could happen that the flags you used were already in use by another event.

In that case, just try different flag values. (Such as 10A.)

You know you use.....

#raw 53
#raw [event number of the person]
#raw 00

to hide a sprite.

Well on each map the event munbers reset....so what would you do if you wanted to show/hide a sprite on a differant map to the one the script is inserted into?
That is not possible.
However, you could combine the hiding script with a flag check, and assign it to a trigger event that is executed when you enter the map.
That way, you can set a flag on one map, and if it's set, the trigger event will hide the sprite on the other map when you enter it.

tech
August 10th, 2006, 04:41 PM
I've decided to use the fr/lg way of choosing a starter pokemon in my ruby hacy (selecting a ball from the table).
I've used this script but the pokeball wont hide:

#org 0x6b0b70
checkflag 0x01
if 1 0x700000
message 0x6b0ba0
boxset 0x5
compare LASTRESULT 0x1
if 0x0 jump 0x6c0000
fanfare 0x172
message 0x877800
boxset 0x6
waitfanfare
setflag 0x01
givepokemon 0x01 0x05 0x00
#raw 53
#raw 05
#raw 00
release
end

#org 0x700000
message 0x700100
boxset 0x6
end

#org 0x6c0000
release
end

#org 0x700100
= Don't be greedy!

#org 0x6b0ba0
= Do you want Bulbasaur?

#org 0x877800
= You chose Bulbasaur.

Jonny Buuz
August 10th, 2006, 08:33 PM
From the Docs/Tuts section:

Enter these numbers in unLZ-GBA to get to the following things:

herogirl-fire red:1176
heroboy-fire red:1178
oak-fire red:1179
gary-fire red:1180

212 = Gamefreak logo
252 = Pokemon hero running etc.
253 = Pokemon heroin running etc.
254 = Pokemon rival back side etc.
255 - 257 = pokemon battle spot where u sit on and finding pokemon
356 = some weird thing
395 = Numbers for the game
406 = Some weird drodrio moving its head
419 - 431 = all of the balls open/close
646 = fighting signs, kick, punch etc.
648-9, 2048 = substitute pokemon
668 - 1443 = Pokemon in the game
1176 = herogirl
1178 = heroboy
1179 = oak-fire red
1180 = gary
1444 = pokemon egg
1445-1498 = unknowns
1499 - 1646 = spirites
1555, 1556 = RSE pokemon hero rival spirites
1605, 1623, 1624 = rival sprite
1634, 1635 = FRLF spirites
1676 = some earthquake
1689 = pokemon status
1694-1695 = bag
1720 - 1932 = items, first ones are the balls
1972 - 1974 = pokedex commands
2016 = some weird message from gamegreak
76 = pictures of the palettes for the maps

The problem I have here is, Professor Oak at 1179 looks remarkably like the back of a Torchic.

Am I reading something wrong?

Gary appears to have Combusken pox, and so on and so forth for the hero and heroine.

drem
August 10th, 2006, 11:50 PM
->Drem: Why can't you just use EliteMap?
Becose i us a french merald, and i have found offsets only for pet and rsball...

The structure for the World-Map location data in Hex is the following:
[X position (1 byte)][Y position (1 byte)][Width (1 byte)][Height (1 byte)]

Now, if you would have told us the ROM you need them for, we coul have given you the offsets aswell.

thanks, but i have found milliards from "01000100

Pazuzu
August 11th, 2006, 01:01 PM
I've decided to use the fr/lg way of choosing a starter pokemon in my ruby hacy (selecting a ball from the table).
I've used this script but the pokeball wont hide:

The script looks fine to me.
Are you sure that you used the correct event number?

From the Docs/Tuts section:



The problem I have here is, Professor Oak at 1179 looks remarkably like the back of a Torchic.

Am I reading something wrong?

Gary appears to have Combusken pox, and so on and so forth for the hero and heroine.
You have to run a deep scan, in order to use the list above.
"File -> Run deep scan".

Becose i us a french merald, and i have found offsets only for pet and rsball...



thanks, but i have found milliards from "01000100
Since I don't have a French Emerald ROM, I can only give you the offsets for the English one.
However, if you copy the bytes from the English one, and search them in the French one, you can easily find the offset yourself.

Emerald English: 5A147C (Hex)

Jonny Buuz
August 11th, 2006, 06:17 PM
Well, when it's not in deep scan, it's Pokemon, and when it's in deep scan, it's just garbage.

Should've said that in the first post, sorry.

Any suggestions? It's back on normal scan if that matters.



EDIT: Also, that whole list works fine in regular scan, just not Oak and Gary and whatnot.

drem
August 12th, 2006, 03:37 AM
i know how, i have fond the all offsets for (advance-mart, advance attack, N.A.E, pet, pokéamplifier...) but i don't found these for "maps" and "map labels" for elite map.

Pazuzu
August 12th, 2006, 03:57 AM
Well, when it's not in deep scan, it's Pokemon, and when it's in deep scan, it's just garbage.

Should've said that in the first post, sorry.

Any suggestions? It's back on normal scan if that matters.



EDIT: Also, that whole list works fine in regular scan, just not Oak and Gary and whatnot.
The deep scan only applies to the first 3 entires of the list.
All of the other entries use the normal mode.

I just verified those 3 entries by doing a deep scan, and the numbers are correct.
If they differ in your ROM for some reason, try going back/forward a few entries. You will find them in 256 / Black White mode.

i know how, i have fond the all offsets for (advance-mart, advance attack, N.A.E, pet, pokéamplifier...) but i don't found these for "maps" and "map labels" for elite map.
The "MapLabels" and "Maps" offsets in the "PokeRoms.ini" file in EliteMap lead to a Pointer, this Pointer differs in a ROM that has a different language, therefore, you can't find it.
To get around this, follow the pointer in the English ROM, and search for the data that you find at that offset in the French one. Now turn the offset you found them at into a Pointer, and you'll have the offset that you have to add in your INI file.

For the Labels, it's a bit different, since they are in a different language, and therefore, differ bytewise.
Here, you search for the Map-Name list in your French ROM with a Hex-Editor and Table file.
Once you are there, turn the starting offset into a Pointer, and search it. When you find it, you have the offset that you have to enter at the "MapLabel" entry in the INI file.

slipknot
August 12th, 2006, 04:40 AM
Thanks Scizz

And this site looks great now, not to mention it runs fully functional now :) I can finally access this topic

I am now creating a hack on Pokemon Emerald and I like to change the music in trainer battles to give it more variety and that normal trainer music is boring. I have tried pet.exe but the names are very weird and when I click on 1 I get run-time error 6 (I have all the neccesary files), and Advancebattle (it can change the music, right?) is nowhere to be found.

Which program allows me to change the music in trainer battles? And where can it be found?

Leo~chan
August 12th, 2006, 05:44 AM
I have removed the event of regulating the clock and that one of the university professor in danger… And then, I up do not see more the labels with the names of the cities… Exists one script in order to activate them? Thanks a lot ^°^!
(Bleah! My Bad English ;__;!)

Pazuzu
August 12th, 2006, 06:27 AM
Thanks Scizz

And this site looks great now, not to mention it runs fully functional now :) I can finally access this topic

I am now creating a hack on Pokemon Emerald and I like to change the music in trainer battles to give it more variety and that normal trainer music is boring. I have tried pet.exe but the names are very weird and when I click on 1 I get run-time error 6 (I have all the neccesary files), and Advancebattle (it can change the music, right?) is nowhere to be found.

Which program allows me to change the music in trainer battles? And where can it be found?
The only specialised program to change the TrainerBattle music byte is PET.
The other method is to use a Hex-Editor.

I just loaded PET, together with an Emerald ROM, and it's working fine.
You might have to add the correct offsets to your PokeRoms.ini file first, as it is not supported by EliteMap by default.
You can fin dthe offsets in the Documents forum. If you added them, and it still doesn't work, I will give you the structure for the data in Hex.

I have removed the event of regulating the clock and that one of the university professor in danger… And then, I up do not see more the labels with the names of the cities… Exists one script in order to activate them? Thanks a lot ^°^!
(Bleah! My Bad English ;__;!)
I just tried to reproduce the error, and disabled the Clock setting event, as well as the Professor event on the Route.
Result: The Map labels are still showing up.

Make sure you didn't corrupt anything while editing. The easiest way to fix it, is to go back to your backup copy and carefully re-do the changes you made.

Sharanza
August 12th, 2006, 11:58 AM
Whene i insert new tiles in Fire red rom

all tiles are messed up like this http://img218.imageshack.us/img218/1706/messedupqf7.png
see that lines in market pokecenter etc

pleas help

Green Charizard
August 12th, 2006, 12:31 PM
Did you use unLZ.gba? If so was "Auto abort if new data is bigger" ticked, if not that can sometimes cause that.

Christos
August 12th, 2006, 12:34 PM
Did you insert the tiles with Advance map? Then it's probably cause you inserted new tiles with palette 0. Sometimes the tiles mess up when you edit or insert them with palette 0.

Smarties-chan
August 13th, 2006, 06:02 AM
I ran a search on it, but couldn't find anything, so could someone please tell me where the regular trainer battle offsets in Pokémon Firered start? Also, what is the offset for the script where Professor Oak gives you the Pokédex?

Link_971
August 13th, 2006, 06:43 AM
Hello, I look for a script to be inserted to allow to make a Day / night system.

It is rather easy, it is enough to create a script with the meteorological commands(orders) and to insert it into the clock.

It is necessary to find this script.

Can you help me?

I heard(understood) that the creator of diamond cuter knew him(it).

Is it true?

Ah yes, this script also has to walk(work) with the French versions (Ruby, saphire and émerald).

It is everything.
Good day.

Pazuzu
August 13th, 2006, 06:56 AM
I ran a search on it, but couldn't find anything, so could someone please tell me where the regular trainer battle offsets in Pokémon Firered start? Also, what is the offset for the script where Professor Oak gives you the Pokédex?
The Trainer Battle data for Fire-Red starts at offset 23EAF1 (Hex).
And the PokéDEX branch of Prof. Oak's script is located at 16961E (Hex).

Hello, I look for a script to be inserted to allow to make a Day / night system.

It is rather easy, it is enough to create a script with the meteorological commands(orders) and to insert it into the clock.

It is necessary to find this script.

Can you help me?

I heard(understood) that the creator of diamond cuter knew him(it).

Is it true?

Ah yes, this script also has to walk(work) with the French versions (Ruby, saphire and émerald).

It is everything.
Good day.
There is no script that implements a day/night system into any of these games.
In order to implement something like this, you would have to add a script, that continously checks a certain variable for its value (the time variable), and depending on it, toggles the weather effects on the map.

However, this is kind of impossible to realize, as that script would have to run in an endless loop to shift the weather on the exact time, thus, blocking other scripts from execution.
So, unless you are able to use ASM hacking techiques to modify the in-game engine to check this, it's not possible to add it.

drem
August 13th, 2006, 07:23 AM
hello, jirachi260 (my friend on the pokemon hacking), i have very full questions !

1. wath is flag in emerald for : - party menu
- pokedex menu
- POKéNAV menu
- all badges (one per one)
2. I did not understand, in the elitemap offsets searching ! sorry !
thanx in advance

bboy_squid
August 15th, 2006, 02:35 AM
Since attacks in Diamond and Pearl will still have type affinities but be based on either Physical or Special stats, I was wondering if there was any way to do the same thing in R/S/E.

Does anyone know if it is possible to hack a game to run in a similar fashion to D/P? I had always wished Crabhammer was a physical move or that I could change Crush Claw to a dark move and base it off attack. It's not a big deal, but I'd really like to change these things.

Pazuzu
August 15th, 2006, 03:58 AM
hello, jirachi260 (my friend on the pokemon hacking), i have very full questions !

1. wath is flag in emerald for : - party menu
- pokedex menu
- POKéNAV menu
- all badges (one per one)
2. I did not understand, in the elitemap offsets searching ! sorry !
thanx in advance
The question about the Flags in Emerald has already been asked and answered before.
Please use the search function before asking questions, as it is stated in the thread title.

The wanted Flags in Emerald split in the following values:
Party: &H860
PokéDex: &H861
PokéNav: &H862

Badge 1: &H867
...
Badge 8: &H86E
Now that you have the values for the 1st and last Badge, the other values should be easy to figure out.

For the offsets:
If you want to find out the MapLabel offset for the French version of Emerald, open your French ROM, and search the beginning of the location table. (Where all the city and route names are listed.)
Once you found it, turn the starting offset of it into a pointer, now search that pointer in the ROM.
When you find it, just write down the offset you found it at, and add it to the INI file.

For the Map data, you have to go a different way.
Load your English Emerald ROM, and go to the "Maps" offset that is specified in the 'PokeRoms.ini'.
Once you're there, you will find a pointer. Calculate the offset for it, and go to that offset.
Now, you will see a whole bunch of pointers, next to each other. Calculate the offset for the first pointer there, and follow it again.
Now you are in the Map data for the first map.
Copy a few bytes, and search the in your French ROM.
When you found them, turn the offset you found them at into a pointer, and search for it.
After you have found that pointer, calculate the pointer for the offset you found it at, and again, search it.
Now, when you have found that pointer, write down the offset you found it at, and add it to your INI file.

It's a bit of a hassle, but should be easy to do.

An easier way would be to just switch to Advance-Map for Map editing, because it will most likely support the ROM from the beginning.

Since attacks in Diamond and Pearl will still have type affinities but be based on either Physical or Special stats, I was wondering if there was any way to do the same thing in R/S/E.

Does anyone know if it is possible to hack a game to run in a similar fashion to D/P? I had always wished Crabhammer was a physical move or that I could change Crush Claw to a dark move and base it off attack. It's not a big deal, but I'd really like to change these things.
This is not possible in the Advance games, as the type (Physical or Special) of the attack is determined via the Element of said attack.
There is currently no way to change it.

ssj
August 15th, 2006, 04:48 AM
How do I change the heros back sprite in Fire Red once ive found it in TLP?

Pazuzu
August 15th, 2006, 04:53 AM
How do I change the heros back sprite in Fire Red once ive found it in TLP?
Once you have found a graphic that you want to edit with TLP, click on a tile (part) of said graphic, and re-draw it in the "Tile Editor" box, that is displayed right next to the main window.
To change the current color of your "brush", click on one of the colors that are displayed in the "Palette Editor" box below it.

pokemaniaco
August 15th, 2006, 09:30 AM
Hi everybody!

Do you know how to make a rom that has kanto, johto and hoen pokémons into a rom with only kanto and jochto?

I think there is a program which can change pokémons locations, but i don't know which program is it and how can I use it...

Please answer my question.

Thanks in advance.

Bye bye!

Pazuzu
August 15th, 2006, 11:00 AM
Hi everybody!

Do you know how to make a rom that has kanto, johto and hoen pokémons into a rom with only kanto and jochto?

I think there is a program which can change pokémons locations, but i don't know which program is it and how can I use it...

Please answer my question.

Thanks in advance.

Bye bye!
Making more than 1 region accessable in a game is unrealizable, as I already mentioned a few posts before.
However, you can make every Pokémon catchable in the wild, by modifying the data with an editing program like Advance-Map (all Advance-Games), or Bewildered (EliteMap/Only Ruby/Sapphire supported).

Both programs are self explaining.

kkaranth
August 15th, 2006, 08:18 PM
how to open a ROM in elitemap, it's just black when i start

Cartmic
August 16th, 2006, 01:10 AM
Click the load ROM button next to the blank box which has the words ROM next to it.

Liquinn
August 16th, 2006, 01:38 AM
I hope this question is simple.

I'm using a G/S/C rom and I speak to this person. Is there anyway I can make the person dissapear permantly after I speak to him?

Hopefully that's a simple question.

Liquinn.

XVIIVX
August 16th, 2006, 03:05 AM
I've been searching for answers to these questions for a few days now, but I can't seem to find them...

1. I have done a new tileset replacing tileset number 34 (just different junktiles) but it is possible to make that tileset use the same palettes as the Slateport tileset? (number 4)

2. How is the data for trainers pokemon arranged in hex? (I know how to look where it starts with the help of pet, but how what to change and what to leave as it is?)

3. Is it possible to add new trainers without replacing old ones? (Not trainerclasses or sprites, how to make a script for a new trainer...)

Pazuzu
August 16th, 2006, 03:18 AM
I hope this question is simple.

I'm using a G/S/C rom and I speak to this person. Is there anyway I can make the person dissapear permantly after I speak to him?

Hopefully that's a simple question.

Liquinn.
You can hide a Person Event in the G/S/C games, by adding the following Hex-Command to the Event's Script:
[6D][Event number]
Of course without the brackets, also remember to replace "Event number" with the number of the actual Event that you want to hide.

I've been searching for answers to these questions for a few days now, but I can't seem to find them...

1. I have done a new tileset replacing tileset number 34 (just different junktiles) but it is possible to make that tileset use the same palettes as the Slateport tileset? (number 4)

2. How is the data for trainers pokemon arranged in hex? (I know how to look where it starts with the help of pet, but how what to change and what to leave as it is?)

3. Is it possible to add new trainers without replacing old ones? (Not trainerclasses or sprites, how to make a script for a new trainer...)
1. You could do that in 2 ways.
The first one would be to search the Palette for your new Tileset, calculate a Pointer for it, and repoint it to use Slateport's default Palette.

The second way would be, editing every Block of the Tileset, using Advance-Map's Block-Editor, and set the Palette of Slateport for every Block in the Tileset.

2. The Pokémon data can be stored in 3 ways.

1st way:
[Unknown1 (1-Byte)][Filler 1-Byte)][Level (2-Bytes)][Pokémon (2-Bytes)][Unknown2 (2-Bytes)]

2nd way:
[Unknown1 (1-Byte)][Filler 1-Byte)][Level (2-Bytes)][Pokémon (2-Bytes)][Attack1 (2-Bytes)][Attack2 (2-Bytes)][Attack3 (2-Bytes)][Attack4 (2-Bytes)][Unknown2 (2-Bytes)]

3rd way:
[Unknown1 (1-Byte)][Filler 1-Byte)][Level (2-Bytes)][Pokémon (2-Bytes)][Unknown2 (2-Bytes)][Attack1 (2-Bytes)][Attack2 (2-Bytes)][Attack3 (2-Bytes)][Attack4 (2-Bytes)]

3. Since there are a few unused Trainer-slots in the game, you can easily modify one of them to 'add' a new Trainer.
Once you have done that, all you have to do is call the new Trainer-Battle with the respective command in a Script.

Jonny Buuz
August 16th, 2006, 10:34 AM
For whatever reason, every time I try to search for something, I get

Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 35 bytes) in /home/pokecomm/public_html/search.php on line 1057

So if these questions have been asked before, please forgive me.

1) For all of the big sprites of Oak, Gary, Ash, etc. in Fire Red, it says all of their palettes are the same (462D34h). That just doesn't seem logical; is it correct though?

1.5) If they share the same palette, how would I palette edit? I'm guessing the same way as I normally do, but if they share a color... yeah.

2) In reference to the post of Scizz's directly above mine, would it be that more powerful trainers (i.e. e4, gyms) use the second and third formulas, while little trainers on routes use the first? And is the formula consistent for all advance games?

Thanks.

Pazuzu
August 16th, 2006, 10:42 AM
For whatever reason, every time I try to search for something, I get



So if these questions have been asked before, please forgive me.

1) For all of the big sprites of Oak, Gary, Ash, etc. in Fire Red, it says all of their palettes are the same (462D34h). That just doesn't seem logical; is it correct though?

1.5) If they share the same palette, how would I palette edit? I'm guessing the same way as I normally do, but if they share a color... yeah.

2) In reference to the post of Scizz's directly above mine, would it be that more powerful trainers (i.e. e4, gyms) use the second and third formulas, while little trainers on routes use the first? And is the formula consistent for all advance games?

Thanks.
1) Of course they don't use the same palettes. unLZ-GBA just doesn't show the correct palette offset for them.

You can edit their palettes like evry other palette in the game, by using the Palette-Viewer of VBA, and your Hex-Editor. (A Tutorial is posted in the Documents forum.)

2) You are correct. The 1st structure is used for "normal" trainers, who's Pokémon don't have any specific attacks.
However, important Trainers, like the Gym Leaders and Elite 4, as well as some other trainers use the 2nd and 3rd structure.

These structures are used in all Advance games.

Leo~chan
August 16th, 2006, 11:45 AM
I search in Forums, but i don't rescue like published the icon in the map of the personage?

Pazuzu
August 16th, 2006, 12:14 PM
I search in Forums, but i don't rescue like published the icon in the map of the personage?
Sorry, but what you just said doesn't really make any sense. ^^"
Please rephrase your question.

Do you mean changing the Overworld Sprite of a person?

Korussive Acidsan
August 17th, 2006, 01:54 PM
Okay. This is a question, but it seems not simple enough to be in the Simple Question thread.

Anyhoo, is there anyway to change text in Pokemon Diamond (Telefang Speed), with a hex editor? I keep on trying, but with no sucsess.

Pazuzu
August 17th, 2006, 02:04 PM
Okay. This is a question, but it seems not simple enough to be in the Simple Question thread.

Anyhoo, is there anyway to change text in Pokemon Diamond (Telefang Speed), with a hex editor? I keep on trying, but with no sucsess.
Most games don't use the default ASCII table, so they can't be edited by the Hex-Editor directly.
In order to edit texts, you have to create a Table file for the game that you want to change texts in.

To get the values for the letters, you have to run a Relative Search. (Several Tools for that are offered on Zophar.net).
When doing that, remember to only search for same capitalized texts. (For example, if the text is "Hello there", you would do a relative search for "ello there".)
Once the search was successful, you should have received an offset, to which you go now with your Hex-Editor.
Once you're there, you will see the Hex-Values that represent the text "ello there".
Write them down in your Table-File.
Now you do that for all the letters that you are missing, until your alphabet is complete.

Now just load the ROM and your new Table file, and you should be able to edit the texts as in any other ROM.

Gary, the Magic Fairy
August 17th, 2006, 09:18 PM
Ok, this might be a really stupid question...

In this (http://www.pokecommunity.com/showthread.php?t=20223) thread, it lists some G/S hacking tools, but where do I get them?

:\ I'm really confused.

Sharanza
August 18th, 2006, 12:32 AM
you can get it LINK (www.romhackersworld.de.vu)
and plz use search button^^

Gary, the Magic Fairy
August 18th, 2006, 09:08 AM
you can get it LINK (www.romhackersworld.de.vu)
and plz use search button^^
Thanks, I think I found some, but what language is it?

and I did use the search.

Pazuzu
August 18th, 2006, 10:45 AM
Thanks, I think I found some, but what language is it?

and I did use the search.
If you would have used the search function, then you would have easily found the answers to your questions.

Most of the Tools on Rom-Hacker's World, and the Website itself are using the German language.

Though mostTtools should be self explaining, you can use an Online-Translator or a dictionary to translate the things that you are not sure about.

tech
August 18th, 2006, 02:32 PM
Whenever I use the setflag command it only stays set untill i leave the room, then it unsets. Any ideas why??

Gary, the Magic Fairy
August 18th, 2006, 02:35 PM
If you would have used the search function, then you would have easily found the answers to your questions.

Exactly what words would I type into the search box for me to find that? I tried "G/S Hacking tools" and a few other things...

And is there an english site with english tools anywhere?

Pazuzu
August 18th, 2006, 02:48 PM
Whenever I use the setflag command it only stays set untill i leave the room, then it unsets. Any ideas why??
If the flag gets unset after you leave an area, it might be in use by another event already.
Try using a different flags, and see if the problem still occours.

Exactly what words would I type into the search box for me to find that? I tried "G/S Hacking tools" and a few other things...

And is there an english site with english tools anywhere?
"Gold Silver Hacking Tools" would be a good phrase to use.
A thread that will be definatly in the results, is the Hacking Tools Reference in the Tools Showcase, which contains a list of sites that offer these tools for download.
If you would have had a look at that list, you would have found this entry:
These are the top websites to get all your Rom-Hacking Tools & Utilities

General Sites:
[...]
www.romhackersworld.de.vu (German)
As you can see, the language of the site is mentioned right after the URL.

The currently most used sites have been listed in the Hacking Tools Reference.
However, the only listed English sites that offer tools for download, are www.romhacking.net and www.zophar.net .

There are not many English tools for the G/S/C games. Most of them are German, and have not been translated yet, which is why you'll mostly find German tools on the Websites.

Gary, the Magic Fairy
August 18th, 2006, 03:01 PM
Oh, I just searched the thread, not the forums, I thought "Use the search before asking" meant this thread...

Ok, thanks for the help, I'll try to use the german ones.

DoomKitty
August 18th, 2006, 08:50 PM
I hope this question is simple enough.....

After editing the text in my Red version, I seem to keep getting this error no matter what symbol I put at the text. As you can see, it says '48 Error'. What is this and how can I fix it? [Ironic how it ended up at the end of my text 'oh noes' lol]

http://img291.imageshack.us/img291/1981/pkmn2ho4.png

Blazichu
August 19th, 2006, 12:11 AM
Since "52" is the Event loading code for Pokemon in G/S/C what is the trainer loading code because I want to change the trainers in Pokemon Gyms using hex, does anyone know how to?

Pazuzu
August 19th, 2006, 04:28 AM
I hope this question is simple enough.....

After editing the text in my Red version, I seem to keep getting this error no matter what symbol I put at the text. As you can see, it says '48 Error'. What is this and how can I fix it? [Ironic how it ended up at the end of my text 'oh noes' lol]

http://img291.imageshack.us/img291/1981/pkmn2ho4.png
Make sure that you put the correct "text end" command after your text. (In Hex: 57 00 ; Since I don't know what values you assigned to it in your Table file.)
Also make sure that you didn't overwrite a Script in the text. (Prof. Oak's text in the beginning contains one, for example.)

If you verified all of that, and the error is still occouring, you should go back to the backup copy of your ROM, and try to carefully redo the changes.

Since "52" is the Event loading code for Pokemon in G/S/C what is the trainer loading code because I want to change the trainers in Pokemon Gyms using hex, does anyone know how to?
"52" is the Hex-Command for displaying a text, not for loading Pokémon.

Gym-Leader battles use normal Trainer battle commands, they just differ in the overall script, because certain actions will be made when you beat them.

One way to start a battle could be:
[5D][Trainer Group][Trainer Number] - to set the Trainer
[5E] - to start the battle
[5F] - checks for win or loss

More detailed explanations on the command can be found in Tauwasser's Scripting Documentation (http://magicstone.de/rhw/pokemonrh/ScriptingDoc_E.zip).

ssj
August 19th, 2006, 02:05 PM
When using PET is a pokemon offset do I have to create a script to battle the trainer that I edited on PET?

Pazuzu
August 19th, 2006, 02:12 PM
When using PET is a pokemon offset do I have to create a script to battle the trainer that I edited on PET?
When you load your ROM in PET, you will see a list of Hex numbers in front of the Trainer's name.
Those numbers are the Trainer-Indexes.
If you want to battle a specific Trainer, just use that value for the appropriate parameter in the "trainerbattle" command, that you are planning to insert using ScriptED.

ssj
August 19th, 2006, 02:48 PM
So it would be something like
#org 0x800000
trainerbattle 005 MYBATTLEINTRO MYBATTLEDEFEAT
message MYBATTLEAFTERWARDS
boxset 4
end

Pazuzu
August 19th, 2006, 02:58 PM
So it would be something like
#org 0x800000
trainerbattle 005 MYBATTLEINTRO MYBATTLEDEFEAT
message MYBATTLEAFTERWARDS
boxset 4
end
Yes, if you want to battle the Trainer with the Index 005, then your command would have to look like this:
trainerbattle 0 0x5 MYBATTLEINTRO MYBATTLEDEFEAT
Just remember to replace "MYBATTLEINTRO" and "MYBATTLEDEFEAT", as well as "MYBATTLEAFTERWARDS" with the pointers to the texts that you want to use.

ssj
August 19th, 2006, 03:15 PM
Is this correct ?
#org 0x800000
trainerbattle 0 0x5 71e067 701e068
message 71e069
boxset 4
end

Pazuzu
August 19th, 2006, 03:23 PM
Is this correct ?
#org 0x800000
trainerbattle 0 0x5 71e067 701e068
message 71e069
boxset 4
end
Your Script is almost correct.
Because the offsets you used are in Hexadecimal, you will have to add a leading "0x" to them, which is required for Hex values.
#org 0x800000
trainerbattle 0 0x5 0x0 0x71e067 0x701e068
message 0x71e069
boxset 4
end

ssj
August 19th, 2006, 03:27 PM
When I try to complie this script I get a overflow error.

Pazuzu
August 19th, 2006, 03:33 PM
When I try to complie this script I get a overflow error.
I just compiled the Script, and you're right.
You get that error, because there was a missing parameter of the "trainerbattle" command.
It's just a filler parameter, but it's important for it to function properly. I fixed the script in my post above.
Also, you should re-calculate the offsets for the texts, because if you would use the ones you provided above, you would overwrite one text after another.
Increasing the offsets by 20 bytes each should be enough for your texts to fit in.

ssj
August 19th, 2006, 04:06 PM
Now when I play the game when I talk to the trainer nothing happens.

Pazuzu
August 19th, 2006, 04:16 PM
Now when I play the game when I talk to the trainer nothing happens.
I just compiled the Script to a clean ROM, and it is working just as desired.
Make sure that you assigned the Script to an actual Event on the Map. (By changing it's Script-offset to the one you compiled your Script to. (800000 in this case.))

Just in case that you still have an error in your Script, use this one:
#org 0x800000
trainerbattle 0 0x5 0x0 0x71e067 0x701e078
message 0x71e089
boxset 4
end

#org 0x71e067
= Text 1

#org 0x71e078
= Text 2

#org 0x71e089
= Text 3

DoomKitty
August 19th, 2006, 05:35 PM
Sorry to bug you guys again^^; I feel like such a newbie...
Okay, so I got the first issue straightened out. I just had to work with the backup copy of my ROM. Now, here's the next issue: After the part where Oak gives his intro and before he asks what your name is, my hack freezes up. I think it has something to do with the hex but I'm not sure. [I'm hacking PKMN Red btw]. Any help would be appreciated, thanks!

Informatik.
August 19th, 2006, 08:57 PM
Erm, sorry if this is the wrong forum.

I'm currently trying to make the path to get to Oak's Parcel on a hack for Pokemon FireRed, but I don't know how I can make a doorway on the map. How do you add a shortcut to that Mart in there?

Pazuzu
August 20th, 2006, 04:11 AM
Sorry to bug you guys again^^; I feel like such a newbie...
Okay, so I got the first issue straightened out. I just had to work with the backup copy of my ROM. Now, here's the next issue: After the part where Oak gives his intro and before he asks what your name is, my hack freezes up. I think it has something to do with the hex but I'm not sure. [I'm hacking PKMN Red btw]. Any help would be appreciated, thanks!
This looks to be a problem of the same kind as you had before.
Again, check for the "text-ending" command (57 00 ; Hex) after your edited texts.
Also make sure that you didn't extend one of the texts over the former length. (That is only possible with repointing.)

If you don't see anything that could be wrong, the easiest way to fix it would be to go back to your backup copy once again.


Erm, sorry if this is the wrong forum.

I'm currently trying to make the path to get to Oak's Parcel on a hack for Pokemon FireRed, but I don't know how I can make a doorway on the map. How do you add a shortcut to that Mart in there?
While in EliteMap, go to the "Obkects" tab, and the "Exits" tab.
There, CTRL+Click on the "Repoint" button, and enter an offset to free space and the number of Warps that you want to have on that map.
Your new Warp will be located in the top left corner of the map, and you can customize it to lead to the Viridian Market.

ssj
August 20th, 2006, 04:17 AM
Ive made text for the offsets of 71E067,71E078,71E089 and complied them then I compiled the script that you posted and put the trainer on the map ive shown below with the event number of 7 and still when I talk to him nothing happens.

Pazuzu
August 20th, 2006, 04:23 AM
Ive made text for the offsets of 71E067,71E078,71E089 and complied them then I compiled the script that you posted and put the trainer on the map ive shown below with the event number of 7 and still when I talk to him nothing happens.
That happens because you set the Event to the wrong Script offset.
As I told you (and as you should've noticed by yourself), the Script will be inserted at offset 800000, which is what you have to enter in the Event's "Script offset" box, in order for it to call the correct Script. (Remember to keep the leading "$" symbol.)

ssj
August 20th, 2006, 04:50 AM
Ive dont that as ive changed the 800000 offset with 71e066 in this script

#org 0x71e066
trainerbattle 0 0x5 0x0 0x71e067 0x71e078
message 0x71e089
boxset 4
end

#org 0x71e067
= Text 1

#org 0x71e078
= Text 2

#org 0x71e089
= Text 3

Pazuzu
August 20th, 2006, 05:03 AM
Ive dont that as ive changed the 800000 offset with 71e066 in this script

#org 0x71e066
trainerbattle 0 0x5 0x0 0x71e067 0x71e078
message 0x71e089
boxset 4
end

#org 0x71e067
= Text 1

#org 0x71e078
= Text 2

#org 0x71e089
= Text 3
Well, by doing that, you made the 1st text overwrite the rest of your Script, as you have calculated the offsets wrong again.
If you adjust the Script offset (71e066) back a few bytes, let's say to 71e056, it should work fine again. (Or just use 800000, as before.)

When picking offsets, always look carefully, and make sure that they don't interfere with eachother.

natty777
August 20th, 2006, 11:28 AM
1) how can you change the name of the pokemon, eg. i want a wild zigzagoon to be called a racoomat.

Pazuzu
August 20th, 2006, 11:38 AM
1) how can you change the name of the pokemon, eg. i want a wild zigzagoon to be called a racoomat.
There are 3 ways to edit a Pokémon's name in the Advance-Games.

The first one would be, using a Hex-Editor + Table file to edit the texts. (A tutorial has been posted in the Documents section.)

The 2nd way would be to use Advance-Text. Search for the name, add it to the INI, and edit it.

And last but not least, the 3rd way, by using N-E-A. (You can get it in the Tools Showcase.)
Just pick a Pokémon name from the list, doubleclick on it, and edit it.

However, this question has been asked and answered before, so please use the search function before asking, as it is stated in the thread title.

Informatik.
August 20th, 2006, 03:55 PM
Ah, thanks for the help Scizz.

i have another question for you, how would one be able to change the starting point of a town, yet still have Pallet town as the place where you get starters? Like making Viridian the start.

Pazuzu
August 21st, 2006, 03:55 AM
Ah, thanks for the help Scizz.

i have another question for you, how would one be able to change the starting point of a town, yet still have Pallet town as the place where you get starters? Like making Viridian the start.
There are 2 ways to change the starting position.
The first, and easier way, would be to just edit the Warps in the Player's house, so they Warp you to Viridian, instead of Pallet Town.

The second way is a bit harder, as it involves Hex-Editing.
There, you change the Map-Bank and Map-Number of the Player's room to the ones you want to start on instead.
The structure of the Start-Position data, as well as what the values for FR/LG are, has been posted here (http://www.pokecommunity.com/showpost.php?p=1861135&postcount=42). (3rd quote)

basketballa
August 21st, 2006, 07:39 AM
i dont how i get the hacks from the computer to my gba game. and how would i make my own town? (i cant find this on here)

Pazuzu
August 21st, 2006, 07:45 AM
i dont how i get the hacks from the computer to my gba game. and how would i make my own town? (i cant find this on here)
In order to play GBA-Games from the computer in your real GBA, you need 3 things:
- A Flash Cartridge (To hold the game)
- A Flash Linker (To transfer the game from the computer on the cartridge)
- A GBA

Simply connect the Linker with your computer, put the blank cartridge in, and transfer the game using the included software.
After that is complete, you can put the cartridge in your GBA, and play it as usual.
(Places where to buy those things can be found via Google. And if you're having problems on how to use the Linker, you can always have a look in it's manual.)

How to make your own places in the games can be found using the search function, which you should have used before asking here, as it is stated in the thread title.
Also reading the stickied threads will help.

basketballa
August 21st, 2006, 07:50 AM
Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 131072 bytes) in /home/pokecomm/public_html/search.php on line 923

thats what i get when i search.

Pazuzu
August 21st, 2006, 07:55 AM
Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 131072 bytes) in /home/pokecomm/public_html/search.php on line 923

thats what i get when i search.
Nonetheless, you could have read the stickied threads, as they are located at the top of the forums for a reason.
The FAQ in this forum, for example, tells you that you can find useful documents that will be helpful to you in the Tutorial forum.

Such as these:
http://www.pokecommunity.com/showthread.php?t=72127
http://www.pokecommunity.com/showthread.php?t=66001

DoomKitty
August 21st, 2006, 07:34 PM
Due to frustration over hex editing, I'm switching to PokeText. So here's my question. In Poketext, under what file and folder is Oak's intro?

Micklo
August 22nd, 2006, 12:18 AM
How do you make your own region's Pokédex? For example, put Abra at no1 then machop at no4 etc.

Thanks in advance

:t131:Micklo

Blazichu
August 22nd, 2006, 02:17 AM
Due to frustration over hex editing, I'm switching to PokeText. So here's my question. In Poketext, under what file and folder is Oak's intro?

Oak's intro is under Intro 2\Shops, Block 2 to 7. Hopefully you can find it.
I would recommend hex editting though, you can do alot more.

Pazuzu
August 22nd, 2006, 05:49 AM
How do you make your own region's Pokédex? For example, put Abra at no1 then machop at no4 etc.

Thanks in advance

:t131:Micklo
You can't make a PokéDEX for a new region with out ASM hacking knowledge, however, you can modify the listings of the PokéDEX modes that are already integrated in the game.

To do that, open the ROM in your Hex-Editor, and search for the Pokémon Hex values, in the order as they appear in the PokéDEX.
(For example, [010002000300] and so on, for the order of Bulbasaur to Venusaur. Of course without the brackets.)
Once you found what you were searching for, you can easily modify the listing, by replacing those values, with the ones of the Pokémon that you want to have there instead.

You can find a list of Pokémon Hex values in this (http://www.pokecommunity.com/showpost.php?p=1585959&postcount=1) thread.

DoomKitty
August 22nd, 2006, 02:42 PM
Oak's intro is under Intro 2\Shops, Block 2 to 7. Hopefully you can find it.
I would recommend hex editting though, you can do alot more.

I can't find it ._. Mebbe I'm using a different version of PokeText?

Leo~chan
August 23rd, 2006, 07:50 AM
Hello! How do I edit the faces of hero in maps? (ex: http://img201.imageshack.us/img201/5714/nuevocornabf3.png)
Thanks a lot ^WWWWWWWWW^
Please help me is very important ;OOOOOOOOO;
(My Bad English >_>"""!)
It's okie, sweetie.

ssj
August 23rd, 2006, 02:03 PM
I have changed a trainers pokemon using PET and when I battled him it worked perfectly but when I changed the text my game crashes.
'-----------------------
#org 0x1A9407
trainerbattle 0x0 0x5A 0x0 0x8183786 0x81837BD
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 jump 0x1A942E
msgbox 0x81837CF '"Hey! You're a team..."
callstd 0x6
end

'-----------------------
#org 0x1A942E
trainerbattle 0x5 0x5A 0x0 0x81C1588 0x81837BD
msgbox 0x81837CF '"Hey! You're a team..."
callstd 0x6
end


'---------
' Strings
'---------
#org 0x183786
= Hey! You're a team rocket member!\nfight me?
#org 0x1837BD
= Lost!\nLost! Lost!
#org 0x1837CF
= Well done young one\nWe shall meet again.
#org 0x1C1588
= Want more?\nFoolish child!
#org 0x1837BD
= Lost!\nLost! Lost!
#org 0x1837CF
= Well done young one\nWe shall meet again...

zel 2.0
August 23rd, 2006, 07:50 PM
Hi everyone! I need the help of an "hexpert".

I'm hacking FR, and I wanted to know how can I edit the move taught by a TM. Because I hex-searched the TM, and I found it together with the rest of TMs and items, and it has the structure stated by Scizz in his site. However, TMs don't seem to have the info about the move to be teached (not even a pointer, but it has the pointer to the move's description). Is it stored somewhere else?, if so, where?

My second idea, since I couldn't edit the TM, was to modify the move taught by a Move Tutor, so I had a look into the various Move tutors scripts, and they seem to be the same (with the text as exception). And I realized that this is basically how a move is teached:

setvar 0x8005 0x"Number between 0 and 11,in hex"
special 0x18D

So, changing the value of var 8005 you can switch between the tutors, but, how can I change the move taught?

Well, thanks in advance to whoever helps (which means, thanks Scizz?)

-Sasuke-
August 24th, 2006, 02:36 AM
ok i made this script. It's working and all but i want it to be able to give a nickname to the pokemon you get. so can someone help me out?


#org 0x7B2B00
checkflag 0x10A
if 0 0x7B0A54
message 0x7B2C00
boxset 0x2
end

#org 0x7B0A54
setflag 0x10A
setflag 0x828
checkgender
compare LASTRESULT 1
if 0 0x7B1D54
if 1 0x7B0D54
end

#org 0x7B1D54
message 0x7B1A54
boxset 0x02
givepokemon 0x04 0x05 0xD7
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
end

#org 0x7B0D54
message 0x7B1B90
boxset 0x02
givepokemon 0x07 0x05 0xD1
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
end

#org 0x7B1A54
= Hello? And you are...?\pOh ok. So it's\v.\pWell welcome to my lab.\nI'm PROF. IVY.\pPlease don't leave the mess\nscare you.\pWell it looks like you\nare a trainner am i right?\pGood then I guess this\nCHARMANDER will be better\pof traveling with you.\pPlease take good care of it.

#org 0x7B1B90
= Hello? And you are...?\pOh ok. So it's\v.\pWell welcome to my lab.\nI'm PROF. IVY.\pPlease don't leave the mess\nscare you.\pWell looks like you\nare a trainner am i right?\pGood then I guess this\nSQUIRTLE will be better\pof traveling with you.\pPlease take good care of it.

#org 0x7B2C00
= Well since BROCK came\nhere. My lab has been in tip top\pshape. And he can really cook\pWell any way I hope that\nyou're taking good care of\pthat Pokémon.

Pazuzu
August 24th, 2006, 04:17 AM
Hello! How do I edit the faces of hero in maps? (ex: http://img201.imageshack.us/img201/5714/nuevocornabf3.png)
Thanks a lot ^WWWWWWWWW^
Please help me is very important ;OOOOOOOOO;
(My Bad English >_>"""!)
It's okie, sweetie.
Those graphics are most likely uncompressed, so you can edit them with TLP.
Carefully scroll through the ROM until you find them, as they're small, and might easily be overseen.

I have changed a trainers pokemon using PET and when I battled him it worked perfectly but when I changed the text my game crashes.
It looks like you kept the default offsets for the texts.
That, however, can result in overwriting of other data, causing the game to crash, if you have made your texts longer than they were before.
Try changing the text offsets. (In both, the Text-, and the #org-commands.)

Hi everyone! I need the help of an "hexpert".

I'm hacking FR, and I wanted to know how can I edit the move taught by a TM. Because I hex-searched the TM, and I found it together with the rest of TMs and items, and it has the structure stated by Scizz in his site. However, TMs don't seem to have the info about the move to be teached (not even a pointer, but it has the pointer to the move's description). Is it stored somewhere else?, if so, where?

My second idea, since I couldn't edit the TM, was to modify the move taught by a Move Tutor, so I had a look into the various Move tutors scripts, and they seem to be the same (with the text as exception). And I realized that this is basically how a move is teached:

setvar 0x8005 0x"Number between 0 and 11,in hex"
special 0x18D

So, changing the value of var 8005 you can switch between the tutors, but, how can I change the move taught?

Well, thanks in advance to whoever helps (which means, thanks Scizz?)
Currently it's not known where the TM data is stored, which means that you can't edit it, yet.

For the Move Tutors, it is currently not known where the byte of the teached move is located.
All of the script seem to use the same routine (as you already said), and only differ in a few texts used.
Therefore, editing them correctly is not possible, yet.

ok i made this script. It's working and all but i want it to be able to give a nickname to the pokemon you get. so can someone help me out?
A sample Nickname-Script has been provided in this (http://www.pokecommunity.com/showpost.php?p=2092262&postcount=775) post.
You should easily be able to modify it for your needs.

Jonny Buuz
August 27th, 2006, 08:09 PM
Every time I compile a script into my Fire Red rom, I get an error message that states:

Run-time error '53':

File not found.

Now I understand that that usually means that there is a run-time file missing or whatever. I have all of the needed DLLs and OCXs and God knows what else. So I move my Fire Red rom to my desktop. I hit compile, select the ROM that is now on the desktop, and I have an empty command database.

Also, I can't search the forums, for whatever reason, as I posted a few days ago.

Someone help me with either problem?

EDIT: Still on FR. FontEd says that the font offset is unspecified, but supported. What?

pokedeoxys
August 27th, 2006, 10:42 PM
when you talk to the sailer in vermillion,it say where you want to go:
1 - 7 island. how do i change the island names?

HackMew
August 28th, 2006, 01:54 AM
Every time I compile a script into my Fire Red rom, I get an error message [...]

Now I understand that that usually means that there is a run-time file missing or whatever. I have all of the needed DLLs and OCXs and God knows what else. So I move my Fire Red rom to my desktop. I hit compile, select the ROM that is now on the desktop, and I have an empty command database.

Also, I can't search the forums, for whatever reason, as I posted a few days ago.

Someone help me with either problem?

EDIT: Still on FR. FontEd says that the font offset is unspecified, but supported. What?

You are missing some needed files for ScriptEd. The complete list is:
+ rkc.exe - RubiKon compiler
+ rubikon.dat - RubiKon command database
+ scripted.exe - Script editor
+ std.rbh - General RubiKon header
+ stditems.rbh - Items header
+ stdpoke.rbh - Pokémon header

You can find them in the EliteMap pack. And make sure that the ROM you are compiling is in the same directory of the ScriptEd.

For the second question, it means that FR is a supported ROM but in the PokeRoms.ini the offsets for the font aren't specified. So, you have to find by yourself or wait for someone that make it for you. Otherwise you can use TLP. The offset for the font should be 2320C0.


when you talk to the sailer in vermillion,it say where you want to go:
1 - 7 island. how do i change the island names?

You can change by using program like Thingy32/Translhextion that support table files or usign A-Text. Once you have chosen the program you want to use, just use the search function to find the word you want to replace.

Hiidoran
August 28th, 2006, 03:17 PM
I have a question:
I am hacking Leaf-Green and you recieve your first pokemon by someone giving it to you. I only have one problem with this, how do you get "Pokemon" as a selection on your menu? When I talk to the person, he gives you your pokemon, but the "Pokemon" option does not appear. Now I have tried putting in "setflag MENU_PARTY" but that makes my menu have Pokedex and the Retire option from the safari zone.

So if anyone knows what to do please tell me, I'm sooooooo stuck! Thanks in advance!

Pazuzu
August 28th, 2006, 04:06 PM
I have a question:
I am hacking Leaf-Green and you recieve your first pokemon by someone giving it to you. I only have one problem with this, how do you get "Pokemon" as a selection on your menu? When I talk to the person, he gives you your pokemon, but the "Pokemon" option does not appear. Now I have tried putting in "setflag MENU_PARTY" but that makes my menu have Pokedex and the Retire option from the safari zone.

So if anyone knows what to do please tell me, I'm sooooooo stuck! Thanks in advance!
That is, because the "MENU_PARTY" variable is made for Pokémon Ruby/Sapphire.
Therefore, it won't work on any other game but these.

To enable the Party menu in Leaf-Green, you will have to use this command:
setflag 0x828

willypiggy
August 29th, 2006, 12:34 PM
Hey Scizz, I read your Guide on changing the pokemon and i'm looking to change the starters in LG to the D/P Starters (I have the sprites) But I don't know how to change the pallet's so that it looks better. Could you tell me how? Thanks in advance!

Pazuzu
August 29th, 2006, 12:47 PM
Hey Scizz, I read your Guide on changing the pokemon and i'm looking to change the starters in LG to the D/P Starters (I have the sprites) But I don't know how to change the pallet's so that it looks better. Could you tell me how? Thanks in advance!

You can find tutorials about palette editing in the Documents forum.
Mainly to name these three:
http://www.pokecommunity.com/showthread.php?t=69928
http://www.pokecommunity.com/showthread.php?t=54389
http://www.pokecommunity.com/showthread.php?t=31153

willypiggy
August 29th, 2006, 01:04 PM
Thanks, I don't know why but my computer has been taking ages to load pokecommunity pages since the server went down, It takes like 5 mins after you click on something to laod it.

Jonny Buuz
August 29th, 2006, 03:33 PM
I'm not missing any of those files. Only thing is, since I have Nero Showtime, it recognizes that database file as a movie, so it opens with Nero (but it doesn't actually show anything). I tried reinstalling and whatnot, and... no go. Doesn't work on any rom, clean ones too.

Any suggestions, at all? I can't delete Nero, and I doubt that is changing anything; all of my scripts are to be opened with notepad, too.

Smarties-chan
August 30th, 2006, 11:55 PM
I'm planning a new hack of Pokémon Emerald and there are a couple of things I'd like to know:

1. Where do the offsets for Pokémon Emerald's gym battles start?

2. Where do the offsets for the normal battles start?

3. Where do the offsets for the frontier brains start?

I'd search for the offsets myself, but finding offsets isn't really my strong point.

Thanks in advance.

Pazuzu
August 31st, 2006, 03:49 AM
I'm not missing any of those files. Only thing is, since I have Nero Showtime, it recognizes that database file as a movie, so it opens with Nero (but it doesn't actually show anything). I tried reinstalling and whatnot, and... no go. Doesn't work on any rom, clean ones too.

Any suggestions, at all? I can't delete Nero, and I doubt that is changing anything; all of my scripts are to be opened with notepad, too.

ScriptED will recognize and use the command-database file, even if it's file extension is associated with another program.
A simple way to remove the extension from opening with Nero, would be to either, uncheck a Box in Nero Showtime's "File associations" dialog, or to remove the "*.dat" extension handler from the filetype list. (Folder -> Folder Properties -> Filetypes).
The easiest way would be to cope with it, since ScriptED does not need to be associated to the *.dat filetype.

I'm planning a new hack of Pokémon Emerald and there are a couple of things I'd like to know:

1. Where do the offsets for Pokémon Emerald's gym battles start?

2. Where do the offsets for the normal battles start?

3. Where do the offsets for the frontier brains start?

I'd search for the offsets myself, but finding offsets isn't really my strong point.

Thanks in advance.

Every battle is stored in a table that contains the all of the Trainer-data.
In Emerald, this table starts at offset 310059 (Hex).
You can find the structure for each data type in this thread if needed, as it has been posted before.

zel 2.0
August 31st, 2006, 06:27 AM
Hey, I'm here again asking some questions. This time would be mainly about scripting.

Probably they'll have a negative answer, but, it doesn't hurt to ask.
First, is it possible to remove a certain amount of a certain item? (I'd check if the player has the certain item, and then remove "1" of that item, most likely key items)
Second, is it possible to remove a Pokemon in a certain slot? (because I want to make a wildbattle script, then check if the player caught the Pokemon, and if he did, then he would have the option to keep it or not)
And the last one is about flight positions, is it possible to ADD new flight positions? (i think i know what's gonna be the answer to this one...)

That's all, for now. Thanks!

Pazuzu
August 31st, 2006, 06:55 AM
Hey, I'm here again asking some questions. This time would be mainly about scripting.

Probably they'll have a negative answer, but, it doesn't hurt to ask.
First, is it possible to remove a certain amount of a certain item? (I'd check if the player has the certain item, and then remove "1" of that item, most likely key items)
Second, is it possible to remove a Pokemon in a certain slot? (because I want to make a wildbattle script, then check if the player caught the Pokemon, and if he did, then he would have the option to keep it or not)
And the last one is about flight positions, is it possible to ADD new flight positions? (i think i know what's gonna be the answer to this one...)

That's all, for now. Thanks!

It is possible to remove a certain amount of an item, by using the following command:
[45][Item (2 bytes)][Amount (2 bytes)]

There probably is a way to remove a Pokémon from a certain slot, but the command for that is currently unknown.

You can add new Flight data, by extending the location table. (Repoint the the table to free space with your Hex-Editor, and add your new position at the bottom.)

willypiggy
August 31st, 2006, 07:11 AM
I'm back with more problams :)
1. Does anyone know the unlz gba number(s) for the venasuar in the fg title screen?
2. I added an event in advancemap using the tutorial and I copyed everything form the eevee (eg offset, people ID) But all it has done is removed all the events from the map!
All help is appreciated!

Pazuzu
August 31st, 2006, 08:22 AM
I'm back with more problams :)
1. Does anyone know the unlz gba number(s) for the venasuar in the fg title screen?
2. I added an event in advancemap using the tutorial and I copyed everything form the eevee (eg offset, people ID) But all it has done is removed all the events from the map!
All help is appreciated!

1. The unLZ-GBA number for the Venusaur on the Titlescreen of Leaf-Green is 2013.

2. You have probably repointed the Events to a bad offset.
Try adding another Event to the Map, and choose a different offset for re-pointing, this should fix your problem.

If it, for some reason, is still occouring, you should go back to your backup-copy, and re-do the changes you made.

willypiggy
August 31st, 2006, 09:58 AM
Thanks for that but when I try and play the game after changing the pic all I see is the video at the start then the screen goes black, any tips?

Pazuzu
August 31st, 2006, 10:26 AM
Thanks for that but when I try and play the game after changing the pic all I see is the video at the start then the screen goes black, any tips?

If your screen goes black/the game crashes after editing, then you have corrupted something in your editing process.
The easiest way to fix it, is to go back to your backup-copy, and re-do your changes.

Prof. 9
September 1st, 2006, 11:28 PM
I made this script:
#org 0x800000
checkflag 0x800
if 1 0x8C86B0
applymovement 0x00 0x800050
pause 0x30
message 0x800300
boxset 0x2
applymovement 0xFF 0x800100
pause 0x10
applymovement 0x00 0x800150
pause 0x50
message 0x800350
boxset 0x2
applymovement 0x00 0x800200
pause 0x50
applymovement 0x00 0x800250
pause 0x10
applymovement 0xFF 0x800200
pause 0x50
message 0x800400
boxset 0x2
release
end

#org 0x800050
#binary 56 FE

#org 0x800100
#binary 3 FE

#org 0x800150
#binary 6 6 6 6 FE

#org 0x800200
#binary 7 7 7 7 FE

#org 0x800250
#binary 2 FE

#org 0x800300
= AAA

#org 0x800300
= BBB

#org 0x800350
= CCC
(I will change the AAA, BBB and CCC later with Advance Text)
Anyway, when I input it in my rom, and input the script in Advance map (new script event, enter offset), and start my rom, and walk on the event, it says BBB, then it pauses, then it says CCC, then the player walks one block left, and then the game chrashes (character can't move anymore, altough music keeps playing).

I don't know why this is happening, it might be an error in my script or it might be something in the rom (I edited Pallet town but that annoying signpost girl is still there)

Can anyone solve my problem?

willypiggy
September 2nd, 2006, 02:40 AM
Can the male and female charecters pic (the one just after you have selected gender) be changed in unlz.gba and if so what are the numbers?
Scizz, I think it was that the image was too large so I tryed instering a smaller one and this is what happened:
http://img48.imageshack.us/img48/9341/pokemonleafgreennv5.png
Any help?

Pazuzu
September 3rd, 2006, 06:49 AM
I made this script:

(I will change the AAA, BBB and CCC later with Advance Text)
Anyway, when I input it in my rom, and input the script in Advance map (new script event, enter offset), and start my rom, and walk on the event, it says BBB, then it pauses, then it says CCC, then the player walks one block left, and then the game chrashes (character can't move anymore, altough music keeps playing).

I don't know why this is happening, it might be an error in my script or it might be something in the rom (I edited Pallet town but that annoying signpost girl is still there)

Can anyone solve my problem?

The problem with your Script was probably, that you have used a bad offset.
I adjusted the Script offset, and fixed a text offset for you.
A test compile showed, that the Script is working just as desired.

Try this version of the Script, and see if it works for you.

#org 0x800500
checkflag 0x800
if 1 0x8C86B0
applymovement 0x00 0x800050
pause 0x30
message 0x800300
boxset 0x2
applymovement 0xFF 0x800100
pause 0x10
applymovement 0x00 0x800150
pause 0x50
message 0x800350
boxset 0x2
applymovement 0x00 0x800200
pause 0x50
applymovement 0x00 0x800250
pause 0x10
applymovement 0xFF 0x800200
pause 0x50
message 0x800400
boxset 0x2
release
end

#org 0x800050
#binary 56 FE

#org 0x800100
#binary 3 FE

#org 0x800150
#binary 6 6 6 6 FE

#org 0x800200
#binary 7 7 7 7 FE

#org 0x800250
#binary 2 FE

#org 0x800300
= AAA

#org 0x800350
= BBB

#org 0x800400
= CCC

Can the male and female charecters pic (the one just after you have selected gender) be changed in unlz.gba and if so what are the numbers?
Scizz, I think it was that the image was too large so I tryed instering a smaller one and this is what happened:
http://img48.imageshack.us/img48/9341/pokemonleafgreennv5.png
Any help?

The questions about the pictures has been asked and answered multiple times now, you can easily find that answer by browsing through the thread, or using the search function.
(If you have problems using the search function, you can always use your browsers search feature on the Archived version (http://scizz.com/simplequestions/) of this thread.)

Again, you have overwritten important data while inserting your image.
Go back to your backup-copy, and when inserting a new image, enter an offset to free space in the "Image offset" text field.
Then check the "Repoint" and uncheck the "Abort" box, and click OK.

-Sasuke-
September 17th, 2006, 10:44 AM
i need some help with this script:


#org 0xEB0000
lock
faceplayer
checkflag 0x10A
if 1 jump 0xEB0050
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0xEB0100
callstd 0x6
waitfanfare
release
end

#org 0xEB0050
msgbox 0xEB0070
callstd 0x6
release
end

#org 0xEB0070
= I noticed you had older\nversion of the POKéDEX.\pSo I upgraded it for you.\pNow you can evolve POKéMON\nthat are not from Kanto.

#org 0xEB0100
= Hello there. I'm a POKéDEX\nProgrammer.\pLet me see your POKéDEX\nfor a sec..\p.............\n.......Click!\pYour POKéDEX was upgraded!

It was working at first, but then it wasn't. Can some1 help me out?

willypiggy
September 17th, 2006, 10:48 AM
ok, heres a question. Insted of inserting a new map and creating warps etc etc I decided to turn a house into a cave and I have mapped everything and in elitemap I have changed the warp locations and the event locations etc etc and when I walk into the cave entrance its fine and everything is how it should be but then when you try and get back out of the cave the charecter just keeps walking into the entrance as if it where a wall any help? And also in the cave I am trying to amke an event where you fight an unown and I have copyed moltreses event and started changing the picture etc etc but when I go to battle it it isnt there, any help its greatley appreciated thanks!

Pazuzu
September 17th, 2006, 10:50 AM
i need some help with this script:


#org 0xEB0000
lock
faceplayer
checkflag 0x10A
if 1 jump 0xEB0050
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0xEB0100
callstd 0x6
waitfanfare
release
end

#org 0xEB0050
msgbox 0xEB0070
callstd 0x6
release
end

#org 0xEB0070
= I noticed you had older\nversion of the POKéDEX.\pSo I upgraded it for you.\pNow you can evolve POKéMON\nthat are not from Kanto.

#org 0xEB0100
= Hello there. I'm a POKéDEX\nProgrammer.\pLet me see your POKéDEX\nfor a sec..\p.............\n.......Click!\pYour POKéDEX was upgraded!

It was working at first, but then it wasn't. Can some1 help me out?

The script looks correct. It would be nice if you would tell us the ROM you used, and what exactly isn't working in your Script.

ok, heres a question. Insted of inserting a new map and creating warps etc etc I decided to turn a house into a cave and I have mapped everything and in elitemap I have changed the warp locations and the event locations etc etc and when I walk into the cave entrance its fine and everything is how it should be but then when you try and get back out of the cave the charecter just keeps walking into the entrance as if it where a wall any help? And also in the cave I am trying to amke an event where you fight an unown and I have copyed moltreses event and started changing the picture etc etc but when I go to battle it it isnt there, any help its greatley appreciated thanks!
Check the Movement permissions of your cave near the Warp area.
Also make sure that you have used the correct "door" tiles.

In order to make a new wild Pokémon Event, you will have to copy the Script as well, and add it to your new Event.
Just changing the picture does not work.
The search function will help you here.

-Sasuke-
September 17th, 2006, 11:34 AM
i used a Pokemon Fire Red (U). I toke a closer look and saw that it was before i got the first badge it worked but after i got it it wasn't.

Pazuzu
September 18th, 2006, 02:04 PM
i used a Pokemon Fire Red (U). I toke a closer look and saw that it was before i got the first badge it worked but after i got it it wasn't.

The first thing you can try, is using a different Flag.
The one your have used might be related to the Badge in some way.

pokeant
September 19th, 2006, 01:14 AM
anyone knows any tools that can change crystal's map?

Pazuzu
September 19th, 2006, 04:14 AM
anyone knows any tools that can change crystal's map?

The Maps in a Pokémon Crystal game can be edited by using Crys-Map, which can be obtained from a download site, listed in the Hacking Tools Reference.

SephirothX
September 20th, 2006, 10:57 AM
I did search, and couldn't find an answer, so I'll ask: Is there any known way to ensure that a scripted Pokémon is Shiny? (a wildpokemon or givepokemon script) Any help is appreciated.

Green Charizard
September 20th, 2006, 11:52 AM
I presume it's the GBA series? It's virtually imposible to do, but here's how I'd get around it. Let's say it was a shiny Gyrados (sp?) you wanted. Open up a program like rsball copy down the graphic and pallette details. Repoint to these under a new pokemon, enter the attack location etc. With the same code as the normal ones, edit all the evolutions and all and you have a shiny, without the spinning stars... If you need help PM me, but Scizz taught me how to do this with normal pokemon origoanlly.

Informatik.
September 22nd, 2006, 01:01 PM
I've searched and searched for an answer but I can't seem to find an answer, so I hope you can help..

img70.image1shack.us/img70/4279/completejohto4yhk5tjog5.png (Remove the '1') I wish to add that tileset to my FireRed hack, but I hack no idea how to or what tool to use. A detailed explanation would be wonderful. =]

Pazuzu
September 22nd, 2006, 01:06 PM
I've searched and searched for an answer but I can't seem to find an answer, so I hope you can help..

img70.image1shack.us/img70/4279/completejohto4yhk5tjog5.png (Remove the '1') I wish to add that tileset to my FireRed hack, but I hack no idea how to or what tool to use. A detailed explanation would be wonderful. =]

You can use Advance-Map to export the Tilesets of a Pokémon Advance game, then easily edit it with any image editing program.

How to do this exactly, has been explained on many occasions.
You can have a look at the Advance-Map release thread, or search through this thread to find the instructions.

Giratina Brain
September 22nd, 2006, 02:39 PM
[QUOTE=Scizz;1892586]Starters: For R/S: The level byte is hardcoded somewhere inside the Bag/Lab script.
For FR/LG see here.

There's no link there, and I really want to know how to do that. Could you explain/post the link?

EDIT: Nevermind, I did some googling and found a page... on this site that explains it.

pokeant
September 23rd, 2006, 03:04 AM
is there any tools that can change map's header other than amap?

Pazuzu
September 23rd, 2006, 03:15 AM
is there any tools that can change map's header other than amap?

There currently is no tool that allows you to edit a Map's header as much as Advance-Map, for the Advance-Games.
EliteMap offers some basic header editing functionality, though.

Giratina Brain
September 23rd, 2006, 09:21 AM
OK, I am having a problem. I am currently hacking FR, and I added a person in Veridian City and gave him your National-dex activatin sample code:

#org 0x800000
lock
faceplayer
checkflag 0x10A
if 1 jump 0x800050
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0x800100
callstd 0x6
waitfanfare
release
end

#org 0x800050
msgbox 0x800070
callstd 0x6
release
end

#org 0x800070
= Like your new POKéDEX?

#org 0x800100
= Your POKéDEX was upgraded!

But when my character talks to him, nothing happened. So I thought it was because I needed to change the person offset, so I did, and I made the person's offset $800000 in Adancemap. But still, nothing happened. Can you tell me what I did wrong?

ssj
September 23rd, 2006, 10:38 AM
Ive made this trainer script can anyone tell me if its all right

#org 0x895bfc
trainerbattle 0x0 0x5A 0x0 0x7c2cf6 0x96f982
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 jump 0x9917e8
msgbox 0x81837CF '"Hey! You're a team..."
callstd 0x6
end

'-----------------------
#org 0x991ase
trainerbattle 0x5 0x5A 0x0 0x7c2cf6 0x96f982
msgbox 0x7c2cf6 '"Hey! You're a team..."
callstd 0x6
end


'---------
' Strings
'---------
#org 0x7c2cf6
= Hey! You're a team rocket member!\nfight me?
#org 0x96f982
= Lost!\nLost! Lost!
#org 0x9917e8
= Well done young one\nWe shall meet again.
#org 0xa8d6bs
= Want more?\nFoolish child!
#org 0x96f982
= Lost!\nLost! Lost!
#org 0x9917e8
= Well done young one\nWe shall meet again...

Pazuzu
September 24th, 2006, 03:50 AM
OK, I am having a problem. I am currently hacking FR, and I added a person in Veridian City and gave him your National-dex activatin sample code:

#org 0x800000
lock
faceplayer
checkflag 0x10A
if 1 jump 0x800050
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0x800100
callstd 0x6
waitfanfare
release
end

#org 0x800050
msgbox 0x800070
callstd 0x6
release
end

#org 0x800070
= Like your new POKéDEX?

#org 0x800100
= Your POKéDEX was upgraded!

But when my character talks to him, nothing happened. So I thought it was because I needed to change the person offset, so I did, and I made the person's offset $800000 in Adancemap. But still, nothing happened. Can you tell me what I did wrong?

A few things for you to check and try:
- Make sure that you compile the Script to the ROM, without having any other programs running. (Advance-Map loads the whole ROM into the RAM, and saves it from there, so any changes made while Advance-Map was running will be gone.)
- Make sure the offset you entered is correct.
- Try changing the offset of the Main Script (the first part). It's possible that the ROM doesn't like the offset 800000.

Ive made this trainer script can anyone tell me if its all right

#org 0x895bfc
trainerbattle 0x0 0x5A 0x0 0x7c2cf6 0x96f982
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 jump 0x9917e8
msgbox 0x81837CF '"Hey! You're a team..."
callstd 0x6
end

'-----------------------
#org 0x991ase
trainerbattle 0x5 0x5A 0x0 0x7c2cf6 0x96f982
msgbox 0x7c2cf6 '"Hey! You're a team..."
callstd 0x6
end


'---------
' Strings
'---------
#org 0x7c2cf6
= Hey! You're a team rocket member!\nfight me?
#org 0x96f982
= Lost!\nLost! Lost!
#org 0x9917e8
= Well done young one\nWe shall meet again.
#org 0xa8d6bs
= Want more?\nFoolish child!
#org 0x96f982
= Lost!\nLost! Lost!
#org 0x9917e8
= Well done young one\nWe shall meet again...

No, it's not.
First of all, the Hexadecimal system only goes up to the value F. There is nothing beyond that. Offsets like "8d6bs" are invalid, and will not work.
The second thing is, you should really practice to work with offsets.
I've seen quite a few in your script that were incorrect, and would have caused your script to crash, simply because they overwrite other parts of your script.

I corrected most of it from scratch, so there's no guarentee that it's error-less. Try compiling it and see if it works.
If it doesn't, try changing the offsets.

#org 0x895bfc
trainerbattle 0x0 0x5A 0x0 0x7c2cf6 0x96f982
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 jump 0x9917e8
msgbox 0x9A17e8 '"Hey! You're a team..."
callstd 0x6
end

'-----------------------
#org 0x9917e8
trainerbattle 0x5 0x5A 0x0 0x7c2cf6 0x96f982
msgbox 0x9A17e8 '"Hey! You're a team..."
callstd 0x6
end


'---------
' Strings
'---------
#org 0x7c2cf6
= Hey! You're a team rocket member!\nfight me?
#org 0x96f982
= Lost!\nLost! Lost!
#org 0x9A17e8
= Well done young one\nWe shall meet again.
#org 0xa8d6b0
= Want more?\nFoolish child!

acemaster101
September 24th, 2006, 10:38 AM
***I SEARCHED THE FORUM BEFORE POSTING THIS QUESTION***

How do I change the battle scene of the old man and the Weedle in Viridian City, FireRed (mainly changing the Pokemon)?

Pazuzu
September 24th, 2006, 10:49 AM
***I SEARCHED THE FORUM BEFORE POSTING THIS QUESTION***

How do I change the battle scene of the old man and the Weedle in Viridian City, FireRed (mainly changing the Pokemon)?

That battle scene is hardcoded, which means that it is not possible to edit it directly.
It is stored somewhere in the game core, though, it is unknown where exactly it is stored at the moment.

ssj
September 24th, 2006, 01:59 PM
I tried the new script when I talk to the trainer nothing happens.

Hiroki
September 27th, 2006, 11:26 AM
In 3rd Gen games, how many Pokemon can be inserted into the PokeDex//Is it possible to add more than 386 Pokemon?
Is it possible to add more than 50 TMs?
and
Would I be able to add attacks, if so, how?

Pazuzu
September 27th, 2006, 11:34 AM
In 3rd Gen games, how many Pokemon can be inserted into the PokeDex//Is it possible to add more than 386 Pokemon?
Is it possible to add more than 50 TMs?
and
Would I be able to add attacks, if so, how?

After you repointed the list data, you can, theoretically, add as many new Pokémon to it as you want.
However, practically, there probably is a limit to the list entries.
Just add the ones you want to the list, and if the game crashes, you know you added too many, so just remove a few until it works again.

You can add a new Pokémon for each of the unused "?" slots.
How has been described several times, so just use the search function.

It is not possible to add more than 50 TMs, and you can not add new attacks without ASM hacking.

pokeant
September 28th, 2006, 05:40 AM
how to edit mirage island? i cannot find the map in advanced map and elite map...

Pazuzu
September 28th, 2006, 07:14 AM
how to edit mirage island? i cannot find the map in advanced map and elite map...

Mirage Island does not have an actual map.
It is formed on route 130 by the level script, that changes blocks on the Map in order to display it.
If you want to change it's appearence, you will have to edit the script.

Krobelus
September 28th, 2006, 07:51 AM
how to edit mirage island? i cannot find the map in advanced map and elite map...

You know, if ya want to, you could always create an island where mirage island should be, (because chances are, you'll probably never actually unlock mirage island,) and fill your custom island with grass, then open up the wildpokemoneditor (or some tool name with wild in it((if your using elitemap however))), and change which pokemon encounter in those grasses.

pokeant
September 28th, 2006, 11:52 PM
hmm if you are making two region, how to add two elite four? btw, how to add more box or change wallpaper for PC?

Pazuzu
September 29th, 2006, 06:04 AM
hmm if you are making two region, how to add two elite four? btw, how to add more box or change wallpaper for PC?

By copying the scripts of the original Elite Four, modifying the needed variables (like trainer battle, flags, texts), and inserting them.

It's not possible to add more Wallpapers for the Boxes without ASM hacking, however, you can easily edit the Graphics, by using TLP (in combination with unLZ-GBA, if they're compressed).

slog
September 30th, 2006, 03:34 AM
Ive looked at the refennce but where can i download the tools,i can't click on them.

Pazuzu
September 30th, 2006, 03:47 AM
Ive looked at the refennce but where can i download the tools,i can't click on them.

As you might have noticed, the Hacking Tools Reference contains a list of Tools, as well as several sites that offer them for download.
Vist the sites that have been linked there, then download the tools from them.

ssj
September 30th, 2006, 04:30 AM
How can I convert into hex for example 12=C or something like that I am still hacking Fire Red.

Hiroki
September 30th, 2006, 02:44 PM
I have changed the starters in Gold, and when I'm selecting those new starters, the cry of the Pokemon is still Chikorita/Cyndaquil/Totodile's. How do i fix that?
(the Starter is a Pikachu for my hack)

Pazuzu
October 1st, 2006, 03:47 AM
How can I convert into hex for example 12=C or something like that I am still hacking Fire Red.

There are many programs on the internet, that can convert Decimal values to Hexadecimal value for you. (Even the Windows calculator can do that.)
If you want to do it manually, you can have a look here:
http://en.wikipedia.org/wiki/Hexadecimal

I have changed the starters in Gold, and when I'm selecting those new starters, the cry of the Pokemon is still Chikorita/Cyndaquil/Totodile's. How do i fix that?
(the Starter is a Pikachu for my hack)

You have to modify the Cry values for the starter Pokémon as well.
They are located in the Pokéball scripts. Just search for the Pokémon value in them.
It should appear twice, one being the Pokémon you receive, and one being the Cry.

slog
October 1st, 2006, 04:38 AM
Ok have found a english trainer modifier,but it only reads gbc not gb,ive been makeing a gold hack,but its gb,is there a converter,or another better english trainer mod?

Pazuzu
October 1st, 2006, 04:43 AM
Ok have found a english trainer modifier,but it only reads gbc not gb,ive been makeing a gold hack,but its gb,is there a converter,or another better english trainer mod?

Since Pokémon Gold can be played on both, the GB and GBC, you can just rename your Gold ROM from the extention .gb to .gbc.
That way, you can edit the ROM, and continue playing it on the Emulator.

ssj
October 1st, 2006, 05:15 AM
Ive got this script to make a trainer dissappear after you battle him but I dont what to do now.(Hacking Fire Red)

#org 0x73aa72
message 0x73ab90
boxset 0x2
#raw 0x5C
setflag 0xA125
trainerbattle 0x9 0x05 0x0 0x73ad6d 0x7bbfae
message 0x7bc253
boxset 0x2
applymovement 0x9 0x7bc377
pause 0x20
release
end

Can someone please give me a link to a movement list for fire red :).

Hiroki
October 1st, 2006, 05:48 AM
You have to modify the Cry values for the starter Pokémon as well.
They are located in the Pokéball scripts. Just search for the Pokémon value in them.
It should appear twice, one being the Pokémon you receive, and one being the Cry.
If this is involving Hex stuff, whats the best program for it?

Pazuzu
October 1st, 2006, 10:05 AM
If this is involving Hex stuff, whats the best program for it?

All Hex-Editors offer the same basic functionality, which is enough to change the values.
Just look around, and choose the one you can work best with.

Grifstar
October 2nd, 2006, 11:36 AM
Yes, I know this has virtually nothing to do with rom hacking, but it's almost on the same topic.

For probably over a year now I been wanting to make a full-blown Pokemon RPG through RM2k(or 2k3). In the end it would probably be almost exactly like how the PMDs are right now: basically an RPG with nothing but pokemon.

Anyways, I was very thrilled when I discovered about the Mysterious Dungeon games, because of the fact it featured every pokemon that currently existed, and they were the perfect style of sprites that could be used in an oldskool Final Fantasy-ish format of a game. So now my current problem is..... getting those sprites.

Those who have done "chara hunting" before for RM programs should know what I need: basically rips of sprites walking up, down, and to the sides. I tempted it before with a Japanese rom of the red game and doing it from scratch(by using screenshots). I almost got it, but it'll take forever if I continued this way. Or just by myself at least =/


So... What I ask is: Does anyone know of a site that has already gone through the painful hassle of doing complete sprite rips? Or if maybe a possible hack out there that could export the sprites completely from the rom itself? ..... Nothing else is there at least gameshark codes out there so that I can try to get all of them x_x

Pazuzu
October 2nd, 2006, 11:53 AM
Yes, I know this has virtually nothing to do with rom hacking, but it's almost on the same topic.

For probably over a year now I been wanting to make a full-blown Pokemon RPG through RM2k(or 2k3). In the end it would probably be almost exactly like how the PMDs are right now: basically an RPG with nothing but pokemon.

Anyways, I was very thrilled when I discovered about the Mysterious Dungeon games, because of the fact it featured every pokemon that currently existed, and they were the perfect style of sprites that could be used in an oldskool Final Fantasy-ish format of a game. So now my current problem is..... getting those sprites.

Those who have done "chara hunting" before for RM programs should know what I need: basically rips of sprites walking up, down, and to the sides. I tempted it before with a Japanese rom of the red game and doing it from scratch(by using screenshots). I almost got it, but it'll take forever if I continued this way. Or just by myself at least =/


So... What I ask is: Does anyone know of a site that has already gone through the painful hassle of doing complete sprite rips? Or if maybe a possible hack out there that could export the sprites completely from the rom itself? ..... Nothing else is there at least gameshark codes out there so that I can try to get all of them x_x

A site offering the Mystery Dungeon sprites on a few sheets, is The Spriters Resource.
If you go to their site, click the "Nintendo" link, and "Mystery Dungeon", you will find a list of sprites from the game.
Alternatively, you can just click here (http://sprites.fireball20xl.com/nintendo/pokemon/pkmndung/).
Another site, would be PE2K (http://www.pokemonelite2000.com/dungeonsprites.html), which offers some sprites as well.

pokeant
October 3rd, 2006, 04:10 AM
if you are adding more that 8 gym leaders, how do you create the badge for them? (i search b4 postin)

Pazuzu
October 3rd, 2006, 04:13 AM
if you are adding more that 8 gym leaders, how do you create the badge for them? (i search b4 postin)

Badges in the games, are nothing more than Flags.
You can easily add a new Badge, by using a different Flag value.

However, you can not add a new Badge-Graphic for it, as that would require a lot of ASM modifications.

Miralci
October 3rd, 2006, 12:03 PM
First of all, sorry for my possibly bad English...

Well, I'm hacking Sapphire, and this is my problem:

I want you can only take 1 starter (Pichu), it can stay whit the bag and stuff nothing special, but now, if you an "empty" POKéBaLL, you get the question mark POKéMON, and you always white out after battle.
Is there any way to make it say "You can't take an empty POKéBALL!" or something like that, so you are forced to take Pichu?

I'm a super newbie so I hope someone can explain it to me in an easy way...

Thanks already!

Ai-Chan
October 3rd, 2006, 04:00 PM
I tried reading as many pages of this topic as I could, so I wouldn't really be repeating a question. ^o^;; But I gave up eventually, so I apologize in advance if this is a repeat of a question.

I am working on a hack of Ruby.
I'm having slight issues with the main trainer overworld sprites. I can change the hex and all, and I have TLP, and S.P.R.E.A.D. and Overworld... but for those programs, do I have to redraw everything for the sprites?
I've already drawn in the sprites & saved them as BMP files, but I am having trouble importing them to replace the Brendan/May sprites.

My second question is I would like to have a second trainer sprite follow the first.
Like...the main hero/heroine having a travel companion. [Like in Pokemon Yellow except you would replace Pikachu with a trainer.]
I realize this will require me to script a good bit, but if someone would be so kind as to help me get started, I'd appreciate it! ^o^

Thank you very much for your time in advance.

Majikku
October 3rd, 2006, 04:19 PM
I'm pretty sure this has already been asked, but i am just too lazy to read 60 pages so here it goes *SUPER NOOB QUESTION* When i load pokemon emerald.gba (English into elitemap it shows nothing other than a black square and says at the top "BPEE - Pok?n Emerald (E) No Level loaded." How do i fix this? If possible. THanks!

calumoh
October 3rd, 2006, 09:17 PM
hey i was just wondering if anyone knows the format for what level pokemon learn attacks and what level they evolve in gold version because i am 90% of the way towards figuring it out and a little help would be appreciated
i know that x4368D is where chikorita/bayleef is and after a while i worked out how it works...sort-of...the evolution level is there as well but im still slightly confused about the format...i have a screenshot of a chikorita that knows beat up through my editing but i cant post it coz i havent posted 15 times yet...lol

Pazuzu
October 4th, 2006, 06:07 AM
First of all, sorry for my possibly bad English...

Well, I'm hacking Sapphire, and this is my problem:

I want you can only take 1 starter (Pichu), it can stay whit the bag and stuff nothing special, but now, if you an "empty" POKéBaLL, you get the question mark POKéMON, and you always white out after battle.
Is there any way to make it say "You can't take an empty POKéBALL!" or something like that, so you are forced to take Pichu?

I'm a super newbie so I hope someone can explain it to me in an easy way...

Thanks already!
You can realize this concept, by using Trigger events on the path that you want to block.
In the script for them, check if a certain Flag (in your case, a Flag that determines if you have received a Pokémon) has been set, and if so, let the Player pass.
If it's not set, just let the player sprite move one step backwards.

Some examples have been given here in this thread, the search function helps.

I tried reading as many pages of this topic as I could, so I wouldn't really be repeating a question. ^o^;; But I gave up eventually, so I apologize in advance if this is a repeat of a question.

I am working on a hack of Ruby.
I'm having slight issues with the main trainer overworld sprites. I can change the hex and all, and I have TLP, and S.P.R.E.A.D. and Overworld... but for those programs, do I have to redraw everything for the sprites?
I've already drawn in the sprites & saved them as BMP files, but I am having trouble importing them to replace the Brendan/May sprites.

My second question is I would like to have a second trainer sprite follow the first.
Like...the main hero/heroine having a travel companion. [Like in Pokemon Yellow except you would replace Pikachu with a trainer.]
I realize this will require me to script a good bit, but if someone would be so kind as to help me get started, I'd appreciate it! ^o^

Thank you very much for your time in advance.
The new version of the Overworld Editor offers an import function. With that function, you can import BMP pictures, so that you don't have to re-draw the sprites.
It can be found in the Tools Showcase.

If you're still having trouble importing them, the easiest way would be to re-draw them.

For the second Trainer sprite following you, that is "kind of" possible.
You would have to add a new person event to every map, and put Trigger events on every exit of the maps, which activate the script that handles the "follow" routine.
However, that is a lot of work, as you have already said.

I'm pretty sure this has already been asked, but i am just too lazy to read 60 pages so here it goes *SUPER NOOB QUESTION* When i load pokemon emerald.gba (English into elitemap it shows nothing other than a black square and says at the top "BPEE - Pok?n Emerald (E) No Level loaded." How do i fix this? If possible. THanks!

Just select a Level and Bank number from the boxes, next to where you loaded the ROM.

hey i was just wondering if anyone knows the format for what level pokemon learn attacks and what level they evolve in gold version because i am 90% of the way towards figuring it out and a little help would be appreciated
i know that x4368D is where chikorita/bayleef is and after a while i worked out how it works...sort-of...the evolution level is there as well but im still slightly confused about the format...i have a screenshot of a chikorita that knows beat up through my editing but i cant post it coz i havent posted 15 times yet...lol

The basic structure for the Evolutions and Attacks is the following:
[Evolution #1] [Attacks #1] [Evolution #2] [Attacks #2]
Now, the Evolution and Attack data used the following structure:

Evolutions:
[01=Level-Evolution] [Level] [Pokémon] [00]
[02=Item-Evolution] [Item] [Pokémon] [00]
[03=Trade-Evolution] [Item (FF=None)] [Pokémon] [00]
[04=Happyness-Evolution] [Daytime (01=N/A, 02=Day, 03=Night)] [Pokémon] [00]
[05=Stats-Evolution] [Level] [01 ATT > DEF, 02 ATT < DEF, 03 ATT = DEF] [Pokémon] [00]


Attacks:
[Level #1] [Attack #1] [Level #2] [Attack #2] ... [00]

calumoh
October 4th, 2006, 08:59 PM
The basic structure for the Evolutions and Attacks is the following:
[Evolution #1] [Attacks #1] [Evolution #2] [Attacks #2]
Now, the Evolution and Attack data used the following structure:

Evolutions:
[01=Level-Evolution] [Level] [Pokémon] [00]
[02=Item-Evolution] [Item] [Pokémon] [00]
[03=Trade-Evolution] [Item (FF=None)] [Pokémon] [00]
[04=Happyness-Evolution] [Daytime (01=N/A, 02=Day, 03=Night)] [Pokémon] [00]
[05=Stats-Evolution] [Level] [01 ATT > DEF, 02 ATT < DEF, 03 ATT = DEF] [Pokémon] [00]


Attacks:
[Level #1] [Attack #1] [Level #2] [Attack #2] ... [00]


thx a lot scizz, also would you happen to know the same thing for emerald version?
is it the same format (except obviously with more kinds of evolution methods)?

ssj
October 5th, 2006, 09:55 AM
When the trainer says "Much anger you have" then when hes ment to say "so young one you want to battle I get a load of Strange letters appearing in the message box with pre-battle music playing.
#org 0x73aa72
message 0x73ab90
boxset 0x2
#raw 0x5C
setflag 0xA125
trainerbattle 0x8 0x05 0x0 0x73ad6d 0x7bbfae
message 0x7bc253
boxset 0x2
applymovement 0x9 0x7bc377
pause 0x20
release
end

#org 0x73ab90
= Much anger you have

#org 0x73ad6d
= So young one you want to fight me.

#org 0x7bbfae
= You have learnt well

#org 0x7bc253
= It is time I moved on.

#org 0x7BC377
#binary 13 13 13 13 13 60 1D 1D 1D 1D FE

http://img217.imageshack.us/img217/6365/pkmnnw6.jpg (http://imageshack.us)

Pazuzu
October 6th, 2006, 05:19 AM
thx a lot scizz, also would you happen to know the same thing for emerald version?
is it the same format (except obviously with more kinds of evolution methods)?
For the advance-games, the data is stored in a similar way. Yet, it's a bit different.

I have posted it in this thread some time ago, so you might want to have a look for it.

When the trainer says "Much anger you have" then when hes ment to say "so young one you want to battle I get a load of Strange letters appearing in the message box with pre-battle music playing.
#org 0x73aa72
message 0x73ab90
boxset 0x2
#raw 0x5C
setflag 0xA125
trainerbattle 0x8 0x05 0x0 0x73ad6d 0x7bbfae
message 0x7bc253
boxset 0x2
applymovement 0x9 0x7bc377
pause 0x20
release
end

#org 0x73ab90
= Much anger you have

#org 0x73ad6d
= So young one you want to fight me.

#org 0x7bbfae
= You have learnt well

#org 0x7bc253
= It is time I moved on.

#org 0x7BC377
#binary 13 13 13 13 13 60 1D 1D 1D 1D FE

[/URL]

#org 0x73aa72
message 0x73ab90
boxset 0x2
setflag 0x125
trainerbattle 0x0 0x05 0x0 0x73ad6d 0x7bbfae
message 0x7bc253
boxset 0x2
applymovement 0x9 0x7bc377
pause 0x20
release
end

#org 0x73ab90
= Much anger you have

#org 0x73ad6d
= So young one you want to fight me.

#org 0x7bbfae
= You have learnt well

#org 0x7bc253
= It is time I moved on.

#org 0x7BC377
#binary 13 13 13 13 13 60 1D 1D 1D 1D FE
Try this one. I did a test compile, and it's working fine.

ssj
October 6th, 2006, 10:02 AM
That script doesnt seem to work for me all that happenes it that the trainer says "much anger you have" thats it.

Cy-Chan
October 7th, 2006, 05:58 AM
#org 0x801000
applymovement APPLYMOVE_PLAYER 0x801500

#org 0x801500
#binary 6

- It's supposed to move you left one step, but, it does nothing, then, when you enter a house, the animation goes left and up... can anyone fix it?

Pazuzu
October 7th, 2006, 06:04 AM
That script doesnt seem to work for me all that happenes it that the trainer says "much anger you have" thats it.
You should try changing the offsets, or try it out on a clean ROM.
Since the script is tested and working, the problem must be on your end.

#org 0x801000
applymovement APPLYMOVE_PLAYER 0x801500

#org 0x801500
#binary 6

- It's supposed to move you left one step, but, it does nothing, then, when you enter a house, the animation goes left and up... can anyone fix it?

#org 0x801000
applymovement APPLYMOVE_PLAYER 0x801500
end

#org 0x801500
#binary 6
#raw FE 'End
Try this code, it's untested, but should work.

Cy-Chan
October 7th, 2006, 06:16 AM
Still doesn't work... When I open the script after compiling, it views it incorrectly:

'-----------------------
#org 0x801000
applymovement APPLYMOVE_PLAYER 0x8801500
end


'-----------
' Movements
'-----------
#raw 6 'Left1
#raw FE 'Exit

8801500... Any ideas on what I could do about it?

Pazuzu
October 7th, 2006, 06:21 AM
Still doesn't work... When I open the script after compiling, it views it incorrectly:

'-----------------------
#org 0x801000
applymovement APPLYMOVE_PLAYER 0x8801500
end


'-----------
' Movements
'-----------
#raw 6 'Left1
#raw FE 'Exit

8801500... Any ideas on what I could do about it?

The Script shows up correctly. The "8" before the offset is there, because it is a pointer.
When you assign the Script to an Event, said Event will move to the left.

Cy-Chan
October 7th, 2006, 06:34 AM
Oh, I see... It's a trigger I'm using. The player steps on it, player moves left... would it work differently, in that case?

Pazuzu
October 7th, 2006, 06:41 AM
Oh, I see... It's a trigger I'm using. The player steps on it, player moves left... would it work differently, in that case?

Assigning the Script to a Trigger Event will not make a difference.
It will work just like any other Event type.
However, be sure to activate the Trigger, else, your Script won't be executed.
How, has been posted in this thread before.

Cy-Chan
October 7th, 2006, 07:00 AM
Well, I checked... Changing the second flag to &H0003? If so, it still does the same thing. It moves left, when you enter a house... sorry for being a nuisance...