PDA

View Full Version : Simple Questions (SEARCH BEFORE ASKING A QUESTION)


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 [25] 26 27 28 29

XDRules
August 17th, 2008, 04:36 AM
Is there a complete list of Pokemon Hex numbers anywhere? Becuase I can't find one...

lol, 6000th post :D

megiddo
August 17th, 2008, 04:38 AM
I think you can find one in one of the tuts by Scizz. Not sure though.

Satoshi-Ash
August 17th, 2008, 05:56 AM
Could anyone tell me how to get rid of the intro with Oak in FireRed, set the player as a male, and with a set name? I asking again since this was so rudely ignored.

megiddo
August 17th, 2008, 05:59 AM
It involves asm. I think thethethethe posted some things about on one of the recent pages.

colcolstyles
August 17th, 2008, 06:07 AM
I was wondering if it was possible to add animation to a tile. The standard flower tile shifts in the breeze and I wanted to make a custom flower tile do the same thing.

woutergigant
August 17th, 2008, 06:12 AM
what tool can i use to put my fakemon in my game?

megiddo
August 17th, 2008, 06:12 AM
I think it's possible to do that.

colcolstyles
August 17th, 2008, 06:24 AM
I think it's possible to do that.
Do you know how? Or is there a guide out there on the subject?

Blazichu
August 17th, 2008, 06:35 AM
what tool can i use to put my fakemon in my game?

Try using unLZ-GBA, RS Ball or Pokepic.

Do you know how? Or is there a guide out there on the subject?

You need to add a pointer to the map bytes (ones that tell what the header, palette, etc. is) and you can overwrite the current animation pointers there with new ones.

axlefoley
August 17th, 2008, 02:11 PM
I have a question that might not be considered simple but I will ask it here anyway and it is really directed towards Darthatron. I followed your tutorial on how to make hacking programs but when I go to open a ROM I get an error saying Runtime Error '424' Object Required can someone help me fix that at the moment I am just trying to get the tutorial program working and hopefully I can move onto other things once I have done that.

Dr.Razor
August 17th, 2008, 03:20 PM
I was looking for the tilemap of the worlds maps of fire red in Unlz Gba but i didn't find it,
so where they are?
If they are in unlz gba, could someone give the number of it?
Thanks
Dr.Razor

V.L.
August 17th, 2008, 05:10 PM
I need some help with Map connections in Advance Map. What does the offset mean, and how can I make connections smoother? Because most of my connections just lock up the game when I try to use them.

fleek
August 17th, 2008, 07:28 PM
Hello.
I got a problem regarding XSE, and Advancemap 1.92

More of a question, than a problem actually.
I followed a tutorial on how to write a script, and I wrote one.
#Dynamic 0x456734

#ORG @Main
Lock
FacePlayer
Message @Speak
BoxSet 0x6
Release
End

#ORG @Speak
= Hello!/nYou seem like an/n aspiring young trainer!

Now, I'm not sure how to put this script into a guy I just dropped in Pallet Town.
I tried to put the offset "456734" in the "Script Offset" Box, as $456734, but I pressed A on the guy I tried to put the script in, and he doesn't say anything.

Can someone explain to me what I did wrong?

sorox
August 18th, 2008, 01:25 AM
Hi. I really don't know if anyone has posted this and i REALLY dont feel like going through 30 pages of posts. My inserted backsprite is messed up. The sprite is inverted.

Thanks in advance.

Seth-kun
August 18th, 2008, 02:38 AM
Uhm, here's a question. (I am extremely sorry if this has been asked before, but looking through 200 pages of posts would take around 2 hours+ for me, Soo yeah.) Anyways, to my question.
Is there a save editor for GBA ROMs?
I just need it to test something. I can't really test what I want to test without it. I have heard of some way that uses a program to convert GBA .sav files into NO$GBA format, then using a NO$GBA save editor. Is this real, or is this a myth?

fleek
August 18th, 2008, 03:06 AM
sorry bout that, my computer sorta spazzed out

also, I have another question.

I'm using UNLZ GBA, and I'm experiencing quite a few problems.

1. How do you change the unused pallate colors from the Pokemon I'm replacing (I'm using paint, pasting the pokemon I'm switching over the pokemon that I am replacing) into something that I used that I needed to be there.

2. Every time I try to Write the new Pokemon to the ROM, I get an error saying it's too big. How do I fix it?

V.L.
August 18th, 2008, 04:30 AM
Is there any way to undo something I did in Pokescript? At least I think it was Pokescript. I went through and did what this tutorial (http://www.pokecommunity.com/showpost.php?p=2426342&postcount=2) told me to do, and now when I try and open my ROM in Advance Map, it says "AdvanceMapError(12): Unknown Rom Type! This Rom cannot be edited with Advancemap."

Is there any way to reverse this? I don't want to have to re-edit my entire hack to where I was at again from the beginning.

Awakening
August 18th, 2008, 04:42 AM
The main reason why i'm asking is because every time I try to test out my hack, after I get out of the house, I get glitched and it restarts (the rom). Before you come to any obvious conclusions, I did check if anything was there in a-map, etc. and the answer is no. Nothing. Just a simple grass tile like all the others, yet I get glitched. No, it's not just one tile so don't say "Replace it or just walk around it 8-)" it happens after a certain amount of steps I believe since it's not just one tile.

It's either many (which I doubt), certain amount of steps (maybe), or random, since I once made a greater distance before.

While i'm asking a question, I might as well ask how to fix the character selection sprite. I replaced it with a GSC Hero image (from the sprite sheet in spriters resource), but it ends up being inverted in the actual ROM. My friend said it has something to do with palettes, but I don't really understand what he means. So can anyone explain this a bit?

Also, more into the rom: How do I do the script (person event) so Oak (I know the image number) goes up to you after you step in the script spot.. Can anyone please clarify what I should put in the little things on the side for a-map? like the "Movement" and stuff.

Thanks a bunch!

IKWYL
August 18th, 2008, 05:01 AM
Ok... I still cant get Shiny Gold to work...

Now what I did was download Pokemon Fire Red, and the Shiny Gold patch. I renamed the FR file "Pokemon Red.gba" and the Shiny Gold file "Pokemon Red.ips". Now I can play FR by itself just fine now...(if it has something to do with saving the emulator is set at "Automatic Flash 128k")

But now when I try to load up the game with the patch applied (I think its applied at least) I get a white screen that buzzs....

Any help would be greatly appreciated.

Mario_Bones
August 18th, 2008, 06:45 AM
I asked before, but no-one responded:
Is it possible to create Double Battles where you team up with another CPU in Ruby?

Semele
August 21st, 2008, 06:20 AM
Hello.
I got a problem regarding XSE, and Advancemap 1.92

More of a question, than a problem actually.
I followed a tutorial on how to write a script, and I wrote one.
#Dynamic 0x456734

#ORG @Main
Lock
FacePlayer
Message @Speak
BoxSet 0x6
Release
End

#ORG @Speak
= Hello!/nYou seem like an/n aspiring young trainer!

Now, I'm not sure how to put this script into a guy I just dropped in Pallet Town.
I tried to put the offset "456734" in the "Script Offset" Box, as $456734, but I pressed A on the guy I tried to put the script in, and he doesn't say anything.

Can someone explain to me what I did wrong?

When you insert the script to the ROM with XSE, a window pops up and gives you offsets. Copy the "@main" one, that's the one you need to put as a script offset for the event you want.

Hi. I really don't know if anyone has posted this and i REALLY dont feel like going through 30 pages of posts. My inserted backsprite is messed up. The sprite is inverted.

Thanks in advance.

Which tool did you use? You probably did something wrong with the colors, or inserted it when it wasn't shown properly.

sorry bout that, my computer sorta spazzed out

also, I have another question.

I'm using UNLZ GBA, and I'm experiencing quite a few problems.

1. How do you change the unused pallate colors from the Pokemon I'm replacing (I'm using paint, pasting the pokemon I'm switching over the pokemon that I am replacing) into something that I used that I needed to be there.

2. Every time I try to Write the new Pokemon to the ROM, I get an error saying it's too big. How do I fix it?

1. Try IrfanView, open your image there and then go to Image, then Palette and edit the palette. Save, and then insert it back with unLZ, just make sure you tick "Export Palette" when you're inserting it.

2. You need to repoint the image because you're inserting a bigger sprite than the one in the ROM. Find free space in the ROM with a Hex Editor, and copy the offset. Then when inserting it to unLZ, change the image offset to the offset with the free space, and tick "Automatically fix pointers". If you want an easier way, then find a pokémon sprite that's bigger or as big as the one you want to insert it and insert it over that one.

Is there any way to undo something I did in Pokescript? At least I think it was Pokescript. I went through and did what this tutorial (http://www.pokecommunity.com/showpost.php?p=2426342&postcount=2) told me to do, and now when I try and open my ROM in Advance Map, it says "AdvanceMapError(12): Unknown Rom Type! This Rom cannot be edited with Advancemap."

Is there any way to reverse this? I don't want to have to re-edit my entire hack to where I was at again from the beginning.

If Advance Map can't edit your ROM because you did something with a script editor, then you probably inserted a script at around 000000. You can try opening a backup or a Fire Red ROM in a hex editor and your corrupted ROM, and look at the starting parts to see the differences. You can move the part that's different from the Fire Red ROM to the corrupted ROM, it may work.

The main reason why i'm asking is because every time I try to test out my hack, after I get out of the house, I get glitched and it restarts (the rom). Before you come to any obvious conclusions, I did check if anything was there in a-map, etc. and the answer is no. Nothing. Just a simple grass tile like all the others, yet I get glitched. No, it's not just one tile so don't say "Replace it or just walk around it 8-)" it happens after a certain amount of steps I believe since it's not just one tile.

It's either many (which I doubt), certain amount of steps (maybe), or random, since I once made a greater distance before.

While i'm asking a question, I might as well ask how to fix the character selection sprite. I replaced it with a GSC Hero image (from the sprite sheet in spriters resource), but it ends up being inverted in the actual ROM. My friend said it has something to do with palettes, but I don't really understand what he means. So can anyone explain this a bit?

Also, more into the rom: How do I do the script (person event) so Oak (I know the image number) goes up to you after you step in the script spot.. Can anyone please clarify what I should put in the little things on the side for a-map? like the "Movement" and stuff.

Thanks a bunch!

In your map, make sure you don't have any events that are "Hidden". The first "Hidden" in the list makes the ROM restarts in the map it's in.

You need to edit the palettes, the colors of the sprite, or the sprite's colors will be messed up.

You only need to add one 4 digit number in the "Var number" part in Advance Map. Just make sure you haven't used it in another script.

Ok... I still cant get Shiny Gold to work...

Now what I did was download Pokemon Fire Red, and the Shiny Gold patch. I renamed the FR file "Pokemon Red.gba" and the Shiny Gold file "Pokemon Red.ips". Now I can play FR by itself just fine now...(if it has something to do with saving the emulator is set at "Automatic Flash 128k")

But now when I try to load up the game with the patch applied (I think its applied at least) I get a white screen that buzzs....

Any help would be greatly appreciated.

Try downloading another Fire Red ROM, and try patching with an application like Lunar IPS, look at the FAQ thread in ROM Hacking to see how it works.

I asked before, but no-one responded:
Is it possible to create Double Battles where you team up with another CPU in Ruby?

This feature wasn't in R/S/FR/LG, only in Emerald, so it's not possible to do it, at least with an easy way.

Sir Spanky
August 21st, 2008, 02:31 PM
I've fixed my 2nd question, but this one still stands:
1. Has anybody made an ability/trait hacking tool in the same way that A-Tack works? Being able to make a hail version of sandstorm (alá D/P) or a -Special Attack version of Intimidate would be cool!

Also I was wondering if there was a way (presumably by HEX editing) to replace the actual move animations. Nothing difficult, just a straight swap, such as making Return have the animation of Earthquake and vice versa.
Just quoting myself hoping for an answer. Even a Yes/No answer would be helpful!

(Actually while I'm here, is there a way to get Pokepic to work with Emerald? It doesn't just seem like an addition of an .ini like some programs...)

Thanks.

elvemage1
August 21st, 2008, 06:53 PM
How do you make a person in the game give you the national pokedex?
is it a giveitem script?
if so what it the national dex number? (HEX)

fleek
August 21st, 2008, 07:43 PM
I uploaded an indexed Turtwig sprite in place of a Bulbasaur sprite...but it doesn't save after I hit write to ROM.

They are indexed, and they show up when I upload them, but then I hit previous, and it shows me a picture of Bulbasaur instead of Turtwig.

Rejnbow
August 21st, 2008, 07:56 PM
I uploaded an indexed Turtwig sprite in place of a Bulbasaur sprite...but it doesn't save after I hit write to ROM.

They are indexed, and they show up when I upload them, but then I hit previous, and it shows me a picture of Bulbasaur instead of Turtwig.
What rom are you hacking?

fleek
August 21st, 2008, 10:23 PM
What rom are you hacking?
i am hacking fire red version.

I thiiiink I figured it out.

However, I have a new question. After you make a Trainer in PET, how do I make it so that I fight him in the game?

For example, I'm going to create a Prof. Oak battle at the end of the game...I made him in PET, but I don't know how to assign whatever I'm supposed to Assign to Advance Map, so that I can fight him during the game.

I don't know how to explain it, but I hope somebody can understand, haha.

Time
August 21st, 2008, 11:43 PM
i am hacking fire red version.

I thiiiink I figured it out.

However, I have a new question. After you make a Trainer in PET, how do I make it so that I fight him in the game?

For example, I'm going to create a Prof. Oak battle at the end of the game...I made him in PET, but I don't know how to assign whatever I'm supposed to Assign to Advance Map, so that I can fight him during the game.

I don't know how to explain it, but I hope somebody can understand, haha.

simple.
you need to make a trainer battle script.
there are loads of scripting tutorials in the Documents and Tutorials' section, e.g., thethethethe's scripting tutorial. ;)

fleek
August 21st, 2008, 11:45 PM
simple.
you need to make a trainer battle script.
there are loads of scripting tutorials in the Documents and Tutorials' section, e.g., thethethethe's scripting tutorial. ;)

trainer battle script...thanks, I'll look into it.

Satoshi-Ash
August 22nd, 2008, 05:09 AM
How do you give money in XSE?

Mario_Bones
August 22nd, 2008, 09:56 AM
What's the easiest way to change the Hero Overworld sprites in Ruby?
Also, is it possible to use D/P sized Overwold sprites in Ruby?

thethethethe
August 22nd, 2008, 10:37 AM
How do you give money in XSE?
Ummm... Givemoney... :P
givemoney [amount] 0
What's the easiest way to change the Hero Overworld sprites in Ruby?
Also, is it possible to use D/P sized Overwold sprites in Ruby?
Using an overworld editing tool would probably be the easiest way to change overworld sprites. :P
You could use DP overworlds in Ruby, but then you'd probably want to change every overworld, because having the mix doesn't look very good.

Satoshi-Ash
August 22nd, 2008, 04:53 PM
Ummm... Givemoney... :P
givemoney [amount] 0

Ahahaha... Thanks. I know almost nothing about scripting.

Seth-kun
August 23rd, 2008, 12:41 AM
If I make a patch with a base of Emerald, and a Moded Firered, would it turn Emerald into My modded Firered?
Also, If that would be successful, would Emerald's clock system still be in the coding?

thethethethe
August 23rd, 2008, 03:29 AM
If I make a patch with a base of Emerald, and a Moded Firered, would it turn Emerald into My modded Firered?
Also, If that would be successful, would Emerald's clock system still be in the coding?
I'm having trouble understanding what you're saying. Do you want to use emerald as a base, and then select a Fire Red rom as the modified rom?
If so that should remove all emerald coding. Probably removing the clock system, and all special emerald based commands.
The end result would would either be totally messed up rom, or just a normal Fire Red rom. But that's just an assumtion on what would happen, I could be wrong.

Seth-kun
August 23rd, 2008, 03:41 AM
Open Lunar
Use the emerald ROM as the Base
Hit the Moded FR rom as the Modiied ROM
(Noone knows...)

thethethethe
August 23rd, 2008, 03:43 AM
Open Lunar
Use the emerald ROM as the Base
Hit the Moded FR rom as the Modiied ROM
(Noone knows...)
Well then this should happen.
If so that should remove all emerald coding. Probably removing the clock system, and all special emerald based commands.
The end result would would either be totally messed up rom, or just a normal Fire Red rom. But that's just an assumtion on what would happen, I could be wrong.
Why don't you just try it out for yourself?

Dark Lakitu
August 23rd, 2008, 07:04 AM
I tried it and Emerald turns into what FR was.
No glitches, nothing. You just turned Emerald into FR. xDDD

blazikemanux
August 23rd, 2008, 10:42 AM
I have a problem with a-text, when i open it a warning appears saying "System Error &H8007007E (-2147024770). Impossible to locate the specified module"! What should I do? Do I need to install something?

Blazichu
August 23rd, 2008, 04:03 PM
I have a problem with a-text, when i open it a warning appears saying "System Error &H8007007E (-2147024770). Impossible to locate the specified module"! What should I do? Do I need to install something?

Is the COMCTL32.OCX file in the same location as A-Text? Maybe that could be the issue.

Shadowlurker
August 23rd, 2008, 04:29 PM
Hey my friend wants to know how to insert D/p tiles and ow trainers into his hack, his name is darkshade, pm him with the answer and not me ok

Melash
August 23rd, 2008, 11:02 PM
Hey, no one answered my questions. Here they are again:
1. How do you edit the tilesets 2,3,4,5,...and so on? I have got AGPIX working!
2. How can I edit the titlescreen in AGPIX?
3. How can I edit some other compressed stuff in AGPIX? I'm not talking about trainers or Pokemon, I'm talking about Pokegear, Pokedex, and trainer backsprites,...
4. Where do I get the Java thing installed for tile molester? Site name please!

Blazichu
August 24th, 2008, 11:46 AM
Hey my friend wants to know how to insert D/p tiles and ow trainers into his hack, his name is darkshade, pm him with the answer and not me ok

If he wanted a question answered, then why didn't he ask here?

Hey, no one answered my questions. Here they are again:
1. How do you edit the tilesets 2,3,4,5,...and so on? I have got AGPIX working!
2. How can I edit the titlescreen in AGPIX?
3. How can I edit some other compressed stuff in AGPIX? I'm not talking about trainers or Pokemon, I'm talking about Pokegear, Pokedex, and trainer backsprites,...
4. Where do I get the Java thing installed for tile molester? Site name please!

1. You need to repoint the tileset to a new location. It also has to be compressed slightly.
2. You can replace the titlescreen in Agixp, but I recommend editing it in a tile editor after using the patch.
3. As stated above, basically you would need to repoint the images and make them slightly compressed.
4. Did you try?: http://java.sun.com/

Seth-kun
August 24th, 2008, 05:39 PM
(This is just a question I've been pondering on for some time.)

I have Windows XP.
If I upgraded to vista (Different computer), and transfered these tools over, would they work?
XSE
Free Space Finder
Advance-Map 1.92
Lunar IPS
NTME
Un-Lz
VisualBoy 1.7.2

¿TB Pro™
August 24th, 2008, 05:47 PM
Okay, I'mhaving a problem with textbox editing. First off i DID follow Thex4's tut, but I want to know if This (http://i259.photobucket.com/albums/hh290/Blazikendude/Isthiswhatitssupposedtolooklike.png) is what It's supposed to look like is Tile Molester. Secondly, if it is, Then can I copy+paste parts of a textbox in, or do I have to do it by hand?

Zephiel
August 24th, 2008, 11:15 PM
Hey, I've been trying to insert trainer sprites into Pokemon Fire Red, and I realized my problem before was that the sprites were too big and were occupying more than the offset it should be. When I try to write the sprite to the ROM with all boxes checked in UNLZ.GBA it either just changes the pallette of the sprite that's already in the game or it says something like "Ptr found at [Hex Number]. Changed." What am I doing wrong?

If you can't fix that, can you just tell me how to make a sprite smaller? Sometimes it says that the sprite is too big and it aborts it. How do I fix that? Thanks.

Time
August 24th, 2008, 11:33 PM
Hey, I've been trying to insert trainer sprites into Pokemon Fire Red, and I realized my problem before was that the sprites were too big and were occupying more than the offset it should be. When I try to write the sprite to the ROM with all boxes checked in UNLZ.GBA it either just changes the pallette of the sprite that's already in the game or it says something like "Ptr found at [Hex Number]. Changed." What am I doing wrong?

If you can't fix that, can you just tell me how to make a sprite smaller? Sometimes it says that the sprite is too big and it aborts it. How do I fix that? Thanks.

I have a spriting tutorial on how to shrink properly the big sprites and how to put them properly in the ROM.
Search for my tutorial in the Documents and Tutorials section.

Infernal Contraption
August 25th, 2008, 12:01 AM
Hey, I've been trying to insert trainer sprites into Pokemon Fire Red, and I realized my problem before was that the sprites were too big and were occupying more than the offset it should be. When I try to write the sprite to the ROM with all boxes checked in UNLZ.GBA it either just changes the pallette of the sprite that's already in the game or it says something like "Ptr found at [Hex Number]. Changed." What am I doing wrong?

If you can't fix that, can you just tell me how to make a sprite smaller? Sometimes it says that the sprite is too big and it aborts it. How do I fix that? Thanks.Well, if it's a D/P sprite you're trying to insert, check THIS (http://www.pokecommunity.com/showthread.php?t=140836) tutorial out, by Diggeh.
I find that it can work with any other miscellaneous sprites that are bigger than they are supposed to.

Grinner
August 25th, 2008, 12:11 AM
Dose anyone know how deeply it is possable to script pokemon battles in ruby?

I am looking for a way to create an epic final battle but to do so i realy need to be able to change the abilitys of the pokemon trainer's pokemon (possably outside of their species), their stats and PP ext.

Withought editing the actual pokemon themselfes. As a last resort i have been reading how to make new pokemon but this is obviously more prefrable.

I have been studying pokescript so if it can be done useing that then it would be great, but not necessery.

Thanks for your time.

V.L.
August 25th, 2008, 03:52 AM
Okay, PET is completely messing up. My Gym Leader is supposed to have a level 13 Squirtle and a level 14 Luvdisc. That's fine, it shows up like that in PET. So I go to test it. Now, she has a level 13 Squirtle, and suddenly out comes a level 38 Weezing.

Help?

Busted 101
August 25th, 2008, 05:29 AM
I was wondering how to make a person event be a obtained a pokemon event?

fiery chimchar
August 25th, 2008, 09:41 AM
How would you create a boat script where you would go on the boat sleep and would take you from pallet town to vriden city?
in pokescript?

Zephiel
August 25th, 2008, 01:47 PM
Does anyone know what number overworlds start in unLZ in Fire Red?

cε׀׀
August 25th, 2008, 03:10 PM
Does anyone know what number overworlds start in unLZ in Fire Red?
OverWorlds?
I don't think you can find them in unLZ. If you're looking for sprites they start around 668.
For OW's, you need Overworld editor (found in toolbox).

Zephiel
August 25th, 2008, 05:19 PM
Sorry for the barrage of questions, but how do I add more pokemon to a trainer without having it run into other trainer's offsets? Thanks.

Salarian
August 25th, 2008, 08:37 PM
Can someone PM me or leave me a comment about how to change the professor and the trainer sprites? Like in the intro? I tried but the colors come messed up.

Super.Goomba
August 26th, 2008, 01:37 AM
Are there Level Editors for Mac out there other than Toad's Tool 64?

hackergkenzz
August 26th, 2008, 01:49 AM
can someone plese tell me how to change the starting screen

Micklo
August 26th, 2008, 07:58 AM
Just wondering, has anyone done just a graphics hack patch for any of the games, where no scripts or Pokémon have been changed, so basically you can start fresh, but without the hassle of having to insert new tiles?

Thanks in advance!

Micklo

Blazichu
August 26th, 2008, 11:48 AM
Sorry for the barrage of questions, but how do I add more pokemon to a trainer without having it run into other trainer's offsets? Thanks.

You'll have to insert more battle scripts.

Can someone PM me or leave me a comment about how to change the professor and the trainer sprites? Like in the intro? I tried but the colors come messed up.

The location of their unLZ-GBA numbers are below (256 bit colour).

Female Trainer- 399
Male Trainer- 340
Professor Oak- 341
Gary- 342

All you need to do is click Save As... to export them.

Are there Level Editors for Mac out there other than Toad's Tool 64?

Toad's Tool 64 appears to be the only level editor available for SM64.

can someone plese tell me how to change the starting screen

For which game specifically? There are plenty tutorials on changing the titlescreen.

Just wondering, has anyone done just a graphics hack patch for any of the games, where no scripts or Pokémon have been changed, so basically you can start fresh, but without the hassle of having to insert new tiles?

Thanks in advance!

Micklo

Did you check the ROM Hacking Resources (http://www.pokecommunity.com/showthread.php?t=88876)?

Crosell
August 26th, 2008, 12:01 PM
Just some simple questions.
What are the hacking tools for Emerald.
I need to know so I can start learning how those programs work.
Hope somebody answers my question. =)

Blazichu
August 26th, 2008, 12:04 PM
Just some simple questions.
What are the hacking tools for Emerald.
I need to know so I can start learning how those programs work.
Hope somebody answers my question. =)

There is always AdvanceMap, script editors, sprite/tile editors etc. You could always learn how to use hex as that can be handy at times. Check the Toolbox out.

Super.Goomba
August 26th, 2008, 12:39 PM
Toad's Tool 64 appears to be the only level editor available for SM64.

I mean are there Mac Level Editors for ANY game, other than the one aforementioned?

Blazichu
August 26th, 2008, 12:40 PM
I mean are there Mac Level Editors for ANY game, other than the one aforementioned?

Hmm...there probably are heaps out there. If you want to run Windows programs using a Mac you can always use WINE also.

Super.Goomba
August 26th, 2008, 12:57 PM
Hmm...there probably are heaps out there. If you want to run Windows programs using a Mac you can always use WINE also.

WINE, hmm? I think I'll try that..

Crosell
August 26th, 2008, 12:59 PM
Uhm I'm trying to learn how to place warps.
Right now I'm placing a warp in littleroot town, I want to make a new map.
But the problem is whenever I try to follow warp, I get send to petalburg city.
I dont know why but I need to know how I warp to an empty map so I can make a totally new map.
Hope someone understands. =)

Blazichu
August 26th, 2008, 01:06 PM
Uhm I'm trying to learn how to place warps.
Right now I'm placing a warp in littleroot town, I want to make a new map.
But the problem is whenever I try to follow warp, I get send to petalburg city.
I dont know why but I need to know how I warp to an empty map so I can make a totally new map.
Hope someone understands. =)

Well each map in the name says (number 1.number 2) in AdvanceMap eg. Pallet Town has (3.0). You put those two numbers into the Map Bank and Map of a warp, the first number being number 1 of course.

Time
August 26th, 2008, 01:53 PM
Hello and good day to all.
I have a question. :\

Is there, by any chance, we can change the palletes of the hero or heroin in Ruby without affecting their backsprites' palletes?

I've been trying but so far, no luck. :\
Thanks in advance.

hackergkenzz
August 26th, 2008, 08:29 PM
Fire Red for my last Qustion

FrosslassSorbet
August 26th, 2008, 09:32 PM
UnLZ.GBA Help!

I changed the heroine sprite's pallete to another in Pokemon Sapphire. But in game, the pallette is the same as the normal one. How do I change it?

¿TB Pro™
August 27th, 2008, 12:09 AM
Okay, I'm having a problem with textbox editing. First off i DID follow Thex4's tut, but I want to know if This (http://i259.photobucket.com/albums/hh290/Blazikendude/Isthiswhatitssupposedtolooklike.png) is what It's supposed to look like is Tile Molester. Secondly, if it is, Then can I copy+paste parts of a textbox in, or do I have to do it by hand?
Ummm...Not to be naggy, but I've no comments on this yet. Could someone please help me out? It would be much appriciated :)

KingKombat
August 27th, 2008, 12:22 AM
What are the numbers for the Fire Red trainers sprites in unLZ-GBA? (Male)

Zephiel
August 27th, 2008, 01:51 AM
Can someone tell me, word for word, how to get a trainer to disappear after he is defeated like Giovanni in Silph Co.? Help would be very appreciated.

hackergkenzz
August 27th, 2008, 02:29 AM
how do i insert scripts i make in XSE into Fire Red

¿TB Pro™
August 27th, 2008, 02:39 AM
how do i insert scripts i make in XSE into Fire Red

Goto the batch Compiler, load your scripts up in it, choose your ROM, choose the script you want to complie and click compile.

hackergkenzz
August 27th, 2008, 03:35 AM
it didnt show up when i tried i couldnt find the rbc file in the batch compiler

Dark Lakitu
August 27th, 2008, 06:50 AM
Then just copy and paste it!

Blazichu
August 27th, 2008, 07:35 AM
Hello and good day to all.
I have a question. :\

Is there, by any chance, we can change the palletes of the hero or heroin in Ruby without affecting their backsprites' palletes?

I've been trying but so far, no luck. :\
Thanks in advance.

There probably is a pointer for the back sprite and the trainer sprite. So you just need to find and change that.

UnLZ.GBA Help!

I changed the heroine sprite's pallete to another in Pokemon Sapphire. But in game, the pallette is the same as the normal one. How do I change it?

unLZ-GBA cannot edit palettes, either use APE or a hex editor.

What are the numbers for the Fire Red trainers sprites in unLZ-GBA? (Male)

It is located at 1634 in unLZ-GBA.

Can someone tell me, word for word, how to get a trainer to disappear after he is defeated like Giovanni in Silph Co.? Help would be very appreciated.

You would need to enable a flag using a script.

thethethethe
August 27th, 2008, 11:28 AM
Ummm...Not to be naggy, but I've no comments on this yet. Could someone please help me out? It would be much appriciated :)
I guess I should have added something on this into the tutorial... :\
Ok, if you've ever seen Zel's general tutorial that involves changing the backsprite's of the Player. You'll notice you need to use those arrows to make everything line up right.
You need to line up the tiles, to look the same as they do in VBA's tile viewer.
Hopefully that helps.

Time
August 27th, 2008, 11:30 AM
There probably is a pointer for the back sprite and the trainer sprite. So you just need to find and change that.

I know but, no luck.
Oh well, thanks anyways, Blaze~ ;)

Crosell
August 27th, 2008, 11:37 AM
I have a question I might need later for my hack.
There is a song from a game Star Ocean: till the end of time.
I was wondering if It's possible to make the music fit an Emerald rom ?
I know for sure the music needs editing but I just wanna know if it's possible ?
Thanks =)

Blazichu
August 27th, 2008, 11:40 AM
I have a question I might need later for my hack.
There is a song from a game Star Ocean: till the end of time.
I was wondering if It's possible to make the music fit an Emerald rom ?
I know for sure the music needs editing but I just wanna know if it's possible ?
Thanks =)

Use MIDI2GBA to convert it then insert it using Sappy.

Gold Tom
August 27th, 2008, 11:55 AM
Hey, it's me again, I was just wondering if anyone knows how to add/change music in Red?

Time
August 27th, 2008, 11:55 AM
I have a question I might need later for my hack.
There is a song from a game Star Ocean: till the end of time.
I was wondering if It's possible to make the music fit an Emerald rom ?
I know for sure the music needs editing but I just wanna know if it's possible ?
Thanks =)

the only music extension file we can use for ROM-hacking is a midi file, with the help of a MIDI2GBA, we can convert it to s file for inserting it into the ROM. ;)

Blazichu
August 27th, 2008, 12:25 PM
Hey, it's me again, I was just wondering if anyone knows how to add/change music in Red?

The Music Data is located around 8000-BFFF.

Dark Lakitu
August 27th, 2008, 12:36 PM
Does anyone know the offset in Sappy for the Gym Battle music?

Time
August 27th, 2008, 01:50 PM
Does anyone know the offset in Sappy for the Gym Battle music?

hm? we can see the offsets the music used through Sappy. :\
not quite sure but I think the offsets are these ones here. :\
http://i203.photobucket.com/albums/aa154/destinedjagold/sappy.png
if you mean the instruments the offsets use, then there's a tutorial about that for FireRed. :)

FrosslassSorbet
August 27th, 2008, 03:56 PM
So can I change the pallette without changing the pallette for the backsprite?

¿TB Pro™
August 27th, 2008, 10:30 PM
I guess I should have added something on this into the tutorial... :\
Ok, if you've ever seen Zel's general tutorial that involves changing the backsprite's of the Player. You'll notice you need to use those arrows to make everything line up right.
You need to line up the tiles, to look the same as they do in VBA's tile viewer.
Hopefully that helps.

Oh, actually I think I have looked at that thread a time or two. I just didn't notice that part :P Well, I really appriciate it Thethethethe!

V.L.
August 27th, 2008, 10:52 PM
Okay, I have two questions, one of which I already asked by was ignored.

My first Gym Leader is supposed to have a Squirtle and a Luvdisc, and instead of a Luvdisc, a level 38 Weezing keeps showing up. I checked in PET, and it says she has a Luvdisc, so I'm thinking it's a problem with the program. Uh... help.

Also, question number two, when I set trainers' view radii (to, for example, 4) in Advance Map, they come toward me before I actually come into their line of sight, the screen goes red, and the game freezes. Again, help would be much appreciated.

EDIT: I'm also having a bunch of trouble with map connections. I have all of the offsets right (I think) and yet my maps still mess up. At the connection between maps, my ROM freezes. This has been happening for a long time, and I really want an answer to it.

Sorry for all the questions.

Time
August 27th, 2008, 11:38 PM
My first Gym Leader is supposed to have a Squirtle and a Luvdisc, and instead of a Luvdisc, a level 38 Weezing keeps showing up. I checked in PET, and it says she has a Luvdisc, so I'm thinking it's a problem with the program. Uh... help.

that happens to me sometimes though.
anyways, after that experience, I decided not to use PET anymore.
instead, I use Amplifier 2006 Ae.
Though I do think your best bet is to go with hex editing it.
(don't ask me how. I don't know how.)

Also, question number two, when I set trainers' view radii (to, for example, 4) in Advance Map, they come toward me before I actually come into their line of sight, the screen goes red, and the game freezes. Again, help would be much appreciated.

never had problems like that before.
sorry, can't help ya.

but then, maybe you already fought that trainer before?

EDIT: I'm also having a bunch of trouble with map connections. I have all of the offsets right (I think) and yet my maps still mess up. At the connection between maps, my ROM freezes. This has been happening for a long time, and I really want an answer to it.

Sorry for all the questions.

you should make correct offsets for those maps.
inputing wrong offsets would make the game freeze.
so you will be doing some trial and error.

V.L.
August 28th, 2008, 12:11 AM
Thanks for the help. :) Where can I get Amplifier?

Time
August 28th, 2008, 12:14 AM
Thanks for the help. :) Where can I get Amplifier?

no idea... -__-
I kinda forgot where I downloaded it, but try in WAH (www.studiopokemon.com/wah)... :\

Zephiel
August 28th, 2008, 02:10 AM
I've been trying and trying for a whole day now and I can't get any flags to work. Even if I set one to make a trainer go away after the first gym leader, it still doesnt work. Am I going about this wrong? I want an overworld/event to not be there after you win against them in a trainer battle. I don't know if I have the script out of order or something...but it just doesnt work. Help please...I'm getting kind of frustrated with this...thanks.

Blazichu
August 28th, 2008, 04:12 AM
So can I change the pallette without changing the pallette for the backsprite?

There probably is some sort of pointer somewhere to separate them apart, if not then it might require ASM.

I've been trying and trying for a whole day now and I can't get any flags to work. Even if I set one to make a trainer go away after the first gym leader, it still doesnt work. Am I going about this wrong? I want an overworld/event to not be there after you win against them in a trainer battle. I don't know if I have the script out of order or something...but it just doesnt work. Help please...I'm getting kind of frustrated with this...thanks.

Did you add a hide person code?

Dark Lakitu
August 28th, 2008, 07:43 AM
Bleeaah. I just can't get Sappy to work and the guy I asked to do it needs the offset, so yeah...

Time
August 28th, 2008, 07:52 AM
Bleeaah. I just can't get Sappy to work and the guy I asked to do it needs the offset, so yeah...

what offset are you talking about anyways?

is it for the instruments, or for free space?

Dark Lakitu
August 28th, 2008, 08:18 AM
For the Gym Leader music...

Time
August 28th, 2008, 09:54 AM
For the Gym Leader music...

I asked if the offsets you were searching is either for free space for new music to be inserted, or the offsets of the Gym Leader's music instruments.

Either which, there are tutorials in the Documents and Tutorials.

Crosell
August 28th, 2008, 10:26 AM
Helli another question.
I want the hero to start his adventure not in littleroot, but a own made town.
How do I do that ?
Also how do I change the event's on the start?

Dark Lakitu
August 28th, 2008, 10:40 AM
Can't you just edit Littleroot Town?

Crosell
August 28th, 2008, 10:45 AM
Can't you just edit Littleroot Town?

No Imade Littleroot town with a little forrest next to it.
Thats where you need to start of.
But I really don't know how to do that....

Blazichu
August 28th, 2008, 10:51 AM
Helli another question.
I want the hero to start his adventure not in littleroot, but a own made town.
How do I do that ?
Also how do I change the event's on the start?

You'll need to remove the level script first, then all you have to do is change which map the trainer starts on, which isn't too hard.

Zephiel
August 28th, 2008, 02:37 PM
Did you add a hide person code?

I don't know what that is...so no. Where can I find out how to do that?

Flaros
August 29th, 2008, 05:33 AM
I'm new to the forum, but I must say there are some very fascinating hacks here on the board, and some very talented hackers, script writers, and graphic designers.

Anyway, I have a fairly basic question, I'm looking to make a basic hack to Silver/Gold version, or Fire Red/Leaf Green.

I was wondering how to change the starter Pokemon into custom Pokemon? I just need some basic guidance on how to change the names of Pokemon, and how to import new Sprites and overwrite existing ones.

I'm hoping there's a program that allows for simple importing of .PNG files, I found one called "unLZ" that changes the graphics, but I haven't looked far enough into it to know if it'll change the name. From what I can tell however.. it'll only edit Fire Red and Leaf Green, and I was really hoping to be able to edit some other games so I have some options.

I don't know if the question has already been answered, but I apologize greatly if it has, I don't want to stir up any anger in the members here with my first post. .__.;

Blazichu
August 29th, 2008, 07:21 AM
I don't know what that is...so no. Where can I find out how to do that?

There are probably plenty of scripting tutorials with it in, but if I can remember off the top of my head it is 53 in hex.

I'm new to the forum, but I must say there are some very fascinating hacks here on the board, and some very talented hackers, script writers, and graphic designers.

Anyway, I have a fairly basic question, I'm looking to make a basic hack to Silver/Gold version, or Fire Red/Leaf Green.

I was wondering how to change the starter Pokemon into custom Pokemon? I just need some basic guidance on how to change the names of Pokemon, and how to import new Sprites and overwrite existing ones.

I'm hoping there's a program that allows for simple importing of .PNG files, I found one called "unLZ" that changes the graphics, but I haven't looked far enough into it to know if it'll change the name. From what I can tell however.. it'll only edit Fire Red and Leaf Green, and I was really hoping to be able to edit some other games so I have some options.

I don't know if the question has already been answered, but I apologize greatly if it has, I don't want to stir up any anger in the members here with my first post. .__.;

Well....the Pokemon you will have to sprite and unLZ-GBA works for all GBA Pokemon games and you can import sprites using that. To change the names of the Pokemon use N-E-A, A-Text or hex. To import sprites all you need to do is make sure they have 16 colours at maximum, and it has to be indexed. Then you just click the import button to import a new sprite over the old one. Then save using Write to ROM, with having automatically fix pointers, export palette and export image only ticked.

its-g
August 29th, 2008, 10:34 AM
Tried searching everywhere but could not find anything.
Is there a tool that will let you edit your party pokemon
e.g. their level, gender, happiness etc.

All I can seem to find are tools that can change other trainers pokemon!!
Thanks in advance!!

Blazichu
August 29th, 2008, 12:42 PM
Tried searching everywhere but could not find anything.
Is there a tool that will let you edit your party pokemon
e.g. their level, gender, happiness etc.

All I can seem to find are tools that can change other trainers pokemon!!
Thanks in advance!!

You'll need to edit the RAM, there are no tools to do it. You'll probably have to use hex.

Infernal Contraption
August 29th, 2008, 03:27 PM
Hey, I'm having a problem with Warps. This might sound very noobish, but I haven't done Warps much in the 2 years that I've been hacking (I kind of cheated ^.^).

Anyway, this is my Warping problem...

When I enter my cave, I appear like THIS (http://img523.imageshack.us/img523/9500/pokemongray01gn1.png). Downwards.

But, that's not the big problem... I just can't get back. The Warp is there, the Movement Permissions settings are the exact same as other caves in the game, but the warp still doesn't work.

Crosell
August 29th, 2008, 04:19 PM
I have a question.
I´ve added an hidden item, and now I wanna block it with a cut tree.
But how do i add one ?
And also how do I add visible Pokeballs with an item inside?
Thanks.

Moi.
August 29th, 2008, 04:27 PM
Crossel to get the tree you just out down another sprite, the tree one. im not sure if you have to script cut or if its a different movement premission in A-map, just check were another cut is and copy the scipt/movement permission to the place you want the tree.

The visible pokeballs are also sprites with a script on them.

Crosell
August 29th, 2008, 04:35 PM
haha I tried what you said, and my tree ran of with this mark ! =P
I probally did something wrong.
Edit: I got it to work, thanks man =)

Moi.
August 29th, 2008, 04:42 PM
haha i remember when i used to copy wrong scripts.

good luck with your hack.

Flaros
August 29th, 2008, 11:22 PM
Thank you for helping me in verifying and figuring out what other program I needed to use. =D

Unfortunately, I have another minor little problem. I've created graphics for the Pokemon, managed to change them through unLZ-GBA, however whenever I select the Pokemon from Professor Oak, or even checking the Pokemon via the "Summary" option in the main menu of the game...

...My Pokemon's graphics are slightly off. The sprite remains fine and unchanged (minus a few color differences), but I've noticed a few glitchy pixels underneath it. Upon importing the graphics I made sure that I had the boxes checked, and I made sure it was the same height and width. However the pixelated gunk still remains.

Any suggestions? O.o;

Moi.
August 30th, 2008, 12:22 AM
I guess you could reinsert it into the game and just check over. If not then i havent a clue what to do.

Flaros
August 30th, 2008, 03:43 AM
I tried, I can save the graphic and it actually shows the blocks and pixels at the bottom of the sprite. I edit over them with the background color and they simply reappear again once reinserted.

Do I dare try changing the size of my canvas and going up above the pixelated gunk?

I'm fairly certain that would mess things up even worse. =\

Maybe I should try editing another Pokemon? Perhaps I messed up somewhere else and just don't know it? .___.;

Maybe unLZ-GBA just hates Squirtle. T-T

Edit: So I directly edited the Squirtle Sprite, gave him a little horn, imported it, and it was fine. Turned the horn into a mohawk, and found that when I saved that file made the same pixelated crap underneath my sprite. Does it have anything to do with direct file size do you think? Cause, it was fine with just that twelve pixel edit, but not fine with a bigger than twelve pixel, but still small edit. I'm deeply confused. I can restrict myself to only using 16 colors, that's fine. But, I used the same colors found on Squirtle, didn't change one single color, and now it's telling me it won't work. I don't think I can fully show some artistic capabilities if I'm forced with such limitations. T__T

Halp? Anyone? I'll bow to anyone for teaching me such basics, and I'm sorry for being such a Rom editing Newbie. *bricked*

El_Moss
August 30th, 2008, 10:20 AM
Hey, I'm new to scripting and think that my question is simple enough, I've started making a hack, I'll put it in the showcase if it goes well and I want to make a script when you enter the downstairs part of your house, I'm using PKSV so for the most part it's pretty straight forward but I want to know how to make the script affect another event (Your mom... Innit, lol) and then affect your character's movement at the same time/before/afterwards.

Oh, I was also wondering if it's possible to edit the effects , animations, power, etc. of moves or abilities or just add new ones... How?
The same goes for TMs/HMs

And what do I write for it to say my or my rival's name?

I know I'm a scripting noob...

Crosell
August 30th, 2008, 10:39 AM
I wanna help you, but I need to learn scripting aswell.
But I also have a question.
In pokemon emerald, all pokemon sprites are animated.
Well do how do I make a new pokemon animate as the other's?
Just in unzlgba ? or different way?

El_Moss
August 30th, 2008, 10:42 AM
thats alrite crossel, when someone answers my question we can sharre the answer :D

Blazichu
August 30th, 2008, 12:17 PM
Hey, I'm having a problem with Warps. This might sound very noobish, but I haven't done Warps much in the 2 years that I've been hacking (I kind of cheated ^.^).

Anyway, this is my Warping problem...

When I enter my cave, I appear like THIS (http://img523.imageshack.us/img523/9500/pokemongray01gn1.png). Downwards.

But, that's not the big problem... I just can't get back. The Warp is there, the Movement Permissions settings are the exact same as other caves in the game, but the warp still doesn't work.

If I remember caves need an unknown of 03 and not 00, maybe that is the issue.

I tried, I can save the graphic and it actually shows the blocks and pixels at the bottom of the sprite. I edit over them with the background color and they simply reappear again once reinserted.

Do I dare try changing the size of my canvas and going up above the pixelated gunk?

I'm fairly certain that would mess things up even worse. =\

Maybe I should try editing another Pokemon? Perhaps I messed up somewhere else and just don't know it? .___.;

Maybe unLZ-GBA just hates Squirtle. T-T

Edit: So I directly edited the Squirtle Sprite, gave him a little horn, imported it, and it was fine. Turned the horn into a mohawk, and found that when I saved that file made the same pixelated crap underneath my sprite. Does it have anything to do with direct file size do you think? Cause, it was fine with just that twelve pixel edit, but not fine with a bigger than twelve pixel, but still small edit. I'm deeply confused. I can restrict myself to only using 16 colors, that's fine. But, I used the same colors found on Squirtle, didn't change one single color, and now it's telling me it won't work. I don't think I can fully show some artistic capabilities if I'm forced with such limitations. T__T

Halp? Anyone? I'll bow to anyone for teaching me such basics, and I'm sorry for being such a Rom editing Newbie. *bricked*

You are using colours that are not in the palette, you might need to remove some.

Hey, I'm new to scripting and think that my question is simple enough, I've started making a hack, I'll put it in the showcase if it goes well and I want to make a script when you enter the downstairs part of your house, I'm using PKSV so for the most part it's pretty straight forward but I want to know how to make the script affect another event (Your mom... Innit, lol) and then affect your character's movement at the same time/before/afterwards.

Oh, I was also wondering if it's possible to edit the effects , animations, power, etc. of moves or abilities or just add new ones... How?
The same goes for TMs/HMs

And what do I write for it to say my or my rival's name?

I know I'm a scripting noob...

Try the script help thread in the Scrapbox.

I wanna help you, but I need to learn scripting aswell.
But I also have a question.
In pokemon emerald, all pokemon sprites are animated.
Well do how do I make a new pokemon animate as the other's?
Just in unzlgba ? or different way?

unLZ-GBA appears to be the only way to go at this current time.

Time
August 30th, 2008, 12:22 PM
Hey, I'm having a problem with Warps. This might sound very noobish, but I haven't done Warps much in the 2 years that I've been hacking (I kind of cheated ^.^).

Anyway, this is my Warping problem...

When I enter my cave, I appear like THIS (http://img523.imageshack.us/img523/9500/pokemongray01gn1.png). Downwards.

But, that's not the big problem... I just can't get back. The Warp is there, the Movement Permissions settings are the exact same as other caves in the game, but the warp still doesn't work.

there are two types of cave-ground tiles available in A-Map...
the one, which you used, is for a normal floor of the cave, the second one, very much identical, is for warps.

use the other one.
http://i203.photobucket.com/albums/aa154/destinedjagold/untitled-17.png

Dark Lakitu
August 30th, 2008, 03:19 PM
Hey, y'all. I just need a little help. I've googled and everything, but it wont work.
Well, Sappy had an error about vbalCbEx6.ocx so I got it off some site.
But that one doesn't work. Sappy says it's outdated or something-or-rather.
Anyone know where I could get a new copy?

Oh, and there's also one about ActiveX unable to create object. Stupid Sappy.

Zephiel
August 30th, 2008, 04:40 PM
I have a trainer that, when you do something in the menu (use an item, change pokemon) and then exit the menu, you take control of him instead of the hero. Can anyone tell me how to fix this in a way that doesn't involve me deleting him?

EDIT: Nevermind, I just deleted him.

Time
August 30th, 2008, 11:06 PM
Hey, y'all. I just need a little help. I've googled and everything, but it wont work.
Well, Sappy had an error about vbalCbEx6.ocx so I got it off some site.
But that one doesn't work. Sappy says it's outdated or something-or-rather.
Anyone know where I could get a new copy?

Oh, and there's also one about ActiveX unable to create object. Stupid Sappy.

there's a link in the documents and tutorials for you to get Sappy.

I have a trainer that, when you do something in the menu (use an item, change pokemon) and then exit the menu, you take control of him instead of the hero. Can anyone tell me how to fix this in a way that doesn't involve me deleting him?

EDIT: Nevermind, I just deleted him.

yes, deleting is the only way I know so far. :\

Zephiel
August 31st, 2008, 12:34 AM
This isn't too simple of a question, but...

I edited a gym leader's script and when I compiled it it looked fine. But when I tested it, half the code was deleted and not only does the leader not give you the TM (the script for it isn't there) but it doesnt clear the flags for the boulder badge (it doesn't give you the badge) and that's bad. If I try to add "clearflag" codes it just deletes them when I compile it. What's wrong?

Dark Lakitu
August 31st, 2008, 12:50 AM
I have NO idea. It kept happening to me until last night. xD
Maybe you've changed your script settings?

there's a link in the documents and tutorials for you to get Sappy.
Wha? I didn't say I want Sappy I said I needed that file thingo.
I got Sappy from Magnius's music hacking tutorial thingo.

Thrace
August 31st, 2008, 01:23 AM
This isn't too simple of a question, but...

I edited a gym leader's script and when I compiled it it looked fine. But when I tested it, half the code was deleted and not only does the leader not give you the TM (the script for it isn't there) but it doesnt clear the flags for the boulder badge (it doesn't give you the badge) and that's bad. If I try to add "clearflag" codes it just deletes them when I compile it. What's wrong?
I assume you're using XSE? When you add more stuff to an already existing script you must change the offset. All you need to do is add #dynamic 0x800000 at the top and change the offsets to a dynamic offset. For example change the #org 0x80814384 to #org @new.

I have NO idea. It kept happening to me until last night. xD
Maybe you've changed your script settings?


Wha? I didn't say I want Sappy I said I needed that file thingo.
I got Sappy from Magnius's music hacking tutorial thingo.
Hmm.. you might have registered the file incorrectly try reading this post (http://www.pokecommunity.com/showpost.php?p=3789235&postcount=93).

Infernal Contraption
August 31st, 2008, 01:28 AM
Alright, thanks for answering my simple question.

Although, now I'm having another problem; now when I warp BACK into the map from my cave, it sends me to the wrong place in the map (more specifically, it sends me as if I exited from my house :3).

Thrace
August 31st, 2008, 01:56 AM
Alright, thanks for answering my simple question.

Although, now I'm having another problem; now when I warp BACK into the map from my cave, it sends me to the wrong place in the map (more specifically, it sends me as if I exited from my house :3).
You have to place a warp tile outside the entrance to the cave on your map. In AdvanceMap it should say what the warp number is. Just put that number in to the warp number in the warp tile for exiting the cave in your cave map.

Dark Lakitu
August 31st, 2008, 02:08 AM
Hmm.. you might have registered the file incorrectly try reading this post (http://www.pokecommunity.com/showpost.php?p=3789235&postcount=93).

Nope. It does nothing.

I still get the error

Run-time error '429':
ActiveX component can't create object

And this one:

Run-time error '372':
Failed to load control 'vbalCboEx' from vbalCbEx6.ocx. Your version of vbalCbEx6.ocx may be outdated. Make sure you are using the version of the control that was provided with your application.

?foʀeveʀFTW¿
August 31st, 2008, 05:17 AM
hey....

im having a hard time finding a program that will make me change the Intro Pokemon and Sound

btw, is there a program that lets you changethe appearence of your main character?

Blazichu
August 31st, 2008, 06:11 AM
hey....

im having a hard time finding a program that will make me change the Intro Pokemon and Sound

btw, is there a program that lets you changethe appearence of your main character?

The intro Pokemon can be changed with IntroEd, the sound can be changed using hex and the trainer can be changed using unLZ-GBA.

Crosell
August 31st, 2008, 10:55 AM
Does the same work for emerald ?
I mean the intro pokemon Rayquaza, it is animated so wouldnt it be difficult to change that?
And is the same program needed ?

Blazichu
August 31st, 2008, 11:38 AM
Does the same work for emerald ?
I mean the intro pokemon Rayquaza, it is animated so wouldnt it be difficult to change that?
And is the same program needed ?

The animation at the beginning can be changed in unLZ-GBA, IntroEd changes the Pokemon that appears in the intro with Birch.

Sgt. Custard
August 31st, 2008, 12:58 PM
Hi, I've got a bit of a problem with my hack.

OK, it was all going fine, all working as it should do. But then I made a map and inserted it in place of (4,1) and although AM opens it fine, the screen just turns white when I open the ROM in VBA. Does anybody know what might have happened. I'm hacking Fire Red BPRE by the way. Is there some way to debug it?

Blazichu
August 31st, 2008, 01:00 PM
Hi, I've got a bit of a problem with my hack.

OK, it was all going fine, all working as it should do. But then I made a map and inserted it in place of (4,1) and although AM opens it fine, the screen just turns white when I open the ROM in VBA. Does anybody know what might have happened. I'm hacking Fire Red BPRE by the way. Is there some way to debug it?

Did you change the save type of your ROM to Flash 128K? You need to go, Options > Emulator > Save Type > Flash 128K. If that is not the issue then it could be a glitch in which you need to restart.

Garth
August 31st, 2008, 02:04 PM
Seeing as I'm totally new to this I've got a question. How do I insert this tileset into my ROM?
The tiles look insane. I love it.

Sgt. Custard
August 31st, 2008, 02:09 PM
Did you change the save type of your ROM to Flash 128K? You need to go, Options > Emulator > Save Type > Flash 128K. If that is not the issue then it could be a glitch in which you need to restart.

No, that's already set - VBA was playing it all right until I added the new map and now it just displays a white screen on loading the ROM.

Nine-Tailed Assassin
August 31st, 2008, 02:27 PM
I need a little help inserting the .s file from a midi it the titlescreenon diamond


i already know how to change the music ex. fg ts music on ruby

Infernal Contraption
August 31st, 2008, 03:00 PM
You have to place a warp tile outside the entrance to the cave on your map. In AdvanceMap it should say what the warp number is. Just put that number in to the warp number in the warp tile for exiting the cave in your cave map.That's kind of confusing, don't you think? O.o Maybe make it step-by-step?

Zephiel
August 31st, 2008, 03:03 PM
I assume you're using XSE? When you add more stuff to an already existing script you must change the offset. All you need to do is add #dynamic 0x800000 at the top and change the offsets to a dynamic offset. For example change the #org 0x80814384 to #org @new.

Forgive my noobishness, but I'm using something called PKSV-UI or whatever. I don't think that's the same thing as XSE...right? Either way I didn't add anything to the script. I always make sure that when I'm changing text it has less characters than what the original was. It's not like I added lines and lines, because at least 15 lines of coding completely disappeared.

How would I add text in my program?

?foʀeveʀFTW¿
August 31st, 2008, 03:04 PM
The intro Pokemon can be changed with IntroEd, the sound can be changed using hex and the trainer can be changed using unLZ-GBA.
The Hex and Intro were succesful, but im having trouble using the UNLZ

any other program?

Platinum Lucario
August 31st, 2008, 03:19 PM
The Hex and Intro were succesful, but im having trouble using the UNLZ

any other program?
Well, you've gotta export the image, then change it and insert it.
It might be a bit hard at first, but you'll get used to it ;)

Neti
August 31st, 2008, 04:01 PM
you dont have to insert them on your own when downloading the rombase, only when using the ressources

?foʀeveʀFTW¿
August 31st, 2008, 05:25 PM
Well, you've gotta export the image, then change it and insert it.
It might be a bit hard at first, but you'll get used to it ;)
idk if im supposed to hit any special button or whatever, but this is what pops up when i Open the ROM into UNLZ

Garth
August 31st, 2008, 05:38 PM
Ok then. How do I use these on my map. That's what I meant

Ausaudriel
August 31st, 2008, 06:19 PM
Seeing as I'm totally new to this I've got a question. How do I insert this tileset into my ROM?
The tiles look insane. I love it.
Moving your post and the replies to it into the Simple Questions thread. Make sure you read the rules in the threads you post in, many times the stickies have special rules in the first post that need to be followed.

pkmn_trainer_chris_link
August 31st, 2008, 06:51 PM
sorry that i reposted didn'get an answer like in 48-72 hours my questuon is this what are the main destination offsets and voice offsets for pokemon ruby (USA) for sappy

Grinner
August 31st, 2008, 09:45 PM
Could someone advise me on a small ruby scripting question?

I have been setting up a scean in a trial hack where your pokemon are stolen half way through the game (disabeling the Pokemon menu ext.) and have set up so that you can be given a pokemon from another trainer, however i was hopeing to find a way to remove the pokemon at the end of the scean. So far i have been unable to find any commands to do this and as its not done in the games i dont know if its even possable.

I have been scripting with XSE so if someone knows how to do it that way then i would be gratefull but i could always learn to do it in Hex.

Thanks for your time

?foʀeveʀFTW¿
August 31st, 2008, 10:21 PM
forgot the other quetion i asked before

is there a program that you can download that can Add New Pokemon (4th Generation, for example) to 3rd Generation games? Im using YAPE and AdvancedStarter to get new starter evolutions (Magby, Magmar, Magmatoar)(Elekid, Electabuzz, Electivire)(Snorunt, Glalie, Frolass).

I got the starter part down, but i need to get the DP Pokemon in the FR ROM

anybody help?

Sgt. Custard
August 31st, 2008, 10:25 PM
Could someone please explain what the difference is between an alpha, a beta and a gamma release of a hack?

+Sneasel™
August 31st, 2008, 10:28 PM
forgot the other quetion i asked before

is there a program that you can download that can Add New Pokemon (4th Generation, for example) to 3rd Generation games? Im using YAPE and AdvancedStarter to get new starter evolutions (Magby, Magmar, Magmatoar)(Elekid, Electabuzz, Electivire)(Snorunt, Glalie, Frolass).

I got the starter part down, but i need to get the DP Pokemon in the FR ROM

anybody help?

Well, to import the actual sprite, use UNLZ gba, which can be downloaded at WAH, and its in the elite map package. Once in UNLZ, find the pokemon sprites (not sure what the numbers are, just go to 1000 and go from there, 1000 is definetly a pokemon). Also, make sure the sprite is indexed + the backsprite is shiny.

Grinner
August 31st, 2008, 10:31 PM
They are diffrent stages of release of any software or product, Alpha then Beta and i assume Gamma untill a stable version is made.

there is a Wiki artical on this i think, but i cant post URLs yet

Flaros
August 31st, 2008, 10:35 PM
This is sadly continuing on with my previous problem.

Using unLZ got the image to work just fine, when write a squirtle with a horn into the ROM itself it worked like a piece of cake.

However, when I use MS Paint, and use the droplet tool to grab the same colors to add different features, that's when things get sketchy.

So I'm using the same colors as I was before, no more than 16, and not using pure Black, only the colors on the palette that shows on the Pokemon itself. Once imported into the game it still has that glitchy gunk at the very bottom of it and I don't even know where to begin to get rid of it.

It's rather annoying, the PokeMon looks great, but with that gunk underneath it, it looks like a fusion between a Pokemon and a MissingNo.

?foʀeveʀFTW¿
August 31st, 2008, 10:38 PM
Well, to import the actual sprite, use UNLZ gba, which can be downloaded at WAH, and its in the elite map package. Once in UNLZ, find the pokemon sprites (not sure what the numbers are, just go to 1000 and go from there, 1000 is definetly a pokemon). Also, make sure the sprite is indexed + the backsprite is shiny.
I already got the UNLZ, but, i didnt understand your answer

im looking for D/P Pokemon Sprites and i already know the shiny, and all that

the D/P sprites arent on the UNLZ GBA

unless I find the Palletes for the pokemon i need, its sorta impossible to do it from UNLZ GBA

+Sneasel™
August 31st, 2008, 10:47 PM
Could someone please explain what the difference is between an alpha, a beta and a gamma release of a hack?

I already got the UNLZ, but, i didnt understand your answer

im looking for D/P Pokemon Sprites and i already know the shiny, and all that

the D/P sprites arent on the UNLZ GBA

unless I find the Palletes for the pokemon i need, its sorta impossible to do it from UNLZ GBA

Nah, just search for an offset using FSF, and you don't need to change the pallete at all.

SpartanPatriot
August 31st, 2008, 11:05 PM
Can somebody please help me with changing the starting screen pokemon in Fire Red? I am rying to change it from Charizard to Larvitar. I am also trying to change Oak to Wattson but I cannot. Please help! PM me!

?foʀeveʀFTW¿
August 31st, 2008, 11:12 PM
Nah, just search for an offset using FSF, and you don't need to change the pallete at all.

can you be a litlle more specific?

Can somebody please help me with changing the starting screen pokemon in Fire Red? I am rying to change it from Charizard to Larvitar. I am also trying to change Oak to Wattson but I cannot. Please help! PM me!

Im having the same problem, man.

pkmn_trainer_chris_link
September 1st, 2008, 12:40 AM
where in hex edit do you find the music?

Aphid
September 1st, 2008, 12:46 AM
Basically, I have a thoroughly modified fire red ROM that is not accepted by the Attack editor that does work on normal ROMS, and I wish to edit the attributes of one of the attacks used in that ROM. All I've got to find the attack are it's current charasteristics:

Type: Dark
Accurracy: 0 according to table
Power: 0 (definately sure of this)
Effect: 'Increases own attack 1 stage.'

Basically, it's 'howl' with normal changed to dark. So anything else would probably be the same values that 'howl' had. How do I look for this move?

My first question is: How do I find this in a hex editor (I know how the thing works, already changed some base stats since those are just there non-encoded, but here there's a coding to figure out) ?

I.e. what is the exact format in which you can find attacks in FR (japanese version), as the format used in DP did not give me any search results / very many search results in what did not appear to be the section used for attacks (since you'd see certain values every 16 spaces periodically if it was).

And then when I've found it, I'd like to change '1 stage' into '2 stages' (and the PP accordingly, thought it was 25 instead of 40 or smth.). anyway, what would help would be a table with the default format in FR, and tables for the hexadecimal values used for the attack type (for example 04 being strike & burn effect in DP) and so on. I've been looking for a couple hours on the internet for these things, but don't seem to find anything helpful.
Any tips?

?foʀeveʀFTW¿
September 1st, 2008, 02:36 AM
eep.

another problem here

http://www.youtube.com/watch?v=UvEf1fvx_Xw

i watched D-Trough's video, and I followed all directions perfectly right. However, now when I bring up my VBA FireRed, Its only all white....somebody help?

sorry for the DP

but can anybody help me with the question above using Team Viewer?

that would be the easiest thing for me rite now ;D

Gold Tom
September 1st, 2008, 07:40 AM
Hey everyone. I'm in need of a Crystal map editor, can anyone help me out?

Oh yeah, and a tutorial for AGIXP maybe?

Thrace
September 1st, 2008, 08:18 AM
Seeing as I'm totally new to this I've got a question. How do I insert this tileset into my ROM?
The tiles look insane. I love it.
Try reading this (http://www.pokecommunity.com/showthread.php?t=147593).

That's kind of confusing, don't you think? O.o Maybe make it step-by-step?
Try reading this (http://www.pokecommunity.com/showthread.php?t=144088). Go down to the part about warps.

Forgive my noobishness, but I'm using something called PKSV-UI or whatever. I don't think that's the same thing as XSE...right? Either way I didn't add anything to the script. I always make sure that when I'm changing text it has less characters than what the original was. It's not like I added lines and lines, because at least 15 lines of coding completely disappeared.

How would I add text in my program?
Just try copying all the important parts (except for the location of the offsets and compiling a new script.

idk if im supposed to hit any special button or whatever, but this is what pops up when i Open the ROM into UNLZ
What are you looking for? You use the next and previous buttons to go through the different images.

forgot the other quetion i asked before

is there a program that you can download that can Add New Pokemon (4th Generation, for example) to 3rd Generation games? Im using YAPE and AdvancedStarter to get new starter evolutions (Magby, Magmar, Magmatoar)(Elekid, Electabuzz, Electivire)(Snorunt, Glalie, Frolass).

I got the starter part down, but i need to get the DP Pokemon in the FR ROM

anybody help?
Uhhh no, there are many tutorials for this. You must do it manually.

This is sadly continuing on with my previous problem.

Using unLZ got the image to work just fine, when write a squirtle with a horn into the ROM itself it worked like a piece of cake.

However, when I use MS Paint, and use the droplet tool to grab the same colors to add different features, that's when things get sketchy.

So I'm using the same colors as I was before, no more than 16, and not using pure Black, only the colors on the palette that shows on the Pokemon itself. Once imported into the game it still has that glitchy gunk at the very bottom of it and I don't even know where to begin to get rid of it.

It's rather annoying, the PokeMon looks great, but with that gunk underneath it, it looks like a fusion between a Pokemon and a MissingNo.
Its because you haven't written it to an empty space in the rom. Find empty space and then enter that in the Image offset box.

Can somebody please help me with changing the starting screen pokemon in Fire Red? I am rying to change it from Charizard to Larvitar. I am also trying to change Oak to Wattson but I cannot. Please help! PM me!
Try watching this tutorial: http://www.youtube.com/watch?v=UvEf1fvx_Xw
and this one http://www.youtube.com/watch?v=oPmA0Kb70Dg

Basically, I have a thoroughly modified fire red ROM that is not accepted by the Attack editor that does work on normal ROMS, and I wish to edit the attributes of one of the attacks used in that ROM. All I've got to find the attack are it's current charasteristics:

Type: Dark
Accurracy: 0 according to table
Power: 0 (definately sure of this)
Effect: 'Increases own attack 1 stage.'

Basically, it's 'howl' with normal changed to dark. So anything else would probably be the same values that 'howl' had. How do I look for this move?

My first question is: How do I find this in a hex editor (I know how the thing works, already changed some base stats since those are just there non-encoded, but here there's a coding to figure out) ?

I.e. what is the exact format in which you can find attacks in FR (japanese version), as the format used in DP did not give me any search results / very many search results in what did not appear to be the section used for attacks (since you'd see certain values every 16 spaces periodically if it was).

And then when I've found it, I'd like to change '1 stage' into '2 stages' (and the PP accordingly, thought it was 25 instead of 40 or smth.). anyway, what would help would be a table with the default format in FR, and tables for the hexadecimal values used for the attack type (for example 04 being strike & burn effect in DP) and so on. I've been looking for a couple hours on the internet for these things, but don't seem to find anything helpful.
Any tips?
Darthatrons Attack editor can do most of that. If it can't open then theres probably something wrong with your rom. You can find the offsets by looking at the .ini in the folder of the tool. Just use trial and error and common sense to work the rest out if you want to do it by hex.

eep.

another problem here

http://www.youtube.com/watch?v=UvEf1fvx_Xw

i watched D-Trough's video, and I followed all directions perfectly right. However, now when I bring up my VBA FireRed, Its only all white....somebody help?
Your rom has crashed. You have to start again. Try using this tutorial instead: http://www.youtube.com/watch?v=oPmA0Kb70Dg

Darkthrone
September 1st, 2008, 10:29 AM
Hey guys I made my starters abra,larvitar,poliwag...

I also changed the way they evolve,

for example: larvitar has to evolve at level 16, but when I reach level 16 it shows the evolution screen and then it stops and the screen says ...?

anyone know what to edit to fix this?

Thanks in advance

Gold Tom
September 1st, 2008, 11:09 AM
What game are you using? You need to enable the National Dex, there are guides on this in the Documents and Tutorials section.

Blazichu
September 1st, 2008, 11:15 AM
where in hex edit do you find the music?

Which game do you specifically want? You can use MIDIs and Sappy in the advanced generation so you don't need to hex edit if that is what you want to know.

Hey everyone. I'm in need of a Crystal map editor, can anyone help me out?

Oh yeah, and a tutorial for AGIXP maybe?

Crysmap is a Crystal Map Editor, also there is Gold Map Suite.

For the tutorial on Agixp, check my tutorial thread.

Gold Tom
September 1st, 2008, 11:40 AM
The download for the AGIXP tutorial is broken in your thread.

Aphid
September 1st, 2008, 02:35 PM
Darthatrons Attack editor can do most of that. If it can't open then theres probably something wrong with your rom. You can find the offsets by looking at the .ini in the folder of the tool. Just use trial and error and common sense to work the rest out if you want to do it by hex.


You can't really expect me to trial and error 16! + 15! + ... + 10! possibilities, 22324392115200 is kind of a big number isn't it?

What's probably "wrong" with the ROM is that it's a japanese version. This means the tool probably won't be able to locate the attack names, thus rendering both the tool and it's .ini files a bit redundant. However, the attack's values (accurracy, type, PP, etc.) will still probably be listed in the same way...
I just need to know in what order those values are put in the ROM file and how the coding of the non-numeric values works.

Secondly, knowing this, none of the referred offsets are probably correct. Even if one were to be, I still need to know several of the following things:
1: The amount of values each move takes up (I know it to be 16 in DP, but in FR?), thus making me able to deduct the offset of the n-th move.
2: The meaning of each of the values (i.e. the listing order of move power, pp, accurracy, etc.)
3: The way types and so on are encoded (for example Dark = 11 in DP)
4: The listing order of the moves would also help if I can't find it using the find feature (If I know where howl is located in a pokemon FR/LG rom it would certainly help).

?foʀeveʀFTW¿
September 1st, 2008, 04:15 PM
gah.

can anybody tell me the UNlz Code for the fire in the Titlescreen of fire red? thanx a bunch, ;D

IIMarckus
September 1st, 2008, 04:23 PM
The download for the AGIXP tutorial is broken in your thread.Try again. (http://www.pokecommunity.com/showpost.php?p=3792131&postcount=58) Hat reposted it.

?foʀeveʀFTW¿
September 1st, 2008, 04:24 PM
ello?

anybody help?

gah, this is so freaking annoying, cuz my game keeps glitching when I change Charizard to Absol

WHAT IS THE UNLZ CODE FOR THE FIRE IN THE TITLE SCREEN!

cε׀׀
September 1st, 2008, 04:39 PM
ello?

anybody help?

gah, this is so freaking annoying, cuz my game keeps glitching when I change Charizard to Absol

WHAT IS THE UNLZ CODE FOR THE FIRE IN THE TITLE SCREEN!

Well, the deep scan code for the fire in the titlescreen is 769. Maybe you've done something that glitches it up? :/

?foʀeveʀFTW¿
September 1st, 2008, 05:07 PM
Well, the deep scan code for the fire in the titlescreen is 769. Maybe you've done something that glitches it up? :/

u sure? it pops up as a Digglet Pack Pose when i type it in..

T
September 1st, 2008, 06:41 PM
How do you edit the Catch a Pokemon tut the old man gives in FR/LG?
As in change the Pokemon, and the backsprite?

pkmn_trainer_chris_link
September 1st, 2008, 07:59 PM
i have a problem whenever I load a rom into sappy 06 ( ex Pokemon leaf green USA) it crashes (using vista home premium) how do i fix this?

Seth-kun
September 1st, 2008, 10:05 PM
This is something that's been on my mind lately. On VBA, whenever I saved, usually it would say "Warning...another Save file...overwrite?", but now, when I save them, they don't say that. I did organize all of my stuff. I also gave each hack I play it's own folder. Now, when I play a game, I can go to the in-game menu and save normally. Is this because I put them into their own folder?

(I know this sounds rather n00bish, but I just want to be certain.)

Vega-kun
September 1st, 2008, 11:22 PM
I've done this before, but, now it doesn't work anymore...
when ever I load the .S file, it says (ERROR 53 File not found)
Can you guys help me?
it would really help me out, thanks! XD

P.S. Perhaps theres an alternate to sappy

Thrace
September 2nd, 2008, 03:46 AM
You can't really expect me to trial and error 16! + 15! + ... + 10! possibilities, 22324392115200 is kind of a big number isn't it?

What's probably "wrong" with the ROM is that it's a japanese version. This means the tool probably won't be able to locate the attack names, thus rendering both the tool and it's .ini files a bit redundant. However, the attack's values (accurracy, type, PP, etc.) will still probably be listed in the same way...
I just need to know in what order those values are put in the ROM file and how the coding of the non-numeric values works.

Secondly, knowing this, none of the referred offsets are probably correct. Even if one were to be, I still need to know several of the following things:
1: The amount of values each move takes up (I know it to be 16 in DP, but in FR?), thus making me able to deduct the offset of the n-th move.
2: The meaning of each of the values (i.e. the listing order of move power, pp, accurracy, etc.)
3: The way types and so on are encoded (for example Dark = 11 in DP)
4: The listing order of the moves would also help if I can't find it using the find feature (If I know where howl is located in a pokemon FR/LG rom it would certainly help).
Aargh sorry no time to answer this properly now, I'll do it soon though.

gah.

can anybody tell me the UNlz Code for the fire in the Titlescreen of fire red? thanx a bunch, ;D
Its near everything else in the Titlescreen, I believe its some where lke 4007.

How do you edit the Catch a Pokemon tut the old man gives in FR/LG?
As in change the Pokemon, and the backsprite?
The backsprite can be changed using TLP or tile molestor. They are found near the bottom of the rom. The Pokemon can be changed by editing a byte, I can't remeber exactly what the offset is. Try looking at the script.

Gold Tom
September 2nd, 2008, 11:02 AM
Hey, thanks for the Agixp tutorial up there, but now I need to edit the titlescreen of Gold. I know that there is a tutorial, and I understand it, but I want to know how to change minor things, not the whole thing. So, does anyone know the TLP offsets for the Ho-Oh silhouette in the title, as well as the text saying 'Gold Version'.

Blazichu
September 2nd, 2008, 11:42 AM
Hey, thanks for the Agixp tutorial up there, but now I need to edit the titlescreen of Gold. I know that there is a tutorial, and I understand it, but I want to know how to change minor things, not the whole thing. So, does anyone know the TLP offsets for the Ho-Oh silhouette in the title, as well as the text saying 'Gold Version'.

There is a patch to decompress the main part of the titlescreen in that thread also, that should help with the text that says "Gold Version", the original titlescreen is at 0x98000 and the Ho-oh part is located at 0xE4260.

Gold Tom
September 2nd, 2008, 11:58 AM
Thankyou, I'll be using this for my hack. Thankyou.

mrhiyuck
September 2nd, 2008, 02:08 PM
I have a question about XSE.

Whenever I try to use dynamic scripts in XSE and then compile, it looks like it worked. But when you open it again, it goes back to the orginal script or a weird "setloadpointer cmp" message. So pretty much I can't use them. I just want to new offsets with text, it's shouldn't be hard. :/

Can someone help me with this? Do I need more bytes in my script or something? I'm obviously new but I'd love to figure out why this isn't working.

Thanks in advance.

UltramasterBDX
September 2nd, 2008, 02:28 PM
I have a question about XSE.

Whenever I try to use dynamic scripts in XSE and then compile, it looks like it worked. But when you open it again, it goes back to the orginal script or a weird "setloadpointer cmp" message. So pretty much I can't use them. I just want to new offsets with text, it's shouldn't be hard. :/

Can someone help me with this? Do I need more bytes in my script or something? I'm obviously new but I'd love to figure out why this isn't working.

Thanks in advance.
Well, I think the problem is your dynamic offset.
It should be 0x800000
I have no problem with this.

Example..
[s-highlight]#dynamic 0x800000[/s-highlight]

#org @start
lock faceplayer
message @1
boxset 6
release
end

#org @1
= Hello. Try it!

Grinner
September 2nd, 2008, 02:51 PM
Very sorry for the repost but i seem to have been missed,

Could someone advise me on a small ruby scripting question?

I have been setting up a scean in a trial hack where your pokemon are stolen half way through the game (disabeling the Pokemon menu ext.) and have set up so that you can be given a pokemon from another trainer, however i was hopeing to find a way to remove the pokemon at the end of the scean. So far i have been unable to find any commands to do this and as its not done in the games i dont know if its even possable.

I have been scripting with XSE so if someone knows how to do it that way then i would be gratefull but i could always learn to do it in Hex.

Thanks for your time

'missingno
September 2nd, 2008, 03:55 PM
Greetings, all.
I am totally new to ROM-Hacking and I was wondering where to find a good scripting tutorial for Pokemon Gold Version. Most of the tutorials are only for RSE.
A working link would be fine.

Thanks in advance for the help.

cε׀׀
September 2nd, 2008, 04:00 PM
Greetings, all.
I am totally new to ROM-Hacking and I was wondering where to find a good scripting tutorial for Pokemon Gold Version. Most of the tutorials are only for RSE.
A working link would be fine.

Thanks in advance for the help.

You can find a tutorial on Pokemon Gold scripting here. (http://www.pokecommunity.com/showthread.php?t=120374) Greets to cooley.

Nine-Tailed Assassin
September 2nd, 2008, 07:20 PM
where do i foind out how to use pokecry?

One Winged Angel
September 3rd, 2008, 12:18 AM
where do i foind out how to use pokecry?

Hmm, i think DJG... I mean Time has a short tut in one of his threads in the Documents and Tutorials section.

emosillyputty
September 3rd, 2008, 01:36 AM
Hi, I want to make an event happen when you step on a certain tile, and I put the following script on the S tile on advance map.

#org $start
checkflag 0x828
if b_true goto $move
applymovement 0xFF $move
pausemove 0
applymovement 0x00 $move2
release
end

#org $done
release
end

#org $move
#raw 0x62 0xFE

#org $move2
#raw 0x1D 0x1D 0x4F 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x60 0xFE



BUT when I step on the tile an exclamation mark appears above the player's head and then nothing else happens, this is at the start of the game when you have no pokemon yet. Do I have to put a certain script on the person i want to move or is it a problem with the script I made? ANY help whatsoever would be much appreciated.
Thanks in advance,

Emosillyputty

Time
September 3rd, 2008, 01:38 AM
Hmm, i think DJG... I mean Time has a short tut in one of his threads in the Documents and Tutorials section.

eh?
nope, I don't have a tutorial for pokecry. :\

Hi, I want to make an event happen when you step on a certain tile, and I put the following script on the S tile on advance map.

-script removed-

BUT when I step on the tile an exclamation mark appears above the player's head and then nothing else happens, this is at the start of the game when you have no pokemon yet. Do I have to put a certain script on the person i want to move or is it a problem with the script I made? ANY help whatsoever would be much appreciated.
Thanks in advance,

Emosillyputty

all scripting questions should go to the Script Help Thread (http://www.pokecommunity.com/showthread.php?t=120081) in the Scrapbox section. :\

emosillyputty
September 3rd, 2008, 01:50 AM
My bad sorry about that.

Emosillyputty

Thrace
September 3rd, 2008, 04:31 AM
Very sorry for the repost but i seem to have been missed,

Could someone advise me on a small ruby scripting question?

I have been setting up a scean in a trial hack where your pokemon are stolen half way through the game (disabeling the Pokemon menu ext.) and have set up so that you can be given a pokemon from another trainer, however i was hopeing to find a way to remove the pokemon at the end of the scean. So far i have been unable to find any commands to do this and as its not done in the games i dont know if its even possable.

I have been scripting with XSE so if someone knows how to do it that way then i would be gratefull but i could always learn to do it in Hex.

Thanks for your time
Aah, I answered this... Check 4 posts above your post.

You can't really expect me to trial and error 16! + 15! + ... + 10! possibilities, 22324392115200 is kind of a big number isn't it?

What's probably "wrong" with the ROM is that it's a japanese version. This means the tool probably won't be able to locate the attack names, thus rendering both the tool and it's .ini files a bit redundant. However, the attack's values (accurracy, type, PP, etc.) will still probably be listed in the same way...
I just need to know in what order those values are put in the ROM file and how the coding of the non-numeric values works.

Secondly, knowing this, none of the referred offsets are probably correct. Even if one were to be, I still need to know several of the following things:
1: The amount of values each move takes up (I know it to be 16 in DP, but in FR?), thus making me able to deduct the offset of the n-th move.
2: The meaning of each of the values (i.e. the listing order of move power, pp, accurracy, etc.)
3: The way types and so on are encoded (for example Dark = 11 in DP)
4: The listing order of the moves would also help if I can't find it using the find feature (If I know where howl is located in a pokemon FR/LG rom it would certainly help).
I'm on the wrong computer so I don't have access to my hacking stuff. I meant changing the bytes experimentally and looking for patterns. Where did you get that number from anyway? The other option is to PM someone who has that information, try Darthatron. Also I remember there was a thread for altered .ini files somewhere, I think thethethethe created .ini files for Darthatrons tools, he might have made one for BPRJ which is what you would be looking for. It'll either be in the toolbox or Documents/Tutorials, I can't find it sorry.

Dark Lakitu
September 3rd, 2008, 06:28 AM
Aah, I answered this... Check 4 posts above your post.


I need to know that answer too and...where?

Blazichu
September 3rd, 2008, 08:12 AM
Greetings, all.
I am totally new to ROM-Hacking and I was wondering where to find a good scripting tutorial for Pokemon Gold Version. Most of the tutorials are only for RSE.
A working link would be fine.

Thanks in advance for the help.

Also including cooley's thread as said above, make sure to check my scripting tutorial out in my tutorial thread.

Gold Tom
September 3rd, 2008, 08:22 AM
I need to change the Wild Pokemon Data with hex, does anyone know how?

Oh, yeah, I'm using Gold.

Blazichu
September 3rd, 2008, 08:27 AM
I need to change the Wild Pokemon Data with hex, does anyone know how?

Johto's wild Pokemon is located at 0x2AB35-0x2B667.
Kanto's I believe is just after that, just search for the existing Pokemon's bytes and levels.

Gold Tom
September 3rd, 2008, 08:29 AM
Oh, well, I plan on adding some to a map without any. In the beta Safari Zone map.

Blazichu
September 3rd, 2008, 08:34 AM
Oh, well, I plan on adding some to a map without any. In the beta Safari Zone map.

An option would be to change the bytes (which are the Map bank and Map number) in front of the wild Pokemon data.

Gold Tom
September 3rd, 2008, 08:38 AM
Oh, sweet thanks! You have been helping me so much.

Dark Lakitu
September 3rd, 2008, 08:40 AM
Is it possible to take your Pokemon away from you, give you new ones and then return your old Pokemon while taking away the new ones?
I'm hacking FR btw.

Blazichu
September 3rd, 2008, 08:47 AM
Is it possible to take your Pokemon away from you, give you new ones and then return your old Pokemon while taking away the new ones?
I'm hacking FR btw.

All you need to do is edit the RAM data and back up the RAM data so the RAM can remember which Pokemon you had, this is what can be done in Gold so I am a