View Full Version : Simple Questions (SEARCH BEFORE ASKING A QUESTION)
Vivaa
September 30th, 2008, 06:24 AM
-edit-
How do you edit tiles on a rom?
Thrace
September 30th, 2008, 07:44 AM
-edit-
How do you edit tiles on a rom?
Try reading this tutorial.
http://www.pokecommunity.com/showthread.php?t=144054
G@mbit
September 30th, 2008, 10:58 AM
Hi! I don't knowe if this was answered?...but...kkkkkhow do you make a blackout script?
(I know this should go to help script thread...)
Time
September 30th, 2008, 11:57 AM
Elow pipz...
I got a question here, which is really annoying... -__-
Why can't I use some of the hacking tools to work with my computer while I can use them in other computers?
Is it because of the fact that I have a Windows XP Home Edition? :\
thankies in advance~
KhaosKnight
September 30th, 2008, 12:06 PM
Elow pipz...
I got a question here, which is really annoying... -__-
Why can't I use some of the hacking tools to work with my computer while I can use them in other computers?
Is it because of the fact that I have a Windows XP Home Edition? :\
thankies in advance~
well you could be more specific one what tools they are and what the OS on the other Comp is. I use both Win XP Home and Pro and they work fine, but some of my tools dont work on a Mac....
Time
September 30th, 2008, 12:08 PM
well you could be more specific one what tools they are and what the OS on the other Comp is. I use both Win XP Home and Pro and they work fine, but some of my tools dont work on a Mac....
well, the other computers I think were XP Professional? I think... :\
I only have the home edition...
also, the tools which doesn't work here are YAPE and OverWorld Resizer and A-Text... Sappy as well... -___-
Thrace
September 30th, 2008, 01:30 PM
Hi! I don't knowe if this was answered?...but...kkkkkhow do you make a blackout script?
(I know this should go to help script thread...)
What do you mean by a black out script? Fadescreen 1 fades the screen to black.
Elow pipz...
I got a question here, which is really annoying... -__-
Why can't I use some of the hacking tools to work with my computer while I can use them in other computers?
Is it because of the fact that I have a Windows XP Home Edition? :\
thankies in advance~
You're probably missing dependancies (.ocx, .dll files) on your XP Home Edition.
Jerros
September 30th, 2008, 03:07 PM
I've got a major problem here...
When I edit the map of Route 111 in Emerald and then load the game, it sometimes shows up uneditted.
I know you cant be in the same map you're editting, but thats not the case.
It's kinda hard to explain...
Say, I save in the Trainer Hill tower thingy, then edit Route 111, then load the rom and exit the building, it randomly shows the origional uneditted route 111.
But sometimes it will show the editted version, its all very weird!
And another problem, if I make the map larger, the character sometimes gets stuck at the point at which Mauville city connects to route 111.
Any1 know any answers? Please?
現実として巨大なもの
September 30th, 2008, 04:06 PM
just had a thought. Is the titlescreen the only compressed thing in gold?
Daniel A.
September 30th, 2008, 06:03 PM
Well when I open my ROM and I try to edit someone using PET, it doesn't show any pictures and something pop's up that says
Run Time Error '76'
Path not found: 'pics/pkmn-060.bmp
Then it closes the window...
What should I do? I really need to edit it..I just want to change his onix to a steelix..@_@
Thanks,
-Daniel A.
__________
現実として巨大なもの
September 30th, 2008, 06:25 PM
Well when I open my ROM and I try to edit someone using PET, it doesn't show any pictures and something pop's up that says
Run Time Error '76'
Path not found: 'pics/pkmn-060.bmp
Then it closes the window...
What should I do? I really need to edit it..I just want to change his onix to a steelix..@_@
Thanks,
-Daniel A.
__________
If that is all there is a tutorial on changing the trainer using hex so you can look that up in the document and tutorials section. It'll only take a bit more time but if its that one thing then...
Xray
September 30th, 2008, 06:42 PM
well, the other computers I think were XP Professional? I think... :\
I only have the home edition...
also, the tools which doesn't work here are YAPE and OverWorld Resizer and A-Text... Sappy as well... -___-
Yea, I had he same problem, just download .NET Framework, 2.0 should work but I recommend 3.0(Google .NET Framework download)
Haowakeorden
September 30th, 2008, 06:46 PM
Could someone give a link where I download the Pokémon Gold/Silver/Crystal editor "Hack-o-Matic"? I can't find it anywhere.
Thanks.
現実として巨大なもの
September 30th, 2008, 09:36 PM
Could someone give a link where I download the Pokémon Gold/Silver/Crystal editor "Hack-o-Matic"? I can't find it anywhere.
Thanks.
http://www.atariage.com/forums/index.php?showtopic=31947
I remember the good ol atari hacking days but there is a program called "bit hacker" now on the same site as the link above that will own the HOM. The link above is to a thread that allows a download of the improved v2 of HOM allowing it to work on more OS than just the normal windows OS.
Wait! This should do you justice so go to this site instead, its completely dedicated to HOM 2 (http://www.dacodez.tk/d/?c=1&t=hack-o-matic+executable+site+defunct+source+really+better+everyone+download+in-joke+version+channel+thanks+incase+email+never+only+tell+2600+page&d=2172037&i=66.249.73.242&y=0)
IIMarckus
October 1st, 2008, 02:39 AM
just had a thought. Is the titlescreen the only compressed thing in gold?No, many other images are compressed.http://www.atariage.com/forums/index.php?showtopic=31947
I remember the good ol atari hacking days but there is a program called "bit hacker" now on the same site as the link above that will own the HOM. The link above is to a thread that allows a download of the improved v2 of HOM allowing it to work on more OS than just the normal windows OS.
Wait! This should do you justice so go to this site instead, its completely dedicated to HOM 2 (http://www.dacodez.tk/d/?c=1&t=hack-o-matic+executable+site+defunct+source+really+better+everyone+download+in-joke+version+channel+thanks+incase+email+never+only+tell+2600+page&d=2172037&i=66.249.73.242&y=0)He never said he was hacking Atari. The Pokemon Gold "Hack-o-Matic" is a completely different program, which I've attached to this post.
現実として巨大なもの
October 1st, 2008, 03:25 AM
the atari one was the only one RAM Corp's ever heard of or used so I didn't know a gs one existed.
What specific comprssed pictures or scripts and such can anyone please name within gold, silver, or crystal? a link or list would be very helpful.
----------------------------------------------------------> advanced thanx!
Hitsu
October 1st, 2008, 03:33 AM
I tried everything to find PokeScript! But I couldn't find it... I need only PokeScript, because I've found PokeAdv.
IIMarckus
October 1st, 2008, 03:46 AM
What specific comprssed pictures or scripts and such can anyone please name within gold, silver, or crystal? a link or list would be very helpful.As far as I know scripts are never compressed. Some of the more obvious compressed data are Pokemon images, trainer images, and tilesets.
Hiche
October 1st, 2008, 07:15 AM
What usually causes the ROM to crash?
The tiles, scripts..?
Time
October 1st, 2008, 11:24 AM
Yea, I had he same problem, just download .NET Framework, 2.0 should work but I recommend 3.0(Google .NET Framework download)
thankies so much.
some tools are working now. :D
What usually causes the ROM to crash?
The tiles, scripts..?
well, everything we do which is related to ROM hacking will always cause the ROM to crash...
for my experience, using the already used offsets are causing the game to glitch up and crash...
so it's always safe to use a hex editor to find free space for our sprites, tiles, map changes, scripts and the like. ;)
edit:
anyways, I got a question here... :\
are there any flags that sets the fly positions in Ruby?
Hiche
October 1st, 2008, 12:09 PM
oh, ok. Thanks Time
but for example, I did a very long script, and compiled it to a fire red rom( which has modified and new tiles)
The rom crashed.
But when I compiled the same script, in an original rom(no new tiles)
the script worked perfectly.
Can this be fixed?
thethethethe
October 1st, 2008, 01:19 PM
I've got some time on my hands.
Well when I open my ROM and I try to edit someone using PET, it doesn't show any pictures and something pop's up that says
Run Time Error '76'
Path not found: 'pics/pkmn-060.bmp
Then it closes the window...
What should I do? I really need to edit it..I just want to change his onix to a steelix..@_@
Thanks,
-Daniel A.
__________
Dump the Pokemon images and the Trainer Images using RS Ball. The old version relies on dumped images.
But if you look in the toolbox here at PC, you'll find a later version of it, that will load the rom without dumped images.
I tried everything to find PokeScript! But I couldn't find it... I need only PokeScript, because I've found PokeAdv.
There's a download link here at Dabomstew's site. http://pokehacks.dabomstew.com/index.php?token=downloads
edit:
anyways, I got a question here... :\
are there any flags that sets the fly positions in Ruby?
Do you mean the flags that set whether the player can fly there or not?
Here's those flags. Just are just normal flags.
Default Locations
80F - Littleroot
810 - Oldale
811 - Dewford
812 - Lavaridge
813 - Fallarbor
814 - Verdanturf
815 - Pacifidlog
816 - Petalburg
817 - Slateport
818 - Mauville
819 - Rustboro
81A - Fortree
81B - Lilycove
81D - Sootopolis
82A - Mossdeep
Or are you looking for something else?
Time
October 1st, 2008, 01:27 PM
Or are you looking for something else?
thanks. it'll be useful. :)
though I am also wanting to know if I set that flag, will the player be automatically be warped there when he/she is defeated in battle... :\
thethethethe
October 1st, 2008, 01:49 PM
thanks. it'll be useful. :)
though I am also wanting to know if I set that flag, will the player be automatically be warped there when he/she is defeated in battle... :\
No those are flags that are normally in level scripts that activate whether an area can be flown to.
This really should have been in the script help thread... :P
What you're looking for is something else. You're looking for command 0x9F, which sets where the player goes after fainting.
It's basically works like this [9F] [XX] [00].
So #raw 0x9F 0xXX 0x00 will activate.
XX is controlled by there.
ALL Pokemon Centers
0x03 - Petalburg
0x04 - Slateport
0x05 - Mauville
0x06 - Rustboro
0x07 - Fortree
0x08 - Lilycove
0x09 - Mossdeep
0x0A - Sootopolis
0x0E - Oldale
0x0F - Dewford
0x10 - Lavaridge
0x11 - Fallarbor
0x12 - Vendanturf
0x13 - Pacifidilog
0x14 - Evergrande City
The list I've got isn't all of them. I could never be bothered looking for the rest.
Larsie13
October 1st, 2008, 02:22 PM
No those are flags that are
normally in level scripts that activate whether an area can
be flown to.
This really should have been in the script help thread... :P
What you're looking for is something else. You're looking
for command 0x9F, which sets where the player goes after
fainting.
It's basically works like this [9F] [XX] [00].
So #raw 0x9F 0xXX 0x00 will activate.
XX is controlled by there.
ALL Pokemon Centers
0x03 - Petalburg
0x04 - Slateport
0x05 - Mauville
0x06 - Rustboro
0x07 - Fortree
0x08 - Lilycove
0x09 - Mossdeep
0x0A - Sootopolis
0x0E - Oldale
0x0F - Dewford
0x10 - Lavaridge
0x11 - Fallarbor
0x12 - Vendanturf
0x13 - Pacifidilog
0x14 - Evergrande City
The list I've got isn't all of them. I could never be
bothered looking for the rest.
Here's the full list:
0x01 = Boy's house in Littleroot
0x02 = Girl's house in Littleroot
0x03 = Petalburg Pokémon Center
0x04 = Slateport Pokémon Center
0x05 = Mauville Pokémon Center
0x06 = Rustburo Pokémon Center
0x07 = Fortree City Pokémon Center
0x08 = Lilycove Pokémon Center
0x09 = Mossdeep Pokémon Center
0x0A = Sootopolis Pokémon Center
0x0B = Ever Grande Pokémon Center
0x0E = Oldale Pokémon Center
0x0F = Dewford Pokémon Center
0x10 = Lavaridge Pokémon Center
0x11 = Fallarbor Pokémon Center
0x12 = Verdanturf Pokémon Center
0x13 = Pacifidlog Pokémon Center
0x14 = Ever Grande PC, before League
... And that's all, I think. Apparently there's no 0xC and
0xD.
Now, I have a problem of my own. When I edit the
worldmaptiles and raw via UNLZ, I get the correct layout,
but absolutely the wrong palette. Left is how it should be,
right is how it ends up. I DO export the palette... Anyone
know how it can be fixed?
Darthatron
October 1st, 2008, 02:25 PM
My bet would be that you didn't select the palette when you drew the tilemap. (You have to redo it with the right palette selected.)
Larsie13
October 1st, 2008, 03:18 PM
Okay, but how will I know which tile needs which palette? And I use NTME, and you can't change the palette of a single tile there, only for the entire tilemap.
Darthatron
October 1st, 2008, 03:39 PM
Okay, but how will I know which tile needs which palette? And I use NTME, and you can't change the palette of a single tile there, only for the entire tilemap.
Really? But in the engine version I wrote for it, you could change each tile... D:
Anyway, you only need to change them all, so just change all to whatever the original palette was.
Larsie13
October 1st, 2008, 04:11 PM
Yeah, well... in 4BPP mode, you can change the palette for each tile, but in 8BPP mode, you can't. And you mean the palette from VBA's Map Viewer? If so, it says the entire map has palette ---
mrhiyuck
October 1st, 2008, 08:23 PM
I have a hopefully simple question.
I've inserted all the FireRed tiles into Emerald. It's working fine, but now my water tiles (and a few others) have no animation. How do you set a tile to have animation (and edit it)?
Or is there perhaps a Emerald with FR tiles rombase?
Daniel A.
October 1st, 2008, 09:38 PM
Hi um..
How do you add ini files to a Pokemon Emerald ROM. I have the INI file in a pokemon emerald folder, with the game. How can I put them together so I can use advanced text and have it completely done..
Thanks..
Presents
October 1st, 2008, 11:34 PM
Ok, I have a scripting question.
Why is it, when I want to move a character with the Applymovement script, I have to have full view of the character in-game for it to move?
If I cant see the character, the applymovement wont work for it. Can someone help me fix this?
¿TB Pro™
October 1st, 2008, 11:38 PM
I have a hopefully simple question.
I've inserted all the FireRed tiles into Emerald. It's working fine, but now my water tiles (and a few others) have no animation. How do you set a tile to have animation (and edit it)?
Or is there perhaps a Emerald with FR tiles rombase?
You have to use Tile Molester, TMP or something like that. Read Thethethethe's tutorial on grass animation, it's the same for water animations I believe.
Now I have a question: Does anybody have the offset for a Ruby titlecreen palette? I have searched every way I know how to, and can't seem to find it. Thanks~
thethethethe
October 2nd, 2008, 12:07 AM
Hi um..
How do you add ini files to a Pokemon Emerald ROM. I have the INI file in a pokemon emerald folder, with the game. How can I put them together so I can use advanced text and have it completely done..
Thanks..
I do't think you understand what .ini files are for. These work with a program. You don't add them to a ROM.
I think in A-text, there's a folder named ini. Paste the BPEE.ini file into that folder and a-text will work with Emerald.
Now I have a question: Does anybody have the offset for a Ruby titlecreen palette? I have searched every way I know how to, and can't seem to find it. Thanks~
No offense but it didn't seem to hard to find. It's not encrypted or anything.
Pokemon - &h393210
Bubbles - &h393230
Daniel A.
October 2nd, 2008, 12:30 AM
Woot, thanks thethethethe!!!!!
mrhiyuck
October 2nd, 2008, 12:44 AM
You have to use Tile Molester, TMP or something like that. Read Thethethethe's tutorial on grass animation, it's the same for water animations I believe.
Now I have a question: Does anybody have the offset for a Ruby titlecreen palette? I have searched every way I know how to, and can't seem to find it. Thanks~
I understand the steps... but I don't how to make the tile have animation in the first place. How do you apply animation to a tile that orginally didn't have animation?
¿TB Pro™
October 2nd, 2008, 01:04 AM
No offense but it didn't seem to hard to find. It's not encrypted or anything.
Pokemon - &h393210
Bubbles - &h393230
I don't take any offence, I just wonder how I didn't find it. Mind telling me how you found it?
Also, how do you remove the bubbles from the titlescreen?
thethethethe
October 2nd, 2008, 01:28 AM
I don't take any offence, I just wonder how I didn't find it. Mind telling me how you found it?
Also, how do you remove the bubbles from the titlescreen?
The way I find any palette. Open up the map viewer in VBA which tells you what palette is used for an image. Then open the palette viewer and take down the values shown for the palette. And search for them in a hex editor.
¿TB Pro™
October 2nd, 2008, 01:48 AM
The way I find any palette. Open up the map viewer in VBA which tells you what palette is used for an image. Then open the palette viewer and take down the values shown for the palette. And search for them in a hex editor.
Ah, Thought so. I tried that, and it popped up "String not found".
Jerros
October 2nd, 2008, 02:40 PM
I've got a major problem here...
When I edit the map of Route 111 in Emerald and then load the game, it sometimes shows up uneditted.
I know you cant be in the same map you're editting, but thats not the case.
It's kinda hard to explain...
Say, I save in the Trainer Hill tower thingy, then edit Route 111, then load the rom and exit the building, it randomly shows the origional uneditted route 111.
But sometimes it will show the editted version, its all very weird!
And another problem, if I make the map larger, the character sometimes gets stuck at the point at which Mauville city connects to route 111.
Any1 know any answers? Please?
Wiro
October 2nd, 2008, 02:58 PM
is this the right place...?
anyway, how can i make that the player starts with a lvl 5 pikachu?
Daniel A.
October 2nd, 2008, 07:55 PM
I need another question answer! :D
Where is NEA?
How can I get it?
What is it?
Thanks! ^_^
T
October 2nd, 2008, 09:36 PM
is this the right place...?
anyway, how can i make that the player starts with a lvl 5 pikachu?
With beginner Scripting skills or A-starter (http://www.andreasartori.net/hackmew/downloads.php?dir=&file=A-Starter.zip)
thethethethe
October 3rd, 2008, 12:26 AM
I need another question answer! :D
Where is NEA?
How can I get it?
What is it?
Thanks! ^_^
It's here (http://crystalfallows.110mb.com/AutoIndex/index.php?dir=tools/RSE/)
This is just a good resource for lots of tools.
エロカメ
October 3rd, 2008, 12:51 AM
Does anyone know where can I find PokeScript? I was looking for it everywhere and I couldn't find it.
T
October 3rd, 2008, 12:54 AM
Does anyone know where can I find PokeScript? I was looking for it everywhere and I couldn't find it.
Well, I just googled it and this popped up.
I prefer XSE , but here it is:http://files.filefront.com/PokeScriptrar/;9686089;/fileinfo.html
Jerros
October 3rd, 2008, 02:49 PM
I've got two questions:
one
I've got a major problem here...
When I edit the map of Route 111 in Emerald and then load the game, it sometimes shows up uneditted.
I know you cant be in the same map you're editting, but thats not the case.
It's kinda hard to explain...
Say, I save in the Trainer Hill tower thingy, then edit Route 111, then load the rom and exit the building, it randomly shows the origional uneditted route 111.
But sometimes it will show the editted version, its all very weird!
And another problem, if I make the map larger, the character sometimes gets stuck at the point at which Mauville city connects to route 111.
and two
How can I edit the start-screen of emerald? (You know, a flashing Rayquaza is showing on the start-screen)
Any1 know any answers? Please?
garra911
October 3rd, 2008, 08:28 PM
this really isnt a simple question, its actually quite difficult; how would i go about indexing this picture (first attached pic) to make it able to be used in the oak intro screen, but! i want to be able to change the palette later (such as changing his shorts color) is it impossible?
ive already tries once by resizing the pic to 64x96, bringing it to 16-bit color, and inporting the palette of the original trainer, which made this (second attached pic), i knew it didnt look right i imported it on unlz and it looked like crap so...i tried following zel's tutorial, but it ended up looking like someone ate the picture, screwed up all the colors and pooped it out, so any help at all!!
Nine-Tailed Assassin
October 3rd, 2008, 11:11 PM
hey can a logitec pc controller be used to play ssb?
Dark Lakitu
October 4th, 2008, 03:50 AM
Nin-tailed, that belongs in Emulation, not ROM Hacking.
Thrace
October 4th, 2008, 08:24 AM
I've got two questions:
one
I've got a major problem here...
When I edit the map of Route 111 in Emerald and then load the game, it sometimes shows up uneditted.
I know you cant be in the same map you're editting, but thats not the case.
It's kinda hard to explain...
Say, I save in the Trainer Hill tower thingy, then edit Route 111, then load the rom and exit the building, it randomly shows the origional uneditted route 111.
But sometimes it will show the editted version, its all very weird!
And another problem, if I make the map larger, the character sometimes gets stuck at the point at which Mauville city connects to route 111.
and three
How can I edit the start-screen of emerald? (You know, a flashing Rayquaza is showing on the start-screen)
Any1 know any answers? Please?
The first one I have no idea about. The second is a map connection problem and the third requires you to edit it using UNLZ and a tile map editor. Look for a tutorial on editing the FR/LG title screen the method should be similar.
this really isnt a simple question, its actually quite difficult; how would i go about indexing this picture (first attached pic) to make it able to be used in the oak intro screen, but! i want to be able to change the palette later (such as changing his shorts color) is it impossible?
ive already tries once by resizing the pic to 64x96, bringing it to 16-bit color, and inporting the palette of the original trainer, which made this (second attached pic), i knew it didnt look right i imported it on unlz and it looked like crap so...i tried following zel's tutorial, but it ended up looking like someone ate the picture, screwed up all the colors and pooped it out, so any help at all!!
You have to make sure the first colour for pallete is the colour you want to be transparent (ie the background). When inserting it you have to change the pallete by finding it in VBA's pallete viewer then editing it using APE. Look for a tutorial on pallete editing. You can't insert the pallete with UNLZ.
~Satoshi Sugimori~
October 4th, 2008, 07:57 PM
Don't know if this also gets accepted as a simple question in my opinion it does...
But this is my question does anyone know a really great rom base for me to make maps on? if yes please PM so we don't spam this thread with all kinds of answers that can be sent by PM... Ooh and I mean no ROM Bases from the recources thread cuz they don't fit my mapping style...
KhaosKnight
October 4th, 2008, 08:57 PM
I've got a major problem here...
When I edit the map of Route 111 in Emerald and then load the game, it sometimes shows up uneditted.
I know you cant be in the same map you're editting, but thats not the case.
It's kinda hard to explain...
Say, I save in the Trainer Hill tower thingy, then edit Route 111, then load the rom and exit the building, it randomly shows the origional uneditted route 111.
But sometimes it will show the editted version, its all very weird!
And another problem, if I make the map larger, the character sometimes gets stuck at the point at which Mauville city connects to route 111.
Any1 know any answers? Please?
I too am also having this problem, though it only seems to be route 111, i made it mountainous and got rid of the trainer hill and revamped the Desert and added a cave. But if i enter 111 through the cave enterance it is sometimes stays but if i enter from the mauville location it shows the route if it wasnt editied. Maybe it is an Advance Map problem. And now that i know its not just me i may have to contact Lu-Oh about this...
0m3GA AR$3NAL
October 4th, 2008, 09:34 PM
I too am also having this problem, though it only seems to be route 111, i made it mountainous and got rid of the trainer hill and revamped the Desert and added a cave. But if i enter 111 through the cave enterance it is sometimes stays but if i enter from the mauville location it shows the route if it wasnt editied. Maybe it is an Advance Map problem. And now that i know its not just me i may have to contact Lu-Oh about this...
Have you tried deleting/removing the level script? Sometimes the level script conflicts with the level header, changing the map a bit. also able to cause freezing of the game.
Check the level scripts, ans see which one would need deleting, if not all of them.
Daniel A.
October 5th, 2008, 02:42 AM
I'm a new scripter and I was wondering why I can't press compile script.. I saved it as an .rbc
http://i294.photobucket.com/albums/mm103/bluemickeyqt/script.png
that appears on the hack I'm trying to do:
From thethethethe's tutorial..
~ The Womanizer ~
October 5th, 2008, 03:48 AM
Wrong section. Also it's probably because you are using Vista.
Presents
October 5th, 2008, 03:53 AM
That doesn't look like vista, and maybe you have a crappy version of Pokescript, find a new one.
DARKSHADE
October 5th, 2008, 10:38 AM
is there a way to insert pokemon icons correctly
as pokepic only does 1 frame.......
is there a better program but it needs to be over 3 pallettes
Hiche
October 5th, 2008, 10:40 AM
I'm a new scripter and I was wondering why I can't press compile script.. I saved it as an .rbc
http://i294.photobucket.com/albums/mm103/bluemickeyqt/script.png
that appears on the hack I'm trying to do:
From thethethethe's tutorial..
Do you have Pkmnadv file?
If not, download it, and put it in the same folder as pokescript.
Daniel A.
October 5th, 2008, 11:31 AM
It keeps giving me this now when I try and enter the code:
http://i294.photobucket.com/albums/mm103/bluemickeyqt/screenshot.png
I'm probably doing something wrong. I think it is because I don't know which one to press:
http://i294.photobucket.com/albums/mm103/bluemickeyqt/screenie.png
@_@
エロカメ
October 5th, 2008, 11:39 AM
http://i294.photobucket.com/albums/mm103/bluemickeyqt/screenie.png
@_@
Always press the first one on the list,
Daniel A.
October 5th, 2008, 11:43 AM
I tried but I'm still getting "no script editor defined"
Here is how I do it:
right click on desktop (where the file is)>press compile script>then it pops up as like no editor or something and I click ok>I go to file destination>click my ROM>press that button on the top right hand corner[squareish]>Then another window pops up> I press the sqaureish button>then I click on the first one>it adds the code as $800000>when I right that in advance map, it says no script editor defined.
Here is what I get in the beginning after I press compile script:
http://i294.photobucket.com/albums/mm103/bluemickeyqt/screenie3.png
is that normal?
Here is what I don't know. Which code do I enter into advance map?
http://i294.photobucket.com/albums/mm103/bluemickeyqt/screenie2.png
Hiche
October 5th, 2008, 11:50 AM
Daniel A.
In advance map, where there is Open Script, this is for decompiling the script I think.
(you need to choose a script editor, such as XSE or PKSV)
Open your rom and test it.
And when you click on the first offset, press assign, then file->Burn.
Cope the offset into advance map.
Edit: You enter the first code($begin).
Jerros
October 5th, 2008, 11:51 AM
I've got a quick an simple question:
What scripts do I put on a "S" square in advancemap?
A regular script doesnt seem to work:
#org $alreadygotone
message $Text9
$Text9 1 =Texxxttttttt
boxset 6
release
end
those scripts dont work on a "S" square.
What am I doing wrong?
Hiche
October 5th, 2008, 11:54 AM
I've got a quick an simple question:
What scripts do I put on a "S" square in advancemap?
A regular script doesnt seem to work:
#org $alreadygotone
message $Text9
$Text9 1 =Texxxttttttt
boxset 6
release
end
those scripts dont work on a "S" square.
What am I doing wrong?
You mean the green S?
Put the Unknown: 0003
and varnumber: 5040 or 4050.
Try that.
Daniel A.
October 5th, 2008, 11:58 AM
I did that and then I still got the same message. I don't really understand the beginning of what you said. All I did was do these steps:
And when you click on the first offset, press assign, then file->Burn.
Cope the offset into advance map.
Edit: You enter the first code($begin).
My rom, I tested it and it works fine.
I already use Pokescript.
and if that is for decompiling script, what is for compiling?
Hiche
October 5th, 2008, 12:05 PM
You compile a script using Pokescript right?
The open script tab in advance map decompiles the script.
Did you understand this?
Don't use the open script tab.
Listen, post your script in the Script Help Thread.
Maybe there's an error in it.
Daniel A.
October 5th, 2008, 12:39 PM
now I get this:
http://i294.photobucket.com/albums/mm103/bluemickeyqt/screenshott.png
but at least I figured it out :D
sab
October 5th, 2008, 12:46 PM
1.I walk into a door and the game freezes. the screen is black and if I do map connection to get there the game just freezes. No it is not my warps.
I want a way so that that map dosen't get wasted.I don't care if I have to build that map from scatch. And I have tried insert map. At least I would like to be able to delete the map so that it dosn't waste any space.
p.s. the map is viridean forest. rom leaf green1.0. If nothing I will get a working rom and build every thing around viridean forest.
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Daniel A use scriptED or xse(I reccomend the second of the two).
DARKSHADE
October 5th, 2008, 01:42 PM
URGENT!!!!!!
In the freqeutly asked questions thread it says this:
3. It is near-impossible to use ALL the pokemon in any hack.
Why? Because the game only has 25 (98 with the advance versions if you know what you're doing) free slots to add more pokemon. More slots require engine-hacking
WHAT IS ENGINE HACKING???????
AND HOW DO I ADD MORE SLOTS????
I NEED FOURTY EIGHT!
PLEASE WILL SOMEONE ANSWER ME?
cooley
October 5th, 2008, 01:50 PM
now I get this:
http://i294.photobucket.com/albums/mm103/bluemickeyqt/screenshott.png
but at least I figured it out :D
Why don't you just use a different scripting program? Pokescript's a pain in the butt for noobs.
Kaizer-X
October 5th, 2008, 02:10 PM
now I get this:
http://i294.photobucket.com/albums/mm103/bluemickeyqt/screenshott.png
but at least I figured it out :D
maybe you should try XSE. For me Its easier to use and you can edit the scripts using it.
Daniel A.
October 5th, 2008, 02:51 PM
ok I'll try downloading that.
LU-HO
October 5th, 2008, 05:22 PM
I've got two questions:
one
I've got a major problem here...
When I edit the map of Route 111 in Emerald and then load the game, it sometimes shows up uneditted.
I know you cant be in the same map you're editting, but thats not the case.
It's kinda hard to explain...
Say, I save in the Trainer Hill tower thingy, then edit Route 111, then load the rom and exit the building, it randomly shows the origional uneditted route 111.
But sometimes it will show the editted version, its all very weird!
And another problem, if I make the map larger, the character sometimes gets stuck at the point at which Mauville city connects to route 111.
See Answare at bottom of this Post.
I too am also having this problem, though it only seems to be route 111, i made it mountainous and got rid of the trainer hill and revamped the Desert and added a cave. But if i enter 111 through the cave enterance it is sometimes stays but if i enter from the mauville location it shows the route if it wasnt editied. Maybe it is an Advance Map problem. And now that i know its not just me i may have to contact Lu-Oh about this...
See answer in PM (or at bottom, it's the same)
Have you tried deleting/removing the level script? Sometimes the level script conflicts with the level header, changing the map a bit. also able to cause freezing of the game.
Check the level scripts, ans see which one would need deleting, if not all of them.
Yes, this is the thing. There are Maps that exists more than 1 time. It is the same as Miracle island, they will be open on spezial way, if a flag or something is set.
@All who have this Prolem:
Hi
No there is no Error in AdvanceMap.
But this Map exists 2 times.
On is accessible directly in AdvanceMap, the other on is hidden.
the hidden one is on the offset (MapFooter): $470BD8, the normal on $3F8324
This hidden maps are like the miracle island, this appear if something is happen/a Flag is set. (on some Map-Scripts)
On Route 111, there the map will changed from the beginning, you will see the "original" map later in the game.
On this image you will see the difference between the maps:
http://img55.imageshack.us/img55/1710/route111ow8.th.png (http://img55.imageshack.us/my.php?image=route111ow8.png)http://img55.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
To edit the hidden on you have to do this steps:
1. first export you changed map (as a map file)
2. open the Route 111
3. goto Header view (Professional Header view [Ctrl+H])
4. Change the "Map footer offset:" form $3F8324 to $470BD8
http://img65.imageshack.us/img65/1791/changemapfooteroffsetgc2.th.png (http://img65.imageshack.us/my.php?image=changemapfooteroffsetgc2.png)http://img65.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
5. press the "Save changes and reload map" Button
6. now you can insert the saved map on the hidden one, and it it will work in the ROM
If you make future change on this map, do not forget to switch back to the original offset and make the changes there also.
greetz LU-HO
現実として巨大なもの
October 5th, 2008, 06:36 PM
is there a way to insert pokemon icons correctly
as pokepic only does 1 frame.......
is there a better program but it needs to be over 3 pallettes
I do believe you can import gif files into Pokepic which is obviously the file type of moving sprites like that of emerald and all icons. Then again you can also use IconEd but I don't know how well you will comply with that since I myself never tried out IconEd.
Sheimi-Manafi
October 6th, 2008, 11:16 PM
I am sure noone has posted this.
How do you rip the music from Pokemon Platinum?
megiddo
October 7th, 2008, 12:01 AM
There's a tutorial about it by AmineX in the docs and tuts section.
garra911
October 7th, 2008, 12:53 AM
is there such a thing as "showitempic" that would be used like "showpokepic" but show pictures of items (duh) and not pokemon
Zaptinex
October 7th, 2008, 03:12 AM
Say, i know in XSE when you do a movement script as a person event # its 0xFF but what if its a script event? Like your putting a movement script on a tile?
Thrace
October 7th, 2008, 04:09 AM
is there such a thing as "showitempic" that would be used like "showpokepic" but show pictures of items (duh) and not pokemon
You could insert the image into one of the 25 empty slots of Pokemon and use showpokepic.
Say, i know in XSE when you do a movement script as a person event # its 0xFF but what if its a script event? Like your putting a movement script on a tile?
Its exactly the same.
Jerros
October 7th, 2008, 01:57 PM
You mean the green S?
Put the Unknown: 0003
and varnumber: 5040 or 4050.
Try that.
Did it, but as soon as I walk on a "S" tile, the game freezes.
Can you give me an example of a script that makes text appear, or moves characters around when you walk on the "S" tile?
Or is the script not the problem?
Anyway, setting unknown to 0003 and varnumber to 5040 or 4050 doesnt work.
I've tried all fields and every combination :(
KhaosKnight
October 7th, 2008, 02:21 PM
Did it, but as soon as I walk on a "S" tile, the game freezes.
Can you give me an example of a script that makes text appear, or moves characters around when you walk on the "S" tile?
Or is the script not the problem?
Anyway, setting unknown to 0003 and varnumber to 5040 or 4050 doesnt work.
I've tried all fields and every combination :(
You are doing it like this right?
http://pixloads.com/public/49842/tutorial2.PNG?no_history
http://pixloads.com/public/49843/tutorial3.PNG?no_history
Pics from THEx4s Script Tut
DARKSHADE
October 7th, 2008, 03:45 PM
ok i want to learn how to script for my hack (in my siggy)
i havent a clue about scripting whatsoever!
anyone have any suggestions on how to start off and what to download?
~Satoshi Sugimori~
October 7th, 2008, 04:05 PM
ok i want to learn how to script for my hack (in my siggy)
i havent a clue about scripting whatsoever!
anyone have any suggestions on how to start off and what to download?
This is what I use etc.
First you should dowload Pokescript 1.00 not 1.2! And you also have to download pkmnadv 1.00. Then you should take a look in the documents/tutorials secton and I reccomend thethethethe his scripting tut or/and the one from pokewitch.. and from there you have to do it on your own...
DARKSHADE
October 7th, 2008, 04:11 PM
ok ill try that thx ;)
im using a FR red is thaty ok?
~Satoshi Sugimori~
October 7th, 2008, 06:14 PM
Yes pokescript is compitable with all pokemon roms
edit not all roms just the fr lg r s e roms..
Qwilfish
October 7th, 2008, 07:07 PM
Having trouble with unLZ. How can I fix this?
Original sprite is attached too.
Time
October 7th, 2008, 10:01 PM
Having trouble with unLZ. How can I fix this?
Original sprite is attached too.
well...
1. the size should be 64x64 and it should be in PNG format...
2. if it's too big, repoint it to a free space of the ROM. to do so, use a hex editor or FSF...
T
October 8th, 2008, 01:13 AM
How can I change the location of where you go when you haven't been to a PKMN Center and White-Out?
Thrace
October 8th, 2008, 02:04 AM
How can I change the location of where you go when you haven't been to a PKMN Center and White-Out?
Theres a command called sethealingplace (9F). It must be used in a script. I'm not exactly sure what the numbers are for the different PCs but decompiling scripts of the nurses in PCs should tell you.
Qwilfish
October 8th, 2008, 05:58 AM
well...
1. the size should be 64x64 and it should be in PNG format...
2. if it's too big, repoint it to a free space of the ROM. to do so, use a hex editor or FSF...
i) It's 64 x 64
ii) It's PNG.
iii) Tried repointing and that same thing happened.
Thanks for trying, though.
Time
October 8th, 2008, 06:09 AM
i) It's 64 x 64
ii) It's PNG.
iii) Tried repointing and that same thing happened.
Thanks for trying, though.
Try this thread then and see if it'll help you. :\ (http://www.pokecommunity.com/showthread.php?t=146903)
Qwilfish
October 8th, 2008, 06:13 AM
Your thread was the one I was using. xD
As soon as I write to ROM, using FSF or not, the image goes glitchy.
balkj06
October 8th, 2008, 06:32 AM
hack of Fire Red
does anyone know how i can change
what pr. Oak saids during the intro of pokemon fire red
and
the Tilte screen and world Map
Qwilfish
October 8th, 2008, 06:58 AM
Use AdvanceText to change what Oak says.
Hiche
October 8th, 2008, 02:27 PM
How can I change the location of where you go when you haven't been to a PKMN Center and White-Out?
Like Dshayushba said.
#raw 0x9F xxyy
xxyy is the location you want the player to go after your Pokemon is dead.
Here's a list of the places(from PHO).
[0100] - Map [4.0] or Player's Home
[0200] - Map [5.4] or Viridian City Pokemon Center
[0300] - Map [6.5] or Pewter City Pokemon Center
[0400] - Map [7.3] or Cerulean City Pokemon Center
[0500] - Map [8.0] or Lavender Town Pokemon Center
[0600] - Map [9.1] or Vermillion City Pokemon Center
[0700] - Map [10.12] or Celadon City Pokemon Center
[0800] - Map [11.5] or Fushia City Pokemon Center
[0900] - Map [12.5] or Cinnabar Island Pokemon Center
[0A00] - Map [13.0] or Indigo Plateau
[0B00] - Map [14.6] or Saffron City Pokemon Center
[0C00] - Map [16.0] or Mt. Moon Pokemon Center
[0D00] - Map [21.0] or Rock Tunnel Pokemon Center
[0E00] - Map [32.0] or One Island Pokemon Center
[0F00] - Map [33.2] or Two Island Pokemon Center
[1000] - Map [34.1] or Three Island Pokemon Center
[1100] - Map [35.1] or Four Island Pokemon Center
[1200] - Map [36.0] or Five Island Pokemon Center
[1300] - Map [31.3] or Seven Island Pokemon Center
[1400] - Map [37.0] or Six Island Pokemon Center
It's for fire red.
KhaosKnight
October 8th, 2008, 02:33 PM
hack of Fire Red
does anyone know how i can change
what pr. Oak saids during the intro of pokemon fire red
and
the Tilte screen and world Map
For the Oak Speech use Advance Text or a Script Editor
For the Title Screen and Maps use Nameless Tilemap Editor or Professional Tile Map editor.
All of which can be found in the toolbox or google.
~Satoshi Sugimori~
October 8th, 2008, 04:05 PM
Does anyone know the palette for the oak intro sprite for APE?
because I can't seem to find it in the palette vieuwer of vba very weird... Becase the colors are all mixed up..:S
Hiche
October 8th, 2008, 04:50 PM
Hey,
Does anybody know how to change the text in the trainer card of the Hero?
Thanks.
~Satoshi Sugimori~
October 8th, 2008, 05:10 PM
Does anyone know the palette for the oak intro sprite for APE?
because I can't seem to find it in the palette vieuwer of vba very weird... Becase the colors are all mixed up..:S
Want an answer or respond to this please XD
But that isn't why I quoted it XD I have another question :P
Can you change the BG of the intro because it is sooo boring XDXD
And with that I mean when prof oak talks..
P.S. Don't forget about Tamerhaiders Question! People ignore a question often when someone posts a new question :P
Hiche
October 8th, 2008, 05:22 PM
Want an answer or respond to this please XD
But that isn't why I quoted it XD I have another question :P
Can you change the BG of the intro because it is sooo boring XDXD
And with that I mean when prof oak talks..
P.S. Don't forget about Tamerhaiders Question! People ignore a question often when someone posts a new question :P
lool :P
To change what Prof. Oak says, use Advance Text.
You go to the Introduction and search for the text Oak is saying.
Hope that helps.
~Satoshi Sugimori~
October 8th, 2008, 05:28 PM
lool :P
To change what Prof. Oak says, use Advance Text.
You go to the Introduction and search for the text Oak is saying.
Hope that helps.
Lolz that wasn't what I meant XD But still thanks..
What I exactly mean is the BG that is behind the prof oak sprite ;)
Zaangoose
October 8th, 2008, 06:14 PM
I've a question (not really, I'm just posting here for the lulz!):
How would I add a 'machine' to my game similair to the PokéNav? I will understand if someone syas something like:
"It would only work if you had a Ruby/Sapphire/Emerald ROM and edit the PokéNav"
Seeing as my hack is a hack of FireRed.
Any ways?
?foʀeveʀFTW¿
October 8th, 2008, 08:47 PM
ahhhh....back again with another question
in unLZ, what is the code for Professor Oak, and the Boy and Girl Main for Fire Red
you know, in the Intro? thxies
Grinner
October 8th, 2008, 09:34 PM
Hello all!
I was wondering if anybody knew of a way to locate pointers to a specific part of data? i wanted to build a script that would warp what happend in battles, for example to give fire more power in a particuler place but have found that dispite coolboyman's discovery on how to edit types you need to change the pointers direction to custom data if you want to add more modifiers as i do. Also in that thread there are instructions to do so in GBC games but as i am rewriteing Ruby that will be of little help.
Thanks for your time
Dark Lakitu
October 9th, 2008, 05:52 AM
Is this what's meant by "clutter" in Emerald?
http://img517.imageshack.us/img517/5402/roomnz5.png
That's May's room. O.o
Thrace
October 9th, 2008, 06:32 AM
I've a question (not really, I'm just posting here for the lulz!):
How would I add a 'machine' to my game similair to the PokéNav? I will understand if someone syas something like:
"It would only work if you had a Ruby/Sapphire/Emerald ROM and edit the PokéNav"
Seeing as my hack is a hack of FireRed.
Any ways?
Theres no easy way and you've answered your own question.
ahhhh....back again with another question
in unLZ, what is the code for Professor Oak, and the Boy and Girl Main for Fire Red
you know, in the Intro? thxies
Its not compressed you have to edit it using a tile editor like TileEd, Tile Molestor etc. It'll be near the bottom.
Hello all!
I was wondering if anybody knew of a way to locate pointers to a specific part of data? i wanted to build a script that would warp what happend in battles, for example to give fire more power in a particuler place but have found that dispite coolboyman's discovery on how to edit types you need to change the pointers direction to custom data if you want to add more modifiers as i do. Also in that thread there are instructions to do so in GBC games but as i am rewriteing Ruby that will be of little help.
Thanks for your time
Uhh, what? I'm not sure what you're talking about. Finding pointers is just searching for the following 08[offset reversed]. For example if the offset was 800000 you would search for 08000080 but you can't find the pointer without knowing when the data whose pointer you are trying to find starts.
Grinner
October 9th, 2008, 01:49 PM
thanks dshayabusa, I do know the data I wanted to find the pointer for, coolboyman was able to find the type's damage modifications and I wanted to be able to repoint the pointer through a script to an edited set of modifications, (for example in a certain area fire might do 10% more damage). That means I could insert in the level script to repoint to my modified info. You seem to know more about it than me, so could I ask if I am going in the right direction if I wanted to do that?
pkmn_trainer_chris_link
October 9th, 2008, 09:42 PM
hi I followed Magnius's tutorial to the T for music insertion (I virtual Machined Windows XP home to run sappy 06) anyway the assembling works I replaced battle 5 in fire red (Wild battle) with the Wild battle of D/P when the battle music plays and I make a move (attack) VBA or No$GBA crashesplease help PS the music in non looping
balkj06
October 10th, 2008, 06:56 AM
does anyone know
in pokemon fire red instead of Oak giving you the normal Knato Dex
But give you the natinal Dex instead
Time
October 10th, 2008, 07:09 AM
does anyone know
in pokemon fire red instead of Oak giving you the normal Knato Dex
But give you the natinal Dex instead
you'll have to script it.
my question...
well, I used the search function, but I failed to find an answer to my question so......:\
What's the offset(in hex) of Wally catching a POKéMON 'cause I wanna change the RALTS' level...
Thankies~
Thrace
October 10th, 2008, 07:14 AM
thanks dshayabusa, I do know the data I wanted to find the pointer for, coolboyman was able to find the type's damage modifications and I wanted to be able to repoint the pointer through a script to an edited set of modifications, (for example in a certain area fire might do 10% more damage). That means I could insert in the level script to repoint to my modified info. You seem to know more about it than me, so could I ask if I am going in the right direction if I wanted to do that?
Um thats not how it works. You can't edit the game data from within the game. The closest you can get is by editing the Memory.
Grinner
October 10th, 2008, 01:13 PM
Um thats not how it works. You can't edit the game data from within the game. The closest you can get is by editing the Memory.
uhg cant you use write byte to ofset from inside a script or something simmiler?
現実として巨大なもの
October 10th, 2008, 03:48 PM
looking for the pokemon crystal english tablet/table. I need the tables to read the hex in translhextion so if any body has it please let me know. I've only found the one for gold... This is sort of a request but also asking for help in finding it so thank you for reading this.
IIMarckus
October 10th, 2008, 05:16 PM
looking for the pokemon crystal english tablet/table. I need the tables to read the hex in translhextion so if any body has it please let me know. I've only found the one for gold... This is sort of a request but also asking for help in finding it so thank you for reading this.Crystal uses the same table as every other Pokemon GBC game.
If you ever need a table, use relative searching to make your own; it's a very flexible way to instantly get a table file.
現実として巨大なもの
October 10th, 2008, 07:38 PM
Crystal uses the same table as every other Pokemon GBC game.
If you ever need a table, use relative searching to make your own; it's a very flexible way to instantly get a table file.
relative searching? sound simple enough except I don't know what to relate and where to search. Is there a chance you can be more specific, please?
thnk u!
Is this what's meant by "clutter" in Emerald?
http://img517.imageshack.us/img517/5402/roomnz5.png
That's May's room. O.o
I believe so, I thought you weren't supposed to be able to use more than 8 or so sprites in emerald successfully (meaning map would have errors or show those midgets you have in the corner or would crash the rom or mess up the point value and/or so on)
G@mbit
October 10th, 2008, 08:00 PM
Hi! I have a question:
Is there any way( script or hex edit) to make a tile move example:
I am making a ghost gym where the player steps of a drifblim TILE and the drifblim transports the player to a another platform!
~Satoshi Sugimori~
October 10th, 2008, 09:07 PM
Hi! I have a question:
Is there any way( script or hex edit) to make a tile move example:
I am making a ghost gym where the player steps of a drifblim TILE and the drifblim transports the player to a another platform!
Yes it is ;) If you look at thethethethe's scripting tutorial there is a section about moving tiles if I'm right.. combine that with some applymovement and you have you script :)
blazikemanux
October 10th, 2008, 11:00 PM
How can I create new kinds of pokeballs? For example, if I want to create a pokeball that works better on fire type pokemon or on a pokemon that has rarity superior than 30!!
Thrace
October 10th, 2008, 11:11 PM
How can I create new kinds of pokeballs? For example, if I want to create a pokeball that works better on fire type pokemon or on a pokemon that has rarity superior than 30!!
Unless those properties are built-in to the game for items you won't be able to do it without some sort of ASM commands.
thethethethe
October 11th, 2008, 12:36 AM
relative searching? sound simple enough except I don't know what to relate and where to search. Is there a chance you can be more specific, please?
Relative searching is quite simple. It's used to create a table like what IIMarkus mentioned.
I'd explain how to do it, but it's just easier to point you to these tutorials.
http://www.zophar.net/documents/transdocs/table-files.html
Also to do the relative searching I recommend downloading WindHex. I think it's the best hex editor for text related things.
現実として巨大なもの
October 11th, 2008, 12:45 AM
Relative searching is quite simple. It's used to create a table like what IIMarkus mentioned.
I'd explain how to do it, but it's just easier to point you to these tutorials.
http://www.zophar.net/documents/transdocs/table-files.html
Also to do the relative searching I recommend downloading WindHex. I think it's the best hex editor for text related things.
yes thank you verymuch for the tutorial link. I was at zophar's after IMarckus replied to me and found windhex. read something else that showed just how simple making a tablet is but couldn't find tablet maker.:( That's the only downfall however. Thnx any anyhow as this will help when I soon get the time to go back to hacking!:D
Wait this is the same tutorial I read earlier by kevtav and lost. sweet! But I just figured out I already knew all this.:embarrass I feel like a retard...
Melash
October 11th, 2008, 01:37 AM
Okay, I've got a few questions:
1. Does anyone have a link to downoad a Giovanni in-battle sprite from Red? Not FireRed, just Red!
2. Does anyone have a backsprite picture for Silver? I know that there wasn't one in any of the games, but there might be one someone made somewhere. It can be Metal or Advanced Generation.
3. Where's a VB tutorial on this webiste? I didn't see one in the Documents and Tutorials...
Fraot
October 11th, 2008, 02:27 AM
Ummm, I don't know if someone has already asked this:
Is there any block's behaviour byte that is for getting trough side ladders? like this ones:
http://i536.photobucket.com/albums/ff329/Diegomio/ladders.png Because for normal ladders is "2A" but it dosn't work for this ones.
(i'm not very falimiarized with english, so don't bother me by laughing, if i didn't write well)
IIMarckus
October 11th, 2008, 04:42 AM
Okay, I've got a few questions:
1. Does anyone have a link to downoad a Giovanni in-battle sprite from Red? Not FireRed, just Red!http://bulbapedia.bulbagarden.net/wiki/Image:GiovanniRBYsprite.png3. Where's a VB tutorial on this webiste? I didn't see one in the Documents and Tutorials...Don't bother reading one from this site. Learn programming from a site specifically devoted to VB.Net instead, it's not like there's any shortage of them out there.
Sk8er Prince
October 11th, 2008, 10:19 AM
How do I get the OW Changer to work?
It always saids some Run Time Error or something.
OW Changer is not OW Editor.
(OW Changer has a Torterra Icon.)
Hiche
October 11th, 2008, 10:25 AM
How do I get the OW Changer to work?
It always saids some Run Time Error or something.
OW Changer is not OW Editor.
(OW Changer has a Torterra Icon.)
It works fine for me.
Mine has an Arcanince Icon.
http://wah.studiopokemon.com/herramientas/herramientas.php
Download it from there.(no english though)
Hope that helps.
現実として巨大なもの
October 11th, 2008, 03:33 PM
uh, about that. what's the difference between the changer and editor since I haven't tried the changer?
G@mbit
October 11th, 2008, 04:15 PM
One question:
Do some pokescript commands work on XSE?
thanx!
T
October 11th, 2008, 04:18 PM
One question:
Do some pokescript commands work on XSE?
thanx!
Yes, some do.
For example, boxset 6, works as boxset 6(0x6) is the same as callstd 0x6
I'm not sure if you need the 0x, I've never tried it.
Quirino
October 11th, 2008, 04:23 PM
Hey, I want to import a tileset in unlz gba. It's a lot bigger than the old tileset, but when I try to import it everything goes fine, I changed the pointers. But when I went to the next tile to import the raw file (which imports fine btw, even though it's also bigger) en I go back to that picture, the old one is there again, and not the one which I imported. I can't import it, please help me!
T
October 11th, 2008, 04:24 PM
Hey, I want to import a tileset in unlz gba. It's a lot bigger than the old tileset, but when I try to import it everything goes fine, I changed the pointers. But when I went to the next tile to import the raw file (which imports fine btw, even though it's also bigger) en I go back to that picture, the old one is there again, and not the one which I imported. I can't import it, please help me!
I'm not sure you can insert tilesets in Unzl.gba, but Neti has a good tut on how to insert them in advance map.
Quirino
October 11th, 2008, 07:06 PM
I think I were not clear enough. I mean just a picture, but I use Cyclone, and so I call the raw file a tilemap and the picture from where I get the parts for the tilemap I call tileset. So that's what I mean.
Grinner
October 12th, 2008, 12:54 AM
Heya all!
This is perhapse not the best place to ask this but I thought you might have some valuable insight, I have recently began looking into much more detailed hacking, and i wanted to make my own items, I have located the field usage offset for repel in ruby and decided to change that since i wanted a field effect rather than a battle effect and it was all set up.
When linking directly to an asm command (with the +1 obviously) then the asm script triggers however it hangs, the text turns red when used and the game effectivly freezes until you press the (b) button. The item is also not delited although the effect occures. That if i am not wrong means that is part of the items script.
Thinking that I used a pointer to a script hopeing to call the asm command and then delite the repel. However when this item is used all it dose is restart the game.
Could anyone tell me if this is futile withought ASM or if i am overlooking something that could be used to rectify the situation? I have looked at other item field data however I could not see any similaritys in the data which could be used to terminate the action.
as I was useing ZodiacDaGreat's asm translated to hex for giveing items to the PC (I know theres a script command to do this) I know it is not the ASM action itself that is at fault.
Any help would be greatly appreciated
opeious
October 12th, 2008, 05:19 AM
Does anyone have a list of APE offsets .ini file would do too...
Ty in advance
Mario_Bones
October 12th, 2008, 06:36 AM
Where can I find tutorials on ASM? I think it would be extremely useful...
Hiche
October 12th, 2008, 06:42 AM
Where can I find tutorials on ASM? I think it would be extremely useful...
http://www.pkmnhackersonline.com/index.php?page=mypage&op=openPage&title=ASM+Tutorials
Hope that helps.
Mario_Bones
October 12th, 2008, 07:33 AM
http://www.pkmnhackersonline.com/index.php?page=mypage&op=openPage&title=ASM+Tutorials
Hope that helps.
Cool, thanks. I'll read over them.
G@mbit
October 12th, 2008, 11:11 AM
Does ANyone knoww whats the UNlz number of the player backsprite in FR?
Rejnbow
October 12th, 2008, 11:36 AM
Does ANyone knoww whats the UNlz number of the player backsprite in FR?
It's not in UNlz. You can edi it in tileed2002, tlp, TM.
G@mbit
October 12th, 2008, 01:13 PM
I have a problem:
I madde a map when the player goes to a mountain(stairs)-one level higher.on the mountair there are little 2 tiles trees.the movement permision on the mountain is 10, the trees permisions are 11. but here is the problem-you can walk behind the tree-the behavior type is the 00 so you can't see yourself-but here you can...what am I doing wrong??
Quirino
October 12th, 2008, 07:36 PM
Wow, thanks a lot for answering my question. I have a simple question:
WHY DO YOU IGNORE MY QUESTION?
+Sneasel™
October 12th, 2008, 11:49 PM
I have a problem:
I madde a map when the player goes to a mountain(stairs)-one level higher.on the mountair there are little 2 tiles trees.the movement permision on the mountain is 10, the trees permisions are 11. but here is the problem-you can walk behind the tree-the behavior type is the 00 so you can't see yourself-but here you can...what am I doing wrong??
Nope, you did nothing wrong. You can't do that using 10's. What you have to do is make the whole mountain 'C', which can't be done unless you don't want anyone walking on the back part...yea, I would replace the trees with big rocks...its a problem i hate too!
Thrace
October 13th, 2008, 05:10 AM
Wow, thanks a lot for answering my question. I have a simple question:
WHY DO YOU IGNORE MY QUESTION?
Please don't demand for answers.
Have you tested it out yet? When you load a rom for the first time in UNLZ you'll notice that it takes a while. This is because it is searching and recording the location of any compressed data it can find, obviously if you import and image and repoint its not going to show up in UNLZ. For it to show up you need to delete the .spr and .pal files of the rom and reload it in UNLZ, you should be able to see the new tileset.
G@mbit
October 13th, 2008, 12:45 PM
I have a question:
I made a map in A-map and a script when you get the running shoes in FR.but I can't run in the town , but when I get through the town(route) I can run! what is wrong?
Time
October 13th, 2008, 02:06 PM
I have a question:
I made a map in A-map and a script when you get the running shoes in FR.but I can't run in the town , but when I get through the town(route) I can run! what is wrong?
check your map under the Header tab...
what you should check are the following...
1. Cave
2. Type
in routes, the cave there is 'Regular' while the type is 'Route'...
so if the map is a town, then change the cave into regular and the type to village or city...
G@mbit
October 13th, 2008, 02:58 PM
check your map under the Header tab...
what you should check are the following...
1. Cave
2. Type
in routes, the cave there is 'Regular' while the type is 'Route'...
so if the map is a town, then change the cave into regular and the type to village or city...
Yes...but look i have :
Name:
Show name,
Music: follow me,
Cave: regular,
Wheather: regular wheather,
Type: village,
Fight type: random,
I HAVE NO MAP SCRIPTS.
Please help...someone!
Semele
October 13th, 2008, 03:41 PM
Yes...but look i have :
Name:
Show name,
Music: follow me,
Cave: regular,
Wheather: regular wheather,
Type: village,
Fight type: random,
I HAVE NO MAP SCRIPTS.
Please help...someone!
Use "Show village names" instead of "Show name", and you'll be able to run.
T
October 13th, 2008, 04:57 PM
In A-map, how do I use "hidden" as a movement without the game restarting.
Hiche
October 13th, 2008, 05:00 PM
I think there are 2 hidden[s]
Don't use the first one, scroll down, I think there is another one.
T
October 13th, 2008, 05:22 PM
I think there are 2 hidden[s]
Don't use the first one, scroll down, I think there is another one.
Could I make the person visible using showsprite in a script?
Hiche
October 13th, 2008, 05:24 PM
Could I make the person visible using showsprite in a script?
If you set the player hidden, he can't be reappeared by a normal Showsprite command. It needs level scripting.
Use flags to make the person disappear then reappear.
Melash
October 14th, 2008, 01:50 AM
Hmm, just a few quick questions:
1.Is there a Silver backsprite anywhere? I know that Nintendo never made one, but did anyone else?
2. Does anyone have the Ice Cave tileset picture in Crystal?
Thanks!
opeious
October 14th, 2008, 08:10 AM
How to replace existing cries with ours??
(or a guide to use pokecry gui or pokemon cry changer)
Mac_mini
October 14th, 2008, 10:25 AM
I've done some scripting in my hack nut when i start the hack the game restarts
any idea how it happens?
opeious
October 14th, 2008, 12:06 PM
Is their any tool to rename moves??
Hiche
October 14th, 2008, 12:26 PM
I've done some scripting in my hack nut when i start the hack the game restarts
any idea how it happens?
Mmm.. decompile the last scripts you did, and see if there's an unfamiliar command.
Or delete them and see if it works.
Kaizer-X
October 14th, 2008, 12:30 PM
Is their any tool to rename moves??
yup i think there is one, try searching in the tool box, i cant remeber the name though.
opeious
October 14th, 2008, 01:39 PM
yup i think there is one, try searching in the tool box, i cant remeber the name though.
Searched it trice couldn't find it could you be a little more precise.
Kaizer-X
October 14th, 2008, 01:52 PM
Searched it trice couldn't find it could you be a little more precise.
hmm i think the name is A-tack. If it isnt in the toolbox try searching elsewhere pho for example.
Jerros
October 14th, 2008, 02:01 PM
You are doing it like this right?
Pics from THEx4s Script Tut
Yay ! It's working now!
Tyvm m8.
opeious
October 14th, 2008, 02:11 PM
hmm i think the name is A-tack. If it isnt in the toolbox try searching elsewhere pho for example.
I have a-tack it only changes the type the PPs and stuff not the name.
Semele
October 14th, 2008, 02:34 PM
I have a-tack it only changes the type the PPs and stuff not the name.
You can edit the attack's name by double clicking on the attack you want to rename.
Larsie13
October 14th, 2008, 04:38 PM
Does anyone know the offset of the "Emerald Version"-image in UNLZ? I can't find it. Or do you have to use TileMolester?
Semele
October 14th, 2008, 05:30 PM
Does anyone know the offset of the "Emerald Version"-image in UNLZ? I can't find it. Or do you have to use TileMolester?
It should be 2612 in unLZ. If it isn't, then it's probably somewhere around that number.
Larsie13
October 15th, 2008, 08:35 AM
Thanks. But now I'm trying to edit the worldmap, but when I use NTME to edit all palettes, it's supposed to look like the first image, but it looks like the last. Why?
0m3GA AR$3NAL
October 15th, 2008, 09:37 AM
Thanks. But now I'm trying to edit the worldmap, but when I use NTME to edit all palettes, it's supposed to look like the first image, but it looks like the last. Why?
Are you drawing in 4bpp or 8bpp mode? Try switching to the one you aren't using...
Larsie13
October 15th, 2008, 12:41 PM
Are you drawing in 4bpp or 8bpp mode? Try switching to the one you aren't using...
Worldmap is always 8bpp, but if I switch to 4bpp mode, it says that the tilemap has too many tiles.
Zaangoose
October 15th, 2008, 05:08 PM
I downloaded Adavcned Text and when I open the .exe is comes up with a error message saying:
"Component 'comctl32.ocx' or one of it's dependencies not correctly registered: a file is missing or invalid."
I've downloaded it from Whack-a-Hack. I really have no idea whatsoever on how to solve this, so help will be appreciated... a LOT! Thanks in advance to whoever can answer my question!
Hiche
October 15th, 2008, 05:11 PM
I downloaded Adavcned Text and when I open the .exe is comes up with a error message saying:
"Component 'comctl32.ocx' or one of it's dependencies not correctly registered: a file is missing or invalid."
I've downloaded it from Whack-a-Hack. I really have no idea whatsoever on how to solve this, so help will be appreciated... a LOT! Thanks in advance to whoever can answer my question!
Go to Google and download Comctl32.ocx.
Then place it in the same folder on Advance Text.
Zaangoose
October 15th, 2008, 05:30 PM
Thanks! Finally, it works!
T
October 15th, 2008, 09:50 PM
Is it possible to export/import a tileset to a different # w/o changing the Pallets?
Infernal Contraption
October 15th, 2008, 10:18 PM
Is it possible to export/import a tileset to a different # w/o changing the Pallets?I think so, but then the palettes would be messed up.
Unless I don't understand what you are referring to.
T
October 15th, 2008, 11:30 PM
I think so, but then the palettes would be messed up.
Unless I don't understand what you are referring to.
I wanted to combine two rombases together, but they both are on tileset 0.
現実として巨大なもの
October 16th, 2008, 08:17 PM
Hmm, just a few quick questions:
1.Is there a Silver backsprite anywhere? I know that Nintendo never made one, but did anyone else?
2. Does anyone have the Ice Cave tileset picture in Crystal?
Thanks!
ur best hope for silver's bck sprite ould probably at a a sprite request shop in multiple forums all over the world or at deviantart where there are multiple sprite artists from all over the world. chances are you may find 1.
hmm... I can rip that out for ya if you like but why the crystal one? I'll try an pm it to u l83 2 day if u still need it.
IIMarckus
October 17th, 2008, 01:13 AM
hmm... I can rip that out for ya if you like but why the crystal one?Crystal’s Ice Path tileset is a significant improvement visually compared to the one in Gold and Silver.
現実として巨大なもの
October 17th, 2008, 01:26 AM
Crystal’s Ice Path tileset is a significant improvement visually compared to the one in Gold and Silver.
unfortanutely I never took time to enjoy crystal's gfx because I enjoyed the storyline and actually playing much better. Looking through a lot of these tile sets and they don't all have as good improvements but yes, the gfx do dominate g&s.
I only use TLP for gfx so I how do I edit tileset pallettes along with pallettes for, say, everything else gfx wise. I've seen a tut soewhere before but can't finger the name or location so I need help finding it or someone please tell me here.. please?:pirate:
Fraot
October 17th, 2008, 01:27 AM
Hi, everyone again.
I was making my game and I noticed something... How can I change the world map? I mean, to put my tileset andn build it on NTME and then insert it to unLZ... the base is Fire Red, so there are 4 maps and I've done all of my maps by my self in a .PNG file.
T
October 17th, 2008, 02:01 AM
Hi, everyone again.
I was making my game and I noticed something... How can I change the world map? I mean, to put my tileset andn build it on NTME and then insert it to unLZ... the base is Fire Red, so there are 4 maps and I've done all of my maps by my self in a .PNG file.
There are some tutorials on this in the docs and tuts section.
I'd link you one, but I'm kinda in a rush.
Blazichu
October 19th, 2008, 10:34 AM
unfortanutely I never took time to enjoy crystal's gfx because I enjoyed the storyline and actually playing much better. Looking through a lot of these tile sets and they don't all have as good improvements but yes, the gfx do dominate g&s.
I only use TLP for gfx so I how do I edit tileset pallettes along with pallettes for, say, everything else gfx wise. I've seen a tut soewhere before but can't finger the name or location so I need help finding it or someone please tell me here.. please?:pirate:
You'll have to change the palettes in hex, the bytes are shown in the VBA Palette Viewer but are flipped. So flip those bytes around like 4096 will be 9640 when searching in hex.
Umm....with the tileset, you can rip it from VBA (Tools > Tile Viewer, select the second character base and then press save), repoint the data to the Crystal tileset. Change it in GoldMap's Block Editor and then change the permissions of each tile.
UltimateSephiroth
October 19th, 2008, 02:56 PM
This might be a very easy question, but since I just don't seem to solve it, I'd better ask it here. (I tried searching first, with no correct results). I'm hacking an English FireRed rom, FYI.
I found the Nameless Tile Map Editor and decided to change the Tilemap assigned to that 256 color Pokémon logo. I made a new tilemap but seemingly I made it larger than the previous one was - unLZ's saying me that the image is too big. I know that I should repoint the picture and I know where I have free space (268 bytes should fit well into an empty space which is 0x200 in size) - this free space starts at 0x871A23D. The problem is, though, that how do I change this value into the offset unLZ wants me to enter? I tried this myself in two ways:
* In AdvanceMap it seemed that all custom scripts were at $??????, where ?'s are the same that they are in PKSV's 0x8??????. So, I tried just dropping the 0x8 away. The result was that after the Gengar vs. Nidorino video the game hung up.
* My another try was to just drop the 0x away, so I had "871A23D". The result was that the gba file grew from 16MB to 135MB and VBA couldn't play it anymore :D
Yeah, I may be a n00b but at least I have IMO explained my problem well enough. :D
Tried with another location and it worked well :S Well, at least I got over that problem :)
E: Oh, now I see what was the problem. unLZ told me that "268 bytes" and I didn't understand that it was in hex :D
Has this question been answered already?: Found the solution myself
FHJoker
October 19th, 2008, 04:58 PM
In gold how do I insert two new Pokemon and their graphics to make the total of Pokemon to 253.
Icelilly
October 19th, 2008, 05:40 PM
I'm having a problem when I run certain programs. With some of the programs I downloaded to help me make my game, I get an error when I run it stating that COMDLG32.OCX can't be found because it's either invalided or it doesn't exist. i get that error with the following programs:
- AdvanceMart
- AdvanceText
- Cyclone
- Icon Edit
- Intro Edit
- Pokemon Amplifier
- PokeTronic
- StartMapChoserAdvance
What is this "COMDLG32.OCX" and what can I do to make go away so I can run the programs?
Hiche
October 19th, 2008, 05:42 PM
I'm having a problem when I run certain programs. With some of the programs I downloaded to help me make my game, I get an error when I run it sating that COMDLG32.OCX can't be found because it's either invalided or it doesn't exist. i get that error with the following programs:
- AdvanceMart
- AdvanceText
- Cyclone
- Icon Edit
- Intro Edit
- Pokemon Amplifier
- PokeTronic
- StartMapChoserAdvance
What is this "COMDLG32.OCX" and what can I do to make go away so I can run the programs?
Simple go to google, and type COMDLG32.OCX. Download it, and place it in the programs folder(each copy in a different program)
UltimateSephiroth
October 19th, 2008, 05:53 PM
Simple go to google, and type COMDLG32.OCX. Download it, and place it in the programs folder(each copy in a different program)
Better try first just putting it at C:\Windows\System32\. If I remember correctly, Windows applications should check both their own directory and that directory when they look for DLL files. ;)
Hiche
October 19th, 2008, 05:57 PM
Better try first just putting it at C:\Windows\System32\. If I remember correctly, Windows applications should check both their own directory and that directory when they look for DLL files. ;)
COMDLG32.OCX is already found in C: /Windows/System32. I tried like what you said a while back ago, and didn't work. Some programs need it to be found in the same folder, as it is. ;)
Icelilly
October 19th, 2008, 06:10 PM
Just downloaded the file. I'll see if it works.
UltimateSephiroth
October 19th, 2008, 07:19 PM
COMDLG32.OCX is already found in C: /Windows/System32. I tried like what you said a while back ago, and didn't work. Some programs need it to be found in the same folder, as it is. ;)
Oh, I didn't notice that it was .OCX... Though they should work IMO similarly, I reckon there was a command line part involved (I think it was something like "regsvr32 (something) comdlg32.ocx"). But in this case I believe now that just copying the file over is the better choice.
EDIT: When it comes to my own question, I happened to solve it myself. :)
Grinner
October 19th, 2008, 08:11 PM
Hello all!
Actualy a simple question this time... Dose anyone know if its possable to use asm to make a 'call script' function in an item?
I have been experementing with item hex editing but due to my abismal ASM skills I havent had a huge sucsess and it would be much easyer for me and likely anyone else who would like to do something like this if it was able to be shunted to a script to manage. I have tried simple pointers to scripts which cause the game to hang and I have also tryed useing script hex commands to program items but every time that happens then the game resets so I assume its not valid. (I know its not permitted to ask for scripts here but if anyone more capable than me could make an ASM script then translate it to hex I would be extreemly gratefull)
Thanks for your time!
Icelilly
October 19th, 2008, 10:38 PM
My programs seem to be working now. Thanks to the both of you! ^^
Haowakeorden
October 20th, 2008, 03:17 AM
I need help on changing the sprites of the 25 "empty slot" Pokémon in a Pokémon Emerald ROM. I was changing one of the Pokémon's "question mark" sprite into the sprite of a Ralts using Pokémon Editor Pro by directly copying the sprite offsets listed for Ralts into the "empty slot" Pokémon's sprite offset boxes. However, when viewed in-game, the "empty slot" Pokémon still appears as a question mark, but coloured differently than before. Are there any tips on what I can do to correctly change an "empty slot" Pokémon's sprite? Thanks.
Thrace
October 20th, 2008, 04:21 AM
I need help on changing the sprites of the 25 "empty slot" Pokémon in a Pokémon Emerald ROM. I was changing one of the Pokémon's "question mark" sprite into the sprite of a Ralts using Pokémon Editor Pro by directly copying the sprite offsets listed for Ralts into the "empty slot" Pokémon's sprite offset boxes. However, when viewed in-game, the "empty slot" Pokémon still appears as a question mark, but coloured differently than before. Are there any tips on what I can do to correctly change an "empty slot" Pokémon's sprite? Thanks.
It means that the palette was changed but not the image. Make sure you copy and paste both in to the correct places.
Haowakeorden
October 20th, 2008, 05:20 AM
It means that the palette was changed but not the image. Make sure you copy and paste both in to the correct places.
Sprite offset: D2DBC4
Back sprite: D2DE1C
Norm. Pallette: D2DDF4
Shiny Palette: D2E058
Icon Offset: D2EB60
Icon Palette: Pal 2
They are the same for both Ralts and the "empty slot", but the sprites are still different.
Thrace
October 20th, 2008, 05:48 AM
Sprite offset: D2DBC4
Back sprite: D2DE1C
Norm. Pallette: D2DDF4
Shiny Palette: D2E058
Icon Offset: D2EB60
Icon Palette: Pal 2
They are the same for both Ralts and the "empty slot", but the sprites are still different. In fact, changing the "empty slot"'s sprite offset to ANYTHING still produces the question marks.
Oh, its for Emerald. Yeah thats probably whats causing you trouble.
In Emerald the Pokemon have animations which are located elsewhere on the rom. You'll have to edit it manually. That means finding Ralts animation as well. In the .ini file it says that the Animations are found at 3187084 (dec).
Haowakeorden
October 20th, 2008, 05:55 AM
Oh, its for Emerald. Yeah thats probably whats causing you trouble.
In Emerald the Pokemon have animations which are located elsewhere on the rom. You'll have to edit it manually. That means finding Ralts animation as well. In the .ini file it says that the Animations are found at 3187084 (dec).Is there a tool out/planned to make this easier? If not, is there a guide available to perform this action?
G@mbit
October 20th, 2008, 12:02 PM
What is the problem if I want to open a ROM that I am hacking in overworld editor RE and is says: Error loading INI settings for this game
???
Zaangoose
October 20th, 2008, 07:31 PM
What is the problem if I want to open a ROM that I am hacking in overworld editor RE and is says: Error loading INI settings for this game
???
As it does with me. Help (us both)!
Infernal Contraption
October 20th, 2008, 08:15 PM
What is the problem if I want to open a ROM that I am hacking in overworld editor RE and is says: Error loading INI settings for this game
???It's most likely a ROM that OWE cannot read.
With some ROM hacks (such as Liquid Ocean), the author purposely edits the codebase of the ROM so that it is only playable with an emulator, and not editable through AdvanceMap, OverworldEditorRE, etc.
Zaangoose
October 20th, 2008, 08:31 PM
But mine was originally FireRed ROM, I made the hacking, no code-base editing involved, and it works w/ AM!
Infernal Contraption
October 20th, 2008, 08:35 PM
But mine was originally FireRed ROM, I made the hacking, no code-base editing involved, and it works w/ AM!Well, do you have the 'comctl32.ocx' file?
Zaangoose
October 20th, 2008, 08:47 PM
Yes, infact I do.
Please, help!
UltimateSephiroth
October 20th, 2008, 09:32 PM
Any hint about the location of the tilemap for world maps (in FireRed)? I know already where the tileset is (offset 003F0580 / unLZ #911 w/ deep scan), but as opposed to the title screen images, the tilemap was not right after the tileset.
I systematically checked nearly 500 raw data files (I skipped sprites which actually are images, and also skipped junk chunks looking too large to be a correct raw) and none of them matched. :(
This question has not been answered yet.
Champion Victoria
October 20th, 2008, 11:59 PM
Hi, my question involves switching animations for moves. I have FireRed 1.0 and would like to use the "Dragon Rage" animation with the move "Dragonbreath." I have hex editing software and all that but wouldn't know where to begin--is there a simple address that needs to be changed, and if so, what's that?
GoldFlareon
October 21st, 2008, 05:28 AM
I have two problems/questions needing to be answered.
1. How (if it is possible) can you edit Emerald's sprites? (Not the OWs.)
2. How do I figure out the Hex numbers of all Pokemon's cries? (So I can edit the script and put in cries)
Thanks.
Thrace
October 21st, 2008, 05:51 AM
Any hint about the location of the tilemap for world maps (in FireRed)? I know already where the tileset is (offset 003F0580 / unLZ #911 w/ deep scan), but as opposed to the title screen images, the tilemap was not right after the tileset.
I systematically checked nearly 500 raw data files (I skipped sprites which actually are images, and also skipped junk chunks looking too large to be a correct raw) and none of them matched. :(
This question has not been answered yet.
If you know where the tileset is the tilemap is usually the one after it. If not zel has uploaded one in M_X's World Map tutorial thread.
Hi, my question involves switching animations for moves. I have FireRed 1.0 and would like to use the "Dragon Rage" animation with the move "Dragonbreath." I have hex editing software and all that but wouldn't know where to begin--is there a simple address that needs to be changed, and if so, what's that?
No, the animation data pointers are not in the Attack Data table.
The only way I can think of doing it in an easy way is to give Dragonbreath all the properties of Dragon Rage and vice versa. Then you'll have swapped both attacks.
I have two problems/questions needing to be answered.
1. How (if it is possible) can you edit Emerald's sprites? (Not the OWs.)
2. How do I figure out the Hex numbers of all Pokemon's cries? (So I can edit the script and put in cries)
Thanks.
1. The same way you edit any sprite. Index it, load it in UNLZ, repoint and insert the image and pallete.
2. The cry numbers are the same as the Pokemon numbers.
EDIT: One more
Yes, infact I do.
Please, help!
You are trying to load an unsupported rom. Make sure that the rom has not been edited in anyway. If you can't figure it out yourself, reply with what rom it is that you are attempting to open.
¿TB Pro™
October 21st, 2008, 03:39 PM
Is it possible to make a character from one map move to another without a level script?
finleymon3000
October 21st, 2008, 08:34 PM
How do I edit the tiles in my ROM? Does anyone know any premade ones? I see a lot of similar tiles throughout ROM hacks...
Mages4ever
October 21st, 2008, 08:55 PM
Umm...
How do you make a script with multiple people moving at the same time?
I want to know how to.
Thrace
October 21st, 2008, 09:25 PM
How do I edit the tiles in my ROM? Does anyone know any premade ones? I see a lot of similar tiles throughout ROM hacks...
You are referring to rom bases which can be found here (http://www.pokecommunity.com/showthread.php?t=88876) and various other forums.
Otherwise here (http://www.pokecommunity.com/showthread.php?t=144054)is a good tutorial for inserting tiles yourself.
Umm...
How do you make a script with multiple people moving at the same time?
I want to know how to.
applymovement 0x[person1] [movement1]
applymovement 0x[person2] [movement2]
pausemove 0
If you are using XSE it would be waitmovement not pausemove. The person who has the longest number of movements needs to be placed last. You can also put as many as you want.
Mages4ever
October 21st, 2008, 11:48 PM
Thanks, so I think I'll be old school and use the old way.
Where do you put that script though?
Cex
October 22nd, 2008, 03:22 AM
Okay, this question was asked a while back, and it was answered, and I did what the answer was and it didn't work. So I have to ask again.
When I try to run A-Mart, I get a pop-up saying: "Component COMCTL32.OCX or one of its dependencies not correctly registered: a file is missing or invalid."
When this was last asked, the answer was to download the missing file. So I did that. I downloaded COMCTL32.OCX and put it in the directory of A-Mart, and it didn't work, so I tried putting it in the inis folder and that didn't work either.
So if that doesn't work, what can I do to make A-Mart work?
Thrace
October 22nd, 2008, 03:26 AM
Thanks, so I think I'll be old school and use the old way.
Where do you put that script though?
Uh, where ever you want it to go obviously.
Okay, this question was asked a while back, and it was answered, and I did what the answer was and it didn't work. So I have to ask again.
When I try to run A-Mart, I get a pop-up saying: "Component COMCTL32.OCX or one of its dependencies not correctly registered: a file is missing or invalid."
When this was last asked, the answer was to download the missing file. So I did that. I downloaded COMCTL32.OCX and put it in the directory of A-Mart, and it didn't work, so I tried putting it in the inis folder and that didn't work either.
So if that doesn't work, what can I do to make A-Mart work?
You need to make sure that it is in your System32 folder. If that doesn't work try this (http://support.microsoft.com/kb/146219) tutorial on how to manually register the file.
0m3GA AR$3NAL
October 22nd, 2008, 07:23 AM
just to put it out there... there is not a cyclont/ntme tilemap for the fire-red version game, so far as I know. If anyone can show otherwise, please do, cause this is something I wwould like to know the location of as well. ^-^
Thrace
October 22nd, 2008, 08:36 AM
just to put it out there... there is not a cyclont/ntme tilemap for the fire-red version game, so far as I know. If anyone can show otherwise, please do, cause this is something I wwould like to know the location of as well. ^-^
I'm not sure exactly what you are asking. Which tilemap are you referring to?
0m3GA AR$3NAL
October 22nd, 2008, 09:37 AM
I'm not sure exactly what you are asking. Which tilemap are you referring to?
Sorry, let me re-word this...
I do not think that there is a TileMap for the world Map from Pokemon Firered Version.
If there is, will some one please tell me where to find it, in unLZgba, deep-scan.
Dark Lakitu
October 22nd, 2008, 10:50 AM
O.o I swear there is one. Either it's there somewhere or I was using a different thing.
linkandzelda
October 22nd, 2008, 12:44 PM
there is one. its a prototype program called hurricane. i used it to do my world map on FR. it was canceled and then turned into NTME.
thanks in advance
link
Zaangoose
October 22nd, 2008, 02:38 PM
What's wrong with this script?
#dynamic 0x7219D0
#org @begin
lock
faceplayer
checkflag 0x200
if b_true goto @done
message @tutorial
boxset 0x5
compare LASTRESULT 1
if b_true goto @yes
else goto @no
release
end
#org @tutorial
= Hi!\nCould you please do me\pa favor?
#org @done
checkitemamount 0xC 0x1
if b_true goto @haven'tdonetask
else goto @donetask
setflag 0x200
release
end
#org @donetask
giveitem 0x155 0x1 0x0 0x0 0x0
message @thereugo
boxset 0x6
release
end
#org @yes
message @pressyes
giveitem 0xC 0x1 0x0 0x0 0x0
boxset 6
release
end
#org @no
message @pressno
boxset 6
release
end
#org @pressyes
= Great!\pI'd like you to give out\nthese \c\h01\h04flyers\c\h01\h02to a group\pof people called "The Mechamen". You can find them in Lightam City.\pNevermind why!\pYou shall be rewarded!
#org @pressno
= Okay, your loss[...]
#org @haven'tdonetask
= So, have you given "The\nMechamen" the flyers?\pNo?\p Well, hurry up, then!