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chrunch chrunch is offline

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Showing Visitor Messages 181 to 195 of 851
  1. Velocity
    November 28th, 2013 11:29 AM
    hey man, i was looking at your progressing hack, Pokemon Cyan, i just wanted to say its looking great and im very excited for the completion of it! I am also a pokemon hack developer! i just have some basic questions that need answering tho and based on your Pokemon Cyan screenies, i figured you could help me. So i plan on also inserting a set of my own tropical looking tiles, but i dont know how to do it... please get back to me when you can about this because im eager to get the ball rolling with me hack and id like to start by the tile insertion, thanks in advance!
  2. karatekid552
    November 26th, 2013 04:01 AM
    Haha, thanks man!
  3. Shiny Quagsire
    November 19th, 2013 07:20 PM
    Shiny Quagsire
    Yes, once me and interdpth get a good alpha out. We're already pretty close with working map viewing and editing along with events and stuff.
  4. GoGoJJTech
    November 19th, 2013 03:39 AM
    Well it's the dns' fault, so the only thing you can do is avoid using it.
  5. Sideshow Bob
    November 18th, 2013 11:13 PM
    Sideshow Bob
    I see, maybe, Monochrome was my first pick and it sounds nice anyway. I might even find a different name... Just not sure what to call it. I'm pretty sure Celia ain't based off the U.K, because Caesare is... And dw, If I do happen to choose Cyan, I won't be stealing from you... Promise, it's just a name, really...
  6. Sideshow Bob
    November 18th, 2013 10:02 PM
    Sideshow Bob
    I see you're making a Cyan version... I'm planning on making paired versions, with my own Cyan version in it, they were going to be called "Scarlet" and "Cyan" versions, possibly different from your game and the original Scarlet... I'm not sure if I should, now that you are making Cyan.
  7. GoGoJJTech
    November 18th, 2013 01:14 PM
    This is an arrow on a warp (This is inside but you cannot have one outside):
  8. Shiny Quagsire
  9. avaramoon
    November 12th, 2013 09:47 AM
    Sent you a PM =)
  10. redriders180
    November 12th, 2013 06:49 AM
    The game reads a small table in the hex which starts at $3F1AA4, which is basically a list of location indices. The game knows when the locations for that map have ended, because it's terminated with 0xC5. Basically, 0xC5 marks the end of each table. Long, story short:

    ROM:083F1AA0 98 1A 3F 08 8F 90 91 96 97 98 99 9A AF B0 B9 C3
    ROM:083F1AB0 C5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    ROM:083F1AC0 00 00 92 93 9B 9C 9D 9E 9F A0 A1 A2 AE B1 B2 B5
    ROM:083F1AD0 C5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    ROM:083F1AE0 94 95 A3 A4 A5 A6 A7 A8 A9 AA AB AC AD B3 B4 B6
    ROM:083F1AF0 B7 B8 BA BB BC BD BE BF C0 C1 C2 C5 00 00 00 00

    Change the green colored values to 00 in a hex editor, and the red colored values to C5. The last C5 needs to stay there, or else the game will keep searching for the end of the table and never reach the end, or if it does reach the end, it would be in who knows where, reading all the bytes before it.
  11. redriders180
    November 10th, 2013 08:51 AM
    I wanted to send you some more info via PM, but you're all clogged up
    Quote originally posted by chrunch:
    Quote originally posted by redriders180:
    Quote originally posted by chrunch:
    Wow this is very helpful! I understand it a lot better now. Only problem is that I've looked and I can't find any tutorials for the player head movement.
    I don't remember if it's a tutorial, or somewhere in research and development. I have an idea about finding it though...

    Success! I found the information is at 0x3F2178. It goes in the same order as this list, starting from Pallet Town and ending at Celadon Dept Store. Each entry is four bytes, laid out like:

    [X coor] 00 [Y coor] 00

    Additionally, I found out more about which world map gets displayed for each map. A nice tutorial, courtesy of Mastermind_X, tells me that every location index less than the value at 0x0C0064 will use map 1, while an array of location indeces located elsewhere control the other three maps. If you have no plans to use the other three maps, set the byte at 0x0C0064 to C5 and you'll be set. Otherwise, consult this tutorial.
    Great! Now if you could just tell me how to use all that...
    Say for example if I wanted the 1-3 islands from the sevii islands to use map 1, but the rest to stay as they are. Which bytes do I edit? That tutorial is confusing me.
    My teaching senses are going crazy, so I need to explain >_<

    If you know how to find a location index, skip to the next part, otherwise open the World Map Editor once again:

    Whenever you select a name with the dropdown at either 9 or 10, the text entry box gets filled in with a number, right? This location is the location index. The lowest usable one in Firered, without hacking, is 0x58, which is the location for Cobalt Town in your hack. (Side note: Numbers 0x0 to 0x57 contain the location names of Ruby/Sapphire routes. I believe they exist so the game knows when a Pokemon came from Hoenn, because its location caught was less than 0x58. However, you can't use index numbers 0x0 to 0x57 in a world map, it shows up as blank.)

    The tutorial is confusing, since it details the entire process of finding it, so I'll point out the key parts.

    This basically has two useful points. The first reads:

    A short summary: All elements with a worldmapvalue below the value of the byte stored at $C0064 (in our case 0x8E) are automatically assigned to worldmap 0.
    Worldmapvalue is the location index. The game gets the index location, and if it's less than or equal to 0x8E, it displays the Kanto world map. Map Index 0x8E is the Power Plant, if you were wondering. The downside to this is that you must put all your first region stuff in one chunk of names. If you had a route with a name that used to be, say, EMBER SPA, you can't make it open the Kanto Map, unless you have every single name before it also be on the Kanto Map.

    So why do we set $C0064 (0x0C0064) to 0xC4? The highest location index in the game is the CELADON DEPT STORE, with location index 0xC4. This means that every single location index is less than or equal to it, and thus every map will show on the Kanto map.

    The second part goes into detail on how the second, third, and fourth maps are shown. I won't go into it, since you only want one map, but it's basically a list of location indeces for each additional map.

    Also, one final note: Navel Rock and Birth Island are special cases. If you notice, they don't show up on the map unless you've been there. Save these two locations for parts of the game you want to keep hidden. To reveal them, use setworldmapflag 0x8B5 for Navel Rock, and setworldmapflag 0x8C2 for Birth Island. These flags aren't shown on the World Map Editor, so I guess you're stuck with em
  12. Quinn
    November 9th, 2013 09:28 PM
    I seeee
  13. Dark Sonic
    November 9th, 2013 09:07 PM
    Dark Sonic
  14. Quinn
    November 8th, 2013 12:49 PM
    is your name from red vs. blue?
  15. Winter Wonderland
    October 30th, 2013 10:54 PM
    Winter Wonderland
    Just the beta to The Leola Project. I'll send you a link.

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