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Showing Visitor Messages 796 to 810 of 1306
  1. karatekid552
    August 31st, 2013 03:56 PM
    karatekid552
    Why would you plus 1? I wrote it using ARM.....





    jk, thanks, I'll look at it.XD
  2. Le pug
    August 31st, 2013 03:36 PM
    Le pug
    I know, I use FSF and don't actually use 900001
  3. Le pug
    August 31st, 2013 02:55 PM
    Le pug
    so you're saying that i should have a separate offset like 900001 for example and put it in palette offset both times?
  4. karatekid552
    August 31st, 2013 02:35 PM
    karatekid552
    I have both patches in drop box if you want. So, here is the link:

    ANTI-Patch: https://www.dropbox.com/s/0xoju5lmx945wvq/JPAN%20Patch%20REMOVER.ips

    Patch: https://www.dropbox.com/s/uaubcxmh4p9cuby/JPAN%20save_block_recycle.ips

    I know you already have the second one, but whatever:p.

    After you repoint the table and apply those, then make sure it works. If it does, finally, go and insert the your ASM for the OW hack, then send it back so I can debug it and find the issue.
  5. Le pug
    August 31st, 2013 02:24 PM
    Le pug
    I am checking auto fix pointers, isn't that what you're suppose to do?
    The steps I take (I do the first window first, hit okay, then write to rom again then second window):

  6. karatekid552
    August 31st, 2013 12:42 PM
    karatekid552
    ......Not the engine. Just a patch that reverts the save block hack. See what kind of data is A00000. If it is a script or an image, it will be super easy to move.
  7. karatekid552
    August 31st, 2013 08:30 AM
    karatekid552
    Okay, so I created an anti-patch for JPAN's hack in order to completely remove it. Then, I repatched and it worked fine. I know that this corrupts some of your data because you had things stored there. This was merely a test to see if I could get it working. After thinking for a bit, I realized what went wrong. When I said the ASM was placed at 0xA00000, I meant that the ASM started there. However, there were multiple routines at that location, one right after the other. I'm not 100% sure which routines were where, but I know that they were all at that offset, but with different starting pointers.

    I'd say, let's repoint the data that you had at 0xA00000 originaly, then apply the anti-patch, and then the standard patch. This will be much easier then trying to move ASM around.
  8. Le pug
    August 30th, 2013 07:04 PM
    Le pug
    okay perhaps you can tell me what i am doing wrong then. i go to the sprite number ,in this case it is 1293.. i import my image, grab a free offset and write to rom.. put that offset in image offset only, and click okay with export palette and auto abort if new data is bigger. then i write to rom again with same offset in image offset and this time i have auto abort if new data is bigger, export image and auto fix pointers selected... ptr is changed blah blah and then i go into the game, see it's a different palette... go to new palette with same colors, i import same image and do the same steps as before for a different and new offset... what do i do that i am doing wrong to keep it from resetting
  9. Le pug
    August 30th, 2013 06:05 PM
    Le pug
    This is starting to piss me off... I'm changing the hero sprites front and back for both boy and girl... and one of them will have different colors.. so i'll go to the palette that the colors are on and i'll import my image and save it to a 900000+ offset and it'll work in the game.. but then it'll reset the other hero image to a different palette color (so if the hero back sprite works, it'll change the hero front sprite.. vice versa)
  10. Dark Sneasel
    August 30th, 2013 11:59 AM
    Dark Sneasel
    Ah I see. Then I guess I'll start hacking FR after the Sapphire hack I'm making.. thanks for that list
  11. Le pug
    August 30th, 2013 11:40 AM
    Le pug
    Is there an easier way to change the hero's battle sprites? I tried using UNLZ.gba since advanced series pokemon sprite editor is for pokemon only and when I did, I followed a step by step for a pokemon insertion which works fine if it's a pokemon but when i do it for trainers, the trainer is different colors.


    ahh i see.. it changed it to a different palette, just two away.. so i clicked next pal twice and found the same pic as in game and replaced that one too and it works.
  12. Dark Sneasel
    August 29th, 2013 07:16 PM
    Dark Sneasel
    Ah I see. I prefer RS because the people in FR LG look too thick for me xD. But yeah I noticed that some programs that I had for Ruby didn't work for Sapphire. I quit Ruby after I had a hack that messed up that was into like the third gym so I got mad and decided to go with Sapphire.
  13. Dark Sneasel
    August 29th, 2013 07:07 PM
    Dark Sneasel
    What's so bad about Sapphire? I realized changing the title screen was harder a while ago but oh well, that's the only difference I see... are there any others?
  14. Le pug
    August 29th, 2013 05:25 PM
    Le pug
    I tried changing it in 1.92, got the pointer error.. then opened 1.95 and everything worked. I have another question as usual lol.. for several tileset 2s palettes, I'm getting the error "Export of this palette is not possible; there are multiple entries for the same color in this palette." Do you know how to fix this?

    edit nvm i found out what that i just needed to change colors that were matching in the palette
  15. Le pug
    August 28th, 2013 02:47 PM
    Le pug
    fire red may be a more popular choice for tools and what not, but it doesn't have the tilesets I want and need. And when I try to insert a tileset from ruby to fire red, it'll give me the resize error saying that the sizes are off then I'll have to trim some tiles.. and even then most times it doesn't work and won't insert.

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