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  • Yo, Darthatron. It's 2013, and the last I've seen or heard of you was in 2008. Given the circumstances, it's likely that I won't be hearing anything back. But, if by some miracle you're still active, I need your help.

    You see, I'm working on a Pokemon Fire Red hack, and I downloaded your wonderful program Poke Edit Pro to work on it. Recently, I made the foolish mistake of playing around and adding a new attack table with an offset of 000000, and now the ROM won't work. I tested this out with another, brand-new Firered ROM, And I tried the same thing and it didn't work either. I have backups of the ROM from before I added the attack table, and they work. From these conclusions, I'm 100 percent certain that it's the attack table that makes the ROM not work.

    Any advice on how to fix this? How can I delete the attack table? Can I at least export the good ROM data? There are "import" and "export" buttons, but they're greyed out.

    Please help. I put my heart and soul into this hack.
    Hi, I noticed a problem with your attack type editor. For example, on Fire Red, if I edit Dragon attacking Dragon defending from "super effective" to "normal" and then save and reload, it permanently changes to normal and I can't change it again. I also can't change anything that's set to normal. Do you have a newer version? If not, please tell me the offsets so I can change things manually with a hex editor.
    Hi,

    Can I translate your hack tools to arabic language? and can you please give me link for all your tools?
    currently I'm working on YAPE v0.9 :)

    thanks 3>
    Can I have a copy of the commented code for Animating the FR Titlescreen? Pretty please?
    Hi Darthatron!

    Would you mind setting a new chat meeting for the Graphicers and Storyliners possibly tomorrow and announce it on the thread?

    Would be really appreaticed :>

    Anbuja~
    Thank you for your TM compatibility editor, which smartly loads TM names from the ROM instead of static ones. It's the only one I found; I was beginning to worry I would actually have to do something on my own D;
    Yeah, it made sense. I was searching using the N-Sprite #s instead of the numbers in Advance Map. Thanks again!
    Oh, and special 0x173 activates each of those overworlds, when 0x8004 = 0 then it changes Oak's entries (the one's I've used) and when 0x8005 = 1 then it activates the second (horizontal) overworld in that list, 0x8005 = 0 activates the first one in the list, and so on.
    Okay, so I'm hacking the Fame Checker, and I've managed to change the graphics and text, but I can't find a list of the overworlds that are displayed in the checker (check this video to see what I mean). I've tried searching for the overworld numbers and everything, but I can't seem to find it. I'm thinking it might be controlled by the ASM routine itself.

    Here are the offsets I used to edit the text:
    0x812DF48: This points to a list of offsets which point to the list down the side of the fame checker (I changed it to say Glitches in that video, normally it says OAK, DAISY, LT. SURGE etc.)
    0x845F89C: This is a table that points to the small text in the little boxes, words like CLIFFSIDE NEAR in the hacked version I showed in the video.

    Of course, these are all just text strings so I don't think they have an impact on the overworlds, but maybe it will help us to locate the actual data.

    Thanks for the help ;)
    After a quick pokecommunity tutorial, I learned how to use the create cheat feature in vba. The map type is stored at 0203732F in Emerald.
    After a quick youtube tutorial, I learned how to use the create cheat feature in vba. The map type is stored at 0203732F in Emerald. Time to port your routine over!
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