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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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  • Seen Feb 22, 2023
What you probably want to do is replace and clean every script when you are editing maps, except you really want them to be there. Most of the time people are editing the whole rom and have no interest in old scripts(Such as the parcel thingy)
You then want to write your own scripts to create events, quests, triggers, and so on and so on.
If you want to leave everything as it is you might get away with only deleting the scripts needed for the parcel which should not involve map scripts as i suppose(You want to get rid of them anyways, just look into the advanced header view of advance map)

~SBird

Edit: Whoa, my browser did not show me the last page but it seems the answer has already been given, epic fail
 
25
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  • Seen Feb 21, 2018
To know which Var numbers to use, I recommened using this link.

http://www.pokecommunity.com/showpost.php?p=7563059&postcount=24067

What I do is I keep track of every flag and variable I use, so I never reuse the same ones.


yeh i keep a list too pretty useful :)... ur link mainly tells me what not to use >.< bt this seems a little more conclusive http://www.pokecommunity.com/showthread.php?t=302347 bt thanks anyways :)... so does that mean var numbers for scripts like level scripts are the same as vars u use in person event scripts eg. 0x4000 0x0??
 
215
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yeh i keep a list too pretty useful :)... ur link mainly tells me what not to use >.< bt this seems a little more conclusive http://www.pokecommunity.com/showthread.php?t=302347 bt thanks anyways :)... so does that mean var numbers for scripts like level scripts are the same as vars u use in person event scripts eg. 0x4000 0x0??

Yes that is correct :)

A varuable is a variable no matter what, you can use 0x4000 0x0 for a person script but then you can use 0x4000 0x1 for a level script if you want (as long as it doesn't interfear with the other script that you wrote.)
 
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oh alright thanks :)

also in that link i posted, it says free safe flags are 200-2FF
this may seem like a stupid question bt i dnt rely know how to count that
so its 200-209 then 20A-20F... what comes next??

isit 2A1-2A9, then 2AA-2AF?? or isit something else? im confused >.<
 

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
2,475
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11
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oh alright thanks :)

also in that link i posted, it says free safe flags are 200-2FF
this may seem like a stupid question bt i dnt rely know how to count that
so its 200-209 then 20A-20F... what comes next??

isit 2A1-2A9, then 2AA-2AF?? or isit something else? im confused >.<

200 201 202 203 204 205 206 207 208 209 20A 20B 20C 20D 20E 20F 210 211 212.....
Hex btw
 
215
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  • Seen Jul 14, 2020
oh alright i get it, thanks :)

Just to let you know, this is an easy way to think of it.

In the world of video games, everything is in binary, and so all every little bit, (0x1, 0x2 ,0x3) is broken down into (0 0 0 0). There are 16 possibilities for those 0's to mix with 1's. (meaning we can have (0 0 0 1, 0 0 1 0, 0 0 1 1, 0 1 0 0 ... ). So that means every value can count up to 16.

So it would go like 0x0, 0x1, 0x2, 0x3, 0x4, 0x5, 0x6, 0x7, 0x8, 0x9, 0xA, 0xB, 0xC, 0xD, 0xE, 0xF

There is 16 opptions there.

Just imagin for every diget there are 16 possiblities. That's how I see it anyway. It makes understanding flags and variables a little bit easier I find.
 

miksy91

Dark Energy is back in action! ;)
1,480
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15
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Didn't come here to run you down or anything, but just to confirm what is false about what you said. :)

Just to let you know, this is an easy way to think of it.

In the world of video games, everything is in binary, and so all every little bit, (0x1, 0x2 ,0x3) is broken down into (0 0 0 0). There are 16 possibilities for those 0's to mix with 1's. (meaning we can have (0 0 0 1, 0 0 1 0, 0 0 1 1, 0 1 0 0 ... ). So that means every value can count up to 16.

So it would go like 0x0, 0x1, 0x2, 0x3, 0x4, 0x5, 0x6, 0x7, 0x8, 0x9, 0xA, 0xB, 0xC, 0xD, 0xE, 0xF

There is 16 opptions there.

Just imagin for every diget there are 16 possiblities. That's how I see it anyway. It makes understanding flags and variables a little bit easier I find.
Every hexadecimal digit (0, 1, 2, ..., D, E, F) is described in binary with 4 bits.

Code:
binary = hex (dec)
---------------------
0000 = 0
0001 = 1
0010 = 2
0011 = 3
0100 = 4
0101 = 5
0110 = 6
0111 = 7
1000 = 8
1001 = 9
1010 = A (10)
1011 = B (11)
1100 = C (12)
1101 = D (13)
1110 = E (14)
1111 = F (15)

Now if we for example wanted to describe the hexadecimal number 6B in binary, that would be:

Code:
binary = hex (dec)
---------------------
0000 = 0
0001 = 1
0010 = 2
0011 = 3
0100 = 4
0101 = 5
[B][I]0110 = 6[/I][/B]
0111 = 7
1000 = 8
1001 = 9
1010 = A (10)
[B][I]1011 = B (11)[/I][/B]
1100 = C (12)
1101 = D (13)
1110 = E (14)
1111 = F (15)
0110 1011

That is how you convert between hexadecimal and binary easily.
 

Marohak

Asker of Dumb Questions
25
Posts
10
Years
Hey Guys.
I'm Hacking Fire Red and I'm running Windows 7

Question 1.
I'm struggling to index Trainer Sprites.
I want to use some Gen IV and Gen V trainer sprites and also a couple custom ones.

Where can I either get a Windows 7 Sprite indexing tutorial and/or has someone indexed Gen IV/V trainer sprites already?

Question 2.
Is it possible to use Gen IV/V overworlds?

Thanks Guys
 

karatekid552

What happens if I push it?....
1,771
Posts
11
Years
Hey Guys.
I'm Hacking Fire Red and I'm running Windows 7

Question 1.
I'm struggling to index Trainer Sprites.
I want to use some Gen IV and Gen V trainer sprites and also a couple custom ones.

Where can I either get a Windows 7 Sprite indexing tutorial and/or has someone indexed Gen IV/V trainer sprites already?

Question 2.
Is it possible to use Gen IV/V overworlds?

Thanks Guys

1) Indexing is super easy. My favorite tool is gimp. Just change the mode of the the image to indexed (in the top 'image' menu). Reduce it to 16 colors (there will be a prompt), and then, right-click on the image itself, go down to 'colors' and then 'rearrange colors' (or something of that nature, and drag the bg color into the first slot. Then export. Not terrible.

2) Yes. NSE Classic is the tool to insert them, and you can probably find the sprites themselves in Spriter's Resource or by doing a little NARC exploring and ripping them yourself (it isn't hard, and was one of the very first things I did in rom hacking).
 

Rezordaxx

Asks many questions!
290
Posts
10
Years
Hi,

if got 2 annoying errors in my rom and i dont know how to fix them!

if someone can help i would appriciate it.

error 1 :

l2xj.png


i have tried everything !
and i dont know how to fix it...

error 2

qru.PNG


The menu bar is all messed up.

i have tried everything i know to fix these errors.

and i am a noob i know.
but thats why i ask for help..

greets,

(my english can be bad)

Dont know why the second image is so big :S
 
Last edited:

kearnseyboy6

Aussie's Toughest Mudder
300
Posts
15
Years
  • Seen Jun 22, 2019
Anyone know how to find the location of the behavior scripts? I'm using JPAN's engine and the pointers are not at 1A3000. SO I would like to manually find them.
 

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
2,475
Posts
11
Years
Hi,

if got 2 annoying errors in my rom and i dont know how to fix them!

if someone can help i would appriciate it.

error 1 :

l2xj.png


i have tried everything !
and i dont know how to fix it...

error 2

qru.PNG


The menu bar is all messed up.

i have tried everything i know to fix these errors.

and i am a noob i know.
but thats why i ask for help..

greets,

(my english can be bad)

Dont know why the second image is so big :S

Ok, 1 you find the palette in the rom and change it to your sprite's colors.
2. You probably overwrote old data thus corrupting your ROM. Remember, always repoint to free space after 720000

Anyone know how to find the location of the behavior scripts? I'm using JPAN's engine and the pointers are not at 1A3000. SO I would like to manually find them.

The behavior scripts? Like the ones that display messages? Either way, just search for those bytes that are usually there in a normal rom and find them in your rom.
 
Last edited:

Rezordaxx

Asks many questions!
290
Posts
10
Years
Ok, 1 you find the palette in the rom and change it to your sprite's colors.
2. You probably overwrote old data thus corrupting your ROM. Remember, always repoint to free space after 720000.

I allready changed the palette to my sprites colors with APE but still the same
can you be more specific about number 2 pls?

Thanks,
 
Last edited:

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
2,475
Posts
11
Years
I allready changed the palette to my sprites colors with APE but still the same
can you be more specific about number 2 pls?

Thanks,

2: When working on your ROM, use space after 720000. Anything before that is used by gamefreak, so if you use it, you get these corruptions in your ROM
 

Rezordaxx

Asks many questions!
290
Posts
10
Years
2: When working on your ROM, use space after 720000. Anything before that is used by gamefreak, so if you use it, you get these corruptions in your ROM

Okay I use everything over 800000 so i think that isnt the problem.

it was there out of nothing..
do you know if i can find that bar thingy in unlz.GBA?
so i can delete or fix it or something?
 

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
2,475
Posts
11
Years
Okay I use everything over 800000 so i think that isnt the problem.

it was there out of nothing..
do you know if i can find that bar thingy in unlz.GBA?
so i can delete or fix it or something?

It might not be fixable by unlz or other tools since it's stuck in gamefreak's code. I've seen this happen before, but that's after using offsets that don't unclude FF's
 

Le pug

Creator of Pokémon: Discovery / Fat Kid
870
Posts
10
Years
How do I change Professor Birch of Pokemon Ruby to a different image and palette? He doesn't have a UNLZ number and tile molester doesn't seem to be working
 
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