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  #12501    
Old November 29th, 2009, 05:05 PM
Chicken Bones
Hacks 4 fun
 
Join Date: Nov 2009
Quote:
I want to know if it's possible to change the binary rom data with a script. (Change the hex value at E40500 to A3)
Quote:

Maybe you have to create an ASM to do that and call it with a script?

Please tell me the command or if it's ASM.
Quote:
Originally Posted by HackMew View Post
FYI, ROM means Read Only Memory. So it can't be changed through ASM (or a script or whatever).
Quote:
If you mean changing a value in the RAM during gameplay, then yes, there is a script command...
In XSE, it is called writebytetooffset

It is written like this...

writebytetooffset 0xoffset 0xvalue


Your offset would look like this...
writebytetooffset 0xE40500 0xA3

Keep in mind that the effects of this command are NOT permanent changes to the ROM, and if the areas in the RAM you changed, get cleared or changed by the computer, your changes will be erased. (Like if you change your player's OW with writeBytetooffset, then enter a building, your OW will change back to normal.)
Ok Here's what I wan't to do I'm adding an extra bit to a game (Not Overwriting) or at least trying to. I have a trainer sprite imported with UNLZ-GBA and an extra trainer with sydney's sprite. I know where the pointers are and how to change them but I wan't to know if it's possible to have a script that changes the bytes at the offset, battles the trainer then changes them back.

So change E40050 to A3 (change part of pointer) battle trainer with different sprite due to pointer change and change E40050 to 1F (change back).
  #12502    
Old November 29th, 2009, 05:44 PM
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Quote:
Originally Posted by lord_kratos View Post
Dude can u give me a direct link?Im using a very slow pc.XD
You should be more independent but here you go http://www.pokecommunity.com/showthread.php?t=193377


(I miss cello)
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  #12503    
Old November 29th, 2009, 07:30 PM
/Circa's Avatar
/Circa
a face in the clouds.
 
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I'm starting my hack with the maps of Sevii Island (FR) and I changed an indoor room, but then it changed other rooms aswell to the same thing, if I change them then the other ones the same get changed as well, is there a way I can stop this? Or do I have to keep creating new maps?
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dragging himself, forw
ard again, the pain has
still not diminished. E
ventually though, he e
merges inside a v
ery large room w

here everything about

the house

suddenly

changes.
  #12504    
Old November 29th, 2009, 10:53 PM
rokrdude's Avatar
rokrdude
POKEMON : SINNOH QUEST CREATOR
 
Join Date: Oct 2009
Gender: Male
I am having problems inserting backsprite of pokemon it always comes messed up
Frontsprite works perfectly

Someone said earlier that backprite should be shiny is he correct bcs i was trying normal back sprite

Also about going to previous pal for inserting backsprite is it previous pal of backsprite of pokemon given just after front sprite in ulza?
  #12505    
Old November 29th, 2009, 11:03 PM
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0m3GA ARS3NAL
Im comin' home...
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Quote:
Originally Posted by rokrdude View Post
I am having problems inserting backsprite of pokemon it always comes messed up
Frontsprite works perfectly

Someone said earlier that backprite should be shiny is he correct bcs i was trying normal back sprite

Also about going to previous pal for inserting backsprite is it previous pal of backsprite of pokemon given just after front sprite in ulza?
Yes, you need to upload the shiny pallet of a pokemon in order for the backsprite to look normal...
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  #12506    
Old November 30th, 2009, 06:17 AM
rokrdude's Avatar
rokrdude
POKEMON : SINNOH QUEST CREATOR
 
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Gender: Male
Sorry i still have problems inserting backsprite even after trying shiny pallets

Went at the position of the backsprite of pokemon
pressed previous pal
inserted shiny backsprite there and fixed pointers


Still backsprite messed up
Can anyone help???
  #12507    
Old November 30th, 2009, 08:11 AM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
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Quote:
Originally Posted by rokrdude View Post
Still backsprite messed up
Can anyone help???
Use Wichu's sprite pack


lord_kratos : It's not my ROM base to be exact xD
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  #12508    
Old November 30th, 2009, 08:29 AM
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Haku.
(FLAME)...H....A...K..U
 
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Can anyone tell me must i use setvar 0x8004 0x0 before every specials?
Note.// Using JPAN's patch.
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  #12509    
Old November 30th, 2009, 11:52 AM
Pokeboss
Beginning Trainer
 
Join Date: Sep 2009
Gender: Male
Hello, how to insert co/aa tileset on gba rom? Who can do the files.dib ...

Sorry I'm french and i talk a bad english
  #12510    
Old November 30th, 2009, 12:55 PM
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Pokepal17
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Join Date: Oct 2008
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Quote:
Originally Posted by xmouvelianx View Post
Can anyone tell me must i use setvar 0x8004 0x0 before every specials?
Note.// Using JPAN's patch.
Because some specials depend on the values in 0x8004 or store a value in 0x8004.
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  #12511    
Old November 30th, 2009, 01:13 PM
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Quote:
Originally Posted by Cirnos Servant View Post
I'm starting my hack with the maps of Sevii Island (FR) and I changed an indoor room, but then it changed other rooms aswell to the same thing, if I change them then the other ones the same get changed as well, is there a way I can stop this? Or do I have to keep creating new maps?
This used to happen to me back when I hacked ruby. I have an idea but I never tried it so its all theory. I think all the maps use differen't event offsets but same map offsets. so go to the map that is giving you the problems and replace the map's offset with free space(note this will make the map look weird and you will have to re make the map and you need to be in professional view not basic)
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  #12512    
Old November 30th, 2009, 02:34 PM
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Sonikku17
Wanderer
 
Join Date: Aug 2008
Age: 22
Nature: Impish
Just one question. Is there any way to predetermine the moves of a Pokemon obtained from a givepokemon/giveegg script? Thanks!
  #12513    
Old November 30th, 2009, 02:55 PM
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Pokepal17
More cowbell~
 
Join Date: Oct 2008
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Quote:
Originally Posted by Sonikku17 View Post
Just one question. Is there any way to predetermine the moves of a Pokemon obtained from a givepokemon/giveegg script? Thanks!
Both would require ASM, but since givepokemon will randomly egenrate stats as soon as the command is activated, it would take some complex ASM to find out. Same with an egge, but since the egg's stats are determined when it's given, not when it hatches, it would take easier ASM to display it's stats.
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  #12514    
Old November 30th, 2009, 08:40 PM
rokrdude's Avatar
rokrdude
POKEMON : SINNOH QUEST CREATOR
 
Join Date: Oct 2009
Gender: Male
How can we change the titlescreen of ruby?

Also is there any way of editing item icons ,any tools?
  #12515    
Old December 1st, 2009, 03:54 AM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by Pokepal17 View Post
Both would require ASM, but since givepokemon will randomly egenrate stats as soon as the command is activated, it would take some complex ASM to find out. Same with an egge, but since the egg's stats are determined when it's given, not when it hatches, it would take easier ASM to display it's stats.
The stats are randonly generated, but not the moves. And when you use a giveegg command the attacks cannot be inherited by any parents, hence they must follow some standard set, I think. Just like wild Pokémon. Either way, ASM is indeed required, but I'm wondering what would be useful for.
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  #12516    
Old December 1st, 2009, 04:49 AM
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Pokepal17
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Quote:
Originally Posted by rokrdude View Post
How can we change the titlescreen of ruby?

Also is there any way of editing item icons ,any tools?
Search in the documents and tutorials forum for a tutorial on editing the titlescreen in Ruby.

Sreach the toolbox forum for a tool made by Wichu, which can easily edit icons. Or look for them in a tile viewer. Or even use iconEd.
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  #12517    
Old December 1st, 2009, 05:20 AM
Kaikai
Togepi
 
Join Date: Nov 2009
Gender: Female
Is there a way to add a pokedex entry for the ?'s in RSE? I really added Munchlax into a Pokemon Ruby hack im making but i want it to be catchable.

So is there a way to add a pokedex entry for the ?'s?
  #12518    
Old December 1st, 2009, 05:33 AM
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Wichu
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As far as I know, there is no method yet. However, HackMew's been working on it, I think. It might take a while until it's finished, though.
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  #12519    
Old December 1st, 2009, 11:25 AM
rokrdude's Avatar
rokrdude
POKEMON : SINNOH QUEST CREATOR
 
Join Date: Oct 2009
Gender: Male
1) If a changed a attack using attack editor, how can i also change the onscreen effect of attack?

2)Is there a tool other than icon ed which can change ITEM icons not POKEMON icon
(I know there is wichus tool for changing pokemon icons)??
  #12520    
Old December 1st, 2009, 11:37 AM
Gamer2020's Avatar
Gamer2020
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Quote:
Originally Posted by rokrdude View Post
1) If a changed a attack using attack editor, how can i also change the onscreen effect of attack?
Not exactly sure what you mean. You CAN change the effects using Darthatron's (I think he is the one that made it idk my mind fails.) attack editor. If you want to add new effects it will require ASM.

Quote:
Originally Posted by rokrdude View Post
2)Is there a tool other than icon ed which can change ITEM icons not POKEMON icon
(I know there is wichus tool for changing pokemon icons)??
UnLz can change the Item icons. You can also use the item editor in the Snag'em thread to re-point them if you are to lazy to go through UnLz.
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I find it amusing how people my steal ideas and then claim to be the first one to do something.

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If you want a successor to PGE then download this: http://www.pokecommunity.com/showthread.php?t=311461

If someone can create a Pokémon colosseum remake with graphics and scripting that are very appealing to my eyes I will help them with implementing actual shadow Pokémon.
  #12521    
Old December 1st, 2009, 12:49 PM
Hoshiko Aki's Avatar
Hoshiko Aki
Avatar rules
 
Join Date: Oct 2008
Hello,

Does some own have a Patch or a Rom with have been patched with Jpan hacked fire red engery(or something like that) With's have extra OW slots and slots for extra Pallets?

I have try it by my self but it failed then. So if U got it can you send me a privet Messege or a profiel messege.

If this is not allowd sorry then. Btw Sorry for my bad English(i'm dutch)
  #12522    
Old December 1st, 2009, 12:57 PM
rokrdude's Avatar
rokrdude
POKEMON : SINNOH QUEST CREATOR
 
Join Date: Oct 2009
Gender: Male
If you want to add new effects it will require ASM.

Sorry but can u explain what is ASM?


Also i know how to add pokemon using unlz

Is adding item icons the same way i.e index the picture put in the place and correctly repoint the pointers
Can trainers images also be changed in the same way??
  #12523    
Old December 1st, 2009, 01:03 PM
Pokepal17's Avatar
Pokepal17
More cowbell~
 
Join Date: Oct 2008
Location: Steeltown
Age: 19
Gender: Male
Nature: Modest
Quote:
Originally Posted by rokrdude View Post
If you want to add new effects it will require ASM.

Sorry but can u explain what is ASM?


Also i know how to add pokemon using unlz

Is adding item icons the same way i.e index the picture put in the place and correctly repoint the pointers
Can trainers images also be changed in the same way??
ASM is the assmebly language a game was made in. :3
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  #12524    
Old December 1st, 2009, 01:17 PM
rokrdude's Avatar
rokrdude
POKEMON : SINNOH QUEST CREATOR
 
Join Date: Oct 2009
Gender: Male
1) I wanted to add pictures of some berries
i know how to add sprites of pokemon size should be 64*64
What should be the size for adding berries pallet??
also can it be added in same way as pokemon sprites are added using unlz and fsf?


2) Also is there a link from where i can get indexed pictures of all items(not pokemon)
available in d/p ?
  #12525    
Old December 1st, 2009, 02:12 PM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by rokrdude View Post
2) Also is there a link from where i can get indexed pictures of all items(not pokemon)
available in d/p ?
I posted all the items pictures months ago. Even if they come from HG/SS, all the D/P ones are still there. You can find it in the ROM Hacking Resources thread.
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