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  #176    
Old May 1st, 2011, 06:53 PM
deoxys121's Avatar
deoxys121
White Kyurem Cometh
 
Join Date: Dec 2010
Location: Flat Rock, MI, United States
Age: 23
Gender: Male
Nature: Calm
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Advertise here
These icons of all 156 Unova Pokemon are in 32x64 BMP format. They can be easily inserted using Advanced Pokemon Icon Editor from Wichu's Advanced Series. I created them by downloading animated GIF icons from this page: http://es.pokemon.wikia.com/wiki/Cat...eneraci%C3%B3n
I then extracted the frames using GiftedMotion, and then put them together in 32x64 bitmaps. All but the Shelmet icon work perfectly with auto-transparency turned off in the program (have it turned on for Shelmet). Please give me credit in one way or another if you use these.
Attached Files
File Type: zip Unova Pokemon Icons.zip‎ (80.2 KB, 338 views) (Save to Dropbox)
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  #177    
Old May 4th, 2011, 07:13 AM
deoxys121's Avatar
deoxys121
White Kyurem Cometh
 
Join Date: Dec 2010
Location: Flat Rock, MI, United States
Age: 23
Gender: Male
Nature: Calm
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Quote:
Originally Posted by voymike View Post
will anyone complete the Black and White Sprites ? (resizing and indexing)
Here they are as used in my hack. They do not include alternate forms, such as male/female Frillish, Jellicent, and Unfezant, seasonal Deerling and Sawsbuck, or Aria/Pirouette Meloetta. Some are better quality than others. Modify them if you like before use. Just make sure to give me credit.
Attached Files
File Type: zip Unova Sprites.zip‎ (266.4 KB, 301 views) (Save to Dropbox)
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  #178    
Old May 7th, 2011, 04:51 PM
BlazingMagmar
Beginning Trainer
 
Join Date: Feb 2009
Gender:
Hi everyone, i have been working on this for quiet a while now, i have been making a pokemon sapphire upgrade, in this upgrade will have new sprites from 4th/5th gen games and i though i would share them with you since im sure a huge majority of you need quality sprites. So far all of the 3rd gen pokemon are done (front and back) , some of the first gen are done but mostly the backsprites are done so only a few are in this file.

Here ya go,(PLZ CREDIT ME IF THEY ARE USED)
unlz gba sprites.rar

btw i spend hours trying to get these to be top-notch quality (im a perfectionist)

Im also taking requests for sprites so pm if your interested. :D

NOTE: some of these sprites may be too big in unlz.gba so dont forget to repoint their sprite address when inserting.
  #179    
Old May 29th, 2011, 08:47 AM
Skara's Avatar
Skara
THIS. IS. SEMPITERNAL.
 
Join Date: Dec 2008
Location: Manchester, England
Age: 19
Gender: Male
Nature: Timid
-Unova Pokemon Icons
-Unova Pokemon Sprites
-Unova Pokemon Cries

All ready to be inserted into a hack.
Attached Files
File Type: rar Unova Cries.rar‎ (1.81 MB, 326 views) (Save to Dropbox)
File Type: rar Unova Sprites.rar‎ (264.4 KB, 416 views) (Save to Dropbox)
File Type: rar Unova Icons.rar‎ (62.8 KB, 270 views) (Save to Dropbox)
__________________
I'VE LEFT THIS ACCOUNT. Here is my new profile

Last edited by Skara; May 29th, 2011 at 09:18 AM. Reason: Don't be a mini-mod; just report it next time.
  #180    
Old June 15th, 2011, 04:24 AM
Nintendork15
I'm gone. Bye.
 
Join Date: Feb 2009
Location: Undertaker. Co.
Age: 20
Gender: Male
Nature: Naughty
http://www.sendspace.com/file/1i7qv1
I have extracted all the midi's and pokémon cries and sound effect (?) from Pokémon black and white (:
Credit if used and PM me if the link doesnt work anymore.
__________________
gone.
  #181    
Old June 28th, 2011, 10:14 PM
Zorooinowa
Beginning Trainer
 
Join Date: May 2011
Gender: Male
Here are my resized overworlds .. :D
Feel free to use them ..
Attached Images
File Type: png Overworlds.png‎ (61.2 KB, 537 views) (Save to Dropbox)
  #182    
Old July 2nd, 2011, 03:35 AM
Tetra's Avatar
Tetra
faraway island
Community Supporter
 
Join Date: Sep 2009
Location: England, UK
Gender: Male
Nature: Quiet
Ok, so i've made a backsprite for Hilbert, the male character in B/W.
Here it is: Give credit to me if used.
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paired to Nathan
  #183    
Old July 9th, 2011, 08:56 AM
Kevin's Avatar
Kevin
kevin del rey
Community Supporter
 
Join Date: Jul 2010
Location: Virginia
Age: 15
Gender: Male
A ROM Base I created... Credit:
Destiny Demon/Soul - ROM Base
Minorthreat - Tiles
Calis Projet - Tiles

A screenshot:
Attached Files
File Type: ips Calis Project.ips‎ (12.5 KB, 80 views) (Save to Dropbox)
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  #184    
Old July 11th, 2011, 05:13 AM
Wesley FG's Avatar
Wesley FG
 
Join Date: Oct 2008
Location: Brazil
Gender:
Nature: Adamant
PACK OF SPRITE (MORE 800 SPRITERS B/W)

CHARACTERS:
  • Spriters 1°, 2°, 3°, 4° and 5° Generation
  • Spriters Front/ Back
  • Spriters Indexed
  • Spriters Resize 64x64, all in format gba
  • Aprox. 800 Spriters

Download

Give Credit for ME (WesleyFG)
__________________
My Devianart:http://wesleyfg.deviantart.com/
  #185    
Old July 28th, 2011, 09:42 AM
Spherical Ice's Avatar
Spherical Ice
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Join Date: Nov 2007
Location: UK
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So! I recently posted a list of movements, animations, pokemon, items, specials, etc. on another forum from lists I've compiled around the net/from my own research. To make things easier, I made a few XSE std files. While XSE's ordinary std file has some specials, stdspecial.rbh includes a lot more, and stdani is completely new in that it has a handful of animations for you to use.

Attached Files
File Type: zip stdani and stdspecial.zip‎ (500 Bytes, 145 views) (Save to Dropbox)
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  #186    
Old July 30th, 2011, 03:16 AM
link491's Avatar
link491
 
Join Date: Dec 2009
Gender: Male
Current version: v1.5

I WOULD use more B/W tiles but a lot of them dont appeal to me, im too lazy to make my own in that style, i suck at ripping and i cant seem to find any anyway! if ya want this to change, you can pm me here or at PHO!

Woah! unexpected update! it now features an HG/SS like text box, LOTS of ds graphics from the various games, including some indoor tiles, and an improved charizard sprite for the title screen! If there are any ideas you guys have for me to make it better for the final release, please, by all means tell me with a reply to this thread or a pm!


Ok, so recently, i have gotten pretty skilled at inserting tiles, so i put together a ROM Base for FIRE RED... i like it a lot so i figured id release it to the public... so i give you...

link491's DS ROM Base
*For FIRE RED

Description
Basically what it is, is a rom base for fire red that is full of tiles from d/p/pt, hg/ss, b/w (eventually), and any other tiles that i thought would fit nicely! it's free to use but i would like credits for making it and credit given to the tiles creators if you use it in a hack...

Screenshots
im going to be updating these whenever there is a new release...


I'm the king of the hill!


Hello HG/SS Text Boxes!

Dont worry, the NES wasn't replaced. Both tiles are there for your use!


Downloads
What? you want to download this fabulous bit of hacking material?
well then, im flattered! here is the download link:

current version: 1.5: http://www.mediafire.com/?tdmis6bwscwfa7j

Credit Goes To...
Nintendo for the HH/SS text box!
shinylugia249 for the HG/SS style mountain tiles and the mailbox!
Green Charizard for the D/P tile rips (trees, sign, grass)
Nitro12345 for the indoor blue carpet tile
kyledove and speed for the indoor tiles

Last edited by link491; August 10th, 2011 at 07:04 AM. Reason: HUGE Update!
  #187    
Old August 8th, 2011, 09:07 PM
M.L's Avatar
M.L
Busy atm
 
Join Date: Oct 2010
Gender: Male
Yea new rombase haha dont we see enough of these anyways here it is new well everything (i have only done the first town)

i used alot more B/W style tiles and did a complete revamp so yea sorry but no animations

lol credits go to calis project
alucas
alistair
(if i missed someone please tell me)
me.(i did alot pf edits aswell)

how does it look
Spoiler:
Attached Files
File Type: ips rom base.ips‎ (26.7 KB, 169 views) (Save to Dropbox)
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Fluffy
  #188    
Old August 22nd, 2011, 12:37 AM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
I suspect that it will be easier to find this resource here than where I originally posted it.

The following ASM code, when called from a FireRed script using callasm, will allow you to generate what I call a "secondary box". A secondary box is the alternate message box used by the showcoins and showmoney commands -- a box that accepts two strings, and that can be displayed at any position on-screen with any size. It can be displayed right alongside a standard scriptable message box, without either box overwriting or forcibly closing the other.


I shall provide a basic XSE script to demonstrate how you would call it, along with the ASM code that you will need to compile and then insert into your ROM.

Script:
Spoiler:
Code:
#dynamic 0x800000

#org @start
lock
loadpointer 0x0 @sHeader // Header text
loadpointer 0x1 @sBody // Body text
setvar 0x8000 0x0003 // X -- single-byte! (0x01 = 8px)
setvar 0x8001 0x0001 // Y -- single-byte!
setvar 0x8002 0x000A // Width -- single-byte!
setvar 0x8003 0x0002 // Height -- single-byte!
callasm 0x8780001 // Change this to wherever you place the ASM

msgbox @sStandard 0x2 // just as a demonstration.

hidecoins 0x00 0x00 // hides secondary boxes.
release
end

#org @sHeader
= HEAD

#org @sBody
= BODY

#org @sStandard
= STANDARD


And the assembly code:
Spoiler:
Code:
.align 2
.thumb

SHOWCOINS:
push {lr}
push {r0-r7}
ldr r5, SCRIPT_VAR_8000
ldrh r5, [r5]
ldr r4, SCRIPT_VAR_8001
ldrh r4, [r4]
ldr r0, UNKNOWN_DATA_0
ldr r1, SHOWCOINS_UNK_1
bl CALL_R1
lsl r0, r0, #0x10
lsr r0, r0, #0x10
cmp r0, #0x1
beq SHOWCOINS_RETURN
mov r1, r5
mov r2, r4
bl SECONDARY
b SHOWCOINS_RETURN

SHOWCOINS_RETURN:
pop {r0-r7}
pop {pc}



SECONDARY:
push {lr}
push {r0-r7}
add sp, #-0x20
mov r6, r0
mov r4, r1
mov r3, r2
lsl r4, r4, #0x18
lsl r3, r3, #0x18
mov r0, #0x80
lsl r0, r0, #0x11
add r4, r4, r0
lsr r4, r4, #0x18
add r3, r3, r0
lsr r3, r3, #0x18
ldr r0, SCRIPT_VAR_8002
ldrh r0, [r0]
str r0, [sp]
ldr r0, SCRIPT_VAR_8003
ldrh r0, [r0]
str r0, [sp, #0x4]
mov r0, #0xF
str r0, [sp, #0x8]
mov r0, #0x20
str r0, [sp, #0xC]
add r0, sp, #0x10
mov r1, #0x0
mov r2, r4
ldr r4, UNKNOWN_FUNCTION_0
bl CALL_R4
ldr r0, [sp, #0x10]
ldr r1, [sp, #0x14]
str r0, [sp, #0x18]
str r1, [sp, #0x1C]
ldr r4, UNKNOWN_DATA_1
add r0, sp, #0x18
ldr r5, UNKNOWN_FUNCTION_1
bl CALL_R5
strb r0, [r4]
ldrb r0, [r4]
mov r1, #0x0
ldr r2, UNKNOWN_FUNCTION_2
bl CALL_R2
ldrb r0, [r4]
ldr r5, UNKNOWN_FUNCTION_3
bl CALL_R5
ldrb r0, [r4]
ldr r5, UNKNOWN_DATA_2
mov r1, r5
mov r2, #0xD0
ldr r3, UNKNOWN_FUNCTION_4
bl CALL_R3
ldrb r0, [r4]
mov r1, #0x0
mov r2, r5
mov r3, #0xD
ldr r6, UNKNOWN_FUNCTION_5
bl CALL_R6
ldrb r0, [r4]
ldr r2, SCRIPT_BANK_0
ldr r2, [r2]
mov r3, #0x0
str r3, [sp]
mov r1, #0xFF
str r1, [sp, #0x4]
str r3, [sp, #0x8]
mov r1, #0x2
ldr r7, UNKNOWN_FUNCTION_6
bl CALL_R7
mov r0, r6
bl SECONDARY_LOAD_BODY
add sp, #0x20
pop {r0-r7}
pop {pc}



SECONDARY_LOAD_BODY:
push {lr}
push {r0-r7}
add sp, #-0xC
mov r1, r0
ldr r0, BUFFER_RAM_OFFSET
mov r2, #0x1
mov r3, #0x4
ldr r6, UNKNOWN_FUNCTION_7
bl CALL_R6
ldr r4, STRING_RAM_OFFSET
ldr r1, SCRIPT_BANK_1
ldr r1, [r1]
mov r0, r4
ldr r6, BODY_STRING_LOADER
bl CALL_R6
mov r0, #0x0
mov r1, r4
mov r2, #0x0
ldr r6, UNKNOWN_FUNCTION_8
bl CALL_R6
ldr r1, UNKNOWN_DATA_1
ldrb r1, [r1]
mov r3, #0x40
sub r3, r3, r0
lsl r3, r3, #0x18
lsr r3, r3, #0x18
mov r0, #0xC
str r0, [sp]
mov r0, #0x0
str r0, [sp, #0x4]
str r0, [sp, #0x8]
mov r0, r1
mov r1, #0x0
mov r2, r4
ldr r6, UNKNOWN_FUNCTION_6
bl CALL_R6
add sp, #0xC
pop {r0-r7}
pop {pc}

CALL_R1:
bx r1
bx lr

CALL_R2:
bx r2
bx lr

CALL_R3:
bx r3
bx lr

CALL_R4:
bx r4
bx lr

CALL_R5:
bx r5
bx lr

CALL_R6:
bx r6
bx lr

CALL_R7:
bx r7
bx lr

.align 2
SCRIPT_BANK_0:
.word 0x03000F14

SCRIPT_BANK_1:
.word 0x03000F18

SCRIPT_VAR_8000:
.word 0x020370B8

SCRIPT_VAR_8001:
.word 0x020370BA

SCRIPT_VAR_8002:
.word 0x020370BC

SCRIPT_VAR_8003:
.word 0x020370BE

UNKNOWN_DATA_0:
.word 0x0809D6D5

UNKNOWN_DATA_1:
.word 0x02039A28

UNKNOWN_DATA_2:
.word 0x0000021D

SHOWCOINS_UNK_1:
.word 0x081119D5

UNKNOWN_FUNCTION_0:
.word 0x0810FE51

UNKNOWN_FUNCTION_1:
.word 0x08003CE5

UNKNOWN_FUNCTION_2:
.word 0x0800445D

UNKNOWN_FUNCTION_3:
.word 0x08003FA1

UNKNOWN_FUNCTION_4:
.word 0x0814FF2D

UNKNOWN_FUNCTION_5:
.word 0x0810F2E9

UNKNOWN_FUNCTION_6:
.word 0x08002C49

UNKNOWN_FUNCTION_7:
.word 0x08008E79

UNKNOWN_FUNCTION_8:
.word 0x08005ED5

BUFFER_RAM_OFFSET:
.word 0x02021CD0

STRING_RAM_OFFSET:
.word 0x02021D18

BODY_STRING_LOADER:
.word 0x08008FCD


- - - - - - - - - -

Complex numberpicker

This script will generate an improvised numberpicker using JPAN's FireRed Hacked Engine, a signbox, and a wonderfully-convenient little special that Nintendo put into the game. The numberpicker will accept any value between 0 and 65535, inclusive, and when the script completes that value will be stored in 0x800D.


The script code for the numberpicker is as follows. Note that I actually hacked it into the game as a new callstd function (info) when I tested it, rather than calling it directly. I don't know if a simple call statement will work.

Spoiler:
Code:
#dynamic 0x750000

/*
 Numeric input by editing a number one 
 digit at a time. A textbox is used as 
 a selector, along with a special that 
 can be used to control the position 
 of a downward-pointing red marker on-
 screen. JPAN's specials are required.

 This version uses only 800X variables.

 Vars:
    8004    Arrow position (X)
    8005    Arrow position (Y)
    8006    0x0 means new arrow, else remove last
    8007    Current entered value
    8008    Selected digit
    8009    Selecting a digit, or editing that digit's value? 0 or 1 respectively.
    800A    Captured D-Pad input
    800B    Current cursor position in menu (between 0x0000 and 0x0005, inclusive).
    800C    Temp variable (value to add/sub)
    8001    If set to 0x0001, this script will call the dynamic script loader when 
        complete.

 Buffers:
    Selecting a digit
       1    Padding zeroes on current entered value
       2    Current entered value
*/

#define V_0 0x8007
#define V_1 0x8008
#define V_2 0x8009
#define V_3 0x800A
#define V_4 0x800B
#define V_5 0x800C
#define V_6 0x8001

#define V_0a 0x80
#define V_0b 0x07
#define V_5a 0x80
#define V_5b 0x0C

#define DIALOG_X 0x020204B5
#define DIALOG_Y 0x020204B6

#define DYNAMIC_LOADER 0x800554

#org @start
lock
signmsg
setvar 0x8004 0x4D
setvar 0x8005 0x2B
setvar 0x8006 0x0
setvar V_0 0x0000
setvar V_1 0x0000
setvar V_2 0x0000
setvar V_3 0x0000
setvar V_4 0x0000
setvar V_5 0x0000
special 0x1B2
writebytetooffset 0x02 DIALOG_X
writebytetooffset 0x06 DIALOG_Y
goto @updateMessage

#org @updateMessage
buffernumber 0x01 V_0
call @padZeroes
compare V_2 0x00
if 0x1 goto @showPickDigit
goto @showEditDigit

#org @showPickDigit
preparemsg @*****Digit
waitmsg
goto @updateCursor

#org @showEditDigit
preparemsg @sEditDigit
waitmsg
goto @updateCursor

#org @updateCursor
compare V_2 0x00
if 0x1 goto @drawPickCursor
goto @drawEditCursor

/*
 Key-checking loop
*/
#org @waitForKey
special2 V_3 0x2C
compare V_3 0x0
if 0x5 goto @checkKeys
pause 0x1
goto @waitForA

#org @checkKeys
compare V_3 0x0002
if 0x1 goto @keyLeft
compare V_3 0x0004
if 0x1 goto @keyRight
goto @cleanup

#org @waitForA
special2 V_3 0x2B
compare V_3 0x0001
if 0x1 goto @keyA
pause 0x1
goto @waitForKey

/*
 Button press handlers
*/
#org @keyLeft
compare V_4 0x0000
if 0x1 goto @loopCursorLeft
goto @moveCursorLeft

#org @keyRight
compare V_2 0x0001
if 0x1 goto @keyRight__Edit
compare V_4 0x0005
if 0x1 goto @loopCursorRight
goto @moveCursorRight

#org @keyRight__Edit
compare V_4 0x0002
if 0x1 goto @loopCursorRight
goto @moveCursorRight

#org @keyA
compare V_2 0x0001
if 0x1 goto @keyA__Edit
// -v- A keypresses when picking a digit
//    -v- selecting "(DONE)"
compare V_4 0x0005
if 0x1 goto @cleanup
//    -v- selecting a digit
compare V_4 0x0000
if 0x1 goto @startEdit_D0
compare V_4 0x0001
if 0x1 goto @startEdit_D1
compare V_4 0x0002
if 0x1 goto @startEdit_D2
compare V_4 0x0003
if 0x1 goto @startEdit_D3
compare V_4 0x0004
if 0x1 goto @startEdit_D4
goto @waitForKey

#org @keyA__Edit
// -v- A keypresses when editing a digit
//    -v- A keypresses when selecting "CANCEL"
compare V_4 0x0002
if 0x1 goto @cancelEdit
goto @editDigit

/*
 Cursor movements (move / wrap)
*/
#org @moveCursorLeft
subvar V_4 0x0001
goto @updateCursor

#org @loopCursorLeft
compare V_2 0x0001
if 0x1 goto @loopCursorLeft__Edit
setvar V_4 0x0006
goto @updateCursor

#org @loopCursorLeft__Edit
setvar V_4 0x0002
goto @updateCursor

#org @moveCursorRight
addvar V_4 0x0001
goto @updateCursor

#org @loopCursorRight
setvar V_4 0x0000
goto @updateCursor

#org @drawCursor
setvar 0x8006 0x0000
special 0x1B2
return

#org @killCursor
setvar 0x8006 0x0001
special 0x1B2
return

/*
 Position cursor based on index (pick digit)
*/
#org @drawPickCursor
call @killCursor
setvar 0x8005 0x2B
compare V_4 0x0000
if 0x1 call @drawPickCursor_0
compare V_4 0x0001
if 0x1 call @drawPickCursor_1
compare V_4 0x0002
if 0x1 call @drawPickCursor_2
compare V_4 0x0003
if 0x1 call @drawPickCursor_3
compare V_4 0x0004
if 0x1 call @drawPickCursor_4
// ^ five digits to select
compare V_4 0x0005
if 0x1 call @drawPickCursor_5
// ^ "(DONE)"
compare V_4 0x0006
if 0x4 call @drawPickCursor_6
call @drawCursor
pause 0x0010
goto @waitForKey

#org @drawPickCursor_0
setvar 0x8004 0x004D
return
#org @drawPickCursor_1
setvar 0x8004 0x0053
return
#org @drawPickCursor_2
setvar 0x8004 0x0059
return
#org @drawPickCursor_3
setvar 0x8004 0x005F
return
#org @drawPickCursor_4
setvar 0x8004 0x0065
return
#org @drawPickCursor_5
setvar 0x8004 0x007F
return
#org @drawPickCursor_6
// past maximum!
setvar V_4 0x0005
setvar 0x8004 0x7F
return

/*
 Handle digit selection.
*/
#org @startEdit_D0
setvar V_1 0x0000
goto @startEdit

#org @startEdit_D1
setvar V_1 0x0001
goto @startEdit

#org @startEdit_D2
setvar V_1 0x0002
goto @startEdit

#org @startEdit_D3
setvar V_1 0x0003
goto @startEdit

#org @startEdit_D4
setvar V_1 0x0004
goto @startEdit

#org @startEdit
setvar V_2 0x0001
setvar V_4 0x0000
goto @updateMessage

/*
 Handle digit cancellation
*/
#org @cancelEdit
copyvar V_4 V_1
setvar V_2 0x0000
setvar V_1 0x0000
goto @updateMessage

/*
 Handle digit modification
*/

#define JPAN_MATH_A 0x0203F4D8
#define JPAN_MATH_B 0x0203F4D9
#define JPAN_MATH_C 0x0203F4DA
#define JPAN_MATH_D 0x0203F4DB

#org @editDigit
compare V_1 0x0000
if 0x1 call @editDigitA
compare V_1 0x0001
if 0x1 call @editDigitB
compare V_1 0x0002
if 0x1 call @editDigitC
compare V_1 0x0003
if 0x1 call @editDigitD
compare V_1 0x0004
if 0x1 call @editDigitE
compare V_4 0x0
if 0x1 call @addDigit
compare V_4 0x1
if 0x1 call @subDigit
goto @updateMessage

#org @editDigitA
setvar V_5 10000
return

#org @editDigitB
setvar V_5 1000
return

#org @editDigitC
setvar V_5 100
return

#org @editDigitD
setvar V_5 10
return

#org @editDigitE
setvar V_5 1
return

#org @addDigit
writebytetooffset V_0b JPAN_MATH_A
writebytetooffset V_0a JPAN_MATH_B
writebytetooffset V_5b JPAN_MATH_C
writebytetooffset V_5a JPAN_MATH_D
special 0x3E
return

#org @subDigit
subvar V_0 V_5
return

/*
 Position cursor based on index (edit digit)
*/
#org @drawEditCursor
call @killCursor
setvar 0x8005 0x3E
compare V_4 0x0000
if 0x1 call @drawEditCursor_0
compare V_4 0x0001
if 0x1 call @drawEditCursor_1
// ^ two options (add/sub) to select
compare V_4 0x0002
if 0x1 call @drawEditCursor_2
// ^ "Cancel"
compare V_4 0x0003
if 0x4 call @drawEditCursor_3
call @drawCursor
pause 0x0010
goto @waitForKey

#org @drawEditCursor_0
setvar 0x8004 0x0B
return
#org @drawEditCursor_1
setvar 0x8004 0x4B
return
#org @drawEditCursor_2
setvar 0x8004 0x85
return
#org @drawEditCursor_3
// past maximum!
setvar V_4 0x0002
setvar 0x8004 0x85
return

/*
 Buffers the necessary amount of padding zeroes
*/
#org @padZeroes
bufferstring 0x00 @pad0
compare V_0 0x2710
if 0x0 call @padZeroes_1
compare V_0 0x03E8
if 0x0 call @padZeroes_2
compare V_0 0x0064
if 0x0 call @padZeroes_3
compare V_0 0x000A
if 0x0 call @padZeroes_4
return

#org @padZeroes_1
bufferstring 0x00 @pad1
return
#org @padZeroes_2
bufferstring 0x00 @pad2
return
#org @padZeroes_3
bufferstring 0x00 @pad3
return
#org @padZeroes_4
bufferstring 0x00 @pad4
return

#org @*****Digit
= Entered value: [buffer1][buffer2] (DONE)\nSelect a digit to edit.
#org @sEditDigit
= Entered value: [buffer1][buffer2]\nIncrease   Decrease   Cancel
#org @pad0
= 
#org @pad1
= 0
#org @pad2
= 00
#org @pad3
= 000
#org @pad4
= 0000

#org @cleanup
releaseall
writebytetooffset 0x02 DIALOG_X
writebytetooffset 0x0F DIALOG_Y
setvar 0x8004 0x0000
setvar 0x8005 0x0000
call @killCursor
normalmsg
copyvar 0x800D V_0
return


- - - - - - - - - -

New resource: modified AdvanceMap 1.95 language file

The most notable edit here is that this file contains correct names for most of the FR/LG behavior and background bytes. I also changed and reworded other GUI strings, mostly out of boredom.

Spoiler:
Code:
[INI-Version]
Sprache=English
Version=1.0.9
Ersteller=Scizz / Tauwasser
Kommentar=English language file for Advance-Map.\nThe humongous pink elephant goes moooooo~
SchriftArt=MS Sans Serif
SchriftGroesse=-11
Charset=1





[LanguageSections]
10=Allgemein
20=IniAusleser


100=AMMainForm
110=Menue
120=Toolbar

130=Header
131=NameAnzeigen
/132=Musik
133=Hoehle
134=Wetter
135=Typ
136=Kampftyp
137=MapScripts

140=ProfiHeader
150=WildePokemon
151=ExtendedWildPokemonForm

160=Events
161=SignpostTyp
162=SignpostAnsprechEbene
163=EventMenge
164=Bewegung
165=EventType

170=RomInfos
180=GehDaten

200=BlockEditorForm
201=Verhalten_RS
202=Hintergrund_RS
203=Verhalten_E
204=Hintergrund_E
205=Verhalten_FRLG
206=Hintergrund_FRLG
220=PalettenForm
240=BlockDatenAnpassenForm

300=AnbindungsForm
301=ConnectionDirections
400=MapBankHeaderForm
500=HeaderVerschieben
600=MapEinfuegenForm
700=UmpointenForm
800=NewMapForm
900=AboutBox
1000=EndnutzerForm
1100=WorldMapEditor
1200=KontextMenu

1300=Season
1400=TimePeriod
1500=SeasonForm
1600=NewTilesetForm


[Menue]
11=&File
12=&Settings
13=&Tools
14=&Help

110=&Load ROM...
111=&Reload ROM
112=&Save
113=Save &as...
114=&Map...
115=&Quit
116=Create &Backup


1140=&New map
1141=&Open map...
1143=Save map &as...
1144=&Insert map

1160=A backup file was successfully created.
1161=Creating Backup
1162=An error occurred while creating a backup. Backup not saved.


120=&Grid
121=Comboboxes
122=Block palette &width
123=&Show sprites
124=&Hide other events
125=Language
126=&Viewing size
127=Map &listing
128=&Remember last selection
129=Professional &Header view
1210=&Automatically look for offsets
1211=Show &toolbar
1212=Create &backup on opening
1213=Create shortcut to last &used ROM
1214=Use AM &context menu
1215=&Choose script editor
1216=&Number of recently used files
1217=&Movement permissions transparency
1218=Recently-used &files
1219=&Events
1220=Auto &paint after using Pipette


12130=Most recently used ROM

12150=The program file does not exist or is not executable.
12151=Are offsets seperated from the ROM name by ":" (default) or " " in the preferred script editor? => Yes for ":"; No for " ".

12160=Set max number of entries in list of recently used files.
12161=How many recently used files should be listed under "File"?

12170=How transparent should the movement permissions be? (Enter a value between 1.0 and 0.0. Higher values are more transparent.)

12180=Clear List
12181=Show FilePath

1260=Doubled Map view size
1261=Doubled Movement permissions view size
1262=Doubled Events view size
1263=Doubled Palette view size
1264=Doubled Movement palette view size

1270=Read from header
1271=Read from INI
1272=Only read map order from header
1273=Build new INIs from header


12720=Sort by <bank>.<map>
12721=Sort by map name
12722=Sort by tileset number
12723=Sort by tileset grouping
12724=Mix map name and tileset


130=Block &Editor
131=Save &map picture
132=Save &block palette picture
133=Save &event picture
134=&Amount of events
135=&Open map
136=Map &connections
137=C&hange map bank
138=&World Map editor
139=Create shortcut on the &desktop
1310=Open &previous map
1311=&Season Editor

1370=Re-locate map bank header
1371=Re-locate map bank
1372=Re-locate list of connections
1373=Re-locate wild Pokémon header
1374=Manage map bank header


140=&Readme
141=&About
142=&End user license agreement
143=&Tutorial
148=Tutorial English.txt
149=Readme English.txt



[Toolbar]
10=Open ROM
11=Save
12=Create new map
13=Insert map
14=Show sprites
15=Map connections
16=Block Editor
17=Find free space
18=About
19=World Map editor
20=Open previous map

100=Normal
101=Pan (left click)
102=Pipette (right click)
103=Fill Can (middle click)
104=Replace All Of These (Ctrl + middle click)
105=Draw GreatBlock (left click)
106=GreatBlock Pipette (Ctrl + left click)

200=Normal
201=Pan (left click)
202=Pipette (right click)
203=Fill Can (middle click)
204=Replace All Of These (Ctrl + middle click)
205=Draw GreatBlock (left click)
206=GreatBlock Pipette (Ctrl + left click)

300=Normal
301=Select (middle click)
302=Move top Event (left click)
303=Move bottom Event (right click)
304=Move Multiselect (left click)
305=Multiselect (Ctrl + left click)
306=Copy top Event (Ctrl + right click)

[EndnutzerForm]
Title=End user license agreement
10=I hereby accept this agreement.
11=I do not accept this agreement.
12=Cancel
13=OK

20=Error: The file "ini\Sprachen\enduser.dat" does not exist. Were all files extracted successfully?
21=Error: The file "ini\Sprachen\enduser.dat" does not contain the desired language!

30=Do you want to create a shortcut to AdvanceMap on the desktop?



[Allgemein]
00=Question
01=Info
02=Error
03=Warning

10=Reserved empty map data
11=11. reserved empty map data, refresh with F5
12=Reserved emtpy map bank
13=6. reserved empty map bank, refresh with F5
14=Tileset
15=Error

20=Map
21=Movement permissions
22=Events
23=Search map
24=Wild Pokémon
25=Header


30=Choose "File->Load ROM..." to load a ROM.
31=ROM loaded. Choose map.
32=Map loaded.  Index:
33=Block:
34=Offset:
35=Movement permission:
36=No events.
37=Warning: Some events are outside of the map.
38=Events working as desired.

40=No map header entry for current ROM found.\nAre all INI-files in the INI-folder?\nYour ROM is possibly corrupted. To verify this, test with another ROM of the same version.\nPlease do give feedback if none of these errors occurred.
41=The selected map file does not exist.
42=Open map
43=Please specify the desired map in format "<bank>.<map>".
44=Invalid entry
45=Change block palette width
46=Please specify the desired width for the block palette, in blocks.
47=Error while saving the file.
48=Please choose
49=Not defined

50=New map banks
51=Please specify the number of new map banks to reserve space for.
52=Bank number
53=Please specify the number of the bank to be moved.
54=New maps
55=Please specify the number of new maps to reserve space for.
56=New connection list
57=Please specify number of connection list entries to reserve space for.
58=New wild Pokémon header
59=Please specify the number of entries for wild Pokémon to reserve space for.

60=From header
61=From INI
62=Map files
63=No name
64=Connection list

610=Error in MainIni!!

640=NameID (not existing) is:
641=Unknown Map

70=Save changes?
71=File could not be saved!

80=Offsets of map "%s" are not defined for game "%s"!
83=Invalid pointer to map footer.
84=MapEntry Bank: %d Map: %d does not exist.
85=The changes to the map data aren't saved yet. Do you want to save them?
86=Invalid data pointer in MapHeader on load MapHeader.
87=Invalid data pointer in MapHeader on save MapHeader.
88=Invalid data pointer in MapFooter on load MapFooter.
89=Invalid data pointer in MapFooter on save MapFooter.
810=Invalid data pointer in TilesetHeader, the TilesetNumber %s seams not to exist.
811=The MapHeader is not saved at an Offset divisible by 4. This can cause the map to show up as a black screen when playing the ROM. Loading it anyway.
812=The MapFooter is not saved at an Offset divisible by 4. This can cause the map to show up as a black screen when playing the ROM. Loading it anyway.

90=File not found!

900=Create new map bank
901=Create new map
902=Create new wild Pokémon data

940=No events were found for this map.
941=No wild Pokémon data was found for this map.
942=The header of the current map cannot be displayed.
943=No wild Pokémon data was found for this version of the game.
944=Exporting is only supported when the map header area is displayed in the list. (Options->"Read from header" or nothing is chosen.)

100=This map does not exist!
101=Error on compressed data (size of data is $FFFFFF).
102=Format not Supported.
103=Error in palette file.

110=It takes %s to open the ROM.

120=Width
121=Height

130=All Files

140=You drop multiple Files, I will try to load first of them.
141=Startup

150=Error on getting TilesetHeader, MapBankHeader seams to be corrupted.

160=CityNameAmount is only %d not %d.


[NewMapForm]
Title=New map
10=Map name:
11=Width:
12=Height:
13=Tileset 1:
14=Tileset 2:
15=Create
16=Cancel

20=Please fill in all of the fields.



[BlockEditorForm]
title=Block Editor
130=Block Editor
131=1. part
132=2. part

1300=Down/Up
1301=Tile:
1302=Block:
1303=Offset:
1304=X flip
1305=Y flip
1306=Save

13070=Behavior data:
13071=All numbers are in hexadecimal!
13072=Behavior byte:
13073=Background byte:

13080=Picture
13081=Save tileset 1
13082=Load tileset 1
13083=Save tileset 2
13084=Load tileset 2
13085=Load new blocks

13090=Blocks
13091=Save tileset 1
13092=Load tileset 1
13093=Save tileset 2
13094=Load tileset 2
13095=Change amount
13096=Doubled Palette view size

130100=Palettes
130101=Show palette editor
130102=Write palette changes to ROM
130103=Write current palette to file
130104=Load current palette from file
130105=Change palette definition of block data

130111=Insert new Tileset
130112=Delete Tileset

130810=Cannot export this palette; there are multiple entries for the same color in the palette.

130820=The palette file for this image is missing.
130821=Tileset picture
130822=Changing of tileset picture cancelled!
130823=Sorry the picture must have the correct size of %d x %d.

130910=Saving of blocks cancelled!

130920=Changing of blocks cancelled!
130921=Block/behavior data

130950=Please specify the number of blocks for tileset 2 (max: %d):
130951=Block/behavior data
130952=Changing number of blocks cancelled!

1310=Save changes to Picture/Blocks/Palette?

130113=New Tileset
130114=Insert new Tileset aborted!
130115=The new inserted tileset is Tileset %d and is saved at $%6x.
130116=Create a minor tileset? For a major tileset, press No.

130106=New Palette Offset Part1
130107=New Palette Offset Part2
130108=Save new Palette aborted!

200=Block Editor, Block and Behavior Data

300=No Freespace to insert Palette found/selected.
301=No Freespace to insert new Tileset Header found/selected.
302=No Freespace to insert Tileset Picture found/selected.
303=No Freespace to insert Block/Behavior Data found/selected.

400=The Palette Editor is deactivated because all colors are changed by the DAN preview. Change DAN-Preview to Timeperiod without color change.

[PalettenForm]
Title=Palette Editor

10=Apply
11=15-bit GBA color value
12=15-bit to RGB
13=Select color



[BlockDatenAnpassenForm]
Title=Modify block data

10=Tileset 1
11=Tileset 2
12=From palette:
13=To palette:
14=Modify



[AnbindungsForm]
Title=Connections
136=Connections

1360=Connections:
1361=Connection no:
1362=Direction:
1363=Offset:
1364=Map bank:
1365=Map no:
1366=Zero out
1367=Add
1368=Remove
1369=Save
13610=Show Preview
13611=Load correct Tilesets

13600=Below
13601=On top of
13602=Left of
13603=Right of
13604=Dived at
13605=Emerged at

13670=Connection
13671=Adding of connection cancelled!
13672=No Freespace to insert new Connections found/selected.

13680=Do you really want to delete the %d. connection?
13681=MapEntry Bank: %d Map: %d does not exist.

13690=Save connections?

[ConnectionDirections]
Amount=6
00=Nothing
01=Down
02=Up
03=Left
04=Right
05=Dive
06=Emerge


[HeaderVerschieben]
13700=Map bank header
13701=Re-location of map bank header cancelled!
13702=No Freespace to increase map bank header found/selected.

13710=Map bank
13711=Re-location of map bank cancelled!
13712=No Freespace to increase map bank found/selected.

13720=Connection list
13721=Re-location of connection list cancelled!
13722=No Freespace to increase Connection list found/selected.

13730=Wild Pokémon header
13731=Re-location of wild Pokémon header cancelled!
13732=No Freespace to increase WildPokemon Header found/selected.

13740=New map bank
13741=Creation of map bank cancelled!
13742=No Freespace to insert new map bank found/selected.

13750=Wild Pokémon data
13751=Changing of wild Pokémon entry cancelled!
13752=No Freespace to insert new WildPokemon found/selected.



[MapBankHeaderForm]
10=Bank no:
11=Current offset:
12=Number of maps:
13=Number of reserved maps:
14=New bank
15=Map bank header

20=Number of additionally reserved banks:
21=Number of additionally reserved maps:
22=Cancel
23=Accept changes

30=Map bank header and connection list



[MapEinfuegenForm]
Title=Insert map
10=Current saving space:
11=In the file:
12=In the ROM:
13=Insertion position:
14=Map bank header

20=Replace map:
21=Bank:
22=Map no:
23=Replace

30=Available space:
31=Bank:
32=Number of reserved maps:
33=Insert

40=Create new space:
41=Bank:
42=Number of reserved new maps:
43=Create and insert
44=New bank

51=Insertion of map cancelled!
52=Map header & map & events
53=Map & events
54=The map was successfully registered as map %d.%d!
56=Map not inserted!
57=Map header & map & events & map scrips & connections
58=Map & events & map scrips & connections

100=An error occurred when loading the file. It seams to be corrupt...


[EventType]
Amount=$04
00=Person event
01=Warp
02=Script
03=Signpost
04=Flying position
05=No events

[Events]
400=Pos (X/Y):
401=Unknown:
402=To warp no:
403=Map bank:
404=Map:
405=Goto
410=Person event no:
411=Picture no:
412=Unknown:
413=Pos (X/Y):
414=Unknown:
415=Movement type:
416=Movement:
417=Unknown:
418=Trainer:
419=Unknown:

4110=View radius:
4111=Script offset:
4112=Person ID:
4113=Unknown:
4114=Plant-ID:

420=Pos (X/Y):
421=Unknown:
422=Var number:
423=Var value:
424=Unknown:
425=Script offset:

430=Pos (X/Y):
431=Talking level:
432=Signpost type:
433=Unknown:
434=Script offset:
435=Item ID:
436=Hidden ID:
437=Amount:
438=Secret base ID:
439=Open secret base

450=No:
451=Mark active sprite
452=Delete event

460=Pos (X/Y):
461=Unknown:
462=Changing the bank or map number will remove this map's flying position.
463=Map bank:
464=Map:

945=There are no events of this type on the map.

50=Open script
51=No script editor defined.
52=Script editor not found.

600=Invalid data pointer in EventHeader on Load EventHeader.
601=The value in the script field is not a Pointer.\nAttention: If you change the Type of Signpost, it could damage the containig data by convert the value to a Pointer.
602=The Script Value of People %d is not a Pointer! Data seems to be corrupted.
603=Creation of Flying positions is not supported.
604=Invalid data pointer in EventHeader on Save EventHeader.

700=Warp to Map/secret base
701=Warp to Map

[SignpostTyp]
Amount=$08
00=Script
01=Script, if hero is facing up
02=Script, if hero is facing down
03=Script, if hero is facing right
04=Script, if hero is facing left
05=Hidden item
06=Hidden item
07=Hidden item
08=Secret base; RSE only



[SignpostAnsprechEbene]
Amount=$0F
00=Always
01=Height 0 (Surf)
02=Height 1
03=Height 2 (Normal)
04=Height 3
05=Height 4
06=Height 5
07=Height 6
08=Height 7
09=Height 8
0A=Height 9
0B=Height 10
0C=Height 11
0D=Height 12
0E=Height 13
0F=Height 14



[EventMenge]
10=Amount of events
11=Number of person events:
12=Number of signposts:
13=Number of warps:
14=Number of scripts:
15=Change events

20=Changing of events cancelled!
21=Events
22=No Freespace to insert incrased Event amount found/selected.


[WildePokemon]
10=Grass
11=Water
12=Rock Smash
13=Fishing Rod

20=What type do you want to use?
21=Type:
22=Offset:
23=Cancel
24=OK
25=Create wild Pokémon data

30=Save wild Pokémon data?

60=Type:
61=Encounter ratio:
64=Min/max level:
66=Add
67=Remove
68=Pokémon:
69=No:
610=Chance:

70=Pokémon %d:

80=old rod
81=good rod
82=super rod


[UmpointenForm]
10=Five places found!
11=Search done!
12=The automatic search did not find any free space.

80=Seach for bytes
81=Bytes to look for
82=Specify searched area from
83=to
84=Needed bytes
85=OK
86=Specify
87=Offset
88=Repoint
89=Quit

880=Search for free space

100=Can only search between 2 and 200000 Bytes.
101=No empty space of size %d found. (Searching: $%2x, between $%6x and end of file)
102=No empty space of size %d found. (Searching: $%2x, between $%6x and $%6x)
103=Stop searching after found 5 Offsets.
104=Stop searching after reach end of file.
105=Stop searching after reach end of search area ($%6x).


[Header]
900=Name:
901=Show name on entering
902=Change Name
903=Number of new names:
904=Create new name
905=New name

9020=Name
9021=Name changing cancelled!
9022=No Freespace to insert new Name found/selected.

9040=Changing amount of names cancelled!
9041=New offset for name header

910=Map options:
911=Music:
912=Weather:
913=Type:
914=Fight type:
915=Cave:
916=Music no:

920=Used tilesets:
921=Tileset 1:
922=Tileset 2:
923=Change tileset

930=Map dimensions:
931=Map width:
932=Map height:
933=Change dimensions

9330=Map data
9331=Change of map dimensions cancelled!
9332=The map is too wide!
9333=The max map height at a map width of %d is: %d.
9335=The previous error was ignored because the professional header view is enabled.
9336=No Freespace to insert resizedMap found/selected.
9337=Map size cannot be 0x0.

940=Border block:
941=Border block size is invalid. 2x2 will be used.

950=Map script
951=Script no:
952=Script type:
953=Script offset:
954=Open script
955=Save map scripts
956=Flag:
957=Value:
958=Script offset 2:

9510=Remove
9511=Add

9550=Repoint map scripts
9551=Change of map scripts cancelled!
9552=No Freespace to insert incrased MapScript amount found/selected


[ProfiHeader]
100=Map bank header:
101=Map bank header:
102=Bank no:
103=Map bank offset:
104=Map no:
105=Map header offset:

110=Map options:
111=Map header:
112=Map footer offset:
113=Event offset:
114=Save changes and reload map.
115=Map script offset:
116=Connection offset:

120=Map data:
121=Map footer:
122=Width:
123=Height:
124=Map offset:
125=Border offset:
126=No of tileset part 1:
127=No of tileset part 2:
128=Offset of tileset part 1:
129=Offset of tileset part 2:

130=Border block: (Always saved with map.)
131=Border:
132=Border width:
133=Border height:
134=Repoint border
135=Change of Border cancelled!
136=No Freespace to insert resized BorderBlock found/selected.

140=Tileset data:
141=Data of tileset part 1:
142=Data of tileset part 2:



[WorldMapEditor]
Title=World map editor
10=PosX
11=PosY
12=With color overlay
13=Dump flying/display flags
14=Read pos of top layer
15=Change routines
16=Redraw
17=Save map

20=Value:
21=Data from name header:
22=Offset of name:
23=Name:
24=Pos X/Y:
25=Width/Height:
26=Save position
27=Empty/don't display
28=Bottom layer
29=Top layer

30=Flying/display flag:
31=Save flag
32=Reading/changing of flying/display flag not possible. Change routine before doing this.
33=The flag routine was already edited. Rewrite data?
34=Flying/display flag header
35=Change of flag routine cancelled!
36=Flags for scripting
37=Saving of flags cancelled!

40=Info flying position:
41=Open map, flying position
42=Open map

50=Map no:
51=Manage world map number
52=Assign world map number
53=Re-assigning of world map number cancelled.

60=The world map's width could not be read. -> Default to 28
61=Save world map?
62=Reading/changing of top layer position not possible. Change routine before doing this.
63=The positioning routine was already edited. Rewrite data?
64=Cannot save top layer position for this map name.



[RomInfos]
10=ROM name:
11=ROM type:
12=ROM language:
13=ROM version:



[IniAusleser]
10=The position %s could not be found!
12=Found %s ($%6x) position is not a pointer!
14=Could not find valid INI entry %s for this ROM type in AdvanceMap.ini.



[AboutBox]
Title=About
10=About Advance Map
11=Credits:
12=Advance Map version:
13=compiled:

20=Programming:
21=Name:
22=Contact:
23=Homepage:
24=Newest AM:
25=Comment:

30=Translation:
31=Language:
32=Name:
33=Version:
34=Comment:

40=Greetings:



[KontextMenu]
10=Open with Advance Map
20=Opens the ROM with Advance Map



[NameAnzeigen]
Amount=$0F
00=Do not show name
01=Show name
06=Show village names
0D=Show city names

[Kampftyp]
Amount=$08
00=Random
01=Gym style
02=Team Rocket style
04=1. Elite 4
05=2. Elite 4
06=3. Elite 4
07=4. Elite 4
08=Big red POKéBALL

[Hoehle]
Amount=$02
00=Regular
01=Dark (Flash usable)
02=Dark (Flash unusable)

[GehDaten]
Amount=$3C
00=Crossing of different layers
01=Obstacle, not passable
04=Passable, height 0 (=> Surfer)
05=Obstacle, height 0
08=Passable, height 1
09=Obstacle, height 1
0C=Passable, height 2 (=> Default)
0D=Obstacle, height 2
10=Passable, height 3
11=Obstacle, height 3
14=Passable, height 4
15=Obstacle, height 4
18=Passable, height 5
19=Obstacle, height 5
1C=Passable, height 6
1D=Obstacle, height 6
20=Passable, height 7
21=Obstacle, height 7
24=Passable, height 8
25=Obstacle, height 8
28=Passable, height 9
29=Obstacle, height 9
2C=Passable, height 10
2D=Obstacle, height 10
30=Passable, height 11
31=Obstacle, height 11
34=Passable, height 12
35=Obstacle, height 12
38=Passable, height 13
39=Obstacle, height 13
3C=Passable above and below

[Typ]
Amount=$09
01=Village
02=City
03=Route
04=Underground
05=Underwater
08=Inside
09=Secret base

[Wetter]
Amount=$0F
00=In-house weather
01=Sunny weather with clouds in water
02=Regular weather
03=Rainy weather
04=Three snow flakes
05=Rain with thunder storm
06=Steady mist
07=Steady snowing
08=Sand storm
09=Mist from top right corner
0A=Dense bright mist
0B=Cloudy
0C=Underground flashes
0D=Heavy rain with thunder storm
0E=Underwater mist


[Verhalten_RS]
Amount=$FF
02=Grass animation (Pokémon) 
03=High grass animation
06=Sand foot prints (with sandheaps)
07=Animation micro grass
A0=Only walking possible
0D=Warp into pyramid. Floor 51
10=Reflection on water with waves trailing
13=Waterfall/with falling down
15=Jump with mach bike, splashing water
16=Reflection on water, splashing water, waves
17=Lasting water on feet
1A=Reflection (Background byte=20)
1B=Water on feet
1C=Water on feet + arrow down
20=Slide like on ice
21=Foot prints
22=Diving animation bubbles
25=Sand foot prints
28=Hero halfway underwater
2A=Diving animation bubbles
30=Person blocked on right
31=Person blocked on left
32=Person blocked upwards
33=Person blocked downwards
34=Person blocked up/down/right
35=Person blocked up/down/left
36=Person blocked down/right
37=Person blocked down/left
38=Person jumps right over block
39=Person jumps left over block
3A=Person jumps up over block
3B=Person jumps down over block
40=Hero walks right
41=Hero walks left
42=Hero walls up
43=Hero walks down
44=Hero slides right
45=Hero slides left
46=Hero slides up
47=Hero slides down
48=Hero slides up/down/left/right
50=Hero runs right
51=Hero runs left
52=Hero runs up
53=Hero runs down
61=Use warp
62=Arrow right => warp left of block
63=Arrow left => warp right of block
64=Arrow up => warp above block
65=Arrow down => warp under block
66=Warp into last-visited building
67=Regular Warp
68=Drown in sand (warp)
69=Use door/warp
6A=PokéCenter escalator up/use warp
6B=PokéCenter escalator down/use warp
6C=Warp to emerge from water => Hero is surfing
6D=Arrow down => warp under block
6E=Warp/person exits upwards
74=Water on feet
75=Water on feet
76=Water on feet
77=Water on feet
BB=Hero jumps twice
BC=Hero turns around and goes back into direction he came from
BE=Person blocked left/right
C0=Person blocked up/down
C1=Person blocked left/right
D0=Slippery clay animation
D1=Only passable with acro bike
D3=Solid block
D4=Solid block
D5=Solid block
D6=Solid block

[Hintergrund_RS]
Amount=$FF
10=Block is covered by Hero
40=Turns into border block


[Verhalten_E]
Amount=$FF
02=Grass animation (Pokémon) 
03=High grass animation
06=Sand foot prints (with sandheaps)
07=Animation micro grass
A0=Only walking possible
0D=Warp into pyramid. Floor 51
10=Reflection on water with waves trailing
13=Waterfall/with falling down
15=Jump with mach bike, splashing water
16=Reflection on water, splashing water, waves
17=Lasting water on feet
1A=Reflection (Background byte=20)
1B=Water on feet
1C=Water on feet + arrow down
20=Slide like on ice
21=Foot prints
22=Diving animation bubbles
25=Sand foot prints
28=Hero halfway underwater
2A=Diving animation bubbles
30=Person blocked on right
31=Person blocked on left
32=Person blocked upwards
33=Person blocked downwards
34=Person blocked up/down/right
35=Person blocked up/down/left
36=Person blocked down/right
37=Person blocked down/left
38=Person jumps right over block
39=Person jumps left over block
3A=Person jumps up over block
3B=Person jumps down over block
40=Hero walks right
41=Hero walks left
42=Hero walls up
43=Hero walks down
44=Hero slides right
45=Hero slides left
46=Hero slides up
47=Hero slides down
48=Hero slides up/down/left/right
50=Hero runs right
51=Hero runs left
52=Hero runs up
53=Hero runs down
60=Steps, cave/ use warp
61=Use warp
62=Arrow right => warp left of block
63=Arrow left => warp right of block
64=Arrow up => warp above block
65=Arrow down => warp under block
66=Warp into last-visited building
69=Use door/warp
6A=PokéCenter escalator up/use warp
6B=PokéCenter escalator down/use warp
6C=Warp to emerge from water => Hero is surfing
6D=Arrow down => warp under block
6E=Warp/person exits upwards
70=Teleport warp
74=Water on feet
75=Water on feet
76=Water on feet
77=Water on feet
BA=Animation???
BB=Hero jumps twice
BC=Hero turns around and goes back into direction he came from
BE=Person blocked left/right
C0=Person blocked up/down
C1=Person blocked left/right
D0=Slippery clay animation
D1=Only accessible with acro bike
D3=Solid block
D4=Solid block
D5=Solid block
D6=Solid block

[Hintergrund_E]
Amount=$FF
10=Block is covered by Hero
40=Turns into border block


[Verhalten_FRLG]
Amount=$FF
00=No effect
02=Grass animation (Pokémon)
03=High grass animation
06=Sand foot prints (with sandheaps)
07=Animation micro grass
08=??? [cave interior tiles]
0A=Forces walking and blocks bike
0C=??? [Birth Island asphault and sand]
10=Reflection on water with waves trailing
11=Script for fast-moving current
13=Waterfall (forces player downward)
15=??? Jump with mach bike, splashing water
16=Reflection on water, splashing water, waves
17=Lasting water on feet
1A=Reflection (Background byte=20)
1B=Water on feet
1C=Water on feet + arrow down
20=Slippery ice movement
21=Footprints
22=??? Diving animation bubbles
23=??? [Hall of Fame room floor]
25=??? Sand foot prints
26=Cracking ice (uncracked)
27=Cracking ice (cracked)
28=Hero halfway underwater
2A=Temporarily slow movement (ramps)
2B=??? [Mt. Moon sand]
30=Person blocked on right
31=Person blocked on left
32=Person blocked upwards
33=Person blocked downwards
34=Person blocked up/down/right
35=Person blocked up/down/left
36=Person blocked down/right
37=Person blocked down/left
38=Person jumps right over block
39=Person jumps left over block
3A=Person jumps up over block
3B=Person jumps down over block
40=Hero walks right
41=Hero walks left
42=Hero walls up
43=Hero walks down
44=Hero slides right
45=Hero slides left
46=Hero slides up
47=Hero slides down
48=Hero slides up/down/left/right
50=Hero runs right
51=Hero runs left
52=Hero runs up
53=Hero runs down
54="Move arrows" script (right)
55="Move arrows" script (left)
56="Move arrows" script (up)
57="Move arrows" script (down)
58=Stop "move arrows" script
60=Warp (cave entrance / opened door)
61=Warp (ladder)
62=Arrow right => warp left of block
63=Arrow left => warp right of block
64=Arrow up => warp above block
65=Arrow down => warp under block
66=Warp (hole) into last-visited building
67=Warp (teleporter)
68=??? Drown in sand (warp)
69=Warp (door)
6A=Warp (PokéCenter escalator up)
6B=Warp (PokéCenter escalator down)
6C=Warp (upstairs, to the right)
6D=Warp (upstairs, to the left)
6E=Warp (downstairs, to the right)
6F=Warp (downstairs, to the left)
71=Warp (launch upward -- Union Room)
80=Hero can talk to OW across this tile
81=Script for bookshelf
82=Script for "tons of POKéMON stuff!"
83=PC
84=Activate signpost script with D-Pad
85=World Map
86=Script for TV
87=Script for PokéCenter
88=Script for PokéMart
89=Script for cabinet
8A=Script for a kitchen sink
8B=Script for dresser
8C=Script for a pile of snacks
8D=Script for Wireless Adapter records
8E=Script for Link Battle records
8F=Script for Mystery Gift quiz
90=Script for refridgerator
91=Script for Indigo (goal) (D-pad)
92=Script for Indigo (authority) (D-pad)
93=Script for blueprints
94=Script for painting
95=Script for machine
96=Script for telephone
97=Script for computer
98=Script for advertising poster
99=Script for plate of food
9A=Script for trash can
9B=Script for coffee cup
9C=No effect (used to be window text)
9D=No effect (used to be window text)
9E=Script for flashing light machine
9F=Script for tool display case
A0=Script for "impressive" machine
A1=Script for a video game
A2=Script for obvious burglary signs
A3=Script for a Trainer Tower timer
D0=Downward slope (Cycling Road)
D1=Downward slope with grass animation

[Hintergrund_FRLG]
Amount=$FF
00=No effect
01=Wild Pokémon (Grass)
02=Wild Pokémon (Water)
03=No effect (01, 02 mutually-exclusive)
20=Block is covered by Hero
21=Hero covers block + Wild (Grass)
22=Hero covers block + Wild (Water)


[Bewegung]
Amount=$50
00=No Movement
01=Look around
02=Walk around
03=Walk up and down
04=Walk up and down
05=Walk left and right
06=Walk left and right
07=Look up
08=Look down
09=Look left
0A=Look right
0B=Error: you will be this people after battle
0C=Hidden
0D=Look up and down
0E=Look left and right
0F=Look up and left
10=Look up and right
11=Look down and left
12=Look down and right
13=Look up, down and left
14=Look up, down and right
15=Look up, left and right
16=Look down, left and right
17=Look around counterclockwise
18=Look around clockwise
19=Run up and down
1A=Run up and down
1B=Run left and right
1C=Run left and right
1D=Run up, right, left and down
1E=Run right, left, down and up
1F=Run down, up, right and left
20=Run left, down, up and right
21=Run up, left, right and down
22=Run left, right, down and up
23=Run down, up, left and right
24=Run right, down, up and left
25=Run left, up, down and right
26=Run up, down, right and left
27=Run right, left, up and down
28=Run down, right, left and up
29=Run right, up, down and left
2A=Run up, down, left and right
2B=Run left, right, up and down
2C=Run down, left, right and up
2D=Run around counterclockwise
2E=Run around counterclockwise
2F=Run around counterclockwise
30=Run around counterclockwise
31=Run around counterclockwise
32=Run around clockwise
33=Run around clockwise
34=Run around clockwise
35=Copy Player
36=Mirror Player
37=Mirror Player
38=Mirror Player
39=Tree wall disguise
3A=Rock wall disguise
3B=Mirror player (standing)
3C=Copy player (standing)
3D=Mirror player (standing)
3E=Mirror player (standing)
3F=Hidden
40=Walk on the spot (Down)
41=Walk on the spot (Up)
42=Walk on the spot (Left)
43=Walk on the spot (Right)
44=Jog on the spot (Down)
45=Jog on the spot (Up)
46=Jog on the spot (Left)
47=Jog on the spot (Right)
48=Run on the spot (Down)
49=Run on the spot (Up)
4A=Run on the spot (Left)
4B=Run on the spot (Right)
4C=Hidden
4D=Walk on the spot (Down)
4E=Walk on the spot (Up)
4F=Walk on the spot (Left)
50=Walk on the spot (Right)


[MapScripts]
Amount=$07
00=No scripts
01="setmaptile" script
02=Validates values, loads handler to 0x03000EB0 (playback)
03=On entering map/not on menu close
04=Validates values, loads handler to 0x03000F28
05=On entering map/on menu close
07=On entering map/on menu close

[Season]
Amount=$03
00=Normal
01=Autumn
02=Winter
03=Spring

[TimePeriod]
Amount=$05
00=Night-Morning
01=Morning
02=Day
03=Twilight
04=Evening
05=Evening-Night

[SeasonForm]
Title=Seasons
100=Normal:
101=Autumn:
102=Winter:
103=Spring:

110=SeasonEntry:

120=Create
121=Save
122=Create new Tileset
123=Remove

200=%s is invalid! You can only link Tileset Part1 with Tileset Part1 Tilesets. And Part2 with Part2 Tilesets.

210=Enter Tileset No.
211=For which Tileset do you want to create a SeasonEntry?

220=Do you want to save Seasen Header Change?

300=SeasonHeader
301=Canceled SeasonHeader saveing!
302=There is no Season Header/Routine in this Rom, Save not possible.
303=No Freespace to insert SeasonHeader found/selected.

400=Season Normal Tileset
401=Season Autumn Tileset
402=Season Winter Tileset
403=Season Spring Tileset


[NewTilesetForm]
Title=New Tileset
100=Part 1 Tileset
101=Part 2 Tileset

110=Season:

120=Options:
121=Link Block data with Normal Tileset.
122=Link Behavior data with Normal Tileset.

130=Cancel
131=Create

1310=There is already a specific Season Tileset for this season of the current Tileset.\nDo you want to override it?

[ExtendedWildPokemonForm]
Title=Extended WildPokemon
100=Options:
101=Use Season Handling
102=Use TimePeriod Handling

200=Change Options:
201=Add
202=Remove

300=Add Options:
301=New definition
302=Use other data
303=Linked Season:
304=Linked TimePeriod:
305=Cancel
306=OK
__________________

Last edited by DavidJCobb; August 23rd, 2011 at 11:30 PM. Reason: New resource added!
  #189    
Old August 28th, 2011, 11:50 AM
Chaos Rush's Avatar
Chaos Rush
im sexy and i know it
 
Join Date: May 2007
Location: Taylor Swift
Gender: Male
Nature: Adamant
Here's a patch for FireRed that changes all the Pokemon sprites to the ones used in Ruby/Sapphire. Just thought it would be mildly interesting...




Also Teddiursa and Deoxys are the only non-Kanto Pokemon that got new sprites in FR/LG. I did not change those and I'm too lazy to PPPP
Attached Files
File Type: ips FRwithRubySprites.ips‎ (374.8 KB, 78 views) (Save to Dropbox)
__________________

The Chaos Emerald ROM Base (it's gonna take awhile)

DS-style 64x64 Pokémon Sprite Resource NOW COMPLETED
Custom Sugimori-style Pokémon Sprite Resource IN PROGRESS


Non-Pokémon hacks I support:
Sonic Classic Heroes
Sonic 3 Complete
  #190    
Old September 2nd, 2011, 07:08 AM
SwirlyBirds's Avatar
SwirlyBirds
apparently not quite dead
Community Supporter
 
Join Date: May 2010
Nature: Lonely
Here I have Hilbert (the hero of Black/White)'s full backsprite in Ruby format.
Tested and working.


I can't believe it took a half hour to make this.


No credit needed.
__________________
this is not a signature
  #191    
Old September 6th, 2011, 08:48 PM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Note: This is incomplete.

Attached to this post is a comprehensive reference that I am writing for FireRed scripting commands. (Well, it's not comprehensive yet, but it will be when it's complete.)

I have found present reference material to be quite lacking, and explanations that people have provided for certain commands are outright false (if my testing is of any indication). Ergo I decided to make my own documentation based on both my own tests, miscellaneous discoveries scattered across the forum, and the usage of the commands in Game Freak's own scripts.

I've made some good progress. Extract all of the files in the attached ZIP archive to the same folder, and then open the HTML document. You can filter the table of contents to browse through commands by category; commands that I have not documented at all are shown in red in the ToC. You may also find interest in some of the information presented in the Appendix at the bottom of the document (it's listed in the ToC below the filterable list of commands).

EDIT: Updated version uploaded. (167/227 commands documented)
Attached Files
File Type: zip Reference as of 11-39pm 09-16-11.zip‎ (124.7 KB, 67 views) (Save to Dropbox)
__________________

Last edited by DavidJCobb; September 16th, 2011 at 07:46 PM.
  #192    
Old September 20th, 2011, 12:07 AM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
These are not complete.

Map of FireRed's RAM
Spoiler:
Code:
0x02002D40        ?    Start of data that apparently controls 
                the colors of the pixels inside of the 
                current box (menu, msgbox, etc.).

0x020204B4        12b    Dialog box 1
0x020204C0        12b    Dialog box 2
0x020204CC        12b    Dialog box 3
0x020204D8        12b    Dialog box 4
0x020204E4        12b    Dialog box 5
0x020204F0        12b    Dialog box 6
0x020204FC        12b    Dialog box 7
0x02020508        12b    Dialog box 8
0x02020514        12b    Dialog box 9
0x02020520        12b    Dialog box 10
0x0202052C        12b    Dialog box 11
0x02020538        12b    Dialog box 12
0x02020544        12b    Dialog box 13
0x02020550        12b    Dialog box 14
0x0202055C        12b    Dialog box 15
0x02020568        12b    Dialog box 16
0x02020574        12b    Dialog box 17
0x02020580        12b    Dialog box 18
0x0202058C        12b    Dialog box 19
0x02020598        12b    Dialog box 20
0x020205A4        12b    Dialog box 21
0x020205B0        12b    Dialog box 22
0x020205BC        12b    Dialog box 23
0x020205C8        12b    Dialog box 24
0x020205D4        12b    Dialog box 25
0x020205E0        12b    Dialog box 26
0x020205EC        12b    Dialog box 27
0x020205F8        12b    Dialog box 28
0x02020604        12b    Dialog box 29
0x02020610        12b    Dialog box 30
0x0202061C        12b    Dialog box 31
0x02020628        12b    Dialog box 32

0x02021CD0        32b    String buffer 0
0x02021CF0        20b    String buffer 1
0x02021D04        20b    String buffer 2
0x02021D18        ?    String to be displayed in a message box

0x02022B4B        1b    Flags for current battle?
0x02022B4C        4b    Flags for current battle? Set to 0x8 by repeattrainerbattle.

0x02023E8A        1b    Repeattrainerbattle: Unknown. Loaded if battle type is 9.

0x02024029        1b    Repeattrainerbattle: Unknown. Loaded if battle type is 9.

0x0202402C        100b    Enemy Pokemon 1
0x02024090        100b    Enemy Pokemon 2
0x020240F4        100b    Enemy Pokemon 3
0x02024158        100b    Enemy Pokemon 4
0x020241BC        100b    Enemy Pokemon 5
0x02024220        100b    Enemy Pokemon 6
0x02024284         100b    Party Pokemon 1
0x020242E8         100b    Party Pokemon 2
0x0202434C         100b    Party Pokemon 3
0x020243B0         100b    Party Pokemon 4
0x02024414         100b    Party Pokemon 5
0x02024478         100b    Party Pokemon 6

0x02031DB4        1b    Previous map bank number
0x02031DB5        1b    Previous map number
0x02031DB6        1b    Warp through which the player entered the current map?
0x02031DB7        1b    Padding?
0x02031DB8        2b    X where player entered previous map, or 0xFFFF if unused.
                (Only seems to be used when the warp was a door.)
0x02031DBA        2b    Y where player entered previous map, or 0xFFFF if unused.
                (Only seems to be used when the warp was a door.)
0x02031DBC        1b    Current map bank number
0x02031DBD        1b    Current map number
0x02031DBE        1b    Warp through which the player entered the current map?
0x02031DBF        1b    Padding?
0x02031DC0        2b    X where player entered current map, or 0xFFFF if unused.
                (Only seems to be used when the warp was a door.)
0x02031DC2        2b    Y where player entered current map, or 0xFFFF if unused.
                (Only seems to be used when the warp was a door.)
0x02031DC3        1b    Padding?
0x02031DC4        1b    Current2 map bank number
0x02031DC5        1b    Current2 map number
0x02031DC6        1b    Warp through which the player entered the current2 map?
0x02031DC7        1b    Padding?
0x02031DC8        2b    X where player entered current2 map, or 0xFFFF if unused.
                (Only seems to be used when the warp was a door.)
0x02031DCA        2b    Y where player entered current2 map, or 0xFFFF if unused.
                (Only seems to be used when the warp was a door.)
0x02031DCC        1b    Current3 map bank number
0x02031DCD        1b    Current3 map number
0x02031DCE        1b    Warp through which the player entered the current3 map?
0x02031DCF        1b    Padding?
0x02031DD0        2b    X where player entered current3 map, or 0xFFFF if unused.
                (Only seems to be used when the warp was a door.)
0x02031DD2        2b    Y where player entered current3 map, or 0xFFFF if unused.
                (Only seems to be used when the warp was a door.)
0x02031DD4        3b?    Warping: Unknown. Always set to 01 01 00 when "warp" and 
                "warpmuted" finish, but not when "warp3" finishes. While 
                walking into a door warp, the second byte is 02.
0x02031DD7        1b    Warping: Unknown. Seems to always be 0x03.
0x02031DD8        1b    Warping: Unknown. If non-zero, "warp" fails to play a 
                sound.

0x02031DDA        2b?    Unknown. Changes every time you warp.

0x02036E38        36b    OW 00 (player)
0x02036E5C        36b    OW 01
0x02036E80        36b    OW 02
0x02036EA4        36b    OW 03
0x02036EC8        36b    OW 04
0x02036EEC        36b    OW 05
0x02036F10        36b    OW 06
0x02036F34        36b    OW 07
0x02036F58        36b    OW 08
0x02036F7C        36b    OW 09
0x02036FA0        36b    OW 10
0x02036FC4        36b    OW 11
0x02036FE8        36b    OW 12
0x0203700C        36b    OW 13
0x02037030        36b    OW 14
0x02037054        36b    OW 15

0x02037078        1b    Three least-significant bits control player speed.
0x02037079        1b    Something to do with switching into biking OW?
0x0203707A        1b    Is a D-pad button pressed (player attempting to move)?
0x0203707B        1b    Is the player actually moving?
0x0203707C        1b    Unknown.
0x0203707D        1b    Person number to be controlled by the D-pad.
0x0203707E        1b    If set to 0x01, all OW movement is locked. (lockall flag?)

0x020370B8        2b    Script variable 0x8000
0x020370BA        2b    Script variable 0x8001
0x020370BC        2b    Script variable 0x8002
0x020370BE        2b    Script variable 0x8003
0x020370C0        2b    Script variable 0x8004
0x020370C2        2b    Script variable 0x8005
0x020370C4        2b    Script variable 0x8006
0x020370C6        2b    Script variable 0x8007
0x020370C8        2b    Script variable 0x8008
0x020370CA        2b    Script variable 0x8009
0x020370CC        2b    Script variable 0x800A
0x020370CE        2b    Script variable 0x800B
0x020370D0        2b    Script variable 0x800D // there is no var 0x800C?
0x020370D2        2b    Script variable 0x800E // overwritten by "trainerbattle"?
0x020370D4        2b    Script variable 0x800F

0x020386AC        2b    Trainerbattle: Battle type.
0x020386AE        2b    Trainerbattle: Trainer flag.
0x020386B0        2b    Trainerbattle: Argument 3.
                    Some battle types save it into var 0x800E.
0x020386B2        2b    Unknown.
0x020386B4        4b    Trainerbattle: Arg4 (types 1, 2, 4, 6, 7, 8) or null (others).
0x020386B8        4b    Trainerbattle: A4 (0, 3, 5), A5 (1, 2, 4, 6, 7, 8, 9), or null.
0x020386BC        4b    Trainerbattle: Argument 5 (type 9) or null (others).
0x020386C0        4b    Trainerbattle: Argument 6 (types 6, 8) or null (others).
0x020386C4        4b    Trainerbattle: Offset of next script command byte.
0x020386C8        4b    Trainerbattle: A6 (types 1, 2), A7 (types 6, 8), or null.
0x020386CC        2b    Trainerbattle: Unknown.

0x0203AAA8        4b    Unknown. Written to by the "setbyte" command.

0x0203ADFA        1b    Unknown.
                    If equal to 0x2, "warp" fails to play a sound.
                    If lower than 0x04, "setworldmapflag" fails to set 
                        the specified flag.
                    If equal to 1, trainerbattle types 5 and 7 will 
                    clear this byte and then some sections of RAM.

0x0203ADFC        4b    Unknown. A pointer used by trainerbattle types 5 and 7.

0x0203AE04        4b?    Unknown. Cleared by "trainerbattle" (types 5, 7) if the byte 
                at 0x0203ADFA is 0x01.
0x0203AE08        4b?    Unknown. Used and cleared by "trainerbattle" (types 5, 7) 
                if the byte at 0x0203ADFA is 0x01.

0x0203AE8C        4b?    Unknown. Cleared by "trainerbattle" (types 5, 7) if the byte 
                at 0x0203ADFA is 0x01.

0x0203AE98        ?    Unknown.

0x0203AF98        ?    Unknown. A pointer used by trainerbattle types 5 and 7.

0x0203B01E        2b    Unknown. Read by a reused ASM routine in script commands' 
                code.

0x0203B0EE        1b    Help: Player's opened it before? Y / N, 0x00 / 0x01.

0x0203B1A0        14291b    Help: unknown. // to 0x0203E973
0x0203E973        2050b    Help: unknown. Cleared only when opening help for the 1st 
                time. // to 0x0203F175
0x0203F176        1b    Help: start of GUI state data.

0x0203F194        1b    Help: number of menu options.
0x0203F195        1b    Help: Unknown.
0x0203F196        1b    Help: number of menu options visible on-screen.

0x0203F199        1b    Help: Unknown. Apparently 0x04 for top-level menu or 0x15 
                for submenus.

0x0203F19C        1b    Help: scroll position in a menu.
0x0203F19D        1b    Help: cursor position in a menu (relative to scroll).
0x0203F19E        1b    Help: unknown. Apparently 0x00 for top-level menu, 0x03 
                for submenus, and 0x06 for static pages.

0x0203F1AC        ?b    Help: start of menu data. String pointer (not aligned), 
                followed by menu item number. List is terminated with 
                0xFEFFFFFF

0x0203E000        4096b    Unused RAM found by JPAN (is used by D/N patch)

0x0203F3C0        1856b    RAM used in JPAN's Hacked Engine.

0x03000EA8        1b    Unknown. Set by (defunct?) "choosecontestpkmn" command, and 
                also set to 0x1 by "repeattrainerbattle".

0x03000EB0        74b    Script engine RAM

0x03000F9C        1b    0x01 if the screen is fading, 0x00 otherwise.

0x03000FC0        4b    Music for the current map (truncated to 2b when read)
0x03000FC4        1b    Warping: Unknown.

0x03005000        4b    Current PRNG seed

0x03005008        4b    Pointer to a DMA-protected save block (map data)
0x0300500C        4b    Pointer to a DMA-protected save block (personal data)
0x03005010        4b    Pointer to a DMA-protected save block (box data)

0x03005074        1b    Trainerbattle: number of the OW we are battling, or 0x10 if 
                invalid. This offset is used by special 13A, which in turn 
                is called by some of the scripts (yes, scripts) that 
                trainerbattle calls.

0x03005E88        1b?    Unknown. Cleared by "trainerbattle" (types 5, 7) if the byte 
                at 0x0203ADFA is 0x01.

0x03007324        2b    Warping: Unknown. Related to the fade timer.
0x03007326        2b    Warping: Unknown. Related to the fade timer.
0x03007328        2b    Warping: Timer used for fades. Duration varies with type 
                of map being entered.


Map of DMA-protected RAM:
Spoiler:
Code:
[0x03005008] + 0x0000    2b    Camera X-position
[0x03005008] + 0x0002    2b    Camera Y-position
[0x03005008] + 0x0004    1b    Current map.
[0x03005008] + 0x0005    1b    Current map bank.

-------------------------------------------------------------------------

[0x0300500C] + 0x0000   8b    Character name including terminator, padded to end with 0xFFs
[0x0300500C] + 0x0008    1b    Gender (00/01 m/f)
[0x0300500C] + 0x0009    1b    Unknown
[0x0300500C] + 0x000A    2b    Trainer ID
[0x0300500C] + 0x000C    2b    Secret ID (halfword)
[0x0300500C] + 0x000E    2b    Playtime (hours)
[0x0300500C] + 0x0010    1b    Playtime (minutes)
[0x0300500C] + 0x0011    1b    Playtime (seconds)
[0x0300500C] + 0x0012    1b    Playtime (frames)
[0x0300500C] + 0x0013    1b    Unknown
[0x0300500C] + 0x0014    2b    Options // this and above thanks to hackmew's asm tut pt. 1
...
[0x0300500C] + 0x001A    1b    If 0xDA, then National Dex is enabled.
...
[0x0300500C] + 0x0F20    4b    Unknown (encryption key for hidden vars)
[0x0300500C] + 0x0F24        End (byte after)


Updated script command reference:
[attached] 114 complete out of 175 documented out of 214
Last updated 09/24/2011.
Attached Files
File Type: zip Reference as of 06-03pm 09-24-11.zip‎ (139.5 KB, 123 views) (Save to Dropbox)
__________________

Last edited by DavidJCobb; September 24th, 2011 at 02:06 PM.
  #193    
Old September 20th, 2011, 10:05 AM
EdensElite's Avatar
EdensElite
No0b, but getting there.
 
Join Date: Jun 2011
Location: UK
Gender: Male
Nature: Bold
I posted this a few posts back. But it had to go under major editing as I basically gave out a bunch of private stuff and credited no-one for everything. It should all be legit now, but if anyone finds anything wrong, please let me know (and be specific.)

http://edenscorner.weebly.com/
__________________

ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

That means it will be playable in the browser, and across multiple devices such as the iPod touch.
  #194    
Old October 22nd, 2011, 01:38 PM
Kevin's Avatar
Kevin
kevin del rey
Community Supporter
 
Join Date: Jul 2010
Location: Virginia
Age: 15
Gender: Male
Hey... yeah I'm not gonna be ROM hacking anymore so here's a little goodbye gift. I had this ROM base for a while which was going to be used for my hack, but meh, since I'm not hacking anymore I won't have it be wasted. So yeah, if you use it the give credits to Destiny Demon for the ROM base and Wesley FG for the tiles. It's a FireRed patch, yeah, and sorry, I felt lazy to add animations. Here's a glimpse of what I have inserted:

Don't expect me to finish with the other tiles, because this is it. Hope you all enjoy and all, yeah. Give credits! 'Kay bye.
Attached Files
File Type: ips BW Patch.ips‎ (14.0 KB, 295 views) (Save to Dropbox)
__________________
  #195    
Old October 30th, 2011, 12:47 PM
Gamer2020's Avatar
Gamer2020
This love is a sickness...
 
Join Date: Jun 2008
Location: Violet city!
Gender: Male
Nature: Bold
Send a message via AIM to Gamer2020 Send a message via Windows Live Messenger to Gamer2020 Send a message via Yahoo to Gamer2020 Send a message via Skype™ to Gamer2020
I realized that my old downloads to the music from the DS games were deleted so I have re-uploaded them.

They're all midi. Enjoy! No credit needed!

Diamond Midis
Platinum Midis
Heart Gold Midis
Black Midis
__________________
A present to people learning to make ROM hacking tools. - https://dl.dropboxusercontent.com/u/..._Functions.zip

Suggestion thread for the new PGE!

This site likes to keep things quiet and buries things. Over the years I have seen many injustices on this website to members of the ROM hacking community. Some where even very important people in the community that are now gone. If you want a website where you will be treated fairly and you can voice your opinion while learning more about ROM hacking then please join the following website.
http://pokemonhackersonline.com/
  #196    
Old November 12th, 2011, 02:21 PM
Hackrex
Unhatched Egg
 
Join Date: Aug 2007
Gender:
Hi,
here the first font rombase. The patch is for Feuerrot (D) (->Firered German)



I am to lazy to edit the m, the w and ä, ö, ü, etc.
Attached Files
File Type: ips font.ips‎ (1.9 KB, 11 views) (Save to Dropbox)
__________________
Temporarily not available

Last edited by Hackrex; January 11th, 2012 at 09:27 AM.
  #197    
Old January 18th, 2012, 01:35 PM
droomph's Avatar
droomph
mmm gurl that 90s
Community Supporter
 
Join Date: Sep 2011
Location: bar'jách
Age: 17
Gender: Male
Nature: Impish
I don't know if this is a "resource" exactly, as not many people may need it, but...

This is a font patch for Emerald, as Emerald only has one font table to replace. If this is actually a legal post, then I will post FR/LG.

This patch replaces the following characters:

Spoiler:
Swedish:
Åå - Èè

Danish/Norway-ish (Norse?):
Ææ - Œœ
Øø - Ëë

Icelandic:
ð - Ì
Þþ - Îî

Hungarian:
Ó´ó´ - Òò
Ú´ú´ - Ùù

Portugese:
Ãã - Ûû
â - ì
Õõ - Ññ

Finnish


I have made sure that only these languages can be used fully. If you want to use another language, you have to make sure first.

Also at 0xF00000 there's a test, and an OW in Littleroot is linked to it.

This doesn't affect the place names, so I'll try to work on that. Meanwhile, just try to use alternatives (e.g. Ä -> AE).

Also, is there a thread revival limit here? It doesn't seem like it, just want to make sure.

Hm, braille.
Attached Files
File Type: ips Font Nordic.ips‎ (1.1 KB, 27 views) (Save to Dropbox)
File Type: txt Braille.txt‎ (1.1 KB, 13 views) (Save to Dropbox)
__________________
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt



Last edited by droomph; January 20th, 2012 at 09:55 AM.
  #198    
Old January 23rd, 2012, 01:39 PM
Hackrex
Unhatched Egg
 
Join Date: Aug 2007
Gender:
Font-Rombase

Preface
I think it´s a time ago since I posted a font rombase. Here is the next one. I hope there are some people who like this base. It´s not a rombase who everybody would like.
I changed a font from Alistair and Hayden (make it smaller and used shadow)
Spoiler:


Screenshots





Credits
- Hayden for font
- Alistair for font
- Hackrex for rombase and fixing the font

Download
Feuerrot/Firered German: hier
Firered comming soon

Conclusion
You have to give credits and I hope you like the rombase. I know that there are people who don´t like it.
The english version is comming soon.
__________________
Temporarily not available
  #199    
Old February 24th, 2012, 09:36 AM
Lynch's Avatar
Lynch
Beginning Trainer
 
Join Date: Feb 2012
Location: Bosnia and Hercegovina
Gender: Male
Nature: Calm
Hi im Lynch I started making pkmn ruby ini file suince there is no such thing at all yet.
Its ini for A-Text,since its easier to use than hex editor.
Its done to Dewford Town,Il update every time i finish town,route or anything
Its quite detailed i did stuff like Trainer before and after battle,books,maps and such.
If someone doesnt know how to use this pm me :D

Spoiler:
[Town Signs]
Littleroot Town Sign=16AE50
Oldale Town Sign=16B20E
Petalburg City Sign=164602
Dewford Town Sign=16B2A7
Slateport City Sign=165A17
Rustboro City Sign=1674DD
Verdanturf Town Sign=16CEC0
Mauville City Sign=166665
Lavaridge Town Sign=16C72F
Fallarbor Town Sign=16CA83
Fortree City Sign=16792F
Lilycove City Sign=168DA9
Pacifidlog Town Sign=16D0CE
Mossdeep City=16962F
Ever Grande City Sign=16A787
Sootopolis City Sign=16A711
[Name Options]
New Name=40DFA0
Boy Name 1=40DFA9
Boy Name 2=40DFB0
Boy Name 3=6BE99C
Boy Name 4=6BE9A3
Girl Name 1=40DFBF
Girl Name 2=6BE9A8
Girl Name 3=40DFCB
Girl Name 4=40DFD2
Your Name=42C9BD
[Your House]
Mom 01=172717
Mom 02=6BE9AF
[Houshold Items]
Gamecube=6BEBC2
Map=17303D
Booted PC=172F85
Notebook=6BEC98
TV 1=6BEE10
TV 2=1A0E68
vase=1C6B00
books in center=1C6AB6
book shelf=1C6A69
rare stones=183A04
[Prof. Birch Lab]
Aide - 1=173B29
Book=174748
Bookshelve=6BEF77
Research PC=1746E7
Machine=6BF56D
Prof. Birch 001=173D94
Prof. Birch 002=173EF8
Prof. Birch 003=173F3D
Prof. Birch 004=174015
Prof. Birch 005=1740B4
Aide - 2=173D15
[ROUTE 101]
Route 101 Sign=16D349
Brown Hair Man=16D2CB
Blue Hat Man=16D25E
[rival house]
e-mail=1A100C
[oldale]
sketcher=16B12A
route kid=16D950
house wife=17476D
merchant=16AEF2
girl=16AEC0
route kid 2=16D25E
house wife 2=174838
old guy in pkmn center=1748D1
girl in center=1749C0
kid in center=174945
mart girl=174ACB
mart boy=174B10
[dawford]
guy=174D98
briney=16B347
[Pokemon center girl]
healer=1A0A7D
[route 102]
kid in grass=16D51A
bug kid=1B7C05
small kid=16D431
bug kid beaten=1B7C52
youngster 2=1B7B68
youngster beaten=1B7BD0
girl=1B7C97
girl beaten=1B7D11
wally=16D368
wally 2=16D3DE
wally 3=16D408
[petalsburg]
gentleman=16453F
wallys mom=179C2C
kid near water=164490
guy blocking way=16438A
house wife=17BC4F
house kid=17BCB1
old man in house=17BAFB
house girl=17BB4A
mart girl=17BFFD
mart boy=17C06C
mart man=17C0BC
fat guy in center=17BD30
center girl=17BDC5
center youngster=17BD92
center kid=1B1C97
norman=179DF6
wally first time=179F07
norman 2=179F37
wally 2=179F70
norman 3=17A04A
wally and norman=17A0EB
wally 3=17A156
wally 4=17A171
norman again=17A196
wally 5=17A1CF
norman again 2=17A2A9
wallys dad=179805
[mart]
merchant=1A0BE4
shelves=1C6B4D
[petalsburgh]
Gym sign=1645BB
wallys house sign=164634
[route 104]
sign=3E711D
kid=16DAC9
girl on beach=16DBC9
running kid before=1B86BE
running kid after=1B871C
bug kid at sea=16DA89
brineys house sign=16DEB3
girl near cottage=16DA13
rich kid=1B88D4
rich kid after=1B8925
girl near item=16DB5C
bullet seed kid=16DC5F
girl with zigzagoon=1B8A24
zigzagon girl beaten=1B8A69
lass girl=1B8770
lass girl beaten=1B87C3
twins=1B84DB
twins beaten=1B850D
twins beaten 2=1B853B
twins with one pkmn=1B8577
twin gina 1=1B83E9
twin gina 2=1B8414
twin gina 3=1B842C
fisherman=1B85EB
fisherman beaten=1B8680
berries granny=1C55B9
granny 2=1C5665
petal shop girl 1=1C5EC6
petal shop girl 2=1C6158
petal shop girl 3=1C62DA
briney in cottage=191A82
briney in cottage 2=191AAD
briney when u say no=191C57
briney again=191CC3
briney when say yes=191BFD
[p woods]
kid=19542B
bug kid=1951BE
bug kid after=195232
devon guy 1=194D71
devon guy 2=194D92
magma 1=194DED
magma 2=194E6B
devon guy 3=194E9A
magma 3=194EE8
magma beaten=194FA4
devon guy 4=19509E
devon 5=195153
yo kid=1953AC
bug kid no2=19526A
bug kid no2 again=1952CC
[tips]
1=16DF16
2=16E026
3=16E62C
4=16F429
5=16F4AE
6=170096
7=170ACE
8=170B7D
9=171774
10=1955B0
11=1956A6
[Hm-s]
cut=1B0E3F
rock smash=1B0F90
[route 115]
girl=170273
[rustbro]
small kid=166D59
small girl=166DB0
2nd small girl=166C98
granny with skitty=1853DD
grannys cat=185410
kid with premier ball=185461
old man in building=185421
guy on top floor=18551D
wife on top floor=18554D
old guy with'pekachu'=185584
pekachu=18567D
old women in house=1855FA
guy near mart=166B86
kid in mart=184CD8
bug boy in mart=184D43
women in mart=184C76
cut master=18509C
cutters doughter=1852B3
guy near center=166A67
kdi in center=184BAB
girl in center=184C19
man in center=184B37
girl near school=166AE0
small kid near school=166CFA
small kid in house behing school=185388
women behind school=18532D
yelow kid=184DB4
girl near yelow kid=184DE9
cook women=184E0D
black kid=166DEE
yelow kid near gym=16696D
makuhita kid=184EBA
hiker in house=185020
devon secretary=1828EE
devon worker=1829A4
devon guy blocking=182AF0
fat guy=1668B6
gym guy=183A4B
gym kid 1=183D99
gym kid 1 beaten=183DF9
gym kid 2=183E38
gym kid 2 beaten=183E98
roxanne=183EE5
roxane in batle speach=183FC4
getting badge=1840AB
roxanne about badge=1840D5
got tm roxane=184170
roxanne beaten=184252
guy in gym 2=183C90
magma thief=166E65
goods guy=166E7E
devon guys request=166EA5
goods guy again=166F6B
giving back goods=166FB4
plz folow me=16707F
3rd floor devon=18374C
3rd floor devon 2=183903
3rd floor devon 3=18394A
devon boss=18320B
devon boss 2=18337E
devon boss 3=18351E
devon guy 3rd floor again=18395C
devon geek 1=182BD8
devon geek 2=182D7E
devon geek 3=182B81
devon geek 4=182E6B
fossils guy=182ED5
devon guy not blocking anymore=182B5A
devon lobby guy=182AB3
May=1670A7
[route 116]
kid=1BD02B
kid beaten=1BD078
bug kid=1BD0AF
bug kid beaten=1BD0F4
girl=1BD131
girl beaten=1BD180
hiker=1BCF79
hiker beaten=1BCFE3
karate dude=1703F7
briney=17032A
cave sign=16CF6D
house sign=170AB8
school boy=1BD1C0
school kid beaten=1BD248
school girl=1BD377
school girl beaten=1BD3C3
tunneler 1=193135
tunneler 2=192F33
tunneler 3=193049
[hideouts]
samll indent=198F10
[rusturf tunnel]
magma=194159
peko=17C6A6
magma beaten=194274
briney=19432A
briney 2=19434F
magma 2=19419B
__________________
[Sry for bad English]
  #200    
Old March 18th, 2012, 06:08 AM
Banjora Marxvile's Avatar
Banjora Marxvile
Oui Oui Si Si Ja Ja Da Da
 
Join Date: May 2008
Age: 20
Gender: Male
Nature: Lonely
Well, may as well post this, not like I'm going to use it for my other project...

Introducing my ROM Base... Again, but this time much better.

Patches to: 0907 - Pokemon Ruby (U) v1.0

You want pics too? Go here, easier than uploading each seperately and making sure they all work for everyone: Link

And that concludes that. Oh yes...

You MUST credit these people:

Reck
Kyledove
Alistair
Nintendo (Minish Cap (Tiles), and original ROM, and Pokemon Emerald (Meteor Falls, a few house tiles, and the small tree. These are used as Placeholders until I find better tiles (apart from Meteor Falls, better in Purple!))
WesleyFG
Sega (Casino Tiles from Sonic 2 Beta)
Bomberman Tournament (Safari Zone Tree Tiles)
The various Tool Makers (Lu-Ho for Advance Map, ZodiacDaMaster for Door Manager, Microsoft for Paint)
Pokemon-Diamond of DeviantART - The Pont Water Edge thing Tiles.
spaceemotion
Alucus
Chimcharsfireworkd
Tyranitardark
Darkdragonn - Especially for the mountains, which I modified a bit
Pokemon-Diamond (All these from DeviantART - Tiles)
C.N.C - The mart.
Zein
Teh Panda
SabfromPC - Underwater mountain tiles
Femok - Secret Base Tree
CalisProject
Accolade - It's a secret to everybody

Most of all, me, Banjora Marxvile.

And that concludes that.
Attached Files
File Type: ips Serenity.ips‎ (501.9 KB, 217 views) (Save to Dropbox)
__________________

Man of Steel
He harbors no shame
Got cut a raw deal
But he holds no blame
Gone and forgot to feel
Numb for pretentious pain
As he spins the wheel
There's no loss nor no gain...


Nerves o
f Steel
He must remain
Even if it kills
To remember my name
A view to a thrill
Like Campari and Champagne
I'm on the rocks
Please tell me, What Is My Name?


Last edited by Banjora Marxvile; March 18th, 2012 at 07:33 AM.
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