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  #20601    
Old February 25th, 2012, 04:19 PM
Rumille's Avatar
Rumille
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Quote:
Originally Posted by droomph View Post
#dynamic is to find free space for you.

So instead of having to count all the bytes and doing math, you just have to pick out a random offset (e.g. 0x800000) and then it will count the bytes for you. Trust me it's easy.

Example:
[font="consolas"]#dynamic 0x800000

#org @start
msgbox @hello 0x2
release
end

#org @hello
Ah well, that makes a bit more sense.

So, basically, by using #dynamic 0x800000 it starts with searching a free space to put in the script?
  #20602    
Old February 25th, 2012, 06:35 PM
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Quote:
Originally Posted by Rumille View Post
Ah well, that makes a bit more sense.

So, basically, by using #dynamic 0x800000 it starts with searching a free space to put in the script?
Yes. It looks at 0x800000 and checks if it corresponds to the "free" value (usually 0xFF). If there is enough free bytes in a row, it will overwrite those bytes to compile the script.

It is also smart, and instead of having to look at offsets (e.g. 0x809293) you will only need to match up logical labels (e.g. @hellomsg, @subtract) and it makes life a loooooot easier.
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  #20603    
Old February 26th, 2012, 12:44 AM
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I replaced Castform's sprites using the Advanced Pokemon Sprite Editor, and now I'm having an issue--the alternate forms are completely black. Looks like something happened in regards to their palettes, and I'm not sure what to do to make them use their original palettes.

For reference, I didn't alter their palettes at all--the new sprites share the old palette, which fits perfectly. But I don't know what to do to make the alternate forms use their old palettes again.

Any chance someone could run me through some steps to fix this?
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Last edited by Kamon137; February 26th, 2012 at 12:49 AM.
  #20604    
Old February 26th, 2012, 05:07 AM
Masterchief1755
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Quote:
Originally Posted by wierddude22 View Post
look for a tool called poke edit or something like that
Thanks for the reply...but I downloaded the program you're talking about and it only does the same as what I originally was working with...edit the stats/type...not the evolutions. If you were to use PokemonAmplifier, it lets you do that plus the level they evolve...that's the kind of thing I'm looking for it if exists.
  #20605    
Old February 26th, 2012, 05:52 AM
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Quote:
Originally Posted by Masterchief1755 View Post
Thanks for the reply...but I downloaded the program you're talking about and it only does the same as what I originally was working with...edit the stats/type...not the evolutions. If you were to use PokemonAmplifier, it lets you do that plus the level they evolve...that's the kind of thing I'm looking for it if exists.
Try YAPE. It is very useful. I could highly recommend PGE's Pokemon editor if YAPE is not good enough.
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  #20606    
Old February 26th, 2012, 06:06 AM
Masterchief1755
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Quote:
Originally Posted by Speedster View Post
.
What I'm looking for is for the 2nd gen games. From what it looks like these ones you're talking about are for 3rd gen and/or GBA? Or am I (hopefully) wrong
  #20607    
Old February 26th, 2012, 01:10 PM
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My ROM stopped working in Amap after I installed DNS, it works on 1.92, but when I try to load it in 1.95, it says "Cannot read bytes behind end of file. How can I fix this?
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  #20608    
Old February 26th, 2012, 02:47 PM
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How (if possible) do I create new moves in Pokemon Fire Red without replacing any current ones?
  #20609    
Old February 26th, 2012, 04:48 PM
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Quote:
Originally Posted by iRyahn View Post
How (if possible) do I create new moves in Pokemon Fire Red without replacing any current ones?
I see you posted in Chaos Rush's thread in Research and Development. Only if you wouldve scrolled down a bit further...

http://www.pokecommunity.com/showthread.php?t=263479
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  #20610    
Old February 26th, 2012, 05:12 PM
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Where can I find a program that allows me to edit the pokemon of trainers in Fire Red?

I have not learned scripting for the trainer's pokemon if it exists. A link to a tutorial or tips on how to do that would be welcome.
  #20611    
Old February 26th, 2012, 05:59 PM
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Quote:
Originally Posted by Kamon137 View Post
I replaced Castform's sprites using the Advanced Pokemon Sprite Editor, and now I'm having an issue--the alternate forms are completely black. Looks like something happened in regards to their palettes, and I'm not sure what to do to make them use their original palettes.


For reference, I didn't alter their palettes at all--the new sprites share the old palette, which fits perfectly. But I don't know what to do to make the alternate forms use their old palettes again.

Any chance someone could run me through some steps to fix this?
Did you check all the sprites in APSE for Castform? You never know, the pallate may be the problem.


Quote:
Originally Posted by EdensElite View Post
My ROM stopped working in Amap after I installed DNS, it works on 1.92, but when I try to load it in 1.95, it says "Cannot read bytes behind end of file. How can I fix this?
The way it sounds is as if the Rom has been slightly expanded, e.g. no longer 16 MB, but maybe something like 16.1 MB or something. You can check by opening it in a hex editor; the file should stop at 0xFFFFFF

Quote:
Originally Posted by drpepper111 View Post
Where can I find a program that allows me to edit the pokemon of trainers in Fire Red?

I have not learned scripting for the trainer's pokemon if it exists. A link to a tutorial or tips on how to do that would be welcome.
There is a tool called Advance Trainer, which allows you to edit pretty much anything about the trainers. As for scripting a trainer, use the following format:

trainerbattle [type of battle] [trainer number in A-trainer] 0x0 @challengetext @textwhendefeated.

The last two commands vary depending on the type of battle. 0x0 uses the two shown above. 0x1 is for gym or rival battles, uses an additional command after text when defeated, the pointer to what should happen after a battle. 0x4 is for double battles, and uses a different command after textwhendefeated, which would be what the trainer says if you only have one Pokemon. There are others, but for the sake of time, those three should be fine.
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  #20612    
Old February 27th, 2012, 12:37 AM
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Satoshi Ookami
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Quote:
Originally Posted by Kamon137 View Post
Any chance someone could run me through some steps to fix this?
Were I you I'd put the desired sprite into another location in ROM and then repoint the Castform's sprite location.
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  #20613    
Old February 27th, 2012, 05:39 AM
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Yes, my ROM does appear to be resized, how can I make a map read it again.
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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.
  #20614    
Old February 27th, 2012, 06:17 AM
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Quote:
Originally Posted by EdensElite View Post
Yes, my ROM does appear to be resized, how can I make a map read it again.
The easiest way is to open your rom in a hex editor, highlight every byte after 0xFFFFFF and hit delete. But if the bytes you highlight aren't empty bytes (FF), then it might be a bad idea to delete them.
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  #20615    
Old February 27th, 2012, 09:37 AM
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Hey, is there any simple way I can just change the overworld player sprite to say, Gary or Lance? I'm not trying to edit the sprites, just make the player some other character already in the game, so I don't want to go into Overworld Editor and change pixel by pixel. Thanks

Last edited by ZangoMango; February 27th, 2012 at 09:48 AM.
  #20616    
Old February 27th, 2012, 10:09 AM
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Quote:
Originally Posted by Ash493 View Post

Were I you I'd put the desired sprite into another location in ROM and then repoint the Castform's sprite location.
Well I've already done that--the problem is, I think I need to repoint the extra palettes for the alternate forms, and I'm not sure how to do that.
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  #20617    
Old February 27th, 2012, 11:10 AM
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Quote:
Originally Posted by Kamon137 View Post
Well I've already done that--the problem is, I think I need to repoint the extra palettes for the alternate forms, and I'm not sure how to do that.
Complete edit: I was wrong earlier, each forme does have a different pallate. I think the best way to locate them is to battle each different forme of Castform in VBA, and open up the Pallate window. Find the colors of Castform (they should be lined up in a row), and search for that string of colors in Advanced Pallate Editor. This should let you find what you need.

FINAL EDIT: The pallates for Castform's formes are like the ones for any shiny; the game just substitutes the pallate color for color. Make sure you take that into account when indexing the sprites.
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Last edited by redriders180; February 27th, 2012 at 11:26 AM.
  #20618    
Old February 27th, 2012, 12:46 PM
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Quote:
Originally Posted by redriders180 View Post
Complete edit: I was wrong earlier, each forme does have a different pallate. I think the best way to locate them is to battle each different forme of Castform in VBA, and open up the Pallate window. Find the colors of Castform (they should be lined up in a row), and search for that string of colors in Advanced Pallate Editor. This should let you find what you need.

FINAL EDIT: The pallates for Castform's formes are like the ones for any shiny; the game just substitutes the pallate color for color. Make sure you take that into account when indexing the sprites.
It's fine, my sprites use the original palette perfectly... when they work, at least.

So, I've found the 'address' of each color's value in the palette... but, how do I find the hex location for these exactly?

I've included a screenshot.
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File Type: png help.png‎ (18.7 KB, 8 views) (Save to Dropbox)
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  #20619    
Old February 27th, 2012, 01:48 PM
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Quote:
Originally Posted by Kamon137 View Post
It's fine, my sprites use the original palette perfectly... when they work, at least.

So, I've found the 'address' of each color's value in the palette... but, how do I find the hex location for these exactly?

I've included a screenshot.
The "address" isn't really all that helpful. When you click on each color, it will tell you the hex value of the color. in that picture, the one you have selected is 0x4B18. Take a note of all the colors after that (there's 16), and use the search feature on Advance Palate Editor to look for the colors by typing in each value. Hitting search should bring up the offset of the palate. I'm pretty sure the palate is compressed, however. If I've explained it wrong, there's a tutorial somewhere around here that describes how to find a pallate.
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  #20620    
Old February 27th, 2012, 03:02 PM
Kaikai
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is Yomama's Pokemon Gold and Crystal Gym Leader Editor the only gym leader editor for the II games? I can't seem to find anything else.

edit: ok, I found some others, but one is in german without any translation anywhere, and the other does not work for me. any other english Gym leader hackers?

Last edited by Kaikai; February 27th, 2012 at 03:27 PM.
  #20621    
Old February 27th, 2012, 11:03 PM
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Quote:
Originally Posted by Kaikai View Post
is Yomama's Pokemon Gold and Crystal Gym Leader Editor the only gym leader editor for the II games? I can't seem to find anything else.

edit: ok, I found some others, but one is in german without any translation anywhere, and the other does not work for me. any other english Gym leader hackers?
With game-specific table file and a hex editor you can do much more than any normal trainer editor is capable of.
There ought to be some trainer editing tutorials for GSC in Tutorials section here.
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  #20622    
Old February 28th, 2012, 04:16 AM
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Quote:
Originally Posted by ZangoMango View Post
Hey, is there any simple way I can just change the overworld player sprite to say, Gary or Lance? I'm not trying to edit the sprites, just make the player some other character already in the game, so I don't want to go into Overworld Editor and change pixel by pixel. Thanks
Well if you use NSE Classic you can export the pallet of Gary and a sprite library of him and import it back in over the hero. But there will still be things such as the fishing sprite that will be the normal hero unless you edit it.
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  #20623    
Old February 28th, 2012, 07:57 AM
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I have two questions...The first is, what's the problem with Pokemarts? Whenever I attempt to program a new Pokemart for my game, half the time it freezes up, and the other half it works perfectly. Is there some kind of secret to the order?

Also...
Quote:
Originally Posted by miksy91 View Post
With game-specific table file and a hex editor you can do much more than any normal trainer editor is capable of.
There ought to be some trainer editing tutorials for GSC in Tutorials section here.
Just out of curiousity, what is a table file, do they exist for Gen III, and where/how do I get/use it?
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  #20624    
Old February 28th, 2012, 08:34 AM
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I looked at the end of the file to see if it had been expanded and this came up

http://dl.dropbox.com/u/4875391/fdghd.png

Help? Why can't Amap "not read the bytes at the end of the file"?
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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.
  #20625    
Old February 28th, 2012, 09:28 AM
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Quote:
Originally Posted by redriders180 View Post
Just out of curiousity, what is a table file, do they exist for Gen III, and where/how do I get/use it?
Yes, you can write a table file for (almost) any existing game (and not going to mention which are the expectional cases but yeah).

Table file is just a normal txt-file (made with Notepad for instance) that contains letters and their hexadecimal numbers (which differ in almost every game - those depend on how the game is programmed to load the graphics of font).

Part of table file for GSC

Spoiler:

80=A
81=B
82=C
...
A0=a
A1=b
A2=c


So, ABC is written as 80 81 82 in the ROM and abc as A0 A1 A2.
And by loading the table file with a hex editor, you can easily search for text and edit it.

There is a table file for FireRed here: http://www.romhacking.net/forum/inde...c,13825.0.html
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