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  #20876    
Old March 30th, 2012, 05:18 PM
redriders180's Avatar
redriders180
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Quote:
Originally Posted by PsychoToxin View Post
Pros- More room to store scripts, and any other data that would require you to use free space finder.

Cons- None really, Besides longer download times if you were to make a patch. Lol. It's completely safe.
Quote:
Originally Posted by miksy91 View Post
There is way more than enough room in original 3rd gen pokemon games for adding that kind of stuff. I'm playing myself with a rom file that has only ~15% of free space and even that's more than enough. In FR and Ruby, I think about half of the rom file is completely empty.

That doesn't actually qualify as something that would probably be a bad thing but then again, patch files are. IPS patches are made so that they can only be made to write data to an address that can be defined with 3-bytes so basically, from $000000 to $FFFFFF. I may not remember right but I think the offsets after the first 16MB are bigger $1000000.
Thank you both. It's probably just because of my poor sense of scale...I feel like I'm going through free space very quickly. It's fairly difficult to comprehend sixteen million pieces of data. I'll just forge ahead, and if I run out of space, I'll expand it, since there's no harm done.

Quote:
Originally Posted by south69_dallas View Post
i found a copy of sappy 1.6 on another forum site but when i run it i get this error.... Componet 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid. So again where can i find a copy of sappy that works or how do i make this version work?
Be cautious with Sappy...apparently, it's finnicky and buggy, and won't even work on anything beyond Windows XP.
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  #20877    
Old March 30th, 2012, 07:12 PM
south69_dallas
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errr im on windows 7, so what program would i want to use vs sappy thats windows 7 friendly? Thanks for all the replies.
  #20878    
Old March 30th, 2012, 08:25 PM
darkprince909
 
Join Date: May 2008
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I was brainstorming some story elements for my hack, and I had the idea that one of the towns would be pretty much destroyed at some point in the story. I've thought of a few ways I could go about showing this, but there's a few snags that each method would have.

First, I would have a *large* setmaptile script that would end up replacing all the buildings with their burnt down versions. However, this is a REALLY big city, so this script would be really long and a pain to write, and it might make the tileset too large, but this way would probably be the easier route to take.

The other way I thought of would be to make a separate map, possibly with its own tileset if need be, and just have the warps change in the route gates after a certain point. But with this method, if you tried to fly to the city, I dont know how to make sure it takes you to the destroyed version instead of the normal version.

I was thinking of involving Celebi-time-travel in the story, where you would go back in time to stop the city from being destroyed, so after you fix the timeline to where the city isnt destroyed, the city would need to go back to normal.

Im guessing the setmaptile script would end up being the easier way of doing this, but Id like some other people's thoughts on how I might go about doing this.

(Graphics, story, and fakemon elements are my forte. Scripting is not whatsoever, so Im not sure what exactly is possible with this sort of thing)
  #20879    
Old March 30th, 2012, 09:19 PM
droomph's Avatar
droomph
mmm gurl that 90s
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Quote:
Originally Posted by darkprince909 View Post
I was brainstorming some story elements for my hack, and I had the idea that one of the towns would be pretty much destroyed at some point in the story. I've thought of a few ways I could go about showing this, but there's a few snags that each method would have.

First, I would have a *large* setmaptile script that would end up replacing all the buildings with their burnt down versions. However, this is a REALLY big city, so this script would be really long and a pain to write, and it might make the tileset too large, but this way would probably be the easier route to take.

The other way I thought of would be to make a separate map, possibly with its own tileset if need be, and just have the warps change in the route gates after a certain point. But with this method, if you tried to fly to the city, I dont know how to make sure it takes you to the destroyed version instead of the normal version.

I was thinking of involving Celebi-time-travel in the story, where you would go back in time to stop the city from being destroyed, so after you fix the timeline to where the city isnt destroyed, the city would need to go back to normal.

Im guessing the setmaptile script would end up being the easier way of doing this, but Id like some other people's thoughts on how I might go about doing this.

(Graphics, story, and fakemon elements are my forte. Scripting is not whatsoever, so Im not sure what exactly is possible with this sort of thing)
Here's what you could do. Just use setmapfooter instead of setmaptile. Besides, you'll save CPU power if you do that.

However, don't use Special 0xD5 and set your own flags (and so on) and change the setmapfooter argument to whatever map you're using.

So basically you change the map you're entering, and so you just make two maps! Convenience!
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  #20880    
Old March 30th, 2012, 09:34 PM
Amachi's Avatar
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Does anyone have a list of specials and flags and what they do for Pokemon Ruby? (or even Emerald?)
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  #20881    
Old March 30th, 2012, 10:08 PM
redriders180's Avatar
redriders180
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Quote:
Originally Posted by south69_dallas View Post
errr im on windows 7, so what program would i want to use vs sappy thats windows 7 friendly? Thanks for all the replies.
I think someone took sappy and made a version that'd work on windows 7, but it was still buggy for me. I've only replaced one song, so I'm not very experienced, but there's a program floating around in the Toolbox that works like sappy, but with less bugs.
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  #20882    
Old March 30th, 2012, 10:23 PM
darkprince909
 
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Quote:
Originally Posted by droomph View Post
Here's what you could do. Just use setmapfooter instead of setmaptile. Besides, you'll save CPU power if you do that.

However, don't use Special 0xD5 and set your own flags (and so on) and change the setmapfooter argument to whatever map you're using.

So basically you change the map you're entering, and so you just make two maps! Convenience!
So what youre saying is the final script, in essence, would be something like
Spoiler:
'---------------
#org 0x800000
checkflag 0x(flag for the event that destroyed the city)
if 0x1 goto 0x(destroyed city map)
goto 0x(normal city map)

'---------------
#org 0x(destroyed city map)
setmapfooter 0x(whatever the footer for this map is)
end

'---------------
#org 0x(normal city map)
setmapfooter 0x(whatever the footer for this map is)
end


right?

A few questions about this:

How do I figure out what the footer for the map is (A8, A4 for Shoal Cave for example)? I cant find it in Advancemap, even in the professional header view. I may just not be looking in the right place though.

And when, in the story, I go back in time to before the city is destroyed, I'd just clear the flag so that it loads the normal city map?

The special 0xD5 is a ASM function that checks what time it is and returns a positive or a negative for that specific flag based on what time it is, right? And that's why I wouldn't use either of those?

And this whole thing would work with Fly, so that when you Fly to the map, it would run this script before you see anything, and would thus load the destroyed city before you land, right? In that case, would I need to place a Fly block (where you land) in the destroyed map as well? Or would it take you to the same coordinates as the warp it at on the normal map?
EDIT: I took a look at it in the ROM. It looks like the setmapfooter changes just the tile placements and permissions and loads all the events from the original map? Because all the warps and items and such are on the low tide versions and there's no events whatsoever on the high tide versions. Meaning that everything the NPCs would do in the destroyed city would have to be scripted in the normal city? And this would mean all the Warps, Fly tiles, etc would be loaded from the original map as well?

Last edited by darkprince909; March 30th, 2012 at 10:39 PM.
  #20883    
Old March 30th, 2012, 10:50 PM
miksy91's Avatar
miksy91
A GB/C Rom Hacker since 2010
 
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Quote:
Originally Posted by redriders180 View Post
Thank you both. It's probably just because of my poor sense of scale...I feel like I'm going through free space very quickly. It's fairly difficult to comprehend sixteen million pieces of data. I'll just forge ahead, and if I run out of space, I'll expand it, since there's no harm done.
If done "right", it's impossible to run out of space - even if you do major coding with the game and make it completely different than it used to be (many GBA roms are 8MB so you could basically add another game inside your hacked rom if you wanted to and make a possibility of choosing which game to play after the intro is gone through).

However, the thing that takes a lot of room is doing minor changes to the scripts, texts, map data etc. you edit afterwards because I believe that the tools, that support repointing, will always leave the original data in the rom you edited afterwards and even by expanding long datas with a byte or two, you can already double the size it uses in the rom file.

To do the job "better" would be by opening a hex editor and doing a copy --> paste of the data you wish to repoint so that you'd be repointing it manually instead (yet it's no way impossible to just put down the offsets that define the data you wish to repoint, repoint the data) and then could delete the original data (by changing it to FF's in this case). That way, you could save a lot of space but it's up to you whether to use this method or not.
*I do so myself but when hacking GB/C games, it's necessary to be done.
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Last edited by miksy91; March 30th, 2012 at 10:56 PM.
  #20884    
Old March 30th, 2012, 11:08 PM
jabberjabber8's Avatar
jabberjabber8
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My question got skiipped over, so I am just bumping it.

I was following a world map editing guide and got stuck adding the water routes -

The thread I posted in originally seems neglected so, can anyone help me?

clicky
(last post)
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  #20885    
Old March 31st, 2012, 04:18 AM
sonic1's Avatar
sonic1
ASM is my life now...
 
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Quote:
Originally Posted by darkprince909 View Post
So what youre saying is the final script, in essence, would be something like
Spoiler:
'---------------
#org 0x800000
checkflag 0x(flag for the event that destroyed the city)
if 0x1 goto 0x(destroyed city map)
goto 0x(normal city map)

'---------------
#org 0x(destroyed city map)
setmapfooter 0x(whatever the footer for this map is)
end

'---------------
#org 0x(normal city map)
setmapfooter 0x(whatever the footer for this map is)
end


right?

A few questions about this:

How do I figure out what the footer for the map is (A8, A4 for Shoal Cave for example)? I cant find it in Advancemap, even in the professional header view. I may just not be looking in the right place though.

And when, in the story, I go back in time to before the city is destroyed, I'd just clear the flag so that it loads the normal city map?

The special 0xD5 is a ASM function that checks what time it is and returns a positive or a negative for that specific flag based on what time it is, right? And that's why I wouldn't use either of those?

And this whole thing would work with Fly, so that when you Fly to the map, it would run this script before you see anything, and would thus load the destroyed city before you land, right? In that case, would I need to place a Fly block (where you land) in the destroyed map as well? Or would it take you to the same coordinates as the warp it at on the normal map?
EDIT: I took a look at it in the ROM. It looks like the setmapfooter changes just the tile placements and permissions and loads all the events from the original map? Because all the warps and items and such are on the low tide versions and there's no events whatsoever on the high tide versions. Meaning that everything the NPCs would do in the destroyed city would have to be scripted in the normal city? And this would mean all the Warps, Fly tiles, etc would be loaded from the original map as well?
Well, the script is correct!
Now, figuring the mapfooter...

I don't know your version, so i'm going to use emerald as base, because i'm an emerald hacker.

Lets take by example ROUTE 101 (0.16)


Now, we know that our map footer is 0x3EBC64.

In emerald, there's a table at 0x481DD4
Spoiler:
24 05 3E 08 04 18 3E 08 64 1E 3E 08 44 31 3E 08
A4 37 3E 08 C4 50 3E 08 E4 69 3E 08 24 86 3E 08
44 9F 3E 08 84 A2 3E 08 C4 A5 3E 08 04 A9 3E 08
44 AC 3E 08 84 AF 3E 08 C4 B2 3E 08 24 B9 3E 08
64 BC 3E 08 54 C4 3E 08 34 D2 3E 08 54 EB 3E 08
74 04 3F 08 14 11 3F 08 94 1A 3F 08 14 24 3F 08
E4 37 3F 08 44 57 3F 08 24 83 3F 08 04 96 3F 08
.......


So! Each pointer points to a mapfooter. Lets now search our mapfooter in the table. Reversing our mapfooter offset we get the pointer, and searching the pointer in rom, we get... 0x481E14. That's where the pointer is stored. Now subtract the offset with the table pointer. You get 0x40. Now, divide by 0x4 (4bytes per entry). You get 0x10. BUT we're not done yet... When using setmapfooter, the game subtracts 1 to the mapfooter we input... So, if you want to set route 101 mapfooter, you put 0xF, because 0x10-0x1 = 0xF.
There you go, you just found you mapfooter! :D


Yes, mapfooter changes only the tiles and gfx stuff, you need to program every npc in the original map. Mapfooter changes this plus permissions:
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  #20886    
Old March 31st, 2012, 07:48 AM
xGandhix's Avatar
xGandhix
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I'm trying to map a bulding in Vermillion City using the tileset from Saffron. How do I do that?
  #20887    
Old March 31st, 2012, 08:00 AM
mrdeano
Beginning Trainer
 
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Me and my girlfriend want to edit the sprites/tiles in Pokemon Crystal. Does anyone know what tool we should be using? I've looked everywhere but there only seem to be gold/silver tools.
  #20888    
Old March 31st, 2012, 01:32 PM
holynova
Beginning Trainer
 
Join Date: Mar 2012
Gender: Male
Does anyone know how to gender lock the game into male only on pokemon ruby?. All the dialogue I have added would only be relevant for a boy, So I wanna make it so you cant choose girl at the beginning.
  #20889    
Old March 31st, 2012, 03:41 PM
master morty's Avatar
master morty
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Not sure if this is the right forum to ask this (if it isn't, then please just tell me so,) but in Advance Map, whenever I create new space to insert a map and it inserts, the name of the new map is always "LITTLEROOT TOWN" and I can't change it without changing the entire name of Littleroot Town itself. Is there a way to insert maps that have their own unique names, or at least have the name of another pre-existing location than Littleroot?
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  #20890    
Old March 31st, 2012, 06:00 PM
redriders180's Avatar
redriders180
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Quote:
Originally Posted by holynova View Post
Does anyone know how to gender lock the game into male only on pokemon ruby?. All the dialogue I have added would only be relevant for a boy, So I wanna make it so you cant choose girl at the beginning.
It would probably require alot of hex editing...It'd probably be much simpler to just change the dialogue to work with both genders.

Quote:
Originally Posted by xGandhix View Post
I'm trying to map a bulding in Vermillion City using the tileset from Saffron. How do I do that?
In Advance Map, go to the 'Header' tab. Near the bottom, it'll say "used tilesets", and have two numbers, "0", which should always be "0" for outdoor maps, and another number, which varies from town to town. Vermillion City's tileset is "6", and Saffron City's tileset is "11". Change the 6 to an 11, and you'll have all of Saffron's tiles.

Quote:
Originally Posted by darkprince909 View Post
So what youre saying is the final script, in essence, would be something like
Spoiler:
'---------------
#org 0x800000
checkflag 0x(flag for the event that destroyed the city)
if 0x1 goto 0x(destroyed city map)
goto 0x(normal city map)

'---------------
#org 0x(destroyed city map)
setmapfooter 0x(whatever the footer for this map is)
end

'---------------
#org 0x(normal city map)
setmapfooter 0x(whatever the footer for this map is)
end


right?

A few questions about this:

How do I figure out what the footer for the map is (A8, A4 for Shoal Cave for example)? I cant find it in Advancemap, even in the professional header view. I may just not be looking in the right place though.

And when, in the story, I go back in time to before the city is destroyed, I'd just clear the flag so that it loads the normal city map?

The special 0xD5 is a ASM function that checks what time it is and returns a positive or a negative for that specific flag based on what time it is, right? And that's why I wouldn't use either of those?

And this whole thing would work with Fly, so that when you Fly to the map, it would run this script before you see anything, and would thus load the destroyed city before you land, right? In that case, would I need to place a Fly block (where you land) in the destroyed map as well? Or would it take you to the same coordinates as the warp it at on the normal map?
EDIT: I took a look at it in the ROM. It looks like the setmapfooter changes just the tile placements and permissions and loads all the events from the original map? Because all the warps and items and such are on the low tide versions and there's no events whatsoever on the high tide versions. Meaning that everything the NPCs would do in the destroyed city would have to be scripted in the normal city? And this would mean all the Warps, Fly tiles, etc would be loaded from the original map as well?
All events work fine, like sonic said. If you have the newer version of A-map, finding the footer is easy. When you first open a rom in A-map, click on "Connection List" instead of "From Header". It'll list all the maps in the game, along with "CL:[number]". The [number] is the header number, in decimal. Convert the number to hex, and you're all set

Quote:
Originally Posted by master morty View Post
Not sure if this is the right forum to ask this (if it isn't, then please just tell me so,) but in Advance Map, whenever I create new space to insert a map and it inserts, the name of the new map is always "LITTLEROOT TOWN" and I can't change it without changing the entire name of Littleroot Town itself. Is there a way to insert maps that have their own unique names, or at least have the name of another pre-existing location than Littleroot?
The number of names is restricted, so you can't add any more without a whole big mess. You can change the name to a pre-existing one easily enough as well. Open up the "Header" tab, and where there's a drop down for "Littleroot", click the dropdown, and select any other name. It won't change immediately, unless you "refresh", by pushing F5.
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Last edited by redriders180; March 31st, 2012 at 06:03 PM. Reason: Your double post has been automatically merged.
  #20891    
Old March 31st, 2012, 09:20 PM
south69_dallas
Unhatched Egg
 
Join Date: Feb 2010
Gender: Male
ok im starting to play around with scripting and changing the trainers pokemon lvs etc, i said screw music for now but thanks for the help, my new question is how to i find the trainer id? For example the trainers in virdian forest how do i know what number they are to change there pokemon in pet?
  #20892    
Old March 31st, 2012, 10:57 PM
redriders180's Avatar
redriders180
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Quote:
Originally Posted by south69_dallas View Post
ok im starting to play around with scripting and changing the trainers pokemon lvs etc, i said screw music for now but thanks for the help, my new question is how to i find the trainer id? For example the trainers in virdian forest how do i know what number they are to change there pokemon in pet?
Open up their script, and look for the "trainerbattle" command. It's layed out like so:

Code:
trainerbattle [battle type] [battle number] [reserved] [challenge text] [defeat text]
The second number is the battle number
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  #20893    
Old April 1st, 2012, 04:05 AM
EdensElite's Avatar
EdensElite
No0b, but getting there.
 
Join Date: Jun 2011
Location: UK
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I have a patch for the english Light Platinum, what ROM do I need to patch?
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  #20894    
Old April 1st, 2012, 06:41 AM
Platinum Lucario's Avatar
Platinum Lucario
The Legendary Master of Light!
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Quote:
Originally Posted by EdensElite View Post
I have a patch for the english Light Platinum, what ROM do I need to patch?
You'll need the US version of Pokémon Ruby, you'll need the first version of the ROM, which would be 1.0, not 1.1 or some newer version.
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Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

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  #20895    
Old April 1st, 2012, 09:35 AM
jota_rdk's Avatar
jota_rdk
Spanish hacker [Javi4315]
 
Join Date: Jul 2010
Location: Spain
Gender: Male
Nature: Timid
Hello, there.
When you want to catch a Pokemon game crashes, as shown in the video.
Someone knows what happens? How do you solve?

Video: http://youtu.be/iLbQL-PZJiQ
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  #20896    
Old April 1st, 2012, 09:59 AM
Platinum Lucario's Avatar
Platinum Lucario
The Legendary Master of Light!
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Quote:
Originally Posted by jota_rdk View Post
Hello, there.
When you want to catch a Pokemon game crashes, as shown in the video.
Someone knows what happens? How do you solve?

Video: http://youtu.be/iLbQL-PZJiQ
Is it a ROM that has been vandalized (in other words... screwed up the coding)? If so, then you may need to find a proper ROM that hasn't been edited. Some ROM sites have some damaged ROMs there, so you might want to test them out to see if they haven't had things added into them. 'Cause that's the only cause I can think of that is having an effect on the PokéBall stop moving after catching it.
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Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!
  #20897    
Old April 1st, 2012, 10:11 AM
jota_rdk's Avatar
jota_rdk
Spanish hacker [Javi4315]
 
Join Date: Jul 2010
Location: Spain
Gender: Male
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Quote:
Originally Posted by PokémonShinySilver View Post
Is it a ROM that has been vandalized (in other words... screwed up the coding)? If so, then you may need to find a proper ROM that hasn't been edited. Some ROM sites have some damaged ROMs there, so you might want to test them out to see if they haven't had things added into them. 'Cause that's the only cause I can think of that is having an effect on the PokéBall stop moving after catching it.
Do you refer to a Rom used to patch?
It is a hack of a friend, he asked me to ask here because he isn't registered in pokecommunity.
Is a bug that have been detected and is present in all backups.
Don't have a fix?
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  #20898    
Old April 1st, 2012, 01:58 PM
Pppgggr's Avatar
Pppgggr
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Join Date: Mar 2012
Location: California
Age: 16
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Hey, how do I access scripts allready in the game?(More specifically, the one that determine where you start when you create your character) I have both advance map and PKSV atm
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  #20899    
Old April 1st, 2012, 08:05 PM
droomph's Avatar
droomph
mmm gurl that 90s
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That, unfortunately, is mostly ASM and is not a script.
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did u no there r 21 letters in the alphabet
o i forgot 5
uraqt


  #20900    
Old April 2nd, 2012, 04:31 AM
pikachugirl666
Beginning Trainer
 
Join Date: Mar 2012
Gender: Female
Hello

I've been trying to change the professor oak sprite in FR and nothing I try seems to work. I'm relatively new to ROM hacking. Using unlz.gba I'm able to change the sprite and the transparency works but the palette is all wrong. It's a mixture of blues and bright pinks. I can send a picture if you don't understand what the sprite looks like after it's inserted.

So I've narrowed it down to the palette being the problem. I've tried multiple offsets for oak in APE. The only one that seems to work is "00460568" but that changes the background as well.

Does anybody know the OAK INTRO offset that does not include the background?
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