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  #21326    
Old May 18th, 2012, 02:27 AM
Jambo51's Avatar
Jambo51
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Quote:
Originally Posted by Spherical Ice View Post
use 1.92 when adding new pokemon slot, never remove pokemon slots, just lower the percentage rate and add more of the same pokemon in the slots.
Actually, zeroing out the encounter rate doesn't stop encounters. The game has code which checks if it is zero, and sets it to a base value if it is. So there is ALWAYS a chance of an encounter if there's Pokémon data.

Quote:
Originally Posted by redriders180 View Post
Post
If you don't have a Water section on the map in question, it's not exactly the worst thing just to leave the data there, it simply won't get used. If you DO have a water segment and need it to have no Pokémon, it's possible to remove certain sets of data by (this sounds utterly counter intuitive, but bear with me!) hitting the expand button. It'll open up a dialogue for you to choose what types of wild data you want. Simply uncheck the relevant one, and press OK. This will safely remove the wild data from the map. (This is on A-Map 1.92 - not sure if it'd work on 1.95)

There is a still better way to do it, involving hex editing, if you're willing to do that. Do everything you did last time up to the unchecking in the list. Instead, take note of the first valid offset in the list, convert it to little endian (reverse hex) and then search for said offset in your ROM. It will lead you to the pointers for your map's wild Pokémon. Now you can zero out any unwanted sets of map data from the map without repointing the wild Pokémon pointers (which is what method 1 does).

As to changing the old ones back - Try using method 2 to find the pointers and see if you have an invalid pointer in the list.
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  #21327    
Old May 18th, 2012, 08:03 AM
Battles
 
Join Date: May 2012
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I'm having a massive problem trying to get VBA SDL-H to run. Regular VBA loads fine, as does the unmodified SDL version, but any '-H' versions of the program just won't execute. If I try dragging the .gba file to the executable, I get a Windows error message claiming the file is not configured correctly. If I try an execute via command line, I get the message "The system cannot execute the specified program." I've got the latest .sdl file and a .cfg file so I can't work out what's wrong. Any advice, anyone?
  #21328    
Old May 18th, 2012, 12:35 PM
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Quote:
Originally Posted by Battles View Post
I'm having a massive problem trying to get VBA SDL-H to run. Regular VBA loads fine, as does the unmodified SDL version, but any '-H' versions of the program just won't execute. If I try dragging the .gba file to the executable, I get a Windows error message claiming the file is not configured correctly. If I try an execute via command line, I get the message "The system cannot execute the specified program." I've got the latest .sdl file and a .cfg file so I can't work out what's wrong. Any advice, anyone?
I had somewhat of a similar problem with VBA-SDL-H, although it would freeze up when I tried to use a rom. I downloaded VBA-SDL-H2, and it's worked fine so far. See if downloading that would work.
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  #21329    
Old May 18th, 2012, 12:48 PM
Battles
 
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Quote:
Originally Posted by redriders180 View Post
I had somewhat of a similar problem with VBA-SDL-H, although it would freeze up when I tried to use a rom. I downloaded VBA-SDL-H2, and it's worked fine so far. See if downloading that would work.
I have both the VBA-SDL-H and VBA-SDL-H2 builds but neither will even execute, let alone crash. I just get the message regarding incorrect configuration each time, so the problem still stands unfortunately.
  #21330    
Old May 18th, 2012, 01:12 PM
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Mallowigi
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Have a question for asm writing. I am currently researching how to pass over the oak intro for my (maybe never released) game, but I can't seem to know where to go. I've read a bunch of ASM guides and quite understood all the commands and stuff, but I still don't know how to make my way out.

When I launch VBA-SDL-H and break the game during the intro, the instructions keep looping at a certain point (obviously waiting for the user to press a button) but even when i press A and stop the game, I still don't know what routine load the next screen.

Maybe I'm asking too much, anyway I'll still work my ass tomorrow until I found the way, but if someone can help me up, I'll greatly appreciate it.
  #21331    
Old May 18th, 2012, 05:01 PM
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What number in movement positions on AM do you use when jumping off a hill?
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  #21332    
Old May 18th, 2012, 05:29 PM
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Lord_Blade
Gallade
 
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'Ello. I have just started my first ROM hack and I am learning the ropes quite well. I do have two questions, however. These are:

1. In Pokemon Fire Red, how can I make it so that there are only two starters (I have A-Starter)?
2. In the same version, how do I start with the National Dex rather than the Regional Dex?

I am sorry if these questions seem stupid, but could someone please assist me? Thanks in advance.
  #21333    
Old May 18th, 2012, 08:54 PM
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Quote:
Originally Posted by vanillagfx View Post
What number in movement positions on AM do you use when jumping off a hill?
It's different, depending on whether or not you use RSE or FRLG. If FRLG, use these:

#raw 0x14 = Jump2 Down
#raw 0x15 = Jump2 Up
#raw 0x16 = Jump2 Left
#raw 0x17 = Jump2 Right

if RSE, use these:

#raw 0x0C = Jump2 Down
#raw 0x0D = Jump2 Up
#raw 0x0E = Jump2 Left
#raw 0x0F = Jump2 Right


Quote:
Originally Posted by Lord_Blade View Post
'Ello. I have just started my first ROM hack and I am learning the ropes quite well. I do have two questions, however. These are:

1. In Pokemon Fire Red, how can I make it so that there are only two starters (I have A-Starter)?
A-map is hardly necessary in Firered, because the starter Pokemon aren't contained in some kind of special, like in RSE. Just use A-Map to go to Prof Oaks lab, and click on the Pokeball events. All you have to do is delete one of those, and you have two starters

Quote:
Originally Posted by Lord_Blade View Post
2. In the same version, how do I start with the National Dex rather than the Regional Dex?

I am sorry if these questions seem stupid, but could someone please assist me? Thanks in advance.
Special 0x16F activates the National Dex.
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  #21334    
Old May 18th, 2012, 11:11 PM
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miksy91
A GB/C Rom Hacker since 2010
 
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Quote:
Originally Posted by Mallowigi View Post
Have a question for asm writing. I am currently researching how to pass over the oak intro for my (maybe never released) game, but I can't seem to know where to go. I've read a bunch of ASM guides and quite understood all the commands and stuff, but I still don't know how to make my way out.

When I launch VBA-SDL-H and break the game during the intro, the instructions keep looping at a certain point (obviously waiting for the user to press a button) but even when i press A and stop the game, I still don't know what routine load the next screen.

Maybe I'm asking too much, anyway I'll still work my ass tomorrow until I found the way, but if someone can help me up, I'll greatly appreciate it.
Have you tried debugging from "Hello, welcome to..." instead and going backwards in code until you get to the certain place you want to ?
Should be as easy (maybe easier) as debugging the naming screen.

P.S
If you know what A button stands for in I/O map, you can debug when the press of A button is loaded there and follow the code from there.
Example, GB/C assembly though.
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Last edited by miksy91; May 18th, 2012 at 11:34 PM.
  #21335    
Old May 19th, 2012, 02:17 AM
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Mallowigi
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How can I debug from here when I don't know the actual offset of this screen? Like I said, whenever I manually stop (without breakpointing since I don't know where to put the bp) the pc is all the time around 080008aa, which is the loop when nothing happens (I think), therefore I have no clue about what routine is called that loaded the current screen.

Only thing that I know is that routines start with b0f5 (push r4-r7,lr) and are preceded by a pointer. But there are tons of them, and when I try to modify the pointer to the naming screen (1303B5), most of the times nothing happened since it is not the good place.
  #21336    
Old May 19th, 2012, 02:29 AM
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Quote:
Originally Posted by Mallowigi View Post
How can I debug from here when I don't know the actual offset of this screen? Like I said, whenever I manually stop (without breakpointing since I don't know where to put the bp) the pc is all the time around 080008aa, which is the loop when nothing happens (I think), therefore I have no clue about what routine is called that loaded the current screen.

Only thing that I know is that routines start with b0f5 (push r4-r7,lr) and are preceded by a pointer. But there are tons of them, and when I try to modify the pointer to the naming screen (1303B5), most of the times nothing happened since it is not the good place.
What I meant in the message above is to find a pointer to "Hello, welcome to the world of Pokemon..." message, use a assembly editor to find where that code starts, perhaps a pointer to it and where that assembly code is called from etc.

You can of course use a debugger instead of assembly editor (which is way more user-friendly).

I don't know what you're really trying to accomplish here though; are you trying to find the code which calls the intro sequence when pressed A when "NEW GAME" is chosen or what?
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  #21337    
Old May 19th, 2012, 02:35 AM
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Mallowigi
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What I want is to go directly to the character naming of the player without the Oak speech, since everybody have heard it thousand of times before. I know that without naming the hero and rival the game crashes, but since I jump directly to the naming routines the game wouldn't crash.

All I need to do is skip those lengthy speeches with ASM.

I'll try to do what you suggest, thanks.

Okay, I finally found it, it's around 12EB58, however jumping directly to the naming routine crashes the game after the player selected his name. This has probably to do with the original routine setting some values that are necessary for the intro.

The second offset is at 12EF4C, which is the second screen (with the controls), in this case the game works flawlessly, which is okay for me and preventing me getting stuck for too long on this.

Last edited by Mallowigi; May 19th, 2012 at 04:47 AM. Reason: Your double post has been automatically merged.
  #21338    
Old May 19th, 2012, 09:15 AM
Valentin
Beginning Trainer
 
Join Date: Oct 2011
I want to know how to make Nidoran(M) and Nidoran(F) have a gender icon, I can't get the gender icon to appear. Can anyone please help me.
  #21339    
Old May 19th, 2012, 11:22 AM
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Does anyone know the fanfare number for when you receive a Gym Badge? normally it's activated through text but I assume it can be activated through scripting to.
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  #21340    
Old May 19th, 2012, 11:30 AM
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pokemetalhead_96
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I need help on this. I'm making a hack with a new Elite Four, and the new sprite looks fine in unLZ-GBA, but when I check his trainer data in Advance Trainer, his sprite looks corrupted.

Can someone tell me is this is normal, and if his sprite will look normal in game?
  #21341    
Old May 19th, 2012, 11:33 AM
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Surely just testing ingame will answer that?
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  #21342    
Old May 19th, 2012, 11:17 PM
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What are the offsets to Ice Ball and Blast Burn descriptions?
I want to edit them, but Ice Ball has the same description as Rollout, and Blast Burn has the same descriprtion as Frenzy Plant, Hydro Cannon and Hyper Beam.
  #21343    
Old May 19th, 2012, 11:46 PM
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Quote:
Originally Posted by Flame View Post
What are the offsets to Ice Ball and Blast Burn descriptions?
I want to edit them, but Ice Ball has the same description as Rollout, and Blast Burn has the same descriprtion as Frenzy Plant, Hydro Cannon and Hyper Beam.
Search the stuff using a hex editor with thingy table, such as translhextion.
  #21344    
Old May 20th, 2012, 11:57 PM
Aruaruu
 
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Sorry if wrong section :/

I'm trying to work out how I would go about making Mystery Gift items work without outside interaction (Memory Editors or anything.)

For example I want to keep the requirements to travel to Navel Rock to catch Lugia & Ho-Oh but I need the mystery gift activation for the tickets to work. Maybe have it as an item and when I pick it up it sets the flag to allow travel to the island that ticket would normally give.

While I'm at it I'll probably need to know how to place in the other roaming dogs...*sigh*

Thank you.
  #21345    
Old May 21st, 2012, 09:43 AM
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No, it's not possible without completely redoing the character table afaik.
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  #21346    
Old May 21st, 2012, 11:52 AM
Major Thom
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Hello you guys,

Today, I wanted to start some editing, since I played a few hacks every now and then and I wanted to try to make one myself. Well, I downloaded Advance Map, and for the scripts XSE. The problem here is, once I click 'Choose script editor' and choose XSE.exe, Advance Map suddenly comes with a note 'The program file does not exists or is not executable'.

Due to this I can't script (though I have no idea how to yet, but that is of later issue :p), does anyone have a solution for this problem?

Thanks in advance,

Thom
  #21347    
Old May 21st, 2012, 06:25 PM
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Quote:
Originally Posted by Aruaruu View Post
Sorry if wrong section :/

I'm trying to work out how I would go about making Mystery Gift items work without outside interaction (Memory Editors or anything.)

For example I want to keep the requirements to travel to Navel Rock to catch Lugia & Ho-Oh but I need the mystery gift activation for the tickets to work. Maybe have it as an item and when I pick it up it sets the flag to allow travel to the island that ticket would normally give.

While I'm at it I'll probably need to know how to place in the other roaming dogs...*sigh*

Thank you.
I think I can help. For your first question, I'd check around the script where the dockworker checks for tickets, for the S.S. Anne, Sevii Islands, and the event islands. Certain flags are checked, so just find the one that corresponds to the ticket you want.

For the second, I believe special 0x129 activates roaming Pokemon. Which appears is controlled by variable 0x4031, which stores which starter the player picked at the beginning of the game. Setting it to 0x0 means you picked Bulbasaur, so Entei will roam. Setting to 0x1 means you picked Squirtle, so Raikou will roam. Finally, setting to 0x2 means Charmander, so Suicune will roam. Without modifying the code, you can't have more than one roaming Pokemon at a given time.

Hope this helps!
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Last edited by redriders180; May 21st, 2012 at 07:39 PM.
  #21348    
Old May 21st, 2012, 07:58 PM
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Waggs
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I'm not sure why, but whenever I go to a certain area in this gym one of the sprites I added becomes miscolored. I think it's taking on the palette of the sprite near it but I can't be completely sure. But sometimes it's in reverse and the other takes on the other palette. And the last thing I've seen once or twice is that the Blonde haired sprite will just disappear and reappear once I get close.
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  #21349    
Old May 22nd, 2012, 07:00 AM
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redriders180
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Quote:
Originally Posted by Waggs View Post
I'm not sure why, but whenever I go to a certain area in this gym one of the sprites I added becomes miscolored. I think it's taking on the palette of the sprite near it but I can't be completely sure. But sometimes it's in reverse and the other takes on the other palette. And the last thing I've seen once or twice is that the Blonde haired sprite will just disappear and reappear once I get close.
I've seen the first happen many times for me, and it usually has something to do with palettes. The game only has room to display 11 palettes at any given time, and ten of them are reserved (One palette for the hero, four for other OWs, one for hero in fog, and four for other OWs in fog), with one being variable. The consequence is that you can only have one of these variable ones on the screen at a time. So if you use multiple OWs with palettes that aren't palette number 0x0, 0x3, 0x4, 0x5, or 0x6, they end up taking on the other's color. I don't know if this applies to you, but I guess it's worth a shot

For the second, check that all the person event numbers to make sure they're al different. If two are the same, then the sprites dissapear and reappear when you get close, and their dialog is the same as well.
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  #21350    
Old May 22nd, 2012, 01:32 PM
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Waggs
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Quote:
Originally Posted by redriders180 View Post
For the second, check that all the person event numbers to make sure they're al different. If two are the same, then the sprites dissapear and reappear when you get close, and their dialog is the same as well.
The person event numbers were the same as another's, so that fixed the disappearing. I haven't gotten around to switching the characters pallete's yet, but while I waited for an answer I decided to try and script a trainer (First time other than the gym leader). It works perfectly when I talk to him, but when he seems me strange symbols pop up. And he doesn't notice until the second time I pass by him.
Sorry if I'm attaching any irrelevant information. I'm just trying to make it as detailed as possible.

The script for him is :
Spoiler:
#dynamic 0x7273AA

#org @start
checkflag 0x1215
if 0x1 goto @done
lock
faceplayer
trainerbattle 0x1 0x188 0x0 @Battleme @lose
msgbox @done 0x6
setflag 0x1215
release
end

#org @done
lock
faceplayer
msgbox @talk 0x6
release
end

#org @battleme
= Hey.

#org @lose
= Well, I didn't see that coming.

#org @talk
= The gym leader is over there.
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