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  #22626    
Old August 29th, 2012, 09:45 AM
shinyabsol1's Avatar
shinyabsol1
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Quote:
Originally Posted by miksy91
No it doesn't. Just think about it!
Lunar IPS is a program that creates patch files comparing the datas of two roms with another. If the two files are exactly the same, it gives some sort of error message like "Patch file does simply nothing.". Basically, when you start editing a clean FireRed rom and apply it the overworld hack, Lunar Ips transfers the data of the overworld hack into FireRed rom.

Let's assume the following:
0x12A056 (this would be one offset to write to)
06 2A 88 95 FE (bytes to write to 0x12A056)
0x28B522 (another offset to write to)
72 6B CC D7 AA (bytes to write to offset 0x28B522)

Basically, let's assume that this is what the overworld hack does. It writes those bytes in those rom addresses. If you then again create another patch file using this "overworld hack" -rom as unmodified rom and clean FireRed rom as modified rom, this is what the patch file would turn out:

0x12A056 (offset to write to)
9A FF 00 F0 (original bytes of FireRed rom that would be replaced in 0x12A056)
0x28B522 (offset to write to)
BB AA BA 9A B7 (original bytes of FireRed rom that would be replaced in 0x28B522)

This simple process goes straight as a "hack remover". If you wanted to remove only parts of it, you'd have to investigate properly what it does though.
This all makes perfect sense...but when I actually patch my hack with the "removal" patch that I made, it deletes many of the tiles that I have inserted (everything appears all black in game), and A-map gives me an error: "Error on compressed data (size of data is $FFFFFF)".

Here's how I made the patch:

1). Applied overworld hack to clean FR rom
2). Used LIPS to create a patch using the rom that I just applied the overworld hack to as the unmodified rom, and a clean FR rom as the modified rom

Anything wrong there?
  #22627    
Old August 29th, 2012, 01:29 PM
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I'm new to Rom Hacking, so I don't know if this is a silly question or not.
How do you add new battle music to Fire Red? Like, so I can have a regular battle theme, a gym battle theme, an Elite 4 battle theme, a team battle theme, etc.
  #22628    
Old August 30th, 2012, 07:46 AM
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Quote:
Originally Posted by heyo View Post
I'm new to Rom Hacking, so I don't know if this is a silly question or not.
How do you add new battle music to Fire Red? Like, so I can have a regular battle theme, a gym battle theme, an Elite 4 battle theme, a team battle theme, etc.
http://www.pokecommunity.com/showthread.php?t=121856

----
I have a question, how do you change the in-battle HP/EXP bars (like in Flora Sky)? Are the images something I could find in UNLZ, or would I have to edit it with something like tile molestor? Also, if there's a tutorial somewhere (I haven't found one) can you link it?
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  #22629    
Old August 30th, 2012, 02:32 PM
okuhtfesq
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Whenever I try to use the "Load Tileset 1" command in the block editor of Advance Map 1.95, rather than my tiles loading correctly, I just get a solid color.
When I save the tilesets from the game, open them up with Paint, and edit them, and then load them back into the block editor, all of the game's pre-existing tiles look normal, but the tiles I insert are a solid color. Why is this happening? I would greatly appreciate help!!! I used Cello's tutorial and followed it quite closely (at least I think)..
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Last edited by okuhtfesq; August 30th, 2012 at 02:48 PM.
  #22630    
Old August 30th, 2012, 05:40 PM
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Quote:
Originally Posted by RetroRoller View Post
http://www.pokecommunity.com/showthread.php?t=121856

----
I have a question, how do you change the in-battle HP/EXP bars (like in Flora Sky)? Are the images something I could find in UNLZ, or would I have to edit it with something like tile molestor? Also, if there's a tutorial somewhere (I haven't found one) can you link it?
Yes, if I do recall the HP bars are somewhere in UnLZ. Not sure exactly where, but they're definitely there.

Quote:
Originally Posted by okuhtfesq View Post
Whenever I try to use the "Load Tileset 1" command in the block editor of Advance Map 1.95, rather than my tiles loading correctly, I just get a solid color.
When I save the tilesets from the game, open them up with Paint, and edit them, and then load them back into the block editor, all of the game's pre-existing tiles look normal, but the tiles I insert are a solid color. Why is this happening? I would greatly appreciate help!!! I used Cello's tutorial and followed it quite closely (at least I think)..
For every tileset you're using, you're allowed 12 plaettes, with 12 colors on each palette. Advance Map is very specific with their colors and if you add any extra color that's not in the pre-existing list of colors, it becomes the last color in that palette. You can fix it by manually editing the palette to replace one of the colors with your new color.

tl;dr You're using colors that aren't recognized by the palette.
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  #22631    
Old August 30th, 2012, 10:45 PM
okuhtfesq
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Quote:
Originally Posted by Teh Blazer View Post
For every tileset you're using, you're allowed 12 plaettes, with 12 colors on each palette. Advance Map is very specific with their colors and if you add any extra color that's not in the pre-existing list of colors, it becomes the last color in that palette. You can fix it by manually editing the palette to replace one of the colors with your new color.

tl;dr You're using colors that aren't recognized by the palette.
Thank you so much! It worked.
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  #22632    
Old August 31st, 2012, 03:08 AM
zangoose37
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My apologies if this is in the wrong place.

Does anyone have the emerald decapitalisation patch by wichu? I dl'd the ruby and FR ones, but the emerald one is no longer on 2shared.
  #22633    
Old August 31st, 2012, 08:02 AM
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Anyone encountered this problem before?


It happens when I patch a clean FR ROM with the patch I created.
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  #22634    
Old August 31st, 2012, 08:14 AM
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Quote:
Originally Posted by Suicune™ View Post
Anyone encountered this problem before?


It happens when I patch a clean FR ROM with the patch I created.
Lunar IPS can only make patches for files up to 16 MB, the standard length of a GBA ROM. If you expanded your ROM, then LIPS won't be able to make a patch, except for the first 16 megabytes. If you didn't intentionally expand it, then chances are that the extra bytes are worthless, and can be truncated using a hex editor, or the like. If you did expand it, then you need to use another patching medium, such as A-Ptch.
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  #22635    
Old August 31st, 2012, 09:14 AM
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Never Mind, it seemed to work when I used UPS patcher but I have another problem now:



It's basically a corruption with the warp tiles.
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  #22636    
Old August 31st, 2012, 09:38 AM
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If its not too much trouble, remove all the events by going into the Header tab and changing the event offset (Ctrl+H to go into Professional View) and replace it with $00000. That will safely erase all the events, so if you have anything on that map you dont want to lose then you should save it first.
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  #22637    
Old August 31st, 2012, 01:23 PM
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Does anyone know go to change the little pikachu in the fire red intro (the one on top of the message in the beginning of the game)?
I want to replace it with one of my fakemons
  #22638    
Old August 31st, 2012, 03:24 PM
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TLDR: I need help modifying the properties of specific moves in HG/SS. Could someone walk me through it, please?

Full: Ok, so I understand that there really isn't a specific attack editor for HG/SS, yet. At least, the one in PPRE isn't finished. Anyway, I heard that it's possible to take a rom of Diamond/Pearl and use Attack Editor DS to modify specific moves in those games, extract the waza.tbl.narc file, and then replace the corresponding a/0/1/1 file in HG/SS with the waza.tbl.narc one. Two issues with this.

First, I've tried using Attack Editor DS with a clean Diamond rom, but nothing ever saves. I even attempted to modify one attack at a time, saving and closing out of the program before moving onto the next attack. No dice.

Second, I've very, very little experience with hex editing programs like Crystal Tile 2. More like clueless, actually. Upon opening the rom file in CT2, I'm never quite sure when to extract/input certain files, or even search for specific things within directories. Like, I've seen posts were people will say to search for pointer/offset (as an example) 0x123456a, but I can't for the life of me find any sort of thing in that format. All the offsets I see are in a 012345678 (no "x") format.

So, hypothetically speaking, say I wanted to modify the attack "Pound" from base 40 power to base 50 in my Soul Silver rom. Could someone walk me through the process of doing that, with the assumption that I have the mental capacity of a 10 year-old?
  #22639    
Old August 31st, 2012, 09:01 PM
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Someone please, I'm begging you, PLEASE, show me how to make a pick up item script! I have been looking for 4 days now and no where online shows how to make a pick up item script! I am about to go insane! This is what I want to happen. Player goes up to the item on the ground, picks it up, and the player has the item. I am trying to make the player pick up 5 pokeballs right now and I am having troubles! =( Here is my script:

#org $script
lock
faceplayer
checkflag 0x1201
if 0x01 goto $done
giveitem 0x04 0x05
boxset 6
setflag 0x1201
removesprite 0x5
release
end

#org $done
removesprite 0x5
boxset 6
release
end

What happens is after I pick up the pokeball, i get my items but the sprite is still there and the sprite is only removed after I leave the screen, How do I make the sprite leave ASAP? Please help me!
  #22640    
Old August 31st, 2012, 09:34 PM
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Quote:
Originally Posted by awipe1 View Post
Someone please, I'm begging you, PLEASE, show me how to make a pick up item script! I have been looking for 4 days now and no where online shows how to make a pick up item script! I am about to go insane! This is what I want to happen. Player goes up to the item on the ground, picks it up, and the player has the item. I am trying to make the player pick up 5 pokeballs right now and I am having troubles! =( Here is my script:

#org $script
lock
faceplayer
checkflag 0x1201
if 0x01 goto $done
giveitem 0x04 0x05
boxset 6
setflag 0x1201
removesprite 0x5
release
end

#org $done
removesprite 0x5
boxset 6
release
end

What happens is after I pick up the pokeball, i get my items but the sprite is still there and the sprite is only removed after I leave the screen, How do I make the sprite leave ASAP? Please help me!
Well, I'm no scripting expert, but did you make sure to set the sprite's ID to the flag number? Also, you wouldn't need the removesprite in the "done" pointer, it should just be release end, because there shouldn't be anything to interact with after the player gets the item.
If you've already done that and it's not working, I'm sorry, someone more advanced will help you eventually.
  #22641    
Old August 31st, 2012, 10:01 PM
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Thanks for the help, but it didn't work =(
I still have the same problem, the sprite stays there until i leave the screen then it goes away =(
  #22642    
Old August 31st, 2012, 10:52 PM
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Im hacking ruby and i was wondering if tilesets 30-35 are dangerous to put tiles in. according to this site: http://hackercrossforums.createmybb....ead.php?tid=29 . tilesets 30-35 are purple funky tiles. when i added tiles to them they glitched :/
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  #22643    
Old September 1st, 2012, 03:15 AM
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Quote:
Originally Posted by awipe1 View Post
Someone please, I'm begging you, PLEASE, show me how to make a pick up item script! I have been looking for 4 days now and no where online shows how to make a pick up item script! I am about to go insane! This is what I want to happen. Player goes up to the item on the ground, picks it up, and the player has the item. I am trying to make the player pick up 5 pokeballs right now and I am having troubles! =( Here is my script:

#org $script
lock
faceplayer
checkflag 0x1201
if 0x01 goto $done
giveitem 0x04 0x05
boxset 6
setflag 0x1201
removesprite 0x5
release
end

#org $done
removesprite 0x5
boxset 6
release
end

What happens is after I pick up the pokeball, i get my items but the sprite is still there and the sprite is only removed after I leave the screen, How do I make the sprite leave ASAP? Please help me!
You're setting the flag and hiding the sprite the wrong way round, for starters.

Secondly, there's no need whatsoever for any script to deal with the after hiding, if you do it right. It's just completely unnecessary and wastes space in your ROM.

By the sounds of it, you have already set the person ID to the correct flag, so I'd hazard a guess that "removesprite" either isn't the correct command (I don't know - never used that script editor, I'm an XSE man myself) or it's the first thing I suggested. The flag set and hide sprite are the wrong way round.
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  #22644    
Old September 1st, 2012, 06:42 AM
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Quote:
Originally Posted by Jambo51 View Post
You're setting the flag and hiding the sprite the wrong way round, for starters.

Secondly, there's no need whatsoever for any script to deal with the after hiding, if you do it right. It's just completely unnecessary and wastes space in your ROM.

By the sounds of it, you have already set the person ID to the correct flag, so I'd hazard a guess that "removesprite" either isn't the correct command (I don't know - never used that script editor, I'm an XSE man myself) or it's the first thing I suggested. The flag set and hide sprite are the wrong way round.
Well I tried what you said (Moving the removesprite and flag comands around) but it didn't work =(. Everyone has suggested XSE and I think I will listen to them, how would you make the command in XSE? Cause I downloaded it and I have no idea what i'm doing.
  #22645    
Old September 1st, 2012, 07:07 AM
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For XSE, to make a Poké Ball "find" script, you literally just need to use
Code:
#dynamic 0x800000
#include stditems.rbh

#org @start
giveitem ITEM_ITEMNAME 0x1 MSG_FIND
end
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  #22646    
Old September 1st, 2012, 08:47 AM
Jambo51's Avatar
Jambo51
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Quote:
Originally Posted by Spherical Ice View Post
For XSE, to make a Poké Ball "find" script, you literally just need to use
Code:
#dynamic 0x800000
#include stditems.rbh

#org @start
giveitem ITEM_ITEMNAME 0x1 MSG_FIND
hidesprite LASTTALKED
setflag 0x1201
end
Not quite. You also need the stuff I added in Bold. LASTTALKED is a variable containing the ID of the sprite you last talked to. In this case, the Pokeball. Obviously, you change the setflag to the relevant flag for the item.
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  #22647    
Old September 1st, 2012, 08:49 AM
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Nope, I'm afraid you're wrong in this case. You only need to set a unique Person ID to the Poké Ball. Using "MSG_FIND" will automatically hide and set the flag for you.
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  #22648    
Old September 1st, 2012, 09:38 AM
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Okay both of you, I am still confused, I wrote that script in and it didn' work! =( I have never used XSE before =( May you please tell me the exact script you would use to pick up a pokeball off the ground?
  #22649    
Old September 1st, 2012, 09:41 AM
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In Advance Map, you need to set the Poké Ball's Person Event (click on the Events tab, then click on the Poké Ball). Where it says "Person ID", set it to a flag, such as 1201. Then assign the script to the Poké Ball event and it should work.
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  #22650    
Old September 1st, 2012, 01:29 PM
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Can somebody give me a way to download HackMew's A-Trainer? Sorry that the question doesn't really connect with these others...

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Last edited by Meowing Mewtwo; September 1st, 2012 at 01:35 PM.
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