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  #51    
Old February 25th, 2014 (08:46 AM). Edited February 25th, 2014 by Garuga17.
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Quote originally posted by karatekid552:
On a clean FR rom, the last two bytes should be free space. So, I took advantage of this. What my program does, is it checks those two bytes. If they are FFFF, then it copies the BPRE section of the ini and assigns it an unused number. This number is written to the last two bytes of the rom. Now, it will read that number as the game code and load that section in the ini. Essentially, I am tagging each rom with a number that matches a number in the ini.
I just re-read your pdf, and now i understand, so its like your program differentiate roms by read the byte at FFFFFE (which is created automatically for clean rom, or manually for already repointed rom)

One more thing, the "unused number" you're talking about(which is used to replace section header), could be anything right(in hex)?

EDIT: Figured out everything, i mean, i can use it now, thanks, you and whoever helps this project is AMAZING
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  #52    
Old February 25th, 2014 (10:01 AM).
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Well, I tried using MrDollSteaks' awesome patch, and it did not work. Just wanted to make that clear.
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  #53    
Old February 25th, 2014 (02:56 PM).
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Quote originally posted by LCCoolJ95:
Well, I tried using MrDollSteaks' awesome patch, and it did not work. Just wanted to make that clear.
Good sir, that is one of the least clear statements I have ever seen. Please tell me exactly what you did to load this rom. Did you change the gamecode to MrDS and then load it? What exactly did you do?

PS: If another person tells me his hack doesn't work when he and I both confirmed it, then we are going to have issues.
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  #54    
Old February 25th, 2014 (05:40 PM).
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Ah, I apologize. Here's the error I received. It's within the attachment files.
Attached Images
File Type: jpg Gen III MrDS.JPG‎ (25.8 KB, 62 views) (Save to Dropbox)
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  #55    
Old February 25th, 2014 (06:01 PM).
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Quote originally posted by LCCoolJ95:
Ah, I apologize. Here's the error I received. It's within the attachment files.
Yup, I know exactly what you did. You are using the clean FR ini with his patch, which has a repointed move table. Sound like a good idea, right? lol, nope. First, go to 0xAC in the rom in a hex editor and change BPRE to MrDS. Then, go to 0xFFFFFE and make sure the two bytes there are FFFF. Once that is done, it should load fine.
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  #56    
Old February 25th, 2014 (07:00 PM).
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Okay, I did it...now it works. Time to expand the amount of Pokémon
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  #57    
Old February 25th, 2014 (08:05 PM).
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Quote originally posted by LCCoolJ95:
Okay, I did it...now it works. Time to expand the amount of Pokémon
BTW, what I just told you was carefully outlined in the documentation. So, yeah, before you ask me any questions, just consult the documentation. I'll be happy to answer any more questions or clarify things, but I did spend time writing that for a reason.
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  #58    
Old February 25th, 2014 (10:57 PM).
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Quote originally posted by LCCoolJ95:
Well, I tried using MrDollSteaks' awesome patch, and it did not work. Just wanted to make that clear.
Stahp makin' me look bad by harassin' KK!
JK

But yeah no seriously, anyone who is using my patch, read the documentation.
Karatekid has spent enogh time developing this and making it work smoothly with my rombase,
I feel terrible when he gets questioned about it!

Anyways KK you superstar, great to finally see it here on PC
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  #59    
Old February 26th, 2014 (11:25 PM).
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How do you edit cries for all the added pokemon?
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  #60    
Old February 27th, 2014 (03:38 AM).
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Quote originally posted by LuxrayHacker:
How do you edit cries for all the added pokemon?
Until I add a cry editor, you need to expand the main cry table (the one with pointers in it to the cries) and then remap the Hoenn cry index table (which I expanded for you) to the new cry table you made. Then you can insert your cries.
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  #61    
Old February 27th, 2014 (09:37 AM).
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One thing, i can't understand how to make MrD's patch work. The instruction on the documentation is not clear.
Quote:
Using a hex editor, go to 0xAC in your rom. On the side, you will see text (BPRE would hope, lol). Type over this will MrDS, then load your rom up in the suite. It will read from MrDollSteak's section of the ini and load
everything just fine. After the first loading, it is okay to change it back to BPRE.
I cant seem to understand the bolded part.
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  #62    
Old February 27th, 2014 (04:57 PM).
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Quote originally posted by Hiroshi Kaede:
One thing, i can't understand how to make MrD's patch work. The instruction on the documentation is not clear.

I cant seem to understand the bolded part.
That would be me typing things wrong. (You've got hand it to me though, I didn't make that many errors.)

Go to 0xAC in a hex editor. Then, one the side, you should see BPRE. Change it to MrDS, then save. Load the rom once, close the program and change it back to BPRE. Now it should load fine.
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  #63    
Old February 27th, 2014 (08:28 PM).
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Quote originally posted by karatekid552:
That would be me typing things wrong. (You've got hand it to me though, I didn't make that many errors.)

Go to 0xAC in a hex editor. Then, one the side, you should see BPRE. Change it to MrDS, then save. Load the rom once, close the program and change it back to BPRE. Now it should load fine.
Oh, thanks KK! I guess it should be fine now. =D
small mistakes cause a lot of trouble, really
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  #64    
Old February 28th, 2014 (03:29 AM).
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Quote originally posted by karatekid552:
That would be me typing things wrong. (You've got hand it to me though, I didn't make that many errors.)

Go to 0xAC in a hex editor. Then, one the side, you should see BPRE. Change it to MrDS, then save. Load the rom once, close the program and change it back to BPRE. Now it should load fine.
There's actually been some discussion about this. Jambo says there's a second, unused cry table after first (directly after). Doesnt says it's for moves like growl and howl and stuff, which is why they're reversed. Instead of expanding the cry table, I left it and replaced after. So far so good, nothing to report broken. Idk.
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  #65    
Old February 28th, 2014 (03:46 AM).
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Quote originally posted by Hiroshi Kaede:
Oh, thanks KK! I guess it should be fine now. =D
small mistakes cause a lot of trouble, really
+1 man, that damn +1.......... Lol, worst mistake in the history of simple mistakes is forgetting the +1 in ASM.

Quote originally posted by gogojjtech:
There's actually been some discussion about this. Jambo says there's a second, unused cry table after first (directly after). Doesnt says it's for moves like growl and howl and stuff, which is why they're reversed. Instead of expanding the cry table, I left it and replaced after. So far so good, nothing to report broken. Idk.
Personally, I have no idea. In order to find out, why not set a break on read to the first 6 pointers in the second table, then play through a good chunk of the game. If nothing is triggered, you may be alright.
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  #66    
Old February 28th, 2014 (04:38 AM).
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Thanks for the tool, I have some questions:

Will you make it compatible with Pokemon Emerald, please?
Is it compatible with expanded rom's?
If not, will you make it compatible with those rom's, please?

Good job
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  #67    
Old February 28th, 2014 (05:06 AM).
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Quote originally posted by gogojjtech:
There's actually been some discussion about this. Jambo says there's a second, unused cry table after first (directly after). Doesnt says it's for moves like growl and howl and stuff, which is why they're reversed. Instead of expanding the cry table, I left it and replaced after. So far so good, nothing to report broken. Idk.
It's unused. I was mistaken and probably just broke something else accidentally when I initially tested it.
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  #68    
Old February 28th, 2014 (02:39 PM).
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Quote originally posted by Black pass:
Thanks for the tool, I have some questions:

Will you make it compatible with Pokemon Emerald, please?
Is it compatible with expanded rom's?
If not, will you make it compatible with those rom's, please?

Good job
1) It is, only expanding pokemon doesn't happen because there is almost NO research into that area in any other game. If someone does perfect it like Doesnt did, I will add it.

2) Completely.

3) Same as 1 Completely compatible except for expanding Pokes.
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  #69    
Old February 28th, 2014 (03:14 PM).
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The best Romhacking Tool ever.
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  #70    
Old February 28th, 2014 (05:21 PM). Edited February 28th, 2014 by karatekid552.
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Quote originally posted by Dragonflye:
The best Romhacking Tool ever.
I agree. Thanks!


Anyway, I completely redid the position editor.:D Now it is much, much cleaner and more responsive:

Spoiler:


So yeah, I want to release my Linux version (as shown here) but I can't get it to compile into a binary properly. There is a bug running though pyinstaller that either doesn't import my GUI or doesn't import Python depending on my settings. So obviously without one or the other this won't work. I am still looking for a solution. However, the Windows version will get a bump up to version 1.1.0 either tonight or tomorrow.:D

Success! Using a development version of pyinstaller, I was able to avoid the bug and now it runs on Ubuntu 13.10 as an executable. That file will be available tonight.
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  #71    
Old February 28th, 2014 (08:07 PM).
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Quote originally posted by karatekid552:
I agree. Thanks!


Anyway, I completely redid the position editor.:D Now it is much, much cleaner and more responsive:

Spoiler:


So yeah, I want to release my Linux version (as shown here) but I can't get it to compile into a binary properly. There is a bug running though pyinstaller that either doesn't import my GUI or doesn't import Python depending on my settings. So obviously without one or the other this won't work. I am still looking for a solution. However, the Windows version will get a bump up to version 1.1.0 either tonight or tomorrow.:D
Oi oi oi! That looks very pretty KK! Love the repositioning thing
Good job!
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  #72    
Old February 28th, 2014 (09:47 PM).
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Quote originally posted by Hiroshi Kaede:
Oi oi oi! That looks very pretty KK! Love the repositioning thing
Good job!
Thanks.

I just uploaded the new version. Have fun guys! Keep sending in the bug reports. I do read them all.

BTW, I found a guy who will compile this using the Chinese encoding!
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  #73    
Old March 1st, 2014 (01:49 AM).
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Great Tools!Now I can take out pesky, useless glitch pokemon
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  #74    
Old March 1st, 2014 (05:42 PM).
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The Icon editing part of the Suite seems to change the color of inserted images weirdly. When I use Advanced Pokemon Icon Editor, the image saves just fine, then if I used the same image in the Suite, the image colors become weird.
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  #75    
Old March 1st, 2014 (09:38 PM).
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Quote originally posted by Tylerthecreator:
The Icon editing part of the Suite seems to change the color of inserted images weirdly. When I use Advanced Pokemon Icon Editor, the image saves just fine, then if I used the same image in the Suite, the image colors become weird.
That is because the icon needs to conform to one of the in game palettes. I have yet to write an algorithm to select the best palette, so you will have to eyeball it by loading it into each one an testing it. There are only three, so I hope you can handle that.
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