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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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ℜªℳ

RAM Corporation |\/| ][ |\/|
214
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    • Seen May 11, 2016
    In my crystal when I replaced a sprite with that of another which was devamped my friend told me which monster I replaced and why its ok just from looking at the finished sprite. He said that different sprites like rattata and lugia have different total limits and can only be replaced with something else in those limits unlike in GBA games with unlz or some repointing can be done. What are those limit? I thought all sprite have mximum limit to a 64x64 square. How do I change those limits to input almost 200 different size 64x64 sprites?
     

    IIMarckus

    J946@5488AA97464
    402
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    • Seen Feb 21, 2024
    In my crystal when I replaced a sprite with that of another which was devamped my friend told me which monster I replaced and why its ok just from looking at the finished sprite. He said that different sprites like rattata and lugia have different total limits and can only be replaced with something else in those limits unlike in GBA games with unlz or some repointing can be done. What are those limit? I thought all sprite have mximum limit to a 64x64 square. How do I change those limits to input almost 200 different size 64x64 sprites?
    Your friend could be talking about one of two things. First, if the filesize in bytes of the image you are inserting is greater than the filesize in bytes of the image you are overwriting, you will definitely have problems because your new sprite will overwrite extra data besides the original sprite. You can get around this by repointing the image to free space. I believe AGIXP does this automatically (having never used it myself; it seems to be incompatible with my computer); if you use gfxinsertermeoth, the program simply puts it at whatever offset you specify, so you'll need to change the pointer manually.

    The other possibility is that your friend was talking about image dimensions. Each Pokémon species has a byte in the stats that determines the height and width of the image (in tiles). For instance, at offset 0x051424 in Crystal, Bulbasaur's stats:

    01 2D 31 31 2D 41 41 16 03 2D 40 00 00 1F 64 14 05 55 00 00 00 00 03 17 26 1E 3D C4 86 18 45 00

    The 0x55 means that Bulbasaur's image is 5×5 tiles, or 40×40 pixels.
     
    Last edited:

    ℜªℳ

    RAM Corporation |\/| ][ |\/|
    214
    Posts
    16
    Years
    • Seen May 11, 2016
    Your friend could be talking about one of two things. First, if the filesize in bytes of the image you are inserting is greater than the filesize in bytes of the image you are overwriting, you will definitely have problems because your new sprite will overwrite extra data besides the original sprite. You can get around this by repointing the image to free space. I believe AGIXP does this automatically (having never used it myself; it seems to be incompatible with my computer); if you use gfxinsertermeoth, the program simply puts it at whatever offset you specify, so you'll need to change the pointer manually.

    The other possibility is that your friend was talking about image dimensions. Each Pokémon species has a byte in the stats that determines the height and width of the image (in tiles). For instance, at offset 0x051424 in Crystal, Bulbasaur's stats:

    01 2D 31 31 2D 41 41 16 03 2D 40 00 00 1F 64 14 05 55 00 00 00 00 03 17 26 1E 3D C4 86 18 45 00

    The 0x55 means that Bulbasaur's image is 5×5 tiles, or 40×40 pixels.

    Yeah that was it ()the second one, each image has a specific height and width but can you change this or say my devamps of platinum after being resized don't add up to these widths, would I have to repoint them or shrink them? If so, how does manual repointing work? Is there any tutorial close to a "step to step" which shows how to manually repoint pointers?
    Your answers have been very useful every time so thank you very much! :D This is probably your level of expertise, I'm guessing...
     

    Ice Lightning

    Ya realy like that alien movie
    29
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    16
    Years
  • I have a question, (sorry if this has already been asked but I can't find it)
    How do I make new folders for maps in Advance Map? Sorry if this is sort of a n00bish question but I'm well... I'm a n00b at this XD
    Thanks in advance!
     

    Dratii

    Working on something new...
    195
    Posts
    15
    Years
    • Seen Oct 24, 2023
    I have a question, (sorry if this has already been asked but I can't find it)
    How do I make new folders for maps in Advance Map? Sorry if this is sort of a n00bish question but I'm well... I'm a n00b at this XD
    Thanks in advance!
    I think you can't, you just have to use the ones already there, there is lots of them.
     

    IIMarckus

    J946@5488AA97464
    402
    Posts
    16
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    • Seen Feb 21, 2024
    Yeah that was it ()the second one, each image has a specific height and width but can you change this or say my devamps of platinum after being resized don't add up to these widths, would I have to repoint them or shrink them?
    Yes, you can change the byte. For instance, changing the byte to 0x33 would make a 3×3 tile image (24×24 pixels). Since your sprites are 64×64, that would mean changing it to 0x88.
     

    Perri Lightfoot

    Let's give it a go!
    173
    Posts
    16
    Years
    • Seen Apr 17, 2022
    Sprites can be hidden without the use of scripts by their Person ID; if it corresponds with a flag number that has been set that sprite will be hidden upon entering the map.

    Does this technique also work with Ruby hacking, or does that need something different? Because I want to hide a character on the map completely unless you've accomplished a certain task in my Ruby hack. ^^; Also, how do I make the sprite visible if you have accomplished that certain task? Clear the flag?

    Thanks!
     

    Thrace

    @tion
    1,048
    Posts
    16
    Years
    • Seen Oct 2, 2016
    Does this technique also work with Ruby hacking, or does that need something different? Because I want to hide a character on the map completely unless you've accomplished a certain task in my Ruby hack. ^^; Also, how do I make the sprite visible if you have accomplished that certain task? Clear the flag?

    Thanks!
    Yes it can and yes simply clearing the flag will make the sprite visible upon entering the map. However if you are already on the map you need to use the command showsprite (0x55).
     

    ℜªℳ

    RAM Corporation |\/| ][ |\/|
    214
    Posts
    16
    Years
    • Seen May 11, 2016
    Yes, you can change the byte. For instance, changing the byte to 0x33 would make a 3×3 tile image (24×24 pixels). Since your sprites are 64×64, that would mean changing it to 0x88.

    Ah, ok. Very simple and thanx again for the much needed help. Two last questions (for now anyhow...), the pokemon sprites all move meaning they are most likely .GIFs so will any of the tools you listed previously allow me to import gifs to replace the ones there including icons and if not how can I edit the icons manually? And, how do I change palettes for things such as well, everything?
     

    Darthatron

    巨大なトロール。
    1,152
    Posts
    18
    Years
  • Ah, ok. Very simple and thanx again for the much needed help. Two last questions (for now anyhow...), the pokemon sprites all move meaning they are most likely .GIFs so will any of the tools you listed previously allow me to import gifs to replace the ones there including icons and if not how can I edit the icons manually? And, how do I change palettes for things such as well, everything?

    They aren't GIF images. They are just normal images that have 2 frames. >_> You edit them like any other Pokemon Sprite, just edit the top half and bottom half. >_>
     

    ℜªℳ

    RAM Corporation |\/| ][ |\/|
    214
    Posts
    16
    Years
    • Seen May 11, 2016
    They aren't GIF images. They are just normal images that have 2 frames. >_> You edit them like any other Pokemon Sprite, just edit the top half and bottom half. >_>

    Figured that out about 2 minutes after asking that question last night but thnx anyhow.

    All I need now is to find out how to edit palettes for grafix in crystal and if I can arrange something like different male and female sprites like in the DPP generation (I' not positive but I think I may be able to) or at least add more pokemon (just 7 more), can anyone help here?
     

    Dark_Master

    Dark/Ghost Pokemon Master
    76
    Posts
    16
    Years
  • I did all I can and Sappy won't *beep* work for me.

    Anyway, are there midi's with over 12 tracks that you can insert into Pokemon games (Like a Remix from SMB?)?
    yea but i was really looking to change a pokemon's cry i saw the tutorial for Midi music insertion
     

    Jerros

    TloS FTW!!!
    72
    Posts
    16
    Years
  • Does any1 know how exactly to remove the "truck" event, in the beginning of Emerald?
    (You know, where the truck brakes, and the screen shakes and stuff...)
     
    2
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    15
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    • Seen Nov 12, 2008
    excuse me, I can't speak english very weel. I need only pieman's tutorial. Where can I give it? (excuse me for my errors)
     

    DemonParia

    Gangsterfresh Swagmaster
    104
    Posts
    15
    Years
    • Seen Oct 6, 2015
    Text Issues

    I am a complete noob at hacking, but I have a question.

    I use AdvanceText to edit the text in the game. I use the option of inserting a new text script into the game to make a person in the game say something. I am a hex moron, and have no idea how to do it otherwise. My problem is that when I talk to a person that has the text that I put in, sometimes it will work correctly, but more often then not, instead of coming up like:

    It's storming pretty hard outside.

    Which is what he's supposed to say, it comes out like:

    It's storming pretty hard outside. ÍÔ € ILUCIAN'S HOUSE

    And the "LUCIAN'S HOUSE" is from another text script.
    So, I'm wondering-

    1. Why those characters and letters from another text entry come up.
    2. How to fix it
    3. And if there isn't a way to fix it, another way to insert and edit text.

    Thanks.
    -DEMON
     

    ℜªℳ

    RAM Corporation |\/| ][ |\/|
    214
    Posts
    16
    Years
    • Seen May 11, 2016
    I am a complete noob at hacking, but I have a question.

    I use AdvanceText to edit the text in the game. I use the option of inserting a new text script into the game to make a person in the game say something. I am a hex moron, and have no idea how to do it otherwise. My problem is that when I talk to a person that has the text that I put in, sometimes it will work correctly, but more often then not, instead of coming up like:

    It's storming pretty hard outside.

    Which is what he's supposed to say, it comes out like:

    It's storming pretty hard outside. ÍÔ € ILUCIAN'S HOUSE

    And the "LUCIAN'S HOUSE" is from another text script.
    So, I'm wondering-

    1. Why those characters and letters from another text entry come up.
    2. How to fix it
    3. And if there isn't a way to fix it, another way to insert and edit text.

    Thanks.
    -DEMON

    A-Text is a very glitchy tool and therefore should be avoided and is taken up by noobs. I suggest you learn XSE or Hex or look around for a different script tool right here in PC in the tool box rather than use A-Text. I used to use it as a noob too but then I started on hex which is a bit more easy to use for me. XSE and pokescript are the only tools I know and would recommend outside of hex but XSE has fixed many errors pokescript couldn't and the languages are very much similar so XSE is your best pick.
     

    DemonParia

    Gangsterfresh Swagmaster
    104
    Posts
    15
    Years
    • Seen Oct 6, 2015
    Um...

    I do have XSE, and I know some very basic scripting, but how exactly would I do a text script? If that's too simple for the simple questions thread I can figure it out myself.
     

    HackMew

    Mewtwo Strikes Back
    1,314
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    17
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    • Seen Oct 26, 2011
    I do have XSE, and I know some very basic scripting, but how exactly would I do a text script? If that's too simple for the simple questions thread I can figure it out myself.

    What about decompiling one? The game is full of working examples, after all.
     
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