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

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Kevin

kevin del rey
2,686
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Well if you don't want to use Hackmew's Official XSE Guide then you should really pay attention to diegoisawesome's tutorial. Sure, it may have gotten negatives posts maybe but those posts got the tutorial fixed/revised and he corrected up the tutorial. Plus in my opinion it works fine.
 

shinyabsol1

Pokemon DarkJasper!?
333
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13
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  • Seen Nov 23, 2022
Well if you don't want to use Hackmew's Official XSE Guide then you should really pay attention to diegoisawesome's tutorial. Sure, it may have gotten negatives posts maybe but those posts got the tutorial fixed/revised and he corrected up the tutorial. Plus in my opinion it works fine.

I guess if diegoisawesome's tutorial works fine I'll use it...but you make it seem as if Hackmew's official guide does all the same things that diegoisawesome's does. Am I missing something here?
 

Kevin

kevin del rey
2,686
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13
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I guess if diegoisawesome's tutorial works fine I'll use it...but you make it seem as if Hackmew's official guide does all the same things that diegoisawesome's does. Am I missing something here?
Hm... I'm not sure but I, personally understood diegoisawesome's tutorial more than Hackmew's. Which ever guide helps you more is fine to use.
 

Dark_Trainer96

Dark-Type Specialist
11
Posts
14
Years
I'm making a World Map using UNLZ and NTME. The pallettes have me confused a bit and I keep getting errors, but I want to clear up one thing at a time.

So, first of all, does your tileset have to be a certain size?
Second, should the tiles be back/white, real colours, or the messed up colours found with UNLZ?
Lastly, how do you put them back in? I know you need to find space, which I have with FSF, but I tried to import and I get no option to choose an offset, and I get a error saying something like "Image no indexed".

Any help will be appreciated!
 

Binary

え?
3,977
Posts
16
Years
  • Age 29
  • Seen Apr 7, 2014
I'm making a World Map using UNLZ and NTME. The pallettes have me confused a bit and I keep getting errors, but I want to clear up one thing at a time.

So, first of all, does your tileset have to be a certain size?
Second, should the tiles be back/white, real colours, or the messed up colours found with UNLZ?
Lastly, how do you put them back in? I know you need to find space, which I have with FSF, but I tried to import and I get no option to choose an offset, and I get a error saying something like "Image no indexed".

Any help will be appreciated!
Your tileset needs to have a certain size. It depends on a few other factors. As for the rest of your queries, I urge you to take a look at these tutorials (assuming you're using a Firered rom):


Completely Hacking the Fire Red Title Screen by DawnRyder

256/240 color Titlescreen (Firered)

They're a good start to things.
 
22
Posts
15
Years
Hello again everyone!

Quick Gold/Silver repointing question:

Trying to repoint the type effectiveness data at 0x34D01 to some blank space at 0x1C1830 (have completely redone strength and weakness chart, need lots more space, total of 126 bytes). Pointer to the original type/weakness table should be 0xD014d, however, my hex editor (Translhextion) will not find the pointers in the search function and cannot be found in Gold Finger, either. It keps saying "string not found." What am I doing wrong? I've done this repoint successfully before... (had to start over from my old hack which got really glitchy)
 
Last edited:

Kevin

kevin del rey
2,686
Posts
13
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is there a hacked rom thats has pokemon from every region?
Nah, there isn't one yet. Especially with the new Pokemon from Unova, the number of all Pokemon has increased. If having all Pokemon in your hack is what you were wondering, sadly, it's not possible, unless you do lots of research on that. You're better off replacing Pokemon for the time being.

And if you were looking just for a hack with all Pokemon, then no, but there's hacks with Sinnoh/Unova Pokemon that replaced some old ones.
 

Orinjmate

The Orinj of the Mate
120
Posts
13
Years
Is it possible to make it so that depending on whether you choose a boy or a girl, or automatically names you x or y and you don't have to type in your name?
 

Equin

Got it memorized?
55
Posts
13
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  • Seen Dec 14, 2010
Is it possible to make it so that depending on whether you choose a boy or a girl, or automatically names you x or y and you don't have to type in your name?
Yes, it is possible, but I'm afraid that it's not on just everyone's reach. Guided by the search function, I believe that this action requires knowledge of Advanced Scripting Method (ASM) to be accomplished.

Still, you can always ignore the name you type in and have people whom you interact with call you by a certain name.
 

Tannecho51

Pokemon Lion's Eye
11
Posts
13
Years
How does the naming special work in Ruby, if you're trying to give a pokemon to a party that doesn't have any? Also, for some reason, when I use multiple showpokepic's, the first one has a messed up palette but the ones after it show up just fine.

Bumping my question.
If you don't know the answer to that, then could anyone tell me the offset for when you walk into Prof. Birch's office and he names your pokemon?
 

colcolstyles

Yours truly
1,588
Posts
15
Years
Yes, it is possible, but I'm afraid that it's not on just everyone's reach. Guided by the search function, I believe that this action requires knowledge of Advanced Scripting Method (ASM) to be accomplished.

Er, ASM is short for "assembly", not "advanced scripting method". It's a low level programming language that a high level language (like C) is compiled to and it's what we, as hackers, have to view the game's code in.

And yes, it would require ASM.
 

0m3GA ARS3NAL

Im comin' home...
1,816
Posts
16
Years

Quilava's Master

Shattered Dreams '13
694
Posts
16
Years
  • Seen Aug 14, 2023
Er, ASM is short for "assembly", not "advanced scripting method". .

This made me LOL

But on to my question. It's about variable 8004. How would I assign a pokemon's party number to the variable. Specifically: I want to first check for if you have the pokemon, then assign it's location in the party to 0x8004 then go on to remove it using callasm. I have the routine and it works but I want to know how to assign the pokemon location in party to 0x8004
 

0m3GA ARS3NAL

Im comin' home...
1,816
Posts
16
Years
This made me LOL

But on to my question. It's about variable 8004. How would I assign a pokemon's party number to the variable. Specifically: I want to first check for if you have the pokemon, then assign it's location in the party to 0x8004 then go on to remove it using callasm. I have the routine and it works but I want to know how to assign the pokemon location in party to 0x8004

You'd need ti use an ASM routine to check the species of each pokemon in your party until it finds the pokemon in question, then stores the number into the variable manually...
 

MysticFlames

~Fedoras~
325
Posts
18
Years
I've had a problem that I just can't figure out, how do you set where you show up after fainting? What I mean is if I make a new Pokemon Center on a new map, how do you set it as a Pokemon Center you warp to upon fainting?

Also, I've noticed it at the beginning of the Pokemon Center script, what does special 0x182 do?
 

0m3GA ARS3NAL

Im comin' home...
1,816
Posts
16
Years
I've had a problem that I just can't figure out, how do you set where you show up after fainting? What I mean is if I make a new Pokemon Center on a new map, how do you set it as a Pokemon Center you warp to upon fainting?

Also, I've noticed it at the beginning of the Pokemon Center script, what does special 0x182 do?

the command 'sethealingplace' is your friend.
Unfortunately, all of the sethealingplaces are already taken, so you'd have to remove one, or add another to the table.
There is a tutorial on doing so somewhere in the documents and tutorials section.
 

Crimson Stardust

Anime Addiction
1,319
Posts
15
Years
basically i have the problem with tile inserting, i want to know what i am doing wrong so in future i won't commit the same problem.

Basically i want to insert a grass tile, i recolour it then insert it, but the tile did not appear as it suppose to be just a plain single colour so i know the pallete is not the same as in the a-map palletes.
I recolour it then reinsert the tiles.

Here is where the problem starts:
The tile remain the same did not appear in the tileset.
so i recheck the pallete then open the tile i want to insert in infranview>edit palletes.
I change the palletes codes to the most similar pallete from a-map.
after changing all, i reinsert it, but it still remain the same.
I check again the codes but they are the same.

But

I when i view one of the pallete from the tileset i save from a-map at gale, the colour code is diffirent then what it suppose to be on a-map.

here is what the code suppose to be at first:
http://www.zshare.net/image/835137308ff1ef9f/
see the code is:
56
88
64

But when i view the pallete code again on gale it is diffirent:
http://www.zshare.net/image/8351386628b94724/
60
94
88

To confirm this i recolour the pallete i picked to be sure of which part of the tile the pallete is used. It is the same part. Look:
http://www.zshare.net/image/83513859f7f8f009/

I don't know if this has got to do with the tile inserting problem, but i just cannot insert the tile. the trees was easy since i just save their pallete and load them to a-map.
I hope you guys have a solution. If need more infor just ask
------------------
Crimson Stardust
 
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