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

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Darthatron

巨大なトロール。
1,152
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So, on the Town Map Item (in FireRed) when you move along a route, your position changes as well. Has anyone found out how your position on a route affects your position on the Town Map item?

I would really like to know, as I have routes on my World Map that go horizontal instead of Vertical, and some that are shorter than the original routes, and since I changed my World Map the player position on it is off the route trails.

http://sfc.pokefans.net/lesson.php?id=18&lang=en
 

Darkdata

15 year old me was an idiot.
137
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18
Years
  • Age 39
  • Seen Nov 25, 2013
That's not it. Or, it does not cover what I was asking. I've updated the positions of each route/town x/y already.

On the Town Map, as you travel along a route, your position on the Town Map is offset by your position on the route. (Say the new route 1 is at 5,5: When you first start on the route, you are at 4,5, then 5,5, then 6,5 as you travel along it.)

I want to change how this works because my routes do not follow the original lengths/layouts of the original games.

(And before you say what I'm asking is there; It's not. Yes I did read it, it's what I used when I was first hacking the map.)
 

Darthatron

巨大なトロール。
1,152
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18
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It is there. In this section:
Looks still confusing. =\
But I have an idea. (What a luck ^^) Do you remember the "invalid_input" part of the ASM function? Since it always returns "C5" for "invalid", we can obviously consider the "C5" as "blank". So let's replace the "C5" by " ".

worldmap6.png


AWESOME!!111
I think, everything is clear if you just have a look to the picture. The first part of the mapbase is used for the routes and cities while the second one represents the little blue points on the worldmap. I'm confident that you're able to change the mapbase like you want. Just think off a "virtual byte map" if you're working on it. That makes the thing easier for you.

[S-HIGHLIGHT]After changing everything, an other problem appears: The cities don't change their position. Indeed they're blinking if the cursor is at the new location, but the sprite remains on the old position. To solve that issue, we need VBASDL-H again.[/S-HIGHLIGHT]

Put a breakpoint on read to any city and select it. E.g. I choose the byte representing Pallet Town at 0x083f2586. The game breaks.

Code:
Breakpoint (on read) address 083f2586 byte:58
R00=00000058 R04=00000000 R08=00000000 R12=00000040
R01=083f2586 R05=00000000 R09=00000000 R13=03007de0
R02=00000000 R06=030030e4 R10=00000000 R14=080c33b3
R03=083f2490 R07=030030f0 R11=00000000 R15=080c41ca
CPSR=0000003f (......T Mode: 1f)
080c41c8  e003 b $080c41d2
Let's investigate how the 0x58 is interpreted. 0x80c41c8 is in the routine we analyzed before. (of course...)
Type "n" until you reach the "bx" opcode. (Note: "bx rX" stands for "branch exchange" and switches the values of PC (=R15) and rX)
Code:
R00=00000058 R04=020399e4 R08=00000000 R12=00000040
R01=080c33b3 R05=00000000 R09=00000000 R13=03007dec
R02=00000000 R06=030030e4 R10=00000000 R14=080c33b3
R03=083f2490 R07=030030f0 R11=00000000 R15=080c41d8
CPSR=0000003f (......T Mode: 1f)
080c41d6  4708 bx r1
debugger> n
R00=00000058 R04=020399e4 R08=00000000 R12=00000040
R01=080c33b3 R05=00000000 R09=00000000 R13=03007dec
R02=00000000 R06=030030e4 R10=00000000 R14=080c33b3
R03=083f2490 R07=030030f0 R11=00000000 R15=080c33b4
CPSR=0000003f (......T Mode: 1f)
080c33b2  6821 ldr r1, [r4, #0x0]
The CPU returns to 0x080c33b2. Type "dt 080c33ae" in VBASDL-H to disassemble the thumb routine.
Code:
080c33ae  f000 bl $080c4164
080c33b2  6821 ldr r1, [r4, #0x0]
080c33b4  0600 lsl r0, r0, #0x18
080c33b6  0e00 lsr r0, r0, #0x18
080c33b8  8288 strh r0, [r1, #0x14]
080c33ba  f000 bl $080c35dc
080c33be  6821 ldr r1, [r4, #0x0]
080c33c0  0600 lsl r0, r0, #0x18
080c33c2  0e00 lsr r0, r0, #0x18
080c33c4  82c8 strh r0, [r1, #0x16]
080c33c6  f7fd bl $080c0e20
080c33ca  0600 lsl r0, r0, #0x18
080c33cc  0e00 lsr r0, r0, #0x18
080c33ce  6821 ldr r1, [r4, #0x0]
080c33d0  2302 mov r3, #0x2
080c33d2  5eca ldsh r2, [r1, r3]
080c33d4  2500 mov r5, #0x0
080c33d6  5f4b ldsh r3, [r1, r5]
080c33d8  2101 mov r1, #0x1
080c33da  f000 bl $080c4164
080c33de  0600 lsl r0, r0, #0x18
080c33e0  0e00 lsr r0, r0, #0x18
080c33e2  f000 bl $080c3878
080c33e6  6821 ldr r1, [r4, #0x0]
080c33e8  0600 lsl r0, r0, #0x18
080c33ea  0e00 lsr r0, r0, #0x18
...etc
 

Darkdata

15 year old me was an idiot.
137
Posts
18
Years
  • Age 39
  • Seen Nov 25, 2013
Darthatron, dear. You're not listening to what I am saying.

I've updated the x/y cursor positions for each town and route to the new locations on my map. I open up the map in "Long Port" (My first town, in a whole new position on the world map) and the cursor will appear in the proper position. I've done the same for all routes and other cites.

Now, listen carefully because having to explain myself more than once makes me cranky, and your content replies making it seem like my problem is solved are making it less likely for my real question to be answered.

I HAVE UPDATED the x/y positions for each area. When I enter a route there is an offset placed on that position as you move along the route.

Take "Route 1" for example. As you move along the route in game, the world map will update your position along it. In the case of route one in FireRed, you start off Y-1 from the set x/y positions, and as you move north, the map will update your position to Y, then Y+1. I want to find out how the offsets as you move along a route work, so I can update my routes.

In my case, my Route 1 is horizontal, and I want to be able to adjust how traveling along it adjusts the town map offsets based on the X/Y positions I have set already.

I may not have been clear the first time, that was my mistake. This post is crystal. Do not repeat the same information about the x/y cursor table again or I might just have to repeat myself that "I'VE UPDATED THOSE VALUES."
 

Kevin

kevin del rey
2,686
Posts
13
Years
Could someone please explain me what level scripts are? Can you show me an exaple?
I dunno if this is the exact definition but it automatically starts a script when you enter a map. Example:

Code:
#dynamic 0xoffset

#org @start
applymovement 0x1 @move
waitmovement 0x0
msgbox @1 msg_normal
setvar 0x7000 0x1
release
end

#org @1
= Could you come here?

#org @move
#raw 0x62
#raw 0xFE
More information on how to make one is right here.
 
275
Posts
13
Years
  • Seen Oct 9, 2019
Darthatron, dear. You're not listening to what I am saying.

I've updated the x/y cursor positions for each town and route to the new locations on my map. I open up the map in "Long Port" (My first town, in a whole new position on the world map) and the cursor will appear in the proper position. I've done the same for all routes and other cites.

Now, listen carefully because having to explain myself more than once makes me cranky, and your content replies making it seem like my problem is solved are making it less likely for my real question to be answered.

I HAVE UPDATED the x/y positions for each area. When I enter a route there is an offset placed on that position as you move along the route.

Take "Route 1" for example. As you move along the route in game, the world map will update your position along it. In the case of route one in FireRed, you start off Y-1 from the set x/y positions, and as you move north, the map will update your position to Y, then Y+1. I want to find out how the offsets as you move along a route work, so I can update my routes.

In my case, my Route 1 is horizontal, and I want to be able to adjust how traveling along it adjusts the town map offsets based on the X/Y positions I have set already.

I may not have been clear the first time, that was my mistake. This post is crystal. Do not repeat the same information about the x/y cursor table again or I might just have to repeat myself that "I'VE UPDATED THOSE VALUES."
Found some information here, but I don't know if it'll be useful for you. Check the contents of the spoiler labeled "World Map Movement Bytes".
 
976
Posts
16
Years
I downloaded A-Text and it doesn't work and won't open, where else can I find a text editor. I know that XSE edits texts, but I want one that can also edit other text like the Prof. intro and other things. Also how do I change the Pokemon the Prof. introduces in Fire Red/Emerald (Nidoran (M)/Lotad)?
 

Kevin

kevin del rey
2,686
Posts
13
Years
I downloaded A-Text and it doesn't work and won't open, where else can I find a text editor. I know that XSE edits texts, but I want one that can also edit other text like the Prof. intro and other things. Also how do I change the Pokemon the Prof. introduces in Fire Red/Emerald (Nidoran (M)/Lotad)?
You could use a hex editor.

And I'm pretty sure Advance IntroEd can do the trick. Link here.
 
58
Posts
13
Years
I dunno if this is the exact definition but it automatically starts a script when you enter a map. Example:

Code:
#dynamic 0xoffset

#org @start
applymovement 0x1 @move
waitmovement 0x0
msgbox @1 msg_normal
setvar 0x7000 0x1
release
end

#org @1
= Could you come here?

#org @move
#raw 0x62
#raw 0xFE
More information on how to make one is right here.

Thanks I'll check this out.

Also, sorry for the double post. Could someone show me an example of a script that moves the camera? Like this http://www.youtube.com/watch?v=XrFB0n6-VCc
 
Last edited:

Darthatron

巨大なトロール。
1,152
Posts
18
Years
58
Posts
13
Years
18
Posts
15
Years
I am hacking emerald using XSE and AM
When I enter a city, the name of the city doesn't show up
However I've already set the "show name on entering" to "show city names [0D]" in AM
Maybe that's due to the skipping of the script in the truck/littleroot? (Perhaps some special flags?)
What should I do?
 
5,256
Posts
16
Years
You cannot edit Birch's intro with XSE. Instead you use Advance-Text to change the text and Advance IntroEd to change the Pokemon that comes out of the Poke Ball.

Well, better advice would be to download/create an Emerald thingy table file (.tbl) and load it with a table-supporting hex editor (I recommend Translhextion or Windhex) and do it there. It's much stabler than using AdvanceText, especially considering that tool doesn't work for some people.
 

CharmanderFan123

Death is only an illusion.
17
Posts
12
Years
  • Seen Nov 1, 2011
I'm sorry if this questions been answered already, but I always end up seeing the comdlg32.ocx or comctl32.ocx is missing for Advanced Text, Advanced Mart etc. I try to fix it, but never can even though all of the files are in the right places. Yes I have done the Command Prompt thing, but it always does an error. Any help? BTW I'm using Windows 7.
 
3
Posts
15
Years
  • Age 30
  • Seen Oct 4, 2013
Sorry if its been asked already, but I'm in a hurry: When I go to load up a tileset image (png) in Advance Map, it keeps telling me I'm missing the palette file. How would I get this file?
 
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