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

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Hyper Chibi Absol

The Chibiest Absol ever :3
100
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14
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Ok I have another question for editing Pokemon Ruby, though this one may be kinda of so obvious that I'll be smacking myself in the forehead for asking but, how do I create an offset for an event say like an item?

I'm using XSE and I read the little tutorial thing on what script to use in order to make it so you can find an item, however, I tried to save but the save option is greyed out, and I tried the hot keys but they did nothing. Later I thought I could just type in random numbers and letters in the offset, hot key the save and attempt to see if the item was there but it wasn't. (go figure...)

#dynamic 0x800000

#org @start
additem 0x5D 0x1
end

This is what I'm putting into the program so I can find a sunstone in a certain area of the game. (I can't believe the only way to obtain it is by talking to an old man in the space station) What I'm trying to do is make it so that you can "mine" for the evo stones in the Fossil Cave. I could find the events for the other 5 stones, all I had to do was make the overworld sprite invisible so they don't look like just some random Pokeballs sitting on rocks. That and I had to make their ID 0000 so you can always comeback later to get some more stones if need be.

Please help.

EDIT: What I mean by Fossil Cave, its just a map I made were you can catch the first form fossil Pokemon like Kabuto and such as well as Clefairy and Jigglypuff due to the fact that they HAVE to live near moonstones
 

Herpahermaderp

I liek Mudkipz
66
Posts
11
Years
  • Age 25
  • USA
  • Seen Jan 3, 2017
Ok I have another question for editing Pokemon Ruby, though this one may be kinda of so obvious that I'll be smacking myself in the forehead for asking but, how do I create an offset for an event say like an item?

I'm using XSE and I read the little tutorial thing on what script to use in order to make it so you can find an item, however, I tried to save but the save option is greyed out, and I tried the hot keys but they did nothing. Later I thought I could just type in random numbers and letters in the offset, hot key the save and attempt to see if the item was there but it wasn't. (go figure...)



This is what I'm putting into the program so I can find a sunstone in a certain area of the game. (I can't believe the only way to obtain it is by talking to an old man in the space station) What I'm trying to do is make it so that you can "mine" for the evo stones in the Fossil Cave. I could find the events for the other 5 stones, all I had to do was make the overworld sprite invisible so they don't look like just some random Pokeballs sitting on rocks. That and I had to make their ID 0000 so you can always comeback later to get some more stones if need be.

Please help.

EDIT: What I mean by Fossil Cave, its just a map I made were you can catch the first form fossil Pokemon like Kabuto and such as well as Clefairy and Jigglypuff due to the fact that they HAVE to live near moonstones

#dynamic 0x800000

#org @start
giveitem 0x5D 0x1 MSG_OBTAIN
end

no such thing as additem :P jus sayin

Now, I have a question. Is it possible to use trainer sprites with more than 16 colors? I've made this one, and it's 21 colors, but I don't really want to part with them...if it's not possible, I guess I will have to edit some out :P
 
Last edited:

Ninjagon

Back from a break.
368
Posts
11
Years
Right. So, i'm hacking my starters, and It will keep the description of the original starter (Let's say it's Bulbasaur). Im not going to, but say I used A-Starter to hack in a Mew, how can I make it say my own text like this; "Mew, the New Species Pokemon, it is easy to raise" Instead of it showing a picture of Mew and saying crap about Bulbasaur.
 

tajaros

Hi I'm dawg
855
Posts
11
Years
Right. So, i'm hacking my starters, and It will keep the description of the original starter (Let's say it's Bulbasaur). Im not going to, but say I used A-Starter to hack in a Mew, how can I make it say my own text like this; "Mew, the New Species Pokemon, it is easy to raise" Instead of it showing a picture of Mew and saying crap about Bulbasaur.

Edit the text using XSE open the script with it and edit the text that should work pretty well.
 
12
Posts
12
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  • Seen Feb 6, 2018
Okay, so I suspect I'm probably going to be told this isn't possible, but how would one go about setting up the hero/heroine backsprites in FireRed so that they don't share the same palette anymore? Because this is really getting frustrating. I'd also like to know how to do the same with the overworld sprites.
 

tajaros

Hi I'm dawg
855
Posts
11
Years
Okay, so I suspect I'm probably going to be told this isn't possible, but how would one go about setting up the hero/heroine backsprites in FireRed so that they don't share the same palette anymore? Because this is really getting frustrating. I'd also like to know how to do the same with the overworld sprites.

It's possible to make the backsprites not to share the pallete but, it would be hard and would require hex editing and as for OW's there's already a tut made for it so it can be done in FireRed and you need Jpan's Engine and hex editing to do it.
 
12
Posts
12
Years
  • Seen Feb 6, 2018
It's possible to make the backsprites not to share the pallete but, it would be hard and would require hex editing and as for OW's there's already a tut made for it so it can be done in FireRed and you need Jpan's Engine and hex editing to do it.

Okay, so it's possible. Good. How do I do it.
 

tajaros

Hi I'm dawg
855
Posts
11
Years
Ok. Could you give me a script for that?

Here's bulbasaur's script.

'---------------
#org 0x169BAB
lock
faceplayer
setvar 0x4001 0x0
setvar 0x4002 0x1
setvar 0x4003 0x4
setvar 0x4004 0x7
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto 0x8169BE1
msgbox 0x818EA19 0x4 '"Those are POKé BALLS.\nThey contai..."
release
end

'---------------
#org 0x169DE4
msgbox 0x818EA45 0x4 '"That's PROF. OAK's last POKéMON."
release
end

'---------------
#org 0x169BE1
applymovement 0x4 0x81A75EF
waitmovement 0x0
showpokepic 0x4002 0xA 0x3
textcolor 0x0
compare 0x4001 0x0
if 0x1 goto 0x8169C14
compare 0x4001 0x1
if 0x1 goto 0x8169C33
compare 0x4001 0x2
if 0x1 goto 0x8169C52
end

'---------------
#org 0x169C14
msgbox 0x818E272 0x5 '"I see! BULBASAUR is your choice.\n..."
compare 0x800D 0x1
if 0x1 goto 0x8169C74
compare 0x800D 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C33
msgbox 0x818E207 0x5 '"Hm! SQUIRTLE is your choice.\nIt's..."
compare 0x800D 0x1
if 0x1 goto 0x8169C74
compare 0x800D 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C52
msgbox 0x818E194 0x5 '"Ah! CHARMANDER is your choice.\nYo..."
compare 0x800D 0x1
if 0x1 goto 0x8169C74
compare 0x800D 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C74
hidepokepic
hidesprite 0x800F
msgbox 0x818E2E5 0x4 '"This POKéMON is really quite\nener..."
call 0x81A6675
setflag 0x828
setflag 0x291
givepokemon 0x4002 0x5 0x0 0x0 0x0 0x0
copyvar 0x4031 0x4001
bufferpokemon 0x0 0x4002
preparemsg 0x818E30D '"[player] received the [buffer1]\nf..."
waitmsg
fanfare 0x13E
waitfanfare
msgbox 0x81A56A7 0x5 '"Do you want to give a nickname to\..."
compare 0x800D 0x1
if 0x1 goto 0x8169CCC
compare 0x800D 0x0
if 0x1 goto 0x8169CDC
end

'---------------
#org 0x169C71
hidepokepic
release
end

'---------------
#org 0x1A6675
copyvar 0x8012 0x8013
return

'---------------
#org 0x169CCC
setvar 0x8004 0x0
call 0x81A74EB
goto 0x8169CDC

'---------------
#org 0x169CDC
closeonkeypress
compare 0x4001 0x0
if 0x1 goto 0x8169CFF
compare 0x4001 0x1
if 0x1 goto 0x8169D1F
compare 0x4001 0x2
if 0x1 goto 0x8169D0F
end

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x169CFF
applymovement 0x8 0x8169D62
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D1F
applymovement 0x8 0x8169D72
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D0F
applymovement 0x8 0x8169D6B
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D2F
textcolor 0x0
msgbox 0x818DD34 0x4 '"[rival]: I'll take this one, then!"
hidesprite 0x4004
textcolor 0x3
bufferpokemon 0x0 0x4003
preparemsg 0x818DD52 '"[rival] received the [buffer1]\nfr..."
waitmsg
fanfare 0x13E
waitfanfare
setvar 0x4055 0x3
checkflag 0x83E
if 0x1 call 0x8169D5C
release
end

'---------------
#org 0x169D5C
setvar 0x4070 0x1
return


'---------
' Strings
'---------
#org 0x18EA19
= Those are POKé BALLS.\nThey contain POKéMON!

#org 0x18EA45
= That's PROF. OAK's last POKéMON.

#org 0x18E272
= I see! BULBASAUR is your choice.\nIt's very easy to raise.\pSo, [player], you want to go with\nthe GRASS POKéMON BULBASAUR?

#org 0x18E207
= Hm! SQUIRTLE is your choice.\nIt's one worth raising.\pSo, [player], you've decided on the\nWATER POKéMON SQUIRTLE?

#org 0x18E194
= Ah! CHARMANDER is your choice.\nYou should raise it patiently.\pSo, [player], you're claiming the\nFIRE POKéMON CHARMANDER?

#org 0x18E2E5
= This POKéMON is really quite\nenergetic!

#org 0x18E30D
= [player] received the [buffer1]\nfrom PROF. OAK!

#org 0x1A56A7
= Do you want to give a nickname to\nthis [buffer1]?

#org 0x18DD34
= [rival]: I'll take this one, then!

#org 0x18DD52
= [rival] received the [buffer1]\nfrom PROF. OAK!


'-----------
' Movements
'-----------
#org 0x1A75EF
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x169D62
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x169D72
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x169D6B
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

Here are the offset you can copy paste the offset's in XSE to decompile them. And you can have XSE Open scripts in A-map.

Bulbasaur's Script - 0x169BAB
Squirtle's Script - 0x169D78
Charmander's Script - 0x169DAE

The script's for this event's are quite complicated so I think it will be easier if you make a starter script from scratch.

Okay, so it's possible. Good. How do I do it.

Sorry as of now I don't know how to do it yet.
 

surfer treecko

help, how do I...?
21
Posts
11
Years
  • Seen Nov 17, 2016
How do I prevent AdvanceMap from breaking the music in Emerald? I know it involves changing the ini it uses, but I'm not sure what I'm supposed to change.
 

Hyper Chibi Absol

The Chibiest Absol ever :3
100
Posts
14
Years
Ok.... this is severely irritating. I tried to change the script to create a Sun stone spawning point by changing the script of another item (I tested it on a PP UP in the route outside of the Fossil Cave but now the event doesn't work even though I the offset back to the original. :s )

Can someone help me find out to create the offset needed to make a "pokeball" item?

Here are some screenshots of what I was trying to do.

Spoiler:
 
10
Posts
11
Years
  • Seen Jul 9, 2014
How do I find and edit the Prof. Oak sprite in the intro? It doesn't seem to be on unlz-GBA (there's one but it didn't change the Oak in the intro when I changed that.)
 
12
Posts
12
Years
  • Seen Feb 6, 2018
Okay, after looking around a bit I have no idea what to do about this, so:

1. Are we allowed to make requests for ASM?
2. If so, where can I do that? Just in the main ROM Hacking section?
 

socko

[i]VERY ANGER!!![/i]
361
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11
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  • Age 25
  • Seen May 18, 2020
I'd also like to know how to do the same with the overworld sprites.
Okay, first, you need a program called IrfanView. If you have ever done spriting, you'll know this program. What you need is to get all the OWs onto one paint image, for example:
Spoiler:


Make sure there are no boxes in between the sprites, unlike in the image above. Next, you need to index them by clicking [Image>Decrease Colour Depth> 16 Colours] onn IrfanView, and save it as the 'Original Folder'. Next, split them up again and insert them one by one. I know this process is tiring, but I don't think there is any other ways.
 

Logan

[img]http://pldh.net/media/pokecons_action/403.gif
10,417
Posts
15
Years
Okay, first, you need a program called IrfanView. If you have ever done spriting, you'll know this program. What you need is to get all the OWs onto one paint image, for example:
Spoiler:


Make sure there are no boxes in between the sprites, unlike in the image above. Next, you need to index them by clicking [Image>Decrease Colour Depth> 16 Colours] onn IrfanView, and save it as the 'Original Folder'. Next, split them up again and insert them one by one. I know this process is tiring, but I don't think there is any other ways.
Alternatively you can do what I like to.

1) Change the palette of the overworld you're replacing. (Unless you're using an existing overworld in which you can ignore this step.)
2) Export the overworld you're replacing and open it in a program that supports indexed images. (MS Paint pre-windows 7 and Photoshop are the best options in my opinion.)
3) Past your overworld on top of the old one and import it into NSE or OWRE. (You'll have to do this for each individual frame.)
 
12
Posts
12
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  • Seen Feb 6, 2018
All good to know, except I already know how to do that and that isn't what I was asking at all. What I was asking was how to stop the hero and heroine OW sprites from reading from the same palette. But it doesn't matter anyway because I changed the heroine's sprites to use the same palette as the hero. Which brings me to my next question:

If the backsprites for the hero and heroine use the same palette like everything I've found on the subject indicates, why is my hero backsprite displaying the correct palette, when my heroine backsprite is still for some reason using the default palette? I would post images but, well, I can't. Because of my post count.
 

Sudeki

Can you feel it?
322
Posts
14
Years
All good to know, except I already know how to do that and that isn't what I was asking at all. What I was asking was how to stop the hero and heroine OW sprites from reading from the same palette. But it doesn't matter anyway because I changed the heroine's sprites to use the same palette as the hero. Which brings me to my next question:

If the backsprites for the hero and heroine use the same palette like everything I've found on the subject indicates, why is my hero backsprite displaying the correct palette, when my heroine backsprite is still for some reason using the default palette? I would post images but, well, I can't. Because of my post count.
I have found a lot of cases where the same palette is copied around in several places, so while they may use the same one, it might also be different.

I suggest using the VBA/APE method of finding palletes to really see the exact one the backsprite is using
 
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