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  #501    
Old August 10th, 2009, 04:20 AM
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How do you get the Trainer ID?

How do you get the Trainer ID thing?
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Ken (Rel)

Last edited by Redeyelugia; August 10th, 2009 at 04:21 AM. Reason: Your double post has been automatically merged.
  #502    
Old August 10th, 2009, 04:24 AM
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Quote:
Originally Posted by Redeyelugia View Post
How do you get the Trainer ID?

How do you get the Trainer ID thing?
The trainer ID is the number of the trainer you might see in popular trainer editing programs, like A-Trainer, PET, and Trainer Edit
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Awaiting user input...

>Display User_Info
╠══User Info══╣
Username:
0m3GA ARS3NAL
Age: 18
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Race: Caucasian
Quote:
"What is this
I don't even..."

M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
╠══End of File══╣
Awaiting user input...

>
  #503    
Old August 10th, 2009, 07:41 AM
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Ahmmm sorry for being a noob again..lol but yeah.... my rom hack was going terrible.. i was using ruby... and i almost added all of he diomand pearl pokes..and blabla and then added my sprite in overworld then it went transperant and i had soo many troubles with ruby so i decided to try hacking fire red..... and can some one help me make a script so a random guy gives you the national dex right away?
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  #504    
Old August 10th, 2009, 10:13 AM
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score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by DiSCIclaimer View Post
and can some one help me make a script so a random guy gives you the national dex right away?
About the sprite problem, I'm not so sure, but for the script - if you're hacking Fire Red now...
Code:
#dyn 0x740000
#org @start
setflag FR_POKEDEX
special FR_NATIONAL_DEX
end
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  #505    
Old August 10th, 2009, 03:52 PM
zonron
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speaking of offsets, how would i go about finding off sets for an example the beginnings of the game when oak is taking about the world of pokemon speech? I'm working on a project and so far i haven't found that off set yet.
  #506    
Old August 10th, 2009, 05:32 PM
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HAH to crinco my tutorial would of been perfect for this guy
de loca to easy and no one will need it
here is my tutorial I made to use pksv to edit the pickachu message

Simple Title Message Editing with Pksv
by Narutoactor

What is this tutorial for
eding the mesage with pickachu in the corner easly with PKSV
(I made this tutorial for people like me were advance text dose not work with there computor)

Things You need
1)A clean Rom To test you message first then your hack rom
2)Pksv by score_under
3)VBA(visual boy advance)

upen up PKSV then go to ROM and up your blank rom then go to tools and go to script search.

Click the buttune Text then click compile then exit out of compileation log.
and in the box to the side paist this in 0x1C5A04 then click search next then click the < button. (from the options << < > >>)
Now you will see the text that we are going to edit.
Now click on the button "add to script"

Now the scipt will be on the main box so exit out of script seach and start editing the script
Note youse the blank rom to make sure your text dose not pass the line
also when eding the script you cant pass the amount of Bytes The script all ready has so this is my sugestion
go to the end of the scipt and backspace the whole script on character by one and count as you go the figure you get
you can not exsead that limit after you done with the new text count each character even the space and hyfences
and make sure you didnt exsead the limit you found before once your are sure everything is how you want it
copy the script and edit you hack rember always back up your hacks.

Speacel Thanks to Score_under for making this great program
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  #507    
Old August 10th, 2009, 05:34 PM
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Thanx it worked....! Hmm but it still makes no sense for the sprite going transperant..<
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  #508    
Old August 17th, 2009, 12:53 PM
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score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by narutoactor View Post
Click the buttune Text then click compile then exit out of compileation log.
and in the box to the side paist this in 0x1C5A04 then click search next then click the < button. (from the options << < > >>)
For future reference for anyone who wants to edit something else, before clicking compile you enter a small amount of text (case sensitive, and with \n, \l, \p, etc, if it includes it- otherwise just use part of text on one line) like this:
Code:
= world which you
Then you just check "Ignore last byte" (this means you don't have to include up to the end of the text) and compile, then search next.
Then just click the left arrow until you get to the start. If it disappears, click the right arrow again until it reappears, and there you have your text.

You can also find what script the text comes from (beware - some text, like the title text, does not come from a script) by typing:
Code:
#ptr 0x12345
where 12345 is the #org found for the text, and make sure you do NOT "Ignore last byte", then compile and search for it. Click the left arrow and you should either get "message 0xoffset" or nop0 and some junk. If you get the nop0 and junk, press left again and if it hasn't turned into a msgbox command, then it's probably not in a script. Then just keep pressing left and use your judgement to find where the script starts.
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  #509    
Old August 18th, 2009, 09:52 AM
DawnRyder
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Dang. This is an excellent example of a good hacking program wirtten in c/c++.

The code is easily understandable, and fairly simple. (Look's like SOMEBODY ran through windows.h a few times...)

Way to go, score_under!
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  #510    
Old August 18th, 2009, 12:26 PM
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I might as well ask,I tried to make a movement script and i did a couple of things with the movement helper..but when i tried it out in the game it crashed....
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  #511    
Old August 19th, 2009, 12:02 PM
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make sure after the movements you have pause event and read some tutorials :D
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  #512    
Old August 19th, 2009, 12:53 PM
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score_under
I program the *other* ASM.
 
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What's most likely is that you ended up with a script like this:
Code:
#dyn 0x740000
#org @moves
m walk_up run_up look_left end
When you have to apply the movement in a script, like this:
Code:
#dyn 0x740000
#org @script
lockall
applymovement player @moves
pauseevent 0
releaseall
end
#org @moves
m walk_up run_up look_left end
Quote:
Originally Posted by DawnRyder View Post
Dang. This is an excellent example of a good hacking program wirtten in c/c++.

The code is easily understandable, and fairly simple. (Look's like SOMEBODY ran through windows.h a few times...)

Way to go, score_under!
I was under the impression my code was messy, especially with some of the tricks I use, and the fact that VC++ messed up a little of the indentation...
Some prize snippets with nearly no readability
Code:
VersionMismatch=(int (__cdecl *)(unsigned char*))GetProcAddress(PKSV,"VersionMismatch");
Code:
if(cToLower(FileOpen[strlen(FileOpen)-3])=='g'&&cToLower(FileOpen[strlen(FileOpen)-2])=='b'&&cToLower(FileOpen[strlen(FileOpen)-1])=='a')
-- I really should have written a function for that instead of being lazy and calling strlen 3 times...
Code:
            __asm
            {
              mov eax,calc
              and eax,0xF
              cmp eax,0xA
              sbb eax,0x69
              das
              and eax,0xFF
              mov calc,eax
            }
Some silly inline ASM, and that was before I'd thought of using MOVZX EAX,AL (2 bytes shorter than AND EAX,0xFF and does the same thing).
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Last edited by score_under; August 19th, 2009 at 01:04 PM.
  #513    
Old August 19th, 2009, 05:13 PM
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I have another problem.I hit compile and this came up.
Spoiler:
Opened file.
#ORG
-> 0x800300
APPLYMOVEMENT
-> 0x6
DYN-> @moves1
PAUSEEVENT
-> 0x0
MSGBOX
DYN-> @text1
CALLSTD
-> msg_normal
-> 0x6
APPLYMOVEMENT
-> 0x6
DYN-> @moves2
APPLYMOVEMENT
-> player
-> 0xFF
DYN-> @moves3
PAUSEEVENT
-> 0x0
MSGBOX
DYN-> @text2
CALLSTD
-> msg_normal
-> 0x6
APPLYMOVEMENT
-> 0x6
DYN-> @moves4
APPLYMOVEMENT
-> player
-> 0xFF
DYN-> @moves5
PAUSEEVENT
-> 0x0
MSGBOX
DYN-> @text3
CALLSTD
-> msg_normal
-> 0x6
APPLYMOVEMENT
-> 0x6
DYN-> @moves6
APPLYMOVEMENT
-> player
-> 0xFF
DYN-> @moves7
PAUSEEVENT
-> 0x0
MSGBOX
DYN-> @text4
CALLSTD
-> msg_normal
-> 0x6
SPECIAL
-> fr_national_dex
-> 0x16F
MSGBOX
DYN-> @text5
CALLSTD
-> msg_obtain
-> 0x0
MSGBOX
DYN-> @text6
CALLSTD
-> msg_normal
-> 0x6
APPLYMOVEMENT
-> 0x6
DYN-> @moves8
PAUSEEVENT
-> 0x0
MSGBOX
DYN-> @moves7
CALLSTD
-> msg_normal
-> 0x6
APPLYMOVEMENT
-> 0x0
DYN-> @moves9
PAUSEEVENT
-> 0x0
MSGBOX
DYN-> @moves8
CALLSTD
-> msg_normal
-> 0x6
APPLYMOVEMENT
-> 0x0
DYN-> @moves10
PAUSEEVENT
-> 0x0
DISAPPEAR
-> lasttalked
-> 0x800F
#ORG
-> @moves1
Movement data...
#ORG
-> @text1
[STRING]
-> ???:Why hello there trainer\nIm KRIS.And you are...\pKRIS:Oh so your name is \v\h01?Well I\lmight aswell show you around!
#ORG
-> @moves2
Movement data...
#ORG
-> @moves3
Movement data...
#ORG
-> @text2
[STRING]
-> KRIS:This is a Pokemon Center in\nsome regions it has a red roof\lOthers have a blue roof but here it\lhas a yellow roof.
#ORG
-> @moves4
Movement data...
#ORG
-> @moves5
Movement data...
#ORG
-> @text3
[STRING]
-> KRIS:This is a Pokemart.In some regions\nin some regions it has a blue or green roof.In this\lregion it has a red roof.
#ORG
-> @moves6
Movement data...
#ORG
-> @moves7
Movement data...
#ORG
-> @text4
[STRING]
-> KRIS:Route 305 is out this way.\nThere you can battle trainers.Oh wait..\pYou don't have a NATDEX yet do you?\pHere have mine.
#ORG
-> @text5
[STRING]
-> The Pokedex was upgraded to a\nNATDEX
#ORG
-> @text6
[STRING]
-> KRIS:Oh don't worry about me.\nBesides i have my JohtoDex with me.\p*Beep Beep*\p*Beep Beep*\pOh hold on.
#ORG
-> @moves8
Movement data...
#ORG
-> @text7
[STRING]
-> Kris:Hello.Oh hi Gold...\n...\p....\p....\p....\pWhat!?..Is it that urgent!?...Ok.\pIll be there...Yes..\pOk...bye.
#ORG
-> @moves9
Movement data...
#ORG
-> @text8
[STRING]
-> Sorry \v\h01 i have to go.\nIll see you around i guess..\lSee ya later.
#ORG
-> @moves10
Movement data...
Error: No #dyn used with dynamic offsets!
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  #514    
Old August 20th, 2009, 06:07 AM
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score_under
I program the *other* ASM.
 
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Means exactly what it sounds like, you need to put a #dyn or a #dynamic somewhere in your script, like this:
Code:
#dyn 0x740000
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  #515    
Old August 20th, 2009, 06:18 AM
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Thanks......(goes to test it out)
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  #516    
Old August 20th, 2009, 06:39 AM
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quick question what are the dyn's for I never use them and my latest scripts are working perfecyly with out dyn is dyn just an other way of saying org
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  #517    
Old August 20th, 2009, 07:44 AM
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I think its like pokescripts " #binary "
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  #518    
Old August 20th, 2009, 08:03 AM
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? I never used pokescript before when I first started hacking they had XSE already out then a mounth later pksv came out
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  #519    
Old August 20th, 2009, 08:30 AM
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well in pokescript its complicated
to make the player move its like
Spoiler:
#binary
applymovement 0xFF $800001
$800001
raw_4c
raw_4c
raw_4c

Just to make the person move left 3 spaces.
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  #520    
Old August 20th, 2009, 09:24 AM
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thats becuase xse and pksv know what raws equal what inted of raw FF it look_right
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  #521    
Old August 20th, 2009, 11:51 AM
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I program the *other* ASM.
 
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Quote:
Originally Posted by animeFTW View Post
I think its like pokescripts " #binary "
No, it tells PKSV where to start searching for free space for your scripts.
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  #522    
Old August 20th, 2009, 11:55 AM
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oh so you dont need to specify offsets the program finds it for you
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  #523    
Old August 20th, 2009, 12:22 PM
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Full Metal
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:D exactly!
just so you guys know
OFFSET~ A "spot" inside a "file" used in a "hex" editor which contains things like "02 0A FE CD" one "byte" = XX or 1X where x can be a number between 1 and 9 or a letter a through F
by default i think a PKMN rom comes with 32 mb (lots of bytes) so an offset to a script tells you where that script is at in the file (your ROM file) and that is where your bytes to your script are at
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  #524    
Old August 20th, 2009, 12:58 PM
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ah no regualar pokemon rom is 16mb you can make it 32 by expanding it also what text do we yous insted of mesage box 0x80000 what do we put ? message@1 ?
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  #525    
Old August 20th, 2009, 02:23 PM
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I looked at the source and realize how monolithic it was...you should have included a table of contents in your source XD
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