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  #76    
Old May 29th, 2014 (10:22 AM). Edited May 29th, 2014 by guirox013.
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Hi!
Sorry for the, probably, dumb question. I am new to pokemon hack and when i get to this part of the tutorial: "So in my case, I've got 00 00 80 08, which is quite bland. Anyway, now replace the original pointer with the new one. There's only 1 case so that's the only one.
Then, find the palette pointer, which is BC5DE908, and replace it with the reformatted pointer of your palette data"

I undestand, i think, that you are chaging the pointer to the new image and palette that we inserted. But were i am supose to get my pointers for the image and the palette that i have inserted ? I have the memory adress for the image and the palette, 803308 and 805308. But where do i get my pointer so i can apply the algorithm to make the game undestand and apply in hex?
Thank you!

Edit: I got it. Thank you!
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  #77    
Old June 2nd, 2014 (12:34 PM).
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Sorry if this is grave digging, but I got I did everything in step one, but I keep getting this:
i.imgur.com/GduaUMz.png
What did I mess up?
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  #78    
Old June 2nd, 2014 (09:31 PM).
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hope some one make a tutorial in youtube cause i dont get it in the part replace the pointer thingy
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  #79    
Old June 3rd, 2014 (01:26 AM).
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Quote originally posted by Random kid23:
Sorry if this is grave digging, but I got I did everything in step one, but I keep getting this:
i.imgur.com/GduaUMz.png
What did I mess up?
Okay. This is probably what happened. You exported the image, edited it, and you probably edited the palette somehow via indexing or something else. Then, you inserted it, BUT, you didn't import the new palette, so the old palette stuck, giving you strange effects OR, you DID insert the new palette but you didn't repoint it. So what I say is insert it again, with the palette, and repoint it.

Quote originally posted by k6666:
hope some one make a tutorial in youtube cause i dont get it in the part replace the pointer thingy
What parts are you having trouble with?
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  #80    
Old June 3rd, 2014 (02:37 AM).
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Quote originally posted by ShyRayq:
Okay. This is probably what happened. You exported the image, edited it, and you probably edited the palette somehow via indexing or something else. Then, you inserted it, BUT, you didn't import the new palette, so the old palette stuck, giving you strange effects OR, you DID insert the new palette but you didn't repoint it. So what I say is insert it again, with the palette, and repoint it.



What parts are you having trouble with?
the part after find DC5DE908.on HxD since i'm new to hacking
Spoiler:



Press okay, then you get it. Now replace it with your pointer. But first, we need it in a format the game understands. Don't know how to change it? Look below!
Spoiler:




So in my case, I've got 00 00 80 08, which is quite bland. Anyway, now replace the original pointer with the new one. There's only 1 case so that's the only one.

Then, find the palette pointer, which is BC5DE908, and replace it with the reformatted pointer of your palette data.
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  #81    
Old June 3rd, 2014 (11:11 AM).
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Quote originally posted by ShyRayq:
Okay. This is probably what happened. You exported the image, edited it, and you probably edited the palette somehow via indexing or something else. Then, you inserted it, BUT, you didn't import the new palette, so the old palette stuck, giving you strange effects OR, you DID insert the new palette but you didn't repoint it. So what I say is insert it again, with the palette, and repoint it.
Thanks! I figured it out; at the part where I had to repoint the palette, I put the hex in as: FE DC BA 08 instead of EF CD AB 08
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  #82    
Old June 3rd, 2014 (11:23 PM).
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Quote originally posted by k6666:
the part after find DC5DE908.on HxD since i'm new to hacking
Spoiler:



Press okay, then you get it. Now replace it with your pointer. But first, we need it in a format the game understands. Don't know how to change it? Look below!
Spoiler:




So in my case, I've got 00 00 80 08, which is quite bland. Anyway, now replace the original pointer with the new one. There's only 1 case so that's the only one.

Then, find the palette pointer, which is BC5DE908, and replace it with the reformatted pointer of your palette data.
Okay, so first, find the offset that you put your image at. When you imported it into the rom, NSE should have told you the offset. For this example, I'll say its 0xABCDEF.
Now, search up DC5DE908 in your hex editor using Ctrl+F. There should be only 1 occurance if I recall. Now, take your offset, in this case 0xABCDEF.
Split it into groups of 2: AB CD EF
Now reverse the order: EF CD AB
Then slap 08 onto the end of it. : EF CD AB 08, this is your pointer.
Now replace DC5DE908 with your pointer, in this case, EFCDAB08.
If you're gonna create a hack, you'll need this skill as you'll most likely be moving, extending and changing lots of data that requires the usage of pointers.
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  #83    
Old June 4th, 2014 (05:22 AM).
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Quote originally posted by ShyRayq:
Okay, so first, find the offset that you put your image at. When you imported it into the rom, NSE should have told you the offset. For this example, I'll say its 0xABCDEF.
Now, search up DC5DE908 in your hex editor using Ctrl+F. There should be only 1 occurance if I recall. Now, take your offset, in this case 0xABCDEF.
Split it into groups of 2: AB CD EF
Now reverse the order: EF CD AB
Then slap 08 onto the end of it. : EF CD AB 08, this is your pointer.
Now replace DC5DE908 with your pointer, in this case, EFCDAB08.
If you're gonna create a hack, you'll need this skill as you'll most likely be moving, extending and changing lots of data that requires the usage of pointers.
Just to clarify for the curious, but the reason you put the 08 at the end is because of how the GBA's memory works. The GBA has access to a slew of 32 bit registers, and each area of the GBA's memory has a certain area it's allocated to. The bios is at 00XXXXXX, Working and Internal RAM at 02XXXXXX and 03XXXXXX, IO registers at 04XXXXXX, video RAM at 05XXXXXX, 06XXXXXX and 07XXXXXX, and finally, the actual ROM at 08XXXXXX (and 09XXXXXX for the upper ROM if you expand your ROM).

In a hex editor however, you don't have this full memory map, you just have the ROM. So when you insert a pointer, you flip it so that the GBA's processor can read it properly (ie endianness), and you add the 08 to denote which part of the GBA you're actually trying to access (in our case it's usually the ROM).
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  #84    
Old June 4th, 2014 (06:35 AM).
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Quote originally posted by ShyRayq:
Okay, so first, find the offset that you put your image at. When you imported it into the rom, NSE should have told you the offset. For this example, I'll say its 0xABCDEF.
Now, search up DC5DE908 in your hex editor using Ctrl+F. There should be only 1 occurance if I recall. Now, take your offset, in this case 0xABCDEF.
Split it into groups of 2: AB CD EF
Now reverse the order: EF CD AB
Then slap 08 onto the end of it. : EF CD AB 08, this is your pointer.
Now replace DC5DE908 with your pointer, in this case, EFCDAB08.
If you're gonna create a hack, you'll need this skill as you'll most likely be moving, extending and changing lots of data that requires the usage of pointers.
thx btw stupid me didn't relized that the image offset
well another question
if i add 2 new type and replace ??? type with fairy how to get the co-ordinate
this part
Spoiler:
Go to the offset 452C94 using the Ctrl + G or Go to option.
You'll come to a bunch of hex.


This actually states the position of the icon. The code is split into parts of 4, the first 2 bytes are the size of the icon, and the 3rd is the position, the 4th is for alignment I believe. Now, because you expanded and moves the "-Type-" and other icons, you'll only need to edit the last 5 entries. Now, to figure out the co-ordinates, look at the second entry.

"20 0C 20 00" This is the entry for the Normal type. 0x20 and 0xC become a width of 32 and a height of 12, which is the same for every type. The "20" in the 3rd position is the co-ordinate.

So, to get the co-ordinate of, in this case, Fairy, take 20 from the Normal type. Count how many rows beneath the Normal Icon is the Fairy Icon, in this case 4. Multiply this by 20, then add it to the 20, in this case 100. Wait whoops, its in hex, so its 0xA0. Then, Count the amount of columns the Fairy icon is away from the Normal icon, in this case 2. Multiply this number by 4, then add it to the final product. So, the co-ordinates for the fairy icon are 0xA8. You can use this "algorithm" to figure out the other co-ordinates as well
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  #85    
Old June 5th, 2014 (12:23 AM).
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Quote originally posted by k6666:
thx btw stupid me didn't relized that the image offset
well another question
if i add 2 new type and replace ??? type with fairy how to get the co-ordinate
this part
Spoiler:
Go to the offset 452C94 using the Ctrl + G or Go to option.
You'll come to a bunch of hex.


This actually states the position of the icon. The code is split into parts of 4, the first 2 bytes are the size of the icon, and the 3rd is the position, the 4th is for alignment I believe. Now, because you expanded and moves the "-Type-" and other icons, you'll only need to edit the last 5 entries. Now, to figure out the co-ordinates, look at the second entry.

"20 0C 20 00" This is the entry for the Normal type. 0x20 and 0xC become a width of 32 and a height of 12, which is the same for every type. The "20" in the 3rd position is the co-ordinate.

So, to get the co-ordinate of, in this case, Fairy, take 20 from the Normal type. Count how many rows beneath the Normal Icon is the Fairy Icon, in this case 4. Multiply this by 20, then add it to the 20, in this case 100. Wait whoops, its in hex, so its 0xA0. Then, Count the amount of columns the Fairy icon is away from the Normal icon, in this case 2. Multiply this number by 4, then add it to the final product. So, the co-ordinates for the fairy icon are 0xA8. You can use this "algorithm" to figure out the other co-ordinates as well
Well it depends: where are the 2 new type icons?
Using the co-ordination system will tell you where they are. Also, since you're adding 2 new types, you'll need to repoint and expand the co-ordination table.
As a further note, why are you replacing the ??? icon? This tutorial was made so that you DIDN'T do that. You don't want Fairy typed eggs do you?
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  #86    
Old June 9th, 2014 (02:51 AM).
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Quote:
"Ignore the 28 which isn't changed into a 20, I forgot to do it in this shot"
Which 28 should be a 20 here?
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  #87    
Old June 9th, 2014 (11:43 PM).
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Quote originally posted by athill1:
Which 28 should be a 20 here?
Sorry for the confusion. Its the last 28. I'll change the first post. Like I should've long ago
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  #88    
Old June 11th, 2014 (06:25 PM).
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Hey ShyRayq! I have the formation of new icon like this.


And i'm confused when i'm repointed this.


First, The circled code is the code for Wood, Gas, and Sound. And the rest of hex code which is uncircled is the code for all coordinate include the fairy type. Nah, if i want to add the coordinate of Wood, Gas and Sound, what code i must write there.
One thing, you said that the hex code of 100 is A0, meanwhile in hex calculator it is said 64 instead of A0. Also, when you add 8 to A0, it must be in decimal or hex, if mine is 12.
I'm too confused. Thanks before

P.S: I dont want someone steal my icon image so i cover some part of it.
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  #89    
Old June 12th, 2014 (12:28 AM).
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Quote originally posted by XDamaru:
Hey ShyRayq! I have the formation of new icon like this.


And i'm confused when i'm repointed this.


First, The circled code is the code for Wood, Gas, and Sound. And the rest of hex code which is uncircled is the code for all coordinate include the fairy type. Nah, if i want to add the coordinate of Wood, Gas and Sound, what code i must write there.
One thing, you said that the hex code of 100 is A0, meanwhile in hex calculator it is said 64 instead of A0. Also, when you add 8 to A0, it must be in decimal or hex, if mine is 12.
I'm too confused. Thanks before

P.S: I dont want someone steal my icon image so i cover some part of it.
Okay, first of all: you overwrote the ??? icon. I guess Abnormal-typed eggs kinda fits but...
From what I can see, you have it set up correctly for Fairy and Sound so that's good.
Wood and Gas shouldn't be any diff.
Remember: think of it as a grid. Each column you add 0x04, each row you add 0x20.
You should be able to figure out the co-ordinates, but in case you're having difficulty, they're
0x108 and 0x10C.
Also, did I say that 100 was A0? I think I said that after 0x80 came 0xA0. After that its 0xC0 then 0xE0, then back to 0x100.
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  #90    
Old June 13th, 2014 (06:17 PM).
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Quote originally posted by ShyRayq:
Okay, first of all: you overwrote the ??? icon. I guess Abnormal-typed eggs kinda fits but...
From what I can see, you have it set up correctly for Fairy and Sound so that's good.
Wood and Gas shouldn't be any diff.
Remember: think of it as a grid. Each column you add 0x04, each row you add 0x20.
You should be able to figure out the co-ordinates, but in case you're having difficulty, they're
0x108 and 0x10C.
Also, did I say that 100 was A0? I think I said that after 0x80 came 0xA0. After that its 0xC0 then 0xE0, then back to 0x100.
Hahaha, I really want Abnormal Type instead of ???
Waiiit, you need to explain clearly, how to change between decimal and hex, i used windows calculator and it didn't work. How can 100 converted into A0?
I know the logic of grid, but how to convert hex and dec without window calculator?
I'm too confused sir... could you send me a PM instead of comment?
Thanks
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  #91    
Old June 16th, 2014 (12:12 AM).
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Quote originally posted by ShyRayq:
Well it depends: where are the 2 new type icons?
Using the co-ordination system will tell you where they are. Also, since you're adding 2 new types, you'll need to repoint and expand the co-ordination table.
As a further note, why are you replacing the ??? icon? This tutorial was made so that you DIDN'T do that. You don't want Fairy typed eggs do you?
this my position of the 2 new type and yeah it weird if the fairy type replace it so i redo it and add it like this and i didn't change the height of the picture
this my picture is
Spoiler:




am i doing fine ?
are the image and palette pointer still the same ?

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  #92    
Old June 16th, 2014 (01:15 AM). Edited June 16th, 2014 by ShyRayq.
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Quote originally posted by k6666:
this my position of the 2 new type and yeah it weird if the fairy type replace it so i redo it and add it like this and i didn't change the height of the picture
this my picture is
Spoiler:




am i doing fine ?
are the image and palette pointer still the same ?

Big Problem Numero Uno: Count the amount of colours. If x > 16, delete some colours.
Concerning the height, its the same as before so there isn't a problem. Just there are TOO many colours.

-----

I didn't want to double-post so I'll just alert it here. If you didn't see the edit, the tut has been edited due to some new 'discoveries'. So please re-read the tut. If you've already followed the tut, you'll have to repoint and edit a lot of things now.
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  #93    
Old June 17th, 2014 (09:36 AM).
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Hey, I have a couple questions regarding the tutorial. I'm a fairly new to hex editing so bear with me.

First: I know how to get the image\palette pointers from the data when you're inserting the new icon file, but I need to relocate the icon position table, so will the pointers be affected? Do I have to get new pointers, and, if so, how do I get he information for them?

Second: When you're actually relocating the icon position table, does it matter where you put it as long as its near the end of the rom? For instance, could I put it around offset F80B70?
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  #94    
Old June 17th, 2014 (09:46 PM).
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Quote originally posted by BadgerLordZeus:
Hey, I have a couple questions regarding the tutorial. I'm a fairly new to hex editing so bear with me.

First: I know how to get the image\palette pointers from the data when you're inserting the new icon file, but I need to relocate the icon position table, so will the pointers be affected? Do I have to get new pointers, and, if so, how do I get he information for them?

Second: When you're actually relocating the icon position table, does it matter where you put it as long as its near the end of the rom? For instance, could I put it around offset F80B70?
Okay 1st: To get the pointers. Go to the start of your icon position table. That's the pointer you want. You could count from the very left, or it'll display it somewhere.

2nd: It doesn't matter where you put it. Just put it in free space and you're good to go.
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  #95    
Old June 18th, 2014 (09:13 AM).
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Well, almost there. Inserted my icon, changed the pointers and everything, but now the palette is a bit weird, mainly the font. Since I only joined recently I can't put links or images in my posts, so I put a few screenshots in my attachments (you can see those right?).

Also just a few more questions.

Do you have to erase the old icon position table data after you copy it? I didn't, but I was curious.

Also, in my icon sheet I put the types I added in, Fairy and Sound over the Water and Grass icons. Would I be correct in assuming the coordinates would be 0x08 and ox0C respectively?
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  #96    
Old June 19th, 2014 (11:14 PM).
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Quote originally posted by BadgerLordZeus:
Well, almost there. Inserted my icon, changed the pointers and everything, but now the palette is a bit weird, mainly the font. Since I only joined recently I can't put links or images in my posts, so I put a few screenshots in my attachments (you can see those right?).

Also just a few more questions.

Do you have to erase the old icon position table data after you copy it? I didn't, but I was curious.

Also, in my icon sheet I put the types I added in, Fairy and Sound over the Water and Grass icons. Would I be correct in assuming the coordinates would be 0x08 and ox0C respectively?
For the palette problem. I suggest this: check the original palette in NSE. As in the exact order of the colours. Probably like Image > Palette or something. Now, open up your edited type icon file in like Photoshop/Irfanview. Now change that palette to the exact order as the previous one. It'll mess up the colours for a bit but just save it as a new image. Now take the old image and paste it over the new image and save. Now insert and, if you added new colours, replace the palette.

Or, the problem is that the Black that you used is the first colour in your new palette, which makes it transparent. Just swap it with the background colour.

Or, you screwed up the palette inserting somehow.

Anyway, aside from that, yes, those are the co-ordinates. Hope it works.
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  #97    
Old June 20th, 2014 (10:35 AM).
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Quote originally posted by ShyRayq:
For the palette problem. I suggest this: check the original palette in NSE. As in the exact order of the colours. Probably like Image > Palette or something. Now, open up your edited type icon file in like Photoshop/Irfanview. Now change that palette to the exact order as the previous one. It'll mess up the colours for a bit but just save it as a new image. Now take the old image and paste it over the new image and save. Now insert and, if you added new colours, replace the palette.
Yeah, the palette order was messed up, that was the problem. It seemed to happen when I edited the file with Paint, and save it as a png file, because, when I saved it as a bmp file, the colors would be screwy.

But, anyways, it worked! Thanks a bunch! Now on to part 2.
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  #98    
Old June 28th, 2014 (12:03 AM).
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henrxv henrxv is offline
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Excuse but, What type would be the new type (Fairy) be? Special i'd guess but why? is it possible to change that?
I'm sorry if this was asked already. Thanks for the awesome post.
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  #99    
Old June 28th, 2014 (12:19 AM).
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ShyRayq ShyRayq is offline
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Quote originally posted by henrxv:
Excuse but, What type would be the new type (Fairy) be? Special i'd guess but why? is it possible to change that?
I'm sorry if this was asked already. Thanks for the awesome post.
In order to get the new type to work, you need the Physical/Special Split. It's somewhere in the Research&Development Section under the heading : The 4th Gen Split or something.
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  #100    
Old July 11th, 2014 (10:59 PM).
TheZoroark007 TheZoroark007 is offline
 
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I just get the Power icon instead of the fairy type icon ingame.What did I do wrong?
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