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  #26126    
Old August 8th, 2013 (02:05 PM).
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So, I was wandering, if I start working on a hack, can I make the maps now and insert the new tiles and sprites later or do I have to do it while creating the maps? Im a noob so I'm trying to learn abit more. Its just that I started a Hack and I want to make it the best I can but Im still learning.
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  #26127    
Old August 8th, 2013 (03:26 PM).
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I'm working with Pokémon Ruby, and I'm trying to replace the move Cotton Spore with Electroweb (a move from Generation V). I've figured out how to edit the move name, description, and the actual effects of the attack using A-Tack and a hex editor with tables.

But I have no idea how to change the battle animation/effect. I'd settle for making it use the same one as Spider Web, although ideally I'd like the web to be tinted yellow.

All the information I've been able to find about this talks about Fire Red, and the one tool I found that claimed to do this (PGE's built in attack editor), causes the game to display a white screen and crash on start up, if I so much as TOUCH the game with that tool.

So now I'm thinking of just trying to find the tables/pointers manually and do this in a hex editor or something, unless there's a better way. Anyone have any idea how to do this?
  #26128    
Old August 8th, 2013 (04:09 PM).
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Athenian, use pokemon game editor's attack editor.

sC45h, it doesn't matter as long as you're using advance map 1.92, not 1.95
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  #26129    
Old August 8th, 2013 (04:31 PM).
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Quote originally posted by athenian200:
I'm working with Pokémon Ruby, and I'm trying to replace the move Cotton Spore with Electroweb (a move from Generation V). I've figured out how to edit the move name, description, and the actual effects of the attack using A-Tack and a hex editor with tables.

But I have no idea how to change the battle animation/effect. I'd settle for making it use the same one as Spider Web, although ideally I'd like the web to be tinted yellow.

All the information I've been able to find about this talks about Fire Red, and the one tool I found that claimed to do this (PGE's built in attack editor), causes the game to display a white screen and crash on start up, if I so much as TOUCH the game with that tool.

So now I'm thinking of just trying to find the tables/pointers manually and do this in a hex editor or something, unless there's a better way. Anyone have any idea how to do this?
Simplest way would be to take bits of move animation data in FR in a hex editor (offsets for this are documented somewhere in R&D) and search for it in Ruby. It'll probably take a few tries to get something that isn't different between the two ROMs, but the general structures of the scripts and the commands are the same so it should be doable. Once you've found a battle script in Ruby, search for the pointer to it and there's your animation pointer table.
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  #26130    
Old August 8th, 2013 (06:38 PM).
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Quote originally posted by sCr45h:
So, I was wandering, if I start working on a hack, can I make the maps now and insert the new tiles and sprites later or do I have to do it while creating the maps? Im a noob so I'm trying to learn abit more. Its just that I started a Hack and I want to make it the best I can but Im still learning.
As long as the new tiles line up with the old ones (ie, you insert new trees where old ones are, new flowers where old flowers were, new water where old water was...) then it won't matter. If your tilesets do no line up, then you need to do those first.
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  #26131    
Old August 8th, 2013 (07:01 PM). Edited August 8th, 2013 by Tlachtli.
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Egg types are always ???, but I'd like to change that. For Emerald, what kind of editing would be required to make eggs show the type combo of what will actually hatch (hex vs. ASM, ect.)?

EDIT: Also, is there an easy(ish) way to find out exactly how much the DMA is shifting the memory addresses?
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  #26132    
Old August 8th, 2013 (10:52 PM).
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Quote originally posted by DoesntKnowHowToPlay:
Simplest way would be to take bits of move animation data in FR in a hex editor (offsets for this are documented somewhere in R&D) and search for it in Ruby. It'll probably take a few tries to get something that isn't different between the two ROMs, but the general structures of the scripts and the commands are the same so it should be doable. Once you've found a battle script in Ruby, search for the pointer to it and there's your animation pointer table.
Thanks, I looked over the threads a bit more carefully. I didn't have the patience to expand the move table, learn animation scripting, or look at RAM in VBA to figure out where moves start and end, so I took something of a shortcut.

1. I found a list of moves in the order they're listed in the ROM itself. You could also just load up your ROM in PGE or A-Tack and use that list as a reference, I guess. I CAN'T link to what I used, thanks to this site's annoying rule against linking.

2. I noted the number of the move Spider Web (169), and converted it to Hex (A9).

3. I multiplied A9 by 4, and got 2A4.

3. I found the offset of the Ruby Attack Animation Table in a thread, 1C7168.

4. I added 1C7168 to 2A4, and got 1C740C.

5. I went to 1C740C in a Hex editor, and wrote down the pointer 6A1D1D between the two 08 bytes (big-endian/ARM form of 1D1D6A, if you care).

6. I repeated step 1, and got 178 for the move Cotton Spore (which I'm changing into Electroweb).

7. I converted 178 into Hex, giving B2.

8. I multiplied B2 by 4, and got 2C8.

9. I added 1C7168 to 2C8, and got 1C7430.

10. I went to 1C7430, and OVERWROTE the three-byte pointer there with the 6A1D1D pointer I wrote down earlier.

Now Electroweb has the Spider Web animation! I tested it, and it works perfectly. This method should work any time you want to "borrow" an animation from an existing move to overwrite another existing move, provided you DON'T need to customize or change the animation at all.

I hope it helps someone out there, so they don't have to wade through all the stuff I did.
  #26133    
Old August 9th, 2013 (06:03 AM). Edited August 9th, 2013 by Aethestode.
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Quote originally posted by karatekid552:
Find the scripts, remove the check flag.
Okay, how do you find the SURF script?
I searched early the entire thread, and all of them just vaguely say "go look for it". I mean, it's easy to look for the CUT or rocksmash script, but I just don't know where to look for SURF. I tried using A-Text to look for text, and I got the dec offset, but then I was confused when it got to the Hex editor part.

Like I tried looking for it in Hex Editor with A-text by looking for the text "The Sea is dark...". I found the entire script, but there's nothing on "checkflag".
  #26134    
Old August 9th, 2013 (08:51 AM).
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I just got into scripting a few days ago, and I have a few questions about applications of setvar that I've noticed. (and other things)

-When creating a level script, I'm curious as to why it is necessary that you use setvar in the script you want to run. I realize that it is necessary, but I don't understand why and I would really like to know.

-While I'm asking questions, when using hidesprite, the sprite is successfully hidden until the player takes a step, and then it reappears in its original location. I'm fairly certain that I'm supposed to use setvar, but I don't know what to set the variable or value as.

-Also, my level scripts only trigger the first time I enter a level as far as I can tell, why is that, and what actions are necessary to create a level script that triggers every time you enter the level?

I'm using XSE for my scripting and Advance-Map 1.0.9 in case anybody needs to know. Thanks in advance.
  #26135    
Old August 9th, 2013 (08:57 AM).
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So my brother came up with the idea of creating a hack that allows you to use Dark Balls in the games. Neither of us are computer savvy, and we were wondering if anyone would like to take on the challenge of creating it. So, anyone interested?
  #26136    
Old August 9th, 2013 (09:11 AM). Edited August 9th, 2013 by karatekid552.
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Quote originally posted by Tlachtli:
Egg types are always ???, but I'd like to change that. For Emerald, what kind of editing would be required to make eggs show the type combo of what will actually hatch (hex vs. ASM, ect.)?

EDIT: Also, is there an easy(ish) way to find out exactly how much the DMA is shifting the memory addresses?
Probably ASM hacking. You will have to see how that is loaded.

DMA is easy. In the RAM, there will be a pointer to the new data. A good example is at 0x300500C. The pointer here will constantly change, but it always points to the same data (which happens to be your player data, like name, gender, and such). That is how DMA works.

Quote originally posted by rockmanmegaman:
Okay, how do you find the SURF script?
I searched early the entire thread, and all of them just vaguely say "go look for it". I mean, it's easy to look for the CUT or rocksmash script, but I just don't know where to look for SURF. I tried using A-Text to look for text, and I got the dec offset, but then I was confused when it got to the Hex editor part.

Like I tried looking for it in Hex Editor with A-text by looking for the text "The Sea is dark...". I found the entire script, but there's nothing on "checkflag".
What is the offset of the script you found?

Quote originally posted by XeroXen:
I just got into scripting a few days ago, and I have a few questions about applications of setvar that I've noticed. (and other things)

-When creating a level script, I'm curious as to why it is necessary that you use setvar in the script you want to run. I realize that it is necessary, but I don't understand why and I would really like to know.

-While I'm asking questions, when using hidesprite, the sprite is successfully hidden until the player takes a step, and then it reappears in its original location. I'm fairly certain that I'm supposed to use setvar, but I don't know what to set the variable or value as.

-Also, my level scripts only trigger the first time I enter a level as far as I can tell, why is that, and what actions are necessary to create a level script that triggers every time you enter the level?

I'm using XSE for my scripting and Advance-Map 1.0.9 in case anybody needs to know. Thanks in advance.
1)No, you don't need to use setvar. *Before* the script runs, (only for map script types 02 and 04) it checks the var that you provided in the header and makes sure it was previously set the value. If not, the script doesn't run.

2)You have to set the flag which is in the person ID in A-map for that OW.

3)See number 1.

DUUUUUUUUUUUUUUUDE. Upgrade. Advance map 1.92 and XSE 1.1.1 are the versions you should have.
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  #26137    
Old August 9th, 2013 (09:27 AM).
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Quote originally posted by athenian200:
Thanks, I looked over the threads a bit more carefully. I didn't have the patience to expand the move table, learn animation scripting, or look at RAM in VBA to figure out where moves start and end, so I took something of a shortcut.

1. I found a list of moves in the order they're listed in the ROM itself. You could also just load up your ROM in PGE or A-Tack and use that list as a reference, I guess. I CAN'T link to what I used, thanks to this site's annoying rule against linking.

2. I noted the number of the move Spider Web (169), and converted it to Hex (A9).

3. I multiplied A9 by 4, and got 2A4.

3. I found the offset of the Ruby Attack Animation Table in a thread, 1C7168.

4. I added 1C7168 to 2A4, and got 1C740C.

5. I went to 1C740C in a Hex editor, and wrote down the pointer 6A1D1D between the two 08 bytes (big-endian/ARM form of 1D1D6A, if you care).

6. I repeated step 1, and got 178 for the move Cotton Spore (which I'm changing into Electroweb).

7. I converted 178 into Hex, giving B2.

8. I multiplied B2 by 4, and got 2C8.

9. I added 1C7168 to 2C8, and got 1C7430.

10. I went to 1C7430, and OVERWROTE the three-byte pointer there with the 6A1D1D pointer I wrote down earlier.

Now Electroweb has the Spider Web animation! I tested it, and it works perfectly. This method should work any time you want to "borrow" an animation from an existing move to overwrite another existing move, provided you DON'T need to customize or change the animation at all.

I hope it helps someone out there, so they don't have to wade through all the stuff I did.
You know that Pokemon Game editor's Attack editor can change animations, effects, descriptions, power, accuracy, whether it's Status, physical, or special. This whole thing would have been faster with it...
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  #26138    
Old August 9th, 2013 (09:56 AM).
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Quote originally posted by karatekid552:
1)No, you don't need to use setvar. *Before* the script runs, (only for map script types 02 and 04) it checks the var that you provided in the header and makes sure it was previously set the value. If not, the script doesn't run.

2)You have to set the flag which is in the person ID in A-map for that OW.

3)See number 1.

DUUUUUUUUUUUUUUUDE. Upgrade. Advance map 1.92 and XSE 1.1.1 are the versions you should have.
I did end up upgrading thanks lol. However, I only partially understand your explanation for the first question. From what I understand of script types 2 and 4, setvar essentially becomes a flag for the event script and causes it to only go off once. If I'm correct, would I have to use a different script type for an event which occurs every time I enter an area?

Also please correct me if I'm wrong because I'm really trying to understand this.

EDIT: Also, I've noticed that when entering the map I've mad on Advance Map my game sometimes freezes. Does anybody know what the issue is?
  #26139    
Old August 9th, 2013 (10:48 AM).
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Quote originally posted by XeroXen:
I did end up upgrading thanks lol. However, I only partially understand your explanation for the first question. From what I understand of script types 2 and 4, setvar essentially becomes a flag for the event script and causes it to only go off once. If I'm correct, would I have to use a different script type for an event which occurs every time I enter an area?

Also please correct me if I'm wrong because I'm really trying to understand this.

EDIT: Also, I've noticed that when entering the map I've mad on Advance Map my game sometimes freezes. Does anybody know what the issue is?
These are all related. A-map mislabled it. Where it says Flag, it really means var. As long as the var = the value, the script will run. 04 only runs once but has a lot of limitations and 02 continually runs every frame until the var is changed. If you want the script to run each time, I would suggest using a 02 map script, with var 0x4000 and value 0. Var 4000 is temporary, so it will reset when warping. Finally, at the end of your script, for the last line, have "setvar 0x4000 0x1". This will prevent it from running every frame, and will run just when entering the map each time because the var will reset.
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  #26140    
Old August 9th, 2013 (11:01 AM).
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Hiya people~
Just wondering something... What do people mean when they say one var can be used for an entire game? That doesn't make sense to me. How can only one var be used (for example, 0x4011) to track more than one event in a hack? If someone could please elaborate on this, it would be much appreciated
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  #26141    
Old August 9th, 2013 (11:08 AM).
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Quote originally posted by karatekid552:
These are all related. A-map mislabled it. Where it says Flag, it really means var. As long as the var = the value, the script will run. 04 only runs once but has a lot of limitations and 02 continually runs every frame until the var is changed. If you want the script to run each time, I would suggest using a 02 map script, with var 0x4000 and value 0. Var 4000 is temporary, so it will reset when warping. Finally, at the end of your script, for the last line, have "setvar 0x4000 0x1". This will prevent it from running every frame, and will run just when entering the map each time because the var will reset.
This makes way more sense. Thanks a ton. I find it really interesting that Var 4000 is temporary. I don't think I would've figured that out by myself.
  #26142    
Old August 9th, 2013 (11:34 AM). Edited August 9th, 2013 by karatekid552.
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Quote originally posted by CrystalStatic:
Hiya people~
Just wondering something... What do people mean when they say one var can be used for an entire game? That doesn't make sense to me. How can only one var be used (for example, 0x4011) to track more than one event in a hack? If someone could please elaborate on this, it would be much appreciated
Your game would have to be perfectly linear. But, it would be like this:

Let's say we have 5 events.

When event 1 happens, we setvar 0x4011 0x1.

Now, before event 2 happens, we:

compare 0x4011 0x1
if 0x0 goto @event_1_has_not_happened
then we can run event 2 if event 1 has happened.

For event three, we can do close to the same thing:

ompare 0x4011 0x2
if 0x0 goto @event_2_has_not_happened

Do you see? A var can hold up to 0xFFFF which is ~65,000. So, if your game is very linear (no option side quests, no events completes out of order) then yes, you could use just one var.

Quote originally posted by XeroXen:
This makes way more sense. Thanks a ton. I find it really interesting that Var 4000 is temporary. I don't think I would've figured that out by myself.
You would have noticed if you used it for anything else.XD

Also, this will be of great service to you while scripting: http://www.pokecommunity.com/showthread.php?t=302347
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  #26143    
Old August 9th, 2013 (12:26 PM).
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Hello I have a problem that I can't seem to fix.

When I start xse, it says "runtime error 9, subscript out of range". I don't know what that means exactly or how to resolve it.

Also, for some reason, when I right click in the functional version of xse I have(its an earlier version), it doesn't display the menu that includes "compile" or "save" or whatever. So basicly I can't compile anything(almost forgot to mention that I can't get the "compile" button to work either.)

If anybody can help, I'd appreciate it.
I have xse 1.0 and 1.11.

Thanks for any help in advance.
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  #26144    
Old August 9th, 2013 (12:36 PM).
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I think that error happens when XSE does an update check. You should use Gamer2020's version of XSE.
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Old August 9th, 2013 (12:41 PM).
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Thanks for the tip. I'll try that right now.
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Old August 9th, 2013 (12:53 PM).
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Quote originally posted by Merak:
Thanks for the tip. I'll try that right now.
The error happens because HackMew took down his website. So when XSE opens, it does an update check and queries that server, only to return an error, which it then returns to you and won't open. This is THE most asked question on this thread and has been answered, literally, hundreds of times.
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  #26147    
Old August 9th, 2013 (01:04 PM). Edited August 9th, 2013 by Merak.
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Also I hate to ask this again. Is there a list of the overworld sprites that are shown in advance map, or would somebody know where I could find one? My eyesight is pretty bad so I can't go by any images it shows.

Any help with this at all would be appreciated alot.

Quote originally posted by karatekid552:
The error happens because HackMew took down his website. So when XSE opens, it does an update check and queries that server, only to return an error, which it then returns to you and won't open. This is THE most asked question on this thread and has been answered, literally, hundreds of times.
Ah. Okay. I should have looked back for that, it does seem like something that would get alot of attention.
lol Sorry for adding to the number of times that question's been asked.
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  #26148    
Old August 9th, 2013 (02:00 PM).
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Quote originally posted by gogojjtech:
Athenian, use pokemon game editor's attack editor.
Quote originally posted by gogojjtech:
You know that Pokemon Game editor's Attack editor can change animations, effects, descriptions, power, accuracy, whether it's Status, physical, or special. This whole thing would have been faster with it...
Sorry to make a third post about this, but I thought I should point out that I actually DID try using that tool. It ruined my ROM the first time, unexpectedly, and I lost a day of fairly trivial work. Good thing I backup semi-regularly. I want to warn anyone using that tool to back up their ROMs more than usual. I know it's good practice in general, but that tool has NO mercy, and won't warn you if you're about to screw something up.

After experimenting, I found that the tool ONLY screws up if I try to modify animations with it. It can modify anything else fine, but the format it uses for animations makes NO sense to me at all, even after sifting through several tutorials. It just has this long string of hex numbers that it claims are a pointer, but they look nothing like any pointer I've ever seen, and are WAY too long to be a pointer. Attempting to mess with them in any way screws up the ROM.

I should also note that move descriptions can't be directly edited in PGE. I tried. You have to edit them in a hex editor, either by overwriting the existing description, or by writing a new description in free space and repointing to it. That's all it can do.

I did find that PGE could be used to edit how the attack works, the effects of it, etc. My issue was simply that I had no way of editing animations. There was, in fact, a reason I went to all that trouble. I have no idea if there was some kind of documentation of those weird numbers it was giving me, and what their function was, but it was not readily available, and not clear what ANY of that was for. I'm smart enough to know that they were NOT pointers, whatever they were.
  #26149    
Old August 9th, 2013 (02:05 PM).
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You most likely have an old version of PGE, or the INI is screwed around. Trust me, if it was the newest one you wouldn't have this error anymore
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Old August 9th, 2013 (02:24 PM). Edited August 9th, 2013 by karatekid552.
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What happens if I push it?....
 
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Quote originally posted by athenian200:
Sorry to make a third post about this, but I thought I should point out that I actually DID try using that tool. It ruined my ROM the first time, unexpectedly, and I lost a day of fairly trivial work. Good thing I backup semi-regularly. I want to warn anyone using that tool to back up their ROMs more than usual. I know it's good practice in general, but that tool has NO mercy, and won't warn you if you're about to screw something up.

After experimenting, I found that the tool ONLY screws up if I try to modify animations with it. It can modify anything else fine, but the format it uses for animations makes NO sense to me at all, even after sifting through several tutorials. It just has this long string of hex numbers that it claims are a pointer, but they look nothing like any pointer I've ever seen, and are WAY too long to be a pointer. Attempting to mess with them in any way screws up the ROM.

I should also note that move descriptions can't be directly edited in PGE. I tried. You have to edit them in a hex editor, either by overwriting the existing description, or by writing a new description in free space and repointing to it. That's all it can do.

I did find that PGE could be used to edit how the attack works, the effects of it, etc. My issue was simply that I had no way of editing animations. There was, in fact, a reason I went to all that trouble. I have no idea if there was some kind of documentation of those weird numbers it was giving me, and what their function was, but it was not readily available, and not clear what ANY of that was for. I'm smart enough to know that they were NOT pointers, whatever they were.
The reason PGE did work was because the offset for attack animations is bad in the ini. Once you repair that, it works. As gogojjtech said, the newest version fixed this, I believe.

Quote originally posted by Merak:
Also I hate to ask this again. Is there a list of the overworld sprites that are shown in advance map, or would somebody know where I could find one? My eyesight is pretty bad so I can't go by any images it shows.

Any help with this at all would be appreciated alot.
This is something you just have to familiarize yourself with. I have done A LOT of work with OWs, so now when I need one, I already have an idea of where it is. Also, in the time it takes you to look through your list, if you had one, it would take you just as much time, if not more, to look through the OWs in A-map.
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