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  #26976    
Old October 15th, 2013 (02:34 AM). Edited October 15th, 2013 by GoGoJJTech.
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Quote originally posted by Rezordaxx:
Ive fixed my A-text error but now i cant edit the boy or girl box that you can choose or i cant edit that there doesnt comes a nidoran out of the pokeball

how do i do that?
http://www.romhack.me/skipgenderchoice/

And as I said, it's ASM, so you would need to remove the call for it.

Quote originally posted by DrFuji:
When it comes to using moves in the field there are some that are easy to edit and remove the badge requirements (Cut, Rock Smash, Strength) as they require interaction with an actual overworld sprite and have a generic script attached. The other HMs are far more difficult to edit while Surf is notoriously stubborn. So far to my knowledge nobody has been able to get rid of the 5th badge requirement without breaking the game in some way so I'm afraid that you're stuck with it for now.
Actually there have been some people that edited requirements of field moves. My guess is they're stored in a table with move id and flag requirement, but that's only a guess. Ask an ASM professional.
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  #26977    
Old October 15th, 2013 (11:00 AM). Edited October 15th, 2013 by Rezordaxx.
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Quote originally posted by gogojjtech:
http://www.romhack.me/skipgenderchoice/

And as I said, it's ASM, so you would need to remove the call for it.



Actually there have been some people that edited requirements of field moves. My guess is they're stored in a table with move id and flag requirement, but that's only a guess. Ask an ASM professional.
could you link me a ASM tutorial?
and how do i change the intro cry?
I already have a sound i want to replace it with.

Quote originally posted by gogojjtech:
http://www.romhack.me/skipgenderchoice/

And as I said, it's ASM, so you would need to remove the call for it.



Actually there have been some people that edited requirements of field moves. My guess is they're stored in a table with move id and flag requirement, but that's only a guess. Ask an ASM professional.
could you link me a ASM tutorial?
and how do i change the intro cry?
I already have a sound i want to replace it with.
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  #26978    
Old October 15th, 2013 (11:46 AM).
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Can anyone send me a link to the Pokemon Fire red title font, like the font that spells out "FireRed" In the title screen? I am trying to edit the title screen as you may have guessed, and I wanted my title to look the same as firered...

Thanks in advanced,
PokéMew151
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  #26979    
Old October 15th, 2013 (12:01 PM).
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Quote originally posted by gogojjtech:
Quote originally posted by Nelsyv:
Wait... what?

Alright, let me put all my offsets in one place:
(This is for Emerald, for all onlookers)
The Specials table: 0x1DBA64
The 8Eth slot/pointer (refresh map): 0x1DBC9C
The offset of the other instance of the data that the above points to: 0x3F074F
The offset of the pointer to the second instance of the data: 0x34A995
8E IS FOR FR NOT EM
You go INTO FR and find the 8E slot
Go to that pointer
Copy a line of data
search in EM for that line
if you find ONE match you have the special for EM
Find a pointer TO THAT SPECIAL
subtract that offset from the table offset of EM
divide by 4
subtract by 1
THAT NUMBER is the EM refresh map special2 #
Round Two:
FR Special Table: 0x15FD60
8Eth slot in above table: 0x15FF98 = 15FD60+(4*8E or 238) (all hex)
Pointer at that slot: 0x85A605
Data at that pointer: FFFFFFFFFFFFFF...
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  #26980    
Old October 15th, 2013 (12:11 PM).
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Hello! I was wondering what kind of script I would use, in Fire-red, to make a script that would be like Prof. Oak saying "Hey, you need your own pokemon! I know, here come with me! " But then when I get into the lab, he'll say " Oh dear.. The starter pokemon have all been received! I know, here, take this Pikachu. " .. Is this script possible? I hope I'm making sense. And if the script is possible, could I get it? I'm new, by the way..
  #26981    
Old October 15th, 2013 (12:14 PM).
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Quote originally posted by Nelsyv:
Round Two:
FR Special Table: 0x15FD60
8Eth slot in above table: 0x15FF98 = 15FD60+(4*8E or 238) (all hex)
Pointer at that slot: 0x85A605
Data at that pointer: FFFFFFFFFFFFFF...
I think you have to reverse it. Check out 0x05A685
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  #26982    
Old October 15th, 2013 (12:24 PM). Edited October 15th, 2013 by Nelsyv.
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Quote originally posted by iZackefx:
Hello! I was wondering what kind of script I would use, in Fire-red, to make a script that would be like Prof. Oak saying "Hey, you need your own pokemon! I know, here come with me! " But then when I get into the lab, he'll say " Oh dear.. The starter pokemon have all been received! I know, here, take this Pikachu. " .. Is this script possible? I hope I'm making sense. And if the script is possible, could I get it? I'm new, by the way..
Here's a really good tutorial:
http://www.pokecommunity.com/showthread.php?p=4227030#4227030

Use that and eXtreme Script Editor and you should learn pretty quick Don't worry, scripting isn't as hard as it seems at first

Quote originally posted by daniilS:
I think you have to reverse it. Check out 0x05A685
Ahh... derp...
Yeah I'll do that.

Quote originally posted by gogojjtech:
Quote originally posted by Nelsyv:
Wait... what?

Alright, let me put all my offsets in one place:
(This is for Emerald, for all onlookers)
The Specials table: 0x1DBA64
The 8Eth slot/pointer (refresh map): 0x1DBC9C
The offset of the other instance of the data that the above points to: 0x3F074F
The offset of the pointer to the second instance of the data: 0x34A995
8E IS FOR FR NOT EM
You go INTO FR and find the 8E slot
Go to that pointer
Copy a line of data
search in EM for that line
if you find ONE match you have the special for EM
Find a pointer TO THAT SPECIAL
subtract that offset from the table offset of EM
divide by 4
subtract by 1
THAT NUMBER is the EM refresh map special2 #
Round Three:
FR Special Table: 0x15FD60
8Eth slot in above table: 0x15FF98 = 15FD60+(4*8E or 238) (all hex)
Pointer at that slot: 0x85A605
Reversed pointer: 0x05A685
Data at that pointer: B5 06 48 01 68 00 (Only found anything when I reduced it to just 6 bytes...)
ONLY offset of that data in Em: 0x0C4F51
(Guessing I reverse that...): 0x514F0C
Offset of a pointer to that: None found... (even without it reversed)

Alright, what did I do wrong this time...
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  #26983    
Old October 15th, 2013 (01:05 PM).
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Quote originally posted by Nelsyv:
Here's a really good tutorial:
http://www.pokecommunity.com/showthread.php?p=4227030#4227030

Use that and eXtreme Script Editor and you should learn pretty quick Don't worry, scripting isn't as hard as it seems at first



Ahh... derp...
Yeah I'll do that.



Round Three:
FR Special Table: 0x15FD60
8Eth slot in above table: 0x15FF98 = 15FD60+(4*8E or 238) (all hex)
Pointer at that slot: 0x85A605
Reversed pointer: 0x05A685
Data at that pointer: B5 06 48 01 68 00 (Only found anything when I reduced it to just 6 bytes...)
ONLY offset of that data in Em: 0x0C4F51
(Guessing I reverse that...): 0x514F0C
Offset of a pointer to that: None found... (even without it reversed)

Alright, what did I do wrong this time...

Probably nothing. Maybe Emerald has different specials. You can always use callasm.
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  #26984    
Old October 15th, 2013 (01:18 PM).
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Quote originally posted by daniilS:
Probably nothing. Maybe Emerald has different specials. You can always use callasm.
But... ASM is scary!
Well, guess it was about time I learned it... Any suggested tutorials?
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  #26985    
Old October 15th, 2013 (02:18 PM). Edited October 15th, 2013 by GoGoJJTech.
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Quote originally posted by Nelsyv:
Here's a really good tutorial:
http://www.pokecommunity.com/showthread.php?p=4227030#4227030

Use that and eXtreme Script Editor and you should learn pretty quick Don't worry, scripting isn't as hard as it seems at first



Ahh... derp...
Yeah I'll do that.



Round Three:
FR Special Table: 0x15FD60
8Eth slot in above table: 0x15FF98 = 15FD60+(4*8E or 238) (all hex)
Pointer at that slot: 0x85A605
Reversed pointer: 0x05A685
Data at that pointer: B5 06 48 01 68 00 (Only found anything when I reduced it to just 6 bytes...)
ONLY offset of that data in Em: 0x0C4F51
(Guessing I reverse that...): 0x514F0C
Offset of a pointer to that: None found... (even without it reversed)

Alright, what did I do wrong this time...
Another failure
Try this
FR Special Table: 0x15FD60
8Eth slot in above table: 0x15FF98 = 15FD60+(4*8E or 238) (all hex)
Pointer at that slot: 0x05A685
Reversed pointer: 0x05A685 'You don't reverse an offset'
Data at that pointer: B5 06 48 01 68 00
ONLY offset of that data in Em: 0x0C4F51
(Guessing I reverse that...): 0x514F0C 'Again'
Offset of a pointer to that: None found...

'This is how you would do it. But there is no refresh map ASM in Em then. So you COULD port this ASM from FR to EM.

Quote originally posted by Nelsyv:
But... ASM is scary!
Well, guess it was about time I learned it... Any suggested tutorials?
ASM is not scary, it's just another language like scripting, and you ALL LOVE scripting. So just pick up on it. I suggest either Hackmew's knowledge tutorial or JPAN's ASM tutorial document to get started.
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  #26986    
Old October 15th, 2013 (02:50 PM).
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Quote originally posted by gogojjtech:
Another failure
Try this
FR Special Table: 0x15FD60
8Eth slot in above table: 0x15FF98 = 15FD60+(4*8E or 238) (all hex)
Pointer at that slot: 0x05A685
Reversed pointer: 0x05A685 'You don't reverse an offset'
Data at that pointer: B5 06 48 01 68 00
ONLY offset of that data in Em: 0x0C4F51
(Guessing I reverse that...): 0x514F0C 'Again'
Offset of a pointer to that: None found...

'This is how you would do it. But there is no refresh map ASM in Em then. So you COULD port this ASM from FR to EM.
Good to know I would have finally gotten it right

Quote originally posted by gogojjtech:
ASM is not scary, it's just another language like scripting, and you ALL LOVE scripting. So just pick up on it. I suggest either Hackmew's knowledge tutorial or JPAN's ASM tutorial document to get started.
Lol I was joking, ASM isn't so scary as just dense

I found Hackmew's Knowledge ASM tutorial and ShinyQuagsire's GBA ASM Programming tutorial, but where can I find JPAN's document? I just searched across the first few pages of the tutorial subforum, so it might have just been buried farther back...
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  #26987    
Old October 15th, 2013 (02:51 PM).
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Quote originally posted by Nelsyv:
Good to know I would have finally gotten it right



Lol I was joking, ASM isn't so scary as just dense

I found Hackmew's Knowledge ASM tutorial and ShinyQuagsire's GBA ASM Programming tutorial, but where can I find JPAN's document? I just searched across the first few pages of the tutorial subforum, so it might have just been buried farther back...
Just click JPAN's user page, click on statistics, find all threads by JPAN
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  #26988    
Old October 15th, 2013 (03:04 PM).
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Can you change overwritten data in UNLZ? I replaced the caterpie line with other pokemon, and apparently when they appear in the wild it messes up the game. They were all 64x64, and before anyone says something about Wichu's sprite editor, I doesn't work in my computer, and NSE messed it up too.
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  #26989    
Old October 15th, 2013 (03:12 PM).
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Quote originally posted by Dark Sneasel:
Can you change overwritten data in UNLZ? I replaced the caterpie line with other pokemon, and apparently when they appear in the wild it messes up the game. They were all 64x64, and before anyone says something about Wichu's sprite editor, I doesn't work in my computer, and NSE messed it up too.
You didn't repoint, so you broke some data in your game, causing glitches and corruptions
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  #26990    
Old October 15th, 2013 (03:17 PM).
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Quote originally posted by gogojjtech:
You didn't repoint, so you broke some data in your game, causing glitches and corruptions
NSE asked me if I wanted to repoint and it gave me an offset so I went with it.
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  #26991    
Old October 15th, 2013 (03:18 PM).
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Quote originally posted by Dark Sneasel:
NSE asked me if I wanted to repoint and it gave me an offset so I went with it.
You should keep track of where your data is stored and where the pointers are at.
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  #26992    
Old October 15th, 2013 (04:57 PM).
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Question regarding the physical/special split.
Do I only have to manually set each attacks as physical or special with PGE or do I still have to tweak something within the ROM?

Thanks~
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  #26993    
Old October 15th, 2013 (05:22 PM).
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Im actually looking for some help.
I want to know how to make wild pokemon appear outside of the tall grass.
Im aiming to make a dessert route on firered similar to that of of ruby sapphire emerald.
I have advance map.
Thank you
  #26994    
Old October 15th, 2013 (05:29 PM). Edited October 15th, 2013 by GoGoJJTech.
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Quote originally posted by destinedjagold:
Question regarding the physical/special split.
Do I only have to manually set each attacks as physical or special with PGE or do I still have to tweak something within the ROM?

Thanks~
Well for FR there's a patch that defines which is physical/special, but for rse, no, it's your own responsibility...
While you're at it, you could update some moves like Fly, to extra power and etc.

Quote originally posted by DoppleGang3r:
Im actually looking for some help.
I want to know how to make wild pokemon appear outside of the tall grass.
Im aiming to make a dessert route on firered similar to that of of ruby sapphire emerald.
I have advance map.
Thank you
A-MAP 1.92 PLEASE http://www.pokecommunity.com/showpost.php?p=7781039&postcount=304
So just copy the data of some grass tiles, and move the behavior and background bytes to your custom tile. This will make all grass pokemon appear in the desert. You just need to change the battle background, I recommend JPAN's engine since all of you hate ASM for whatever reason, IDK who ASM killed in your family but forgive it people
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  #26995    
Old October 15th, 2013 (06:07 PM).
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Can someone Pleeeeeeease send me a link to an asm tutorial that explains what it is and how to use it because I really want to learn it, but whenever I google it it just comes up with how to insert a shiny using asm and stuff like that... And a link would be best cause Ive already tried searching hackMew asm tutorials and stuff, but I cant find anything... Can someone Please please please help me?
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  #26996    
Old October 15th, 2013 (06:22 PM).
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Quote originally posted by PokéMew151:
Can someone Pleeeeeeease send me a link to an asm tutorial that explains what it is and how to use it because I really want to learn it, but whenever I google it it just comes up with how to insert a shiny using asm and stuff like that... And a link would be best cause Ive already tried searching hackMew asm tutorials and stuff, but I cant find anything... Can someone Please please please help me?
HackMew's ASM tutorial seems to be a good tutorial to start~
http://www.pokecommunity.com/showthread.php?t=117917#ASM1
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  #26997    
Old October 15th, 2013 (06:28 PM).
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Hey thanks for the tip bro, and your right, AMv1.92 lets me do a lot more that v1.95 simply would not permit me to do.
  #26998    
Old October 15th, 2013 (10:10 PM).
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So, this is weird... and surprisingly I can't find anyone else with the same problem.

Just doing an ordinary trainer battle, which works perfectly if I don't have the trainer box checked, and require you to talk to them manually... but if they see you and walk over like other trainers, the screen goes completely red as soon as they get to you, and the game freezes. I've looked at other trainers in game and I can't see that I'm doing anything differently. Any idea what's wrong?
  #26999    
Old October 16th, 2013 (02:39 AM).
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Quote originally posted by QuilavaKing:
So, this is weird... and surprisingly I can't find anyone else with the same problem.

Just doing an ordinary trainer battle, which works perfectly if I don't have the trainer box checked, and require you to talk to them manually... but if they see you and walk over like other trainers, the screen goes completely red as soon as they get to you, and the game freezes. I've looked at other trainers in game and I can't see that I'm doing anything differently. Any idea what's wrong?
You probably overwrote or deleted the loading routine for loading trainers, so you might have forgotten to repoint something along the way, and now since the routine is broken you're getting errors
That pr your script is broken
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  #27000    
Old October 16th, 2013 (04:46 AM).
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OKAY

This is mainly for gogojjtech, but I'm hoping that he will be able to answer this for me because I'm stumped.

There's that one fix for FireRed that allows the game to play 12 DS channels. I figured out, in theory, how to do the same for all games that use the Sappy engine. However! If you look through the Sappy doc you'll find this little bit here:

"However, there is many issues when changing it. When actually running the game, it often happens that the game manages to "force" it's own parameters (and ignore your changes)"

And I have found that Fire Emblem has this very same problem. By default it has 7 DS channels, and won't extend any more, much like Ruby. My question is this: has anyone ever looked into why this might be happening? Does it sound like something fixable with just hex?
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