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  #27001    
Old October 16th, 2013, 04:46 AM
Agro
 
Join Date: Jun 2012
Gender: Male
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?
  #27002    
Old October 16th, 2013, 04:57 AM
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kearnseyboy6
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Quote:
Originally Posted by QuilavaKing View Post
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?
I am almost certain this might be your script. Make sure that the number of pointers for trainerbattles commands match the battle type. Eg for 0x0 you have pointers for @prebattletalk, @wintext (during battle screen) and @afterbattle.

I had this problem because I was making a script like this:

#org @start
msgbox @1 0x2
trainerbattle 0x0 @pre @win @last
release
end

You dont need the message box command. If it isn't this try posting your script.
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  #27003    
Old October 16th, 2013, 11:27 AM
QuilavaKing's Avatar
QuilavaKing
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EDIT: I'm dumb, no need for lock/faceplayer before a trainerbattle rofl.

Problem solved. lol
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Last edited by QuilavaKing; October 16th, 2013 at 11:37 AM.
  #27004    
Old October 16th, 2013, 11:32 AM
GoGoJJTech's Avatar
GoGoJJTech
GoGo
 
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Age: 15
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Quote:
Originally Posted by Agro View Post
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?
What it could be is the RAM area, if it's full, then no extra tracks for you. Repointing the music table RAM lets the game read more DS instruments, and even allows for more tracks (16 max)
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  #27005    
Old October 16th, 2013, 05:24 PM
Nelsyv's Avatar
Nelsyv
 
Join Date: Sep 2013
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Okay I've read up on ASM, and while I'm no means a master now, I'm fairly sure that I understand how it works, its limitations and its advantages. However, I'm still not sure how doing simple math and compare operations would help, per se, add more pokemon or change the Town Map/Pokenav map...

Are there any "intermdiate" tutorials anyone could suggest to use this simple manipulation of memory to actually do stuff in the game? (I'm quite sure I'm not "advanced" after a day or two of reading and practicing Although I could probably struggle along in most tutorials now that I understand what stuff does...)
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  #27006    
Old October 16th, 2013, 05:29 PM
GoGoJJTech's Avatar
GoGoJJTech
GoGo
 
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Quote:
Originally Posted by Nelsyv View Post
Okay I've read up on ASM, and while I'm no means a master now, I'm fairly sure that I understand how it works, its limitations and its advantages. However, I'm still not sure how doing simple math and compare operations would help, per se, add more pokemon or change the Town Map/Pokenav map...

Are there any "intermdiate" tutorials anyone could suggest to use this simple manipulation of memory to actually do stuff in the game? (I'm quite sure I'm not "advanced" after a day or two of reading and practicing Although I could probably struggle along in most tutorials now that I understand what stuff does...)
Err, once you get the basics, you just need areas of RAM and ROM and you're good to start. Adding pokemon takes a lot -
front sprite table
backsprite table
shiny front sprite table
shiny backsprite table
tm/hm compatibility
stats
all the pokedex limiters
save block hacking
icon table
icon palette table
egg moves table
move compatibility

All of this would need to get repointed. Jambo51's 649 patch took 2 years, and then canceled by him. So, yeah
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  #27007    
Old October 16th, 2013, 05:53 PM
Nelsyv's Avatar
Nelsyv
 
Join Date: Sep 2013
Gender: Male
Quote:
Originally Posted by gogojjtech View Post
Err, once you get the basics, you just need areas of RAM and ROM and you're good to start. Adding pokemon takes a lot -
front sprite table
backsprite table
shiny front sprite table
shiny backsprite table
tm/hm compatibility
stats
all the pokedex limiters
save block hacking
icon table
icon palette table
egg moves table
move compatibility

All of this would need to get repointed. Jambo51's 649 patch took 2 years, and then canceled by him. So, yeah
1. Couldn't most or all of the above be done by moving the tables via hex to a location with more space and then adding the data you want? [/offsubject]

2. What would I have to know/do to add a "force map refresh" special to Emerald?
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  #27008    
Old October 16th, 2013, 05:55 PM
GoGoJJTech's Avatar
GoGoJJTech
GoGo
 
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Quote:
Originally Posted by Nelsyv View Post
1. Couldn't most or all of the above be done by moving the tables via hex to a location with more space and then adding the data you want? [/offsubject]

2. What would I have to know/do to add a "force map refresh" special to Emerald?
1: And ASM editing to let the game know that extra slots do exist, instead of looking only 80 slots (as an example)
2: Just use the ASM from FR, being sure to change all pointers to Em ones and RAM pointers to Em ones.
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The SoulSilver Music Patch - The Black Music Patch - Mega-Huge Sappy Tutorial - Time-Based Events - Yet Another Sprite Resource

Pokémon Platinum Red and Blue

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  #27009    
Old October 16th, 2013, 05:57 PM
Agro
 
Join Date: Jun 2012
Gender: Male
Quote:
Originally Posted by gogojjtech View Post
What it could be is the RAM area, if it's full, then no extra tracks for you. Repointing the music table RAM lets the game read more DS instruments, and even allows for more tracks (16 max)
Yeah, I thought it might be that, but I actually had a look at the RAM and discovered something a little weird. In certain situations the game will allow 8 DS channels (title menu, battle preparations screen, battle BGM) but in others it will only allow 7, so I'm not entirely sure it's a RAM issue. I've tried repointing the RAM elsewhere and gotten the same issue.
  #27010    
Old October 16th, 2013, 06:03 PM
Nelsyv's Avatar
Nelsyv
 
Join Date: Sep 2013
Gender: Male
Quote:
Originally Posted by gogojjtech View Post
1: And ASM editing to let the game know that extra slots do exist, instead of looking only 80 slots (as an example)
Ahh, hadn't thought of the fact that the game needs to know there's more after that stuff XP

Quote:
Originally Posted by gogojjtech View Post
2: Just use the ASM from FR, being sure to change all pointers to Em ones and RAM pointers to Em ones.
I know I have the starting point for the code in FR (from the pointer on the specials table), but how do I know where it ends? Also, how would I change the specials table (in emerald) to add another special... is this where ASM comes into play?
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  #27011    
Old October 16th, 2013, 06:43 PM
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gokaiblue
 
Join Date: Oct 2013
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Okay. Two questions.
1. What is the offset number for Champion Steven in Pokemon Ruby?
2. How would I go about scripting an event that would display a text box when the player exits the first gym after beating the gym leader?
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  #27012    
Old October 16th, 2013, 07:13 PM
Nelsyv's Avatar
Nelsyv
 
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Quote:
Originally Posted by gokaiblue View Post
Okay. Two questions.
1. What is the offset number for Champion Steven in Pokemon Ruby?
2. How would I go about scripting an event that would display a text box when the player exits the first gym after beating the gym leader?
1. I'm not sure, sorry :\
2. My best guess would be to make a level script for the town that first checks if the first badge flag is set, then displays a msgbox, and then sets another flag so that the message only appears once (make sure you check this flag also at the beginning of the script too ).
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  #27013    
Old October 16th, 2013, 07:23 PM
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gokaiblue
 
Join Date: Oct 2013
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Could you give a brief example script just so I have an idea of what the script should look like?
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  #27014    
Old October 16th, 2013, 08:09 PM
Nelsyv's Avatar
Nelsyv
 
Join Date: Sep 2013
Gender: Male
Quote:
Originally Posted by gokaiblue View Post
Could you give a brief example script just so I have an idea of what the script should look like?
The meat of it would probably look something like this:

Code:
checkflag 0x(yourflag)
if 0x1 goto @badge
release
end

#org @badge
checkflag 0x807
if 0x1 goto @msg
release
end

#org @msg
(msgbox saying what you wanted...)
setflag 0x(yourflag)
Although it's getting late here, so don't copy it exactly And of course, replace "0x(yourflag)" with the flag that tells if the message has been seen already.

If you're not sure about flags, check out the flag section of diegoisawesome's XSE tutorial. Also, level scripts are added from the header page in AdvanceMap, if your forgot
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  #27015    
Old October 17th, 2013, 03:20 AM
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karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by Nelsyv View Post
Ahh, hadn't thought of the fact that the game needs to know there's more after that stuff XP



I know I have the starting point for the code in FR (from the pointer on the specials table), but how do I know where it ends? Also, how would I change the specials table (in emerald) to add another special... is this where ASM comes into play?
Where it ends.... Dude, I'm sorry to say, that part requires actually looking at the ASM and following it.
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  #27016    
Old October 17th, 2013, 04:57 AM
exidia
 
Join Date: Sep 2013
Gender: Male
Anybody know where the scripts for encountering the legendary beasts in firered is located? I need to make it so I can encounter all of them

How do I change the rate of encountering shinies on FireRed?

Last edited by exidia; October 17th, 2013 at 08:22 AM. Reason: Your double post has been automatically merged.
  #27017    
Old October 17th, 2013, 11:33 AM
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Cold Ivory
 
Join Date: Mar 2011
Gender: Male
Nature: Mild
Every so often, on a trainerbattle initiated either by a level script or by a script on the map, the player will abruptly face away from the challenging trainer just before the battle starts. I've tried messing with the trainerbattle type a bit (each of these affected trainerbattles requires a pointer to further script after the battle), but the problem persists.
Thoughts?
  #27018    
Old October 17th, 2013, 11:56 AM
Nelsyv's Avatar
Nelsyv
 
Join Date: Sep 2013
Gender: Male
Quote:
Originally Posted by karatekid552 View Post
Where it ends.... Dude, I'm sorry to say, that part requires actually looking at the ASM and following it.
I'm sorry as I'm still quite new to ASM, but how can you decompile it to look at the actual code (instead of the hex)?
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  #27019    
Old October 17th, 2013, 01:04 PM
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Rezordaxx
Asks many questions!
 
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Can somebody tell me how to replace the intro cry?
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  #27020    
Old October 17th, 2013, 01:06 PM
GoGoJJTech's Avatar
GoGoJJTech
GoGo
 
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Quote:
Originally Posted by Rezordaxx View Post
Can somebody tell me how to replace the intro cry?
Just follow this post by darthatron, from the quick research and development thread

Quote:
Originally Posted by Darthatron
So editing the Pokemon that is released by the Professor in the games is easy, and I think possible with some tools.
However, the cry does not change.
Here are some changes that need to be made to change the cry of this Pokemon.

FireRed: Code: 0812FB38: 02 48 0812FB42: 30 BD XX XX 00 00

Ruby: Code: 0800A506: 03 48 C0 46 0800A512: 00 BD XX XX 00 00

Emerald: Code: 08030B0C: XX XX

Where XX XX is the index of the Pokemon in reversed hex.
For example Charizard would be 06 00.
A list can be found at http://bulbapedia.bulbagarden.net/wi...eration_III%29
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Proof that I'm the third best Temple Run player in the Universe
The SoulSilver Music Patch - The Black Music Patch - Mega-Huge Sappy Tutorial - Time-Based Events - Yet Another Sprite Resource

Pokémon Platinum Red and Blue

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  #27021    
Old October 17th, 2013, 06:11 PM
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Ok I am really sorry for this, but I need to repost this question brcause I an really urgent for the answer. Here it goes...

Quote:
Originally Posted by PokéMew151 View Post
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
It doesnt really have to be a link, just the name of the font or how a lot of hackers make there title like the fire red title.

Sorry again for a repost...

Thanks,
PokéMew
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  #27022    
Old October 17th, 2013, 06:50 PM
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Renegade
Time for real life...
 
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This is a question regarding vba-sdl-h (the debugging emulator).
Whenever I open the .exe file, the program just shows a black screen then it disappears. I have all of the installation files together, so why does this happen?
  #27023    
Old October 17th, 2013, 06:55 PM
Nelsyv's Avatar
Nelsyv
 
Join Date: Sep 2013
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Quote:
Originally Posted by PokéMew151 View Post
Ok I am really sorry for this, but I need to repost this question brcause I an really urgent for the answer. Here it goes...



It doesnt really have to be a link, just the name of the font or how a lot of hackers make there title like the fire red title.

Sorry again for a repost...

Thanks,
PokéMew
I don't believe there is an official font, but I remember reading somewhere that arial bold (AA: strong) with a black outside stroke looks pretty close.
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  #27024    
Old October 17th, 2013, 06:57 PM
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karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by Nelsyv View Post
I'm sorry as I'm still quite new to ASM, but how can you decompile it to look at the actual code (instead of the hex)?
With a disassembler. There is a cheap one in VBA(-M), but if you want a real one, go for VBA-SDL-H or No$gba Debugger.

Quote:
Originally Posted by CrystalStatic View Post
This is a question regarding vba-sdl-h (the debugging emulator).
Whenever I open the .exe file, the program just shows a black screen then it disappears. I have all of the installation files together, so why does this happen?
Hmmm, not sure. I only have 3 files in the folder: the .exe, the SDL.dll, and a readme. You are on windows, right?
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Last edited by karatekid552; October 17th, 2013 at 07:01 PM. Reason: Your double post has been automatically merged.
  #27025    
Old October 17th, 2013, 07:13 PM
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Renegade
Time for real life...
 
Join Date: Nov 2011
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Quote:
Hmmm, not sure. I only have 3 files in the folder: the .exe, the SDL.dll, and a readme. You are on windows, right?
Yes, Windows 7. Here's a screenshot of my folder:
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