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  #8051  
Unread January 26th, 2009, 05:39 PM
Andryandrew
Italian Asm Hacker
 
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Quote:
Originally Posted by ShakawBR View Post
No, Mew won't obey you if catched in the wild, or with the givepokemon script, I think there is a flag that has to be set on to make him obey...
I just answer the question: http://www.pokecommunity.com/showpos...postcount=8102
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  #8052  
Unread January 26th, 2009, 05:51 PM
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Destrozone
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Quote:
Originally Posted by Destrozone View Post
Okay, I have looked. I may have missed something, as there is a whole lot of garbage in there, but still no types =( I will check again.......
Okay checked with tile molester three times through. Still no types. WTF?!!! anyone have any idea where they could be?
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  #8053  
Unread January 26th, 2009, 06:45 PM
ShakawBR
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oh! sorry xD
thanks for the help =D
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  #8054  
Unread January 26th, 2009, 07:30 PM
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Cy-Chan
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Quote:
Originally Posted by Destrozone View Post
Okay checked with tile molester three times through. Still no types. WTF?!!! anyone have any idea where they could be?
E961DC.

Uh...

...

For reference, if you're adding new types, the pointer system is a bit screwy. It points to the circular object (Pokéball, I think) a row above the types. Then each of the types are pointed to using a strange format beneath that pointer.

There's enough space before "Normal" for a few new images anyway, so the only thing that needs repointing is the pointer list to the ball and types (oh, and the POWER, PP and all that; they're bundled with the types too).
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  #8055  
Unread January 26th, 2009, 07:40 PM
Medo0
Togepi
 
Join Date: Jan 2009
I just want to know how to save changed pallet in APE ?
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  #8056  
Unread January 26th, 2009, 08:12 PM
zazazazazazaza
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Join Date: Dec 2008
Quote:
mmm... yes, you can: do a research in the rom for the pointer of the text (if you doesn't know what's a POINTER, its simply the offset flipped adding 08 at the end, Ex: ABCDEF is a Offset, EFCDAB08 is its pointer). So, you find the istruction msgbox. Then, substract 2 and you find the offset of the msgbox instruction in your script.
Thanks for the help :D Sadly, it doesn't seem to work? Either that or I'm misunderstanding your instructions. So if my text pointer in hex says 80CE93, 93CE80 would be its offset? Then I subtract two from the hex to make 93CE7E. Then...it should work? I subtrated from both the decimal and the hex, neither worked. I guess I just failed at understanding your instructions. Is it possible that someone could help me find the offset of pointer 80CE93 just by using this method? Thanks again, though.
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  #8057  
Unread January 26th, 2009, 10:21 PM
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Destrozone
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Quote:
Originally Posted by Cy-Chan View Post
E961DC.

Uh...

...

For reference, if you're adding new types, the pointer system is a bit screwy. It points to the circular object (Pokéball, I think) a row above the types. Then each of the types are pointed to using a strange format beneath that pointer.

There's enough space before "Normal" for a few new images anyway, so the only thing that needs repointing is the pointer list to the ball and types (oh, and the POWER, PP and all that; they're bundled with the types too).
Thanks so much! Now i can totally go crazy with my game!
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  #8058  
Unread January 26th, 2009, 10:42 PM
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Cy-Chan
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Quote:
Originally Posted by zazazazazazaza View Post
Thanks for the help :D Sadly, it doesn't seem to work? Either that or I'm misunderstanding your instructions. So if my text pointer in hex says 80CE93, 93CE80 would be its offset? Then I subtract two from the hex to make 93CE7E. Then...it should work? I subtrated from both the decimal and the hex, neither worked. I guess I just failed at understanding your instructions. Is it possible that someone could help me find the offset of pointer 80CE93 just by using this method? Thanks again, though.
To anyone that cares, I've just submitted a pointer guide to Documents and Tutorials... hopefully that'll be up soon. It contains some useful information that's not so well documented, I believe, so it might open the minds to some of y'all.
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  #8059  
Unread January 27th, 2009, 12:18 AM
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Quote:
Originally Posted by Tropical Sunlight View Post
No, I meant to replace (e.g. Flash with Shadow Ball)
Darthatron has another tool which is called TM Editor Pro which you can use to edit those.
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  #8060  
Unread January 27th, 2009, 03:11 AM
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Quote:
Originally Posted by Ninja Caterpie View Post
Darthatron has another tool which is called TM Editor Pro which you can use to edit those.
Thanks Ninja, I was getting to that next =)
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  #8061  
Unread January 27th, 2009, 06:56 AM
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Quote:
Originally Posted by Ninja Caterpie View Post
Darthatron has another tool which is called TM Editor Pro which you can use to edit those.
Yeah, but it doesn't edit the HMs
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  #8062  
Unread January 27th, 2009, 09:12 AM
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Cy-Chan
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Quote:
Originally Posted by Tropical Sunlight View Post
Yeah, but it doesn't edit the HMs :(
&h25E014, &h45A608 and &h45A870 all contain a list of the HM attacks (0F00, 1300, 3900, 4600, 9400, F900, 7F00 and 2301). I assume changing all three will result in a changed attack.
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  #8063  
Unread January 27th, 2009, 09:16 AM
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destinedjagold
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Hi everyone. I got a question here...
I replaced an old trainer sprite for my new one, but it was too big, so I repointed it to a clean offset.
But when I tried it out, before even going to a battle scene, the game crashed.
Yes, it's in png format and 16 colours and 64x64 in size.

How can I fix this?
If can't, then how can I restore the trainer to have it's original sprite back?
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  #8064  
Unread January 27th, 2009, 12:33 PM
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Tropical Sunlight
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Quote:
Originally Posted by Cy-Chan View Post
&h25E014, &h45A608 and &h45A870 all contain a list of the HM attacks (0F00, 1300, 3900, 4600, 9400, F900, 7F00 and 2301). I assume changing all three will result in a changed attack.
That's in hex editor? Or where do I search for the offsets?

And I've got another problem: When I pick up a Pokeball, it reappears...
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Last edited by Tropical Sunlight; January 27th, 2009 at 01:45 PM.
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  #8065  
Unread January 27th, 2009, 03:44 PM
Andryandrew
Italian Asm Hacker
 
Join Date: Mar 2007
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Quote:
Originally Posted by zazazazazazaza View Post
Thanks for the help :D Sadly, it doesn't seem to work? Either that or I'm misunderstanding your instructions. So if my text pointer in hex says 80CE93, 93CE80 would be its offset? Then I subtract two from the hex to make 93CE7E. Then...it should work? I subtrated from both the decimal and the hex, neither worked. I guess I just failed at understanding your instructions. Is it possible that someone could help me find the offset of pointer 80CE93 just by using this method? Thanks again, though.
No, I will explain it better:
80CE93 ---> 93CE8008 ok? Then, do a research in the rom with your Hex editor of 93CE8008.
When you find that, put in XSE the offset WHERE 93CE8008 is -2 (Ex. 805505-2=805502).
So, you found the script.
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Anybody that is a GBA ASM hacker is cool!
I'm a GBA ASM hacker --> I'm cool :D

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  #8066  
Unread January 27th, 2009, 08:37 PM
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Cy-Chan
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Quote:
Originally Posted by destinedjagold View Post
Hi everyone. I got a question here...
I replaced an old trainer sprite for my new one, but it was too big, so I repointed it to a clean offset.
But when I tried it out, before even going to a battle scene, the game crashed.
Yes, it's in png format and 16 colours and 64x64 in size.

How can I fix this?
If can't, then how can I restore the trainer to have it's original sprite back?
Try repointing to a working sprite (some random trainer or something), test, and see if it crashes. If not, delete your inserted sprite, re-insert it, and repoint it again. If yes, then... ick. I like the Ruby Destiny series...

Quote:
Originally Posted by Tropical Sunlight View Post
That's in hex editor? Or where do I search for the offsets?

And I've got another problem: When I pick up a Pokeball, it reappears...
I'm using &h to refer to a hexadecimal address, so yeah. With the Pokéball, you'll need to set a flag within the script, and then attach that flag to the Pokéball. Seriously, most of the scripting tutorials in the Tutorials & Documents section will tell you how to do it.
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Last edited by Cy-Chan; January 27th, 2009 at 08:49 PM.
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  #8067  
Unread January 27th, 2009, 09:25 PM
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destinedjagold
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Quote:
Originally Posted by Cy-Chan View Post
If not, delete your inserted sprite, re-insert it, and repoint it again. If yes, then... ick.
I'd love to do that, but the question is, how can I delete it?
Unlz-GBA can't read the newly inserted sprite. It only loads the old ones, but if I replace the old one with a new one, nothing happens.

I can try deleting the offset through a hex editor but I forgot what offset I used for the new sprite. :\
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  #8068  
Unread January 27th, 2009, 10:22 PM
zeldafreak1223
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alright this is going to seem like a very n00bish string of questions. im trying to make a hack of pokemon blue. things i'd like to know are:

1. how can you change the number of pokemon in the title screen from 16 to 15? i keep editing it in RBTitlescreenEditor, but a new one always appears which i didn't add.

2. how can i extract/replace the pokemon graphics? i cant seem to find any guides for 1st generation pokemon games.

3. can i change the internal name of the rom?

4. which bank/block in poketext is the text for the title screen under?

i've found countless guides for hacking r/s/e and fr/lg, but zero to none for anything earlier than that. thanx in advance.
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  #8069  
Unread January 27th, 2009, 10:40 PM
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Ninja Caterpie
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Quote:
Originally Posted by zeldafreak1223 View Post
2. how can i extract/replace the pokemon graphics? i cant seem to find any guides for 1st generation pokemon games.
That involves some stuff about compressed and uncompressed data I have no idea about. You might want to ask someone who's done it - The Dude - for some help.
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  #8070  
Unread January 27th, 2009, 10:45 PM
Cy-Chan's Avatar
Cy-Chan
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Quote:
Originally Posted by destinedjagold View Post


I'd love to do that, but the question is, how can I delete it?
Unlz-GBA can't read the newly inserted sprite. It only loads the old ones, but if I replace the old one with a new one, nothing happens.

I can try deleting the offset through a hex editor but I forgot what offset I used for the new sprite. :\
UNLZ-GBA generates a .pal and .spr file when it reads a rom, I believe. Delete these, then look again.

Alternatively, load a clean rom, find the pointer for the trainer you replaced, and go to that location in your new rom.
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  #8071  
Unread January 28th, 2009, 06:54 AM
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Tropical Sunlight
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Sure, but the Pokeball was already in the game...
I just changed Full Heal to Sitrus berry...
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  #8072  
Unread January 28th, 2009, 12:41 PM
Medo0
Togepi
 
Join Date: Jan 2009
Guys I Need Your Help .... i've Changed the Pallets of Something IN RUBY AXVE in APE
Now how to Write it to rom?
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  #8073  
Unread January 28th, 2009, 06:25 PM
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TB Pro
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Quote:
Originally Posted by Medo0 View Post
Guys I Need Your Help .... i've Changed the Pallets of Something IN RUBY AXVE in APE
Now how to Write it to rom?
It writes it to the ROM automatically.
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  #8074  
Unread January 28th, 2009, 09:25 PM
PhaizeD
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I do apologize if this has been asked and answered already, I did attempt searching but that can be a pain when what you're searching for involves palettes, lots of posts have that in them after all. I simply wish to inquire whether or not it is possible to insert a completely new palette WITHOUT messing with already existing ones. I do have one other question but I have a feeling I'll probably be redirected to scripting help on it, and that's related to having a pokemon follow you in FR/LG.

Thank you for taking your time to read this and I will be quite grateful for any input on the subject.
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  #8075  
Unread January 28th, 2009, 10:30 PM
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destinedjagold
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Quote:
Originally Posted by Cy-Chan View Post
UNLZ-GBA generates a .pal and .spr file when it reads a rom, I believe. Delete these, then look again.

Alternatively, load a clean rom, find the pointer for the trainer you replaced, and go to that location in your new rom.
I don't understand but I'll try to do that.

Quote:
Originally Posted by Medo0 View Post
Guys I Need Your Help .... i've Changed the Pallets of Something IN RUBY AXVE in APE
Now how to Write it to rom?
after you changed the palletes, click this...


Quote:
Originally Posted by PhaizeD View Post
I do apologize if this has been asked and answered already, I did attempt searching but that can be a pain when what you're searching for involves palettes, lots of posts have that in them after all. I simply wish to inquire whether or not it is possible to insert a completely new palette WITHOUT messing with already existing ones. I do have one other question but I have a feeling I'll probably be redirected to scripting help on it, and that's related to having a pokemon follow you in FR/LG.

Thank you for taking your time to read this and I will be quite grateful for any input on the subject.
I don't think that's possible though. :\
but I could be wrong. however, I haven't seen anyone did that.
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