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  #8051    
Old January 26th, 2009 (09:39 AM).
Andryandrew Andryandrew is offline
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Quote originally posted by ShakawBR:
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/showpost.php?p=4311612&postcount=8102
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  #8052    
Old January 26th, 2009 (09:51 AM).
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Quote originally posted by Destrozone:
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    
Old January 26th, 2009 (10:45 AM).
ShakawBR ShakawBR is offline
 
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oh! sorry xD
thanks for the help =D
  #8054    
Old January 26th, 2009 (11:30 AM).
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Quote originally posted by Destrozone:
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).
  #8055    
Old January 26th, 2009 (11:40 AM).
Medo0 Medo0 is offline
 
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I just want to know how to save changed pallet in APE ?
  #8056    
Old January 26th, 2009 (12:12 PM).
zazazazazazaza zazazazazazaza is offline
 
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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.
  #8057    
Old January 26th, 2009 (02:21 PM).
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Quote originally posted by Cy-Chan:
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    
Old January 26th, 2009 (02:42 PM).
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Quote originally posted by zazazazazazaza:
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.
  #8059    
Old January 26th, 2009 (04:18 PM).
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Quote originally posted by Tropical Sunlight:
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    
Old January 26th, 2009 (07:11 PM).
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Quote originally posted by Ninja Caterpie:
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    
Old January 26th, 2009 (10:56 PM).
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Quote originally posted by Ninja Caterpie:
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    
Old January 27th, 2009 (01:12 AM).
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Quote originally posted by Tropical Sunlight:
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    
Old January 27th, 2009 (01:16 AM).
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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    
Old January 27th, 2009 (04:33 AM). Edited January 27th, 2009 by Tropical Sunlight.
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Quote originally posted by Cy-Chan:
&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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  #8065    
Old January 27th, 2009 (07:44 AM).
Andryandrew Andryandrew is offline
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Quote originally posted by zazazazazazaza:
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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  #8066    
Old January 27th, 2009 (12:37 PM). Edited January 27th, 2009 by Cy-Chan.
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Quote originally posted by destinedjagold:
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:
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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  #8067    
Old January 27th, 2009 (01:25 PM).
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Quote originally posted by Cy-Chan:
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    
Old January 27th, 2009 (02:22 PM).
zeldafreak1223 zeldafreak1223 is offline
 
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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.
  #8069    
Old January 27th, 2009 (02:40 PM).
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Quote originally posted by zeldafreak1223:
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    
Old January 27th, 2009 (02:45 PM).
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Quote originally posted by destinedjagold:


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    
Old January 27th, 2009 (10:54 PM).
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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    
Old January 28th, 2009 (04:41 AM).
Medo0 Medo0 is offline
 
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Guys I Need Your Help .... i've Changed the Pallets of Something IN RUBY AXVE in APE
Now how to Write it to rom?
  #8073    
Old January 28th, 2009 (10:25 AM).
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Quote originally posted by Medo0:
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    
Old January 28th, 2009 (01:25 PM).
PhaizeD PhaizeD is offline
 
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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.
  #8075    
Old January 28th, 2009 (02:30 PM).
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destinedjagold destinedjagold is offline
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Quote originally posted by Cy-Chan:
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:
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:
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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