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  #9926  
Unread June 17th, 2009, 06:48 AM
[BlackEyedHacker]
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Join Date: Sep 2008
Location: New Zealand
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Strange I am having the same problems. It's strange, when I use the GOTO button in AM, it takes me where I had defined. But in game, it does nothing. I am on the verge of pulling the vista card. [Vista Card=The ultimate blame card for anything, blame vista x32/x64.].
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Originally Posted by Number Prince View Post
And Dark Prince, remember to ignore this guy. He's no good, doesn't have an avatar.
Spoiler:
Related Note, I understand, we're all nerds, honestly. But this kid, took to failure.
Spoiler:
This also means I cannot have an avatar in the future just so I can stick to my guns. Oh lordy internet! Why must you be so harsh?!

Last edited by [BlackEyedHacker]; June 17th, 2009 at 07:38 AM.
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  #9927  
Unread June 17th, 2009, 08:08 AM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
Im comin' home...
 
Join Date: Jan 2008
Location: Superjail Penitentiary
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Quote:
Originally Posted by Exon View Post
Alright, so I took screen shots of my problem to help, but I can't post the link yet. Thus I'll try my best to explain.

The Idea:
I'm working on re-doing PKMN Ruby while learning what I still need to learn about hacking. Using Advance Map I created a map that's an extension of the Petalburg Woods. Transportation between the two maps is supposed to be done via warps.

The Problem:
I set the map up, I've fixed warp events on both maps, and have checked that the corresponding warp#/map bank/map numbers are all correct and set the movement permissions as needed. However, when I go to test in game my character just moves over the area where the warp is set as if it were a normal area.

I've tried everything I know of. Not sure what the problem could be. Any help would be greatly appreciated.
It depends on the tile you set the warp... Certain tiles have certain warp functionality, for instance, the pokemon center stairs... you can place a regular warp on them, and the stairs automatically move.

What kind of warp is it?
(In front of door, leaving house, leaving cave, pokemon center stairs, regular stairs... you know...)
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  #9928  
Unread June 17th, 2009, 08:34 AM
[BlackEyedHacker]
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Quote:
Originally Posted by 0m3GA ARS3NAL View Post
It depends on the tile you set the warp... Certain tiles have certain warp functionality, for instance, the pokemon center stairs... you can place a regular warp on them, and the stairs automatically move.

What kind of warp is it?
(In front of door, leaving house, leaving cave, pokemon center stairs, regular stairs... you know...)
I think he is doing it on an open tile, that it's supposed to transport him from one map to another. Like is it possible to do it from any tile or does the tile have to have certain properties?
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Quote:
Originally Posted by Number Prince View Post
And Dark Prince, remember to ignore this guy. He's no good, doesn't have an avatar.
Spoiler:
Related Note, I understand, we're all nerds, honestly. But this kid, took to failure.
Spoiler:
This also means I cannot have an avatar in the future just so I can stick to my guns. Oh lordy internet! Why must you be so harsh?!
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  #9929  
Unread June 17th, 2009, 10:08 AM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
Im comin' home...
 
Join Date: Jan 2008
Location: Superjail Penitentiary
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Quote:
Originally Posted by [BlackEyedHacker] View Post
I think he is doing it on an open tile, that it's supposed to transport him from one map to another. Like is it possible to do it from any tile or does the tile have to have certain properties?
The tile has to have certain properties.
So your best bet would be make a replica of the tile, and add the specifications needed to it.

(If you needed an open tile to war, not surrounded by anything, you would go into the Block Editor in A-Map, and make a replica of the tile you wanna warp on. Then you set all 4 boxes to say...

61 | 00
00 | 00

(That is if the warp's top layer is supposed to cover the player, if your tile has 2 layers, and you want the player to cover both of them, you would use;

61 | 00
00 | 02
Simple enough?)

So yeah, just do that and viola, you got a working warp tile! (Remember to use that tile for the warp, and the regular version for the rest of the area.)

It isn't hard making specific warps either, most of the options to choose from are commented out.
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>Pass *****
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Greetings Warden
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Awaiting user input...

>Display User_Info
╠══User Info══╣
Username:
0m3GA ARS3NAL
Age: 18
Sex: Male ♂
Race: Caucasian
Quote:
"What is this
I don't even..."

M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
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  #9930  
Unread June 17th, 2009, 02:19 PM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by [BlackEyedHacker] View Post
XSE sometimes also compiles stuff wierdly, adding and removing things. And usually adding things to make things crash in a flashy way.
XSE always compile everything right. It's just your fault. You can't decompile a script, add some commands and then happily recompile. "But..." No, you can't. Direct recompile is only applicable when you just edit/remove stuff (e.g. you change some parameters). In any other case you need to repoint the script somewhere else using dynamic labels.
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  #9931  
Unread June 17th, 2009, 02:37 PM
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how do you change grass animations in pokemon emerald (or ruby)?
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  #9932  
Unread June 17th, 2009, 03:08 PM
Pokepal17's Avatar
Pokepal17
More cowbell~
 
Join Date: Oct 2008
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Quote:
Originally Posted by pokehacklucario View Post
how do you change grass animations in pokemon emerald (or ruby)?
Use a Tile Viewer e.g. Tile Molester or Tile Layer Pro
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  #9933  
Unread June 17th, 2009, 07:01 PM
BlitŻ's Avatar
BlitŻ
guahh my dog is so cute
 
Join Date: Feb 2009
Location: Bay Area, Califronia.
Age: 18
Gender: Male
Nature: Jolly
For my hack, I'm replacing many of the usual pokemon elements with other stuff.

For instance the thing I need.

I need to findout how to change how the pokeball looks when you throw it to capture and send out your pokemon. Anybody know how to do it?

This is really needed for my hack, becuase without, things realy don't click.
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  #9934  
Unread June 17th, 2009, 07:39 PM
RaycrowX's Avatar
RaycrowX
Beginning ROM Hacker
 
Join Date: Apr 2009
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Could somebody please help me out on this? My original post is buried 5 pages back and I have no solution yet. I can't go on with my hack without an answer.
Spoiler:
Quote:
Originally Posted by RaycrowX View Post
I've been trying to insert some maps into my ROM (FireRed) to replace the Safari Zone, but have been having no luck. It always seems to overwrite some of my maps with the map that I just inserted, and I can't seem to be able to fix it. Originally I thought it was the map footer, because I was getting the "Invalid pointer to map footer." on the map after the one I just inserted. But I fixed it using this tutorial. So now a couple maps after the one I just inserted are blank, but I don't care about that, since I was going to replace them anyways. My problem is that when I enter the map before the one I just inserted it warps me to a spot on the one I just inserted. It's something like this:

Obviously that's not where it's supposed to warp me to. It's not even the right map. I think it's overwriting stuff, but I don't know how to fix it. It looks fine in A-map. This is really important to know before doing other stuff because right now it seems I can't insert any maps. Can anybody help me?
Quote:
Originally Posted by RaycrowX View Post
Thanks, ~Watermelon, but I re-checked the warps and all the warps are correct. That's not even the problem because it is warping me to the wrong map. The weird thing is that all the events are still there. When I walk into a map that is supposed to be a small cave with a couple of sprites in it, it warps me to another one of my maps, but still includes the sprites. They are at the right coordinates but on another map. And I am warped to what I think are the right coordinates on that other map. I've included another screenshot so you can see what I mean.

Now obviously they are not supposed to be there. Correct events, wrong map. That's why I think it's overwriting something. Maybe like the map header or footer or something, because it looks fine in AdvanceMap.
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  #9935  
Unread June 17th, 2009, 08:18 PM
diegoisawesome's Avatar
diegoisawesome
Working on Shining Opal, kinda
 
Join Date: Dec 2007
Location: Goldenrod City, Johto
Age: 16
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Quote:
Originally Posted by RaycrowX View Post
Could somebody please help me out on this? My original post is buried 5 pages back and I have no solution yet. I can't go on with my hack without an answer.
On the glitched Safari Zone map, go into the Header menu, press Ctrl+H to go into advance header mode, then find free space in your rom, depending on how big it is (1000 bytes to be safe). Then take this offset, go down to the Map offset box, and paste in there. Then click, Save changes and reload map. Then test it out!
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  #9936  
Unread June 18th, 2009, 03:27 AM
Exon's Avatar
Exon
Hacker in Training
 
Join Date: Jun 2009
Age: 23
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by 0m3GA ARS3NAL View Post
The tile has to have certain properties.
So your best bet would be make a replica of the tile, and add the specifications needed to it.

(If you needed an open tile to war, not surrounded by anything, you would go into the Block Editor in A-Map, and make a replica of the tile you wanna warp on. Then you set all 4 boxes to say...

61 | 00
00 | 00

(That is if the warp's top layer is supposed to cover the player, if your tile has 2 layers, and you want the player to cover both of them, you would use;

61 | 00
00 | 02
Simple enough?)

So yeah, just do that and viola, you got a working warp tile! (Remember to use that tile for the warp, and the regular version for the rest of the area.)

It isn't hard making specific warps either, most of the options to choose from are commented out.
Thanks a lot! Thinks are working almost 100% correctly. There's still some minor stuff to do here and there but those things I'll figure out on my own.

-Yay-

Anyways, I have 2 more questions and I'll stop bothering you all for a while. (hopefully)
Q1- What tile am I supposed to use as the border for the insides of buildings. I tried using block editor and turning a tile completely black to match the other "borders" that are on the in-game maps i.e. Pokemon Centers, Day Care, every other building in the game nearly....but it doesn't work. I'm not completely sure on how to make this look right.

The truly important Q2- Alright, so I've added a second map to the game. However, whenever I try to go to the map via the warp that's set up, the ROM crashes. I'm thinking that I need to find free space on the ROM like diegoisawesome told RaycrowX but I'm not entirely sure. Is this the case? And if so, how would I find the free space?
I was also thinking that I might need to expand the ROM itself to add space and everything would be fine, but again, I'm not sure on this and don't quite know how to do that either if needed...

Thanks once again.
-Exon-

(Maybe I should just stick to Mapping/Spriting lol)
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  #9937  
Unread June 18th, 2009, 04:51 AM
Kalsard's Avatar
Kalsard
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um -post above-
Try reinserting the map in, that happens to me sometimes.
Q: If I wanted to edit a set healing place, how would I start, like set healing place 1 is your mum, how would you change that, position, map bank and script of talking?

Also does anyone know of the offsets for the intro script, or how to edit the rival scene (I dont want to name a rival, kind of like Ruby), does advance text work?
Thanks
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Last edited by Kalsard; June 18th, 2009 at 09:24 AM.
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  #9938  
Unread June 18th, 2009, 07:41 AM
theswordbuggy's Avatar
theswordbuggy
Rom Hacker
 
Join Date: May 2009
Location: Australia, Queensland
Gender: Male
i have a question. how do you add new overworlds to pokemon emerald
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  #9939  
Unread June 18th, 2009, 10:29 AM
-DarK-
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Is it possible to change wild pkmn data for a map (temporary and/or permanent) through a script?
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  #9940  
Unread June 18th, 2009, 12:16 PM
diegoisawesome's Avatar
diegoisawesome
Working on Shining Opal, kinda
 
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Quote:
Originally Posted by Exon View Post
Thanks a lot! Thinks are working almost 100% correctly. There's still some minor stuff to do here and there but those things I'll figure out on my own.

-Yay-

Anyways, I have 2 more questions and I'll stop bothering you all for a while. (hopefully)
Q1- What tile am I supposed to use as the border for the insides of buildings. I tried using block editor and turning a tile completely black to match the other "borders" that are on the in-game maps i.e. Pokemon Centers, Day Care, every other building in the game nearly....but it doesn't work. I'm not completely sure on how to make this look right.

The truly important Q2- Alright, so I've added a second map to the game. However, whenever I try to go to the map via the warp that's set up, the ROM crashes. I'm thinking that I need to find free space on the ROM like diegoisawesome told RaycrowX but I'm not entirely sure. Is this the case? And if so, how would I find the free space?
I was also thinking that I might need to expand the ROM itself to add space and everything would be fine, but again, I'm not sure on this and don't quite know how to do that either if needed...

Thanks once again.
-Exon-

(Maybe I should just stick to Mapping/Spriting lol)
Insert the map into itself.
[offtopic]10000th post in the thread!
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  #9941  
Unread June 18th, 2009, 12:32 PM
BlitŻ's Avatar
BlitŻ
guahh my dog is so cute
 
Join Date: Feb 2009
Location: Bay Area, Califronia.
Age: 18
Gender: Male
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Quote:
Originally Posted by Kalsard View Post
um -post above-
Try reinserting the map in, that happens to me sometimes.
Q: If I wanted to edit a set healing place, how would I start, like set healing place 1 is your mum, how would you change that, position, map bank and script of talking?

Also does anyone know of the offsets for the intro script, or how to edit the rival scene (I dont want to name a rival, kind of like Ruby), does advance text work?
Thanks

Yes, I think you could use advance text to take away where it says "this is your rival,umm what is his name now." But it might just take away the text and not the naming thing :/ JUst make sure to have a permanent backup of your rom before doing it XD
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  #9942  
Unread June 18th, 2009, 04:34 PM
ATM the Mudkip's Avatar
ATM the Mudkip
A Mudkip
 
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I looked, didn't find anything. I just got advance map today, and I am wondering-how do I go and play on the map? I already have warps.
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  #9943  
Unread June 18th, 2009, 05:05 PM
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Quote:
Originally Posted by ATM the Mudkip View Post
I looked, didn't find anything. I just got advance map today, and I am wondering-how do I go and play on the map? I already have warps.
You would have to save what you have done so far and then play your ROM in a GBA emulator. Thats the only way of doing it.
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  #9944  
Unread June 18th, 2009, 05:10 PM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by -DarK- View Post
Is it possible to change wild pkmn data for a map (temporary and/or permanent) through a script?
The wild Pokémon data is stored into ROM therefore it can't be changed through a script. You would have to make a custom ASM routine that loads the data from RAM instead.
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  #9945  
Unread June 18th, 2009, 07:05 PM
Exon's Avatar
Exon
Hacker in Training
 
Join Date: Jun 2009
Age: 23
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by diegoisawesome View Post
Insert the map into itself.
[offtopic]10000th post in the thread!
Unfortunately, this didn't work, I tried doing the re-insert twice just to be sure that I didn't do anything wrong, but to no avail. Are there any other ways I could try to fix this?

EDIT- I have tried some other things...like looking for free space w/ FSF and using the offset given and using it as the map offset. Usually this didn't work, but there were one or two offsets where the map was accessible but looked wacky, had no pokes, ect.
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  #9946  
Unread June 18th, 2009, 08:04 PM
togusa_9890
Beginning Trainer
 
Join Date: Jun 2009
Gender: Male
im looking for a program that will allow me to edit the sprites where you throw the pokeball in the battle scenes. I've looked, but can't find anything. can anyone point me in the right direction?
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  #9947  
Unread June 18th, 2009, 08:04 PM
ATM the Mudkip's Avatar
ATM the Mudkip
A Mudkip
 
Join Date: Jun 2009
Location: With ma fellow Mudkipz
Age: 17
Gender: Male
Nature: Brave
Quote:
Originally Posted by Vednix View Post
You would have to save what you have done so far and then play your ROM in a GBA emulator. Thats the only way of doing it.
Wait-what? Could you explain a little better?
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  #9948  
Unread June 18th, 2009, 08:06 PM
Manipulation's Avatar
Manipulation
it's a mad world
 
Join Date: Nov 2008
Location: Salisbury, England
Age: 18
Gender: Male
Quote:
Originally Posted by togusa_9890 View Post
im looking for a program that will allow me to edit the sprites where you throw the pokeball in the battle scenes. I've looked, but can't find anything. can anyone point me in the right direction?
The back sprites? These can be easily edited in Tile Molester alternate, just google it. It's needs to be alternate so it can load .pal files. Look in the tutorials sub-forum if you need to know how to do it ;P
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  #9949  
Unread June 18th, 2009, 09:25 PM
Zanny77's Avatar
Zanny77
I'm back, baby!
 
Join Date: Mar 2009
Location: Maine
Age: 22
Gender: Male
Nature: Jolly
Errr....I'm trying to insert a tileset into Advancemap. I understand everything...except the guy who made the tiles didn't put in a background color, and I'm confused how to. What does it specifically have to be? If anyone can explain or point me to a place that thoroughly explians, that would help a million.
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  #9950  
Unread June 18th, 2009, 09:39 PM
Shadow Pichu's Avatar
Shadow Pichu
Beginning Trainer
 
Join Date: Jun 2009
Gender: Male
how do i edit the title screen of f\r without buying anything?
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