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  #11851    
Old September 30th, 2009 (02:23 PM).
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Cello
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Does anyone happen to know the number for the oak intro background in FR for unLZ?
I've found several images that look like it but I want to be sure of which is which.
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  #11852    
Old September 30th, 2009 (05:49 PM).
DawnRyder
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Quote originally posted by Cello:
Does anyone happen to know the number for the oak intro background in FR for unLZ?
I've found several images that look like it but I want to be sure of which is which.
I don't think there is a background (but I could be wrong). I think it is just a bunch of colors from a palette.
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  #11853    
Old September 30th, 2009 (05:59 PM).
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no I think its a tile map because have you seen light platinum they did it
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  #11854    
Old September 30th, 2009 (07:10 PM).
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Quote originally posted by narutoactor:
no I think its a tile map because have you seen light platinum they did it
Yeah, I definitely know it can be changed. I've seen it done on numerous occasions.
I figured that would have been the actual way to do it, just searching through unLZ i saw various similar gradients and thought that they were the background to the intro.

I'll see what I can do. Thanks guys.
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  #11855    
Old October 1st, 2009 (12:26 AM).
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Guys, I have a glitch that occurs everytime I ask that guy that wants to trade a Pokemon:

I press Yes, but because I don't have a Magnemite, there should have been a textbox saying that that is not Magnemite. But instead, this happens:

And yes, the Movement is set to 11.
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  #11856    
Old October 1st, 2009 (12:35 AM).
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Quote originally posted by Colorful Summer:
Guys, I have a glitch that occurs everytime I ask that guy that wants to trade a Pokemon:

I press Yes, but because I don't have a Magnemite, there should have been a textbox saying that that is not Magnemite. But instead, this happens:

And yes, the Movement is set to 11.
Does that glitch happen only to the specific NPC or just anyone who wants to trade and you don't have the required pokemon? Because if that also happened to NPCs with the original script then there has to be something with the ROM base...

Also, you can help us help you if you post the script, even though there's a separate thread for that...
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  #11857    
Old October 1st, 2009 (12:44 AM).
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Quote originally posted by NiKaNoRoU:
Does that glitch happen only to the specific NPC or just anyone who wants to trade and you don't have the required pokemon? Because if that also happened to NPCs with the original script then there has to be something with the ROM base...

Also, you can help us help you if you post the script, even though there's a separate thread for that...
So far just a specific NPC.
It's not a custom script, I just modified the text from the guy that trades you a Mr. Mime. Here's the script:
Spoiler:
;---------------
#org 0x16F602
lock
faceplayer
setvar 0x8008 0x0
call 0x81A8CAD
checkflag 0x248
if 0x1 goto 0x816F674
msgbox 0x81A597B MSG_YESNO ;"Hey!\nDo you maybe have a [buffer1..."
compare LASTRESULT 0x0
if 0x1 goto 0x816F65C
call 0x81A8CBD
compare 0x8004 0x6
if 0x4 goto 0x816F65C
call 0x81A8CC9
comparevars LASTRESULT 0x8009
if 0x5 goto 0x816F666
call 0x81A8CD9
msgbox 0x81A59DA MSG_KEEPOPEN ;"Thank you!"
setflag 0x248
release
end

;---------------
#org 0x1A8CAD
copyvar 0x8004 0x8008
special2 LASTRESULT 0xFC
copyvar 0x8009 LASTRESULT
return

;---------------
#org 0x16F674
msgbox 0x81A59E7 MSG_KEEPOPEN ;"How is my old [buffer1]?"
release
end

;---------------
#org 0x16F65C
msgbox 0x81A59B6 MSG_KEEPOPEN ;"That's too bad[.]"
release
end

;---------------
#org 0x1A8CBD
special 0x9F
waitstate
lock
faceplayer
copyvar 0x800A 0x8004
return

;---------------
#org 0x1A8CC9
copyvar 0x8005 0x800A
special2 LASTRESULT 0xFF
copyvar 0x800B LASTRESULT
return

;---------------
#org 0x16F666
bufferpokemon 0x0 0x8009
msgbox 0x81A59C6 MSG_KEEPOPEN ;"What?\nI said [buffer1]!"
release
end

;---------------
#org 0x1A8CD9
copyvar 0x8004 0x8008
copyvar 0x8005 0x800A
special 0xFD
special 0xFE
waitstate
lock
faceplayer
return

;---------
; Strings
;---------
#org 0x1A597B
= Hey!\nDo you maybe have a [buffer1]?\lWould you trade it for my [buffer2]?

#org 0x1A59DA
= Thank you!

#org 0x1A59E7
= How is my old [buffer1]?

#org 0x1A59B6
= That's too bad[.]

#org 0x1A59C6
= What?\nI said [buffer1]!
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  #11858    
Old October 1st, 2009 (04:38 AM).
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Can anybody rip the Platinum frontier brains charactersets for me? I really need them!
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  #11859    
Old October 1st, 2009 (06:40 AM).
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ville!
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can i edit the items value? for example, i want "red orb" to evolve feebas... or something like this, some tool... or tut?
  #11860    
Old October 1st, 2009 (07:00 AM).
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Quote originally posted by ville!:
can i edit the items value? for example, i want "red orb" to evolve feebas... or something like this, some tool... or tut?
You could change how to evolve Feebas by YAPE, but changing an item like that would require ASM.
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  #11861    
Old October 1st, 2009 (08:17 AM).
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mmm... ok, some tut to edit items with ASM? i want to add more stones to evolve some pokemons
  #11862    
Old October 1st, 2009 (09:15 AM). Edited October 1st, 2009 by NatureKeeper.
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Quote originally posted by ville!:
can i edit the items value? for example, i want "red orb" to evolve feebas... or something like this, some tool... or tut?
Why ASM?

You only need Item Editor+.

Follow my instructions.


Apparently, you need ASM. My old method freezes the game~

It involves changing feebas to evolve by item and copying the field value of an evolution stone to the item you want to use.

I still dunno how to make it stable.
  #11863    
Old October 1st, 2009 (09:39 AM).
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Is there a command in XSE that allows you to teach a Pokemon a move, like with the move tutors in Firered and Leafgreen? I looked in a few tutorials, and didn't find much.
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  #11864    
Old October 1st, 2009 (11:31 AM).
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I like Pokemon (...)
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2 quick questions...
1. How many Sinnoh Pokemon can I add to RSEFRLG (and which one can hold more? If any) and how do you do it?
2. How many Pokemon spaces are there in GSC that I can use to add Pokemon? Is there anyway I can, say, put a Latios in Crystal?
  #11865    
Old October 1st, 2009 (11:39 AM).
Wolfhead
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Sorry to bother the lot of you again but I really need help with this.

In XSE:
- How do you store a string to a variable? Is it as simple as e.g. setvar 0x4033 "String" ? I doubt that as I found no information whatsoever concerning this.
- How do you store the name of the first Pokemon in a team to a variable? (the name the trainer can choose to give, not the actual pokemon, mind you)
- Does comparing two strings work the same as if they were not (compare 0xvar1 0xvar2 | if 0x1 goto ...) or do I require an additional method?
- In the latter case, how would I go about that?

Or merged into a single question:
- In XSE, how can I check whether the nickname of the first pokemon in the player's team matches a customly set string?

Thanks in advance.
  #11866    
Old October 1st, 2009 (11:51 AM). Edited October 1st, 2009 by 0m3GA ARS3NAL.
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Quote originally posted by NatureKeeper:
Why ASM?

You only need Item Editor+.

Follow my instructions.


Apparently, you need ASM. My old method freezes the game~

It involves changing feebas to evolve by item and copying the field value of an evolution stone to the item you want to use.

I still dunno how to make it stable.
Just copy the ASM of a fire stone or something onto red orb.

Here is how the items are layed out...

Spoiler:
Code:
Item Format

       String 1      Item Name   14 bytes
[00 00 00 00 00 00 00 00 00 00 00 00 00 00]

      String 2       Item Index   2 Bytes
                        [00 00]

      String 3       Item Price    2 Bytes
                        [00 00]

      String 4    Unknown Val  1 Byte
                           [00]

      String 5  Unknown Val 2  1 Byte
                           [00]

      String 6  Description Pointer  4 Bytes
                    [00 00 00 00]

      String 7   Attack Contained (TM's)  2 Bytes
                         [00 00]

      String 8   Bag Pocket   1 Byte
                           [00]

       String 9  Unknown Vals  17 Bytes
[04 39 23 0B 08 00 00 00 00 00 00 00 00 00 00 00 00]


              Total Format   44 Bytes
            [14][2][2][1][1][4][2][1][17]


Those bottom 17 bytes are where pointers to ASM may go...
SO, if you completely copy all 44 bytes of Fire Stone (Other than Fire Stone's index number... since that might glitch things having 2 items of the same number.) Then you'll have made ANOTHER evolution item.
At that point all you have to do is edit it to your liking.
It is best to just copy/overwrite these bytes while in a hex editor, since you can COMPLETELY rewrite the item.

For anyone wondering, you can get the Fire Stone's 44 bytes of data starting at the offset:
Fire Red - 0x3DC07C
(If you need it for some other game, it is not too hard to find, simply search for:
C0C3CCBF00CDCEC9C8BFFF000000, in a hex editor, you'll find it right away. (Since taht is the 14 bytes made of its name.)

If you wanted to replace the Red Orb, from Fire Red of course, Search:
CCBFBE00C9CCBCFF000000000000, in your hex editor. It will take you to the very beginning of the 44 bytes made up of Red Orb.

All you have to do at this point, is copy the 44 bytes from Fire Stone, and overwrite the ones for Red Orb!

Not that hard when I give you step by step instructions eh?

Now just open it up in an item editor, and change the index number to teh old one of Red Orb (276) And you are good to go! A fully working new evolution item! (Though you MIGHT wanna repoint the description... it would be weird having it be the same as Fire Stone.)

Happy Hacking!

Quote originally posted by Wolfhead:
Sorry to bother the lot of you again but I really need help with this.

In XSE:
- How do you store a string to a variable? Is it as simple as e.g. setvar 0x4033 "String" ? I doubt that as I found no information whatsoever concerning this.
- How do you store the name of the first Pokemon in a team to a variable? (the name the trainer can choose to give, not the actual pokemon, mind you)
- Does comparing two strings work the same as if they were not (compare 0xvar1 0xvar2 | if 0x1 goto ...) or do I require an additional method?
- In the latter case, how would I go about that?

Or merged into a single question:
- In XSE, how can I check whether the nickname of the first pokemon in the player's team matches a customly set string?

Thanks in advance.
Unfortunately, you can't store strings with any scripting language other than ASM, you'll need to use ASM for it... I dunno how exactly though...
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  #11867    
Old October 1st, 2009 (03:09 PM).
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How do you extend the PokeDex in FireRed? Also does anybody know of any tool that would let me modify the PokeDex?
  #11868    
Old October 1st, 2009 (08:46 PM).
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Does anyone know how to use the Advanced Pallete to change a certain tileset's shading?
  #11869    
Old October 2nd, 2009 (01:37 AM).
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Quote originally posted by AztecFire:
How do you extend the PokeDex in FireRed? Also does anybody know of any tool that would let me modify the PokeDex?
Team Snag'Em tools can modify the pokedex. Also, for your first question I don't believe you can extend the PokeDex in FR I don't know about HEX editing though.
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  #11870    
Old October 2nd, 2009 (01:31 PM).
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Quote originally posted by UltimaZelfier:
Team Snag'Em tools can modify the pokedex. Also, for your first question I don't believe you can extend the PokeDex in FR I don't know about HEX editing though.
I already have that tool, it's pretty useful. I just found out that FR/LG does not actually have a separate Kanto Pokedex, it's that when you go select the Kanto Dex the game loads the National Dex, but a command tells it to stop displaying after #151.

So how would I make it so that the Kanto Pokedex displays up to #170?
  #11871    
Old October 2nd, 2009 (01:48 PM).
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your a bit off ,its that when you set a flag the pokedex shows 1-150 then later another flag is set to make it show 1-360
some hacks just go to the second flag so in the beginning you automatically have 1-360
to make the first flag go from 1-170 that would take asm
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  #11872    
Old October 2nd, 2009 (01:59 PM).
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Quote originally posted by narutoactor:
your a bit off ,its that when you set a flag the pokedex shows 1-150 then later another flag is set to make it show 1-360
some hacks just go to the second flag so in the beginning you automatically have 1-360
to make the first flag go from 1-170 that would take asm
Asm? Also I hope you meant 1-386. What's "asm"?
  #11873    
Old October 2nd, 2009 (02:04 PM).
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yeah 1-386
asm arm (some thing)
its basically hacking the game engine insted of just moving/ changing values and variables (hex)
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  #11874    
Old October 2nd, 2009 (05:36 PM).
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Bayonetta
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i asked this a while back, no1 answered so here it is again.

Does anyone know how to assign a battle music to a trainer class?(the one that plays when fighting, not the intro.
  #11875    
Old October 2nd, 2009 (08:19 PM).
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Quote originally posted by Drakuaza:
i asked this a while back, no1 answered so here it is again.

Does anyone know how to assign a battle music to a trainer class?(the one that plays when fighting, not the intro.
Advanced Trainer. I'm sure you can find it in the Toolbox forum somewhere. There's an option in it where you can change the music. IDK if you can assign the ENTIRE class of trainers with one change, but it's possible to do it individually, at least.
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