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  #14551    
Old May 4th, 2010 (06:06 PM).
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Quote originally posted by PeregrineFig:
Bwahaha, my Wii is modded to run N64, SNES and GBA emulators, and I have an R4DS card with 19 games, plus a small library of random other ROMs on my hard-drive. I'm screwed if someone decides to enforce the anti-piracy laws on me.

I was wondering if anyone knows a GOOD, FREE hex editor to recommend. My Hex Workshop trial ended, and this freeware hex editor I downloaded takes forever to start up and has a ton of locked features on the free version. Thanks in advance.
Use HxD. It's free and has a TON of features (Including insert hex ). You can get it here.
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Old May 4th, 2010 (06:28 PM).
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Quote originally posted by PeregrineFig:
Bwahaha, my Wii is modded to run N64, SNES and GBA emulators, and I have an R4DS card with 19 games, plus a small library of random other ROMs on my hard-drive. I'm screwed if someone decides to enforce the anti-piracy laws on me.

I was wondering if anyone knows a GOOD, FREE hex editor to recommend. My Hex Workshop trial ended, and this freeware hex editor I downloaded takes forever to start up and has a ton of locked features on the free version. Thanks in advance.
Translhextion is the best way to go.
  #14553    
Old May 4th, 2010 (10:18 PM).
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Quote originally posted by PeregrineFig:
Bwahaha, my Wii is modded to run N64, SNES and GBA emulators, and I have an R4DS card with 19 games, plus a small library of random other ROMs on my hard-drive. I'm screwed if someone decides to enforce the anti-piracy laws on me.

I was wondering if anyone knows a GOOD, FREE hex editor to recommend. My Hex Workshop trial ended, and this freeware hex editor I downloaded takes forever to start up and has a ton of locked features on the free version. Thanks in advance.
seeing as you've got all that other illegal stuff, just find a crack or keygen for Hex Workshop

HxD is what I use; it's pretty good and does what it needs to.
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  #14554    
Old May 5th, 2010 (04:03 AM).
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Quote originally posted by Blazichu:
For RBG they are compressed so you'll need to use a hex-editor and a tile editing tool. For GSC you should be able to use Agixp to edit sprites.
Is there anything else I can use? I can't get Agixp to run. It keeps saying,"The specified module could not be found."
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Old May 5th, 2010 (10:59 AM).
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When using wildbattle2 with battletype 0x6, it always has you fight a marowak, even if you tell it to fight, say, a pikachu.

wildbattle2 0x1 0x1E 0x0 0x6 will have you fight a marowak, despite the first argument saying it should spawn a bulbasaur.

How do I change this? Theoretically, I could change the value of the function to spawn what I need it to spawn in a hex editor, but I don't know where wildbattle2 is stored. Is there an easier way to fix it? If not, how would I find where it's located?
  #14556    
Old May 5th, 2010 (12:32 PM).
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Ok, I need help.
When I run from a battle with another sprite on the screen, I turn into that sprite.

What do I do?
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  #14557    
Old May 5th, 2010 (12:40 PM).
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Quote originally posted by Collen:
Ok, I need help.
When I run from a battle with another sprite on the screen, I turn into that sprite.

What do I do?
First, open your ROM in A-Map. The sprite you gain control of- select that, and change the Behaviour to anything other than Look down (this is usually how it happens. If you need that sprite to look down, select No Movement). Whala, the bug is fixed.
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  #14558    
Old May 7th, 2010 (10:15 AM).
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How do I add new moves to a Sapphire hack? For example, I want to add the 4thGen move Flash Cannon. How is it possible? If I can't create a new animation I'll use Doom Desire's animation.
  #14559    
Old May 7th, 2010 (01:57 PM).
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Quote originally posted by G01Gaming:
How do I add new moves to a Sapphire hack? For example, I want to add the 4thGen move Flash Cannon. How is it possible? If I can't create a new animation I'll use Doom Desire's animation.
Sigh... OK, first off, I reccommend you use ruby. There is more support for tools and other stuff. Second, there is no way to insert new animations yet. I'm not sure about a tool, but I know I have one. If I find it I'll post the name.
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Old May 7th, 2010 (02:20 PM). Edited May 7th, 2010 by Xela.
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Quote originally posted by G01Gaming:
How do I add new moves to a Sapphire hack? For example, I want to add the 4thGen move Flash Cannon. How is it possible? If I can't create a new animation I'll use Doom Desire's animation.
Don't use Sapphire, use Ruby, because more tools supports it.

It's more likely possible to add completely new moves with repointing and hex editing. But there is no tool that won't overwrite an already existing move, that is currently available.

And on animations, currently it isn't possible at all to do, so you would have to use old animations already in-game, but it will be possible one time... but that's unfortunately in the future. :/
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  #14561    
Old May 7th, 2010 (06:18 PM). Edited May 8th, 2010 by adhdguitar.
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Ok, I have a few questions.

1. What does offset mean? I'm pretty sure its the index of the particular image or piece of code in the entire block of code that makes up the ROM, but I could use some clarification.

2. What is hex?

3. How do I edit dialogue and text in-game?

4. How do I find the offsets for certain events and sprites?

5. Are there any good tutorials on how to work with hex?

6. Is there any possible way to add the physical/special split from Generation IV to Generation III ROMS?
  #14562    
Old May 7th, 2010 (09:08 PM).
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1. How do offsets for map/route connections work? an example would be great preferably making pallet and veridian have a direct connection

2. How do I edit the two text boxes in the introduction? (the blue one that says the controls and the one with the pikachu)
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  #14563    
Old May 7th, 2010 (10:12 PM).
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Quote originally posted by PatJamma:
1. How do offsets for map/route connections work? an example would be great preferably making pallet and veridian have a direct connection

2. How do I edit the two text boxes in the introduction? (the blue one that says the controls and the one with the pikachu)
1. The offsets just change the position of the connecting map.

2. Hex Editing. I'll bet there's a tutorial in the Tutorials section.
  #14564    
Old May 8th, 2010 (06:43 AM). Edited May 8th, 2010 by PeregrineFig.
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Quote originally posted by adhdguitar:
Ok, I have a few questions.

1. What does offset mean? I'm pretty sure its the index of the particular image or piece of code in the entire block of code that makes up the ROM, but I could use some clarification.

2. What is hex?

3. How do I edit dialogue and text in-game?

4. How do I find the offsets for certain events and sprites?

5. Are there any good tutorials on how to work with hex?

6. Is there any possible way to add the physical/special split from Generation IV to Generation III ROMS?
1. An offset is a specific address of hex code in the ROM. There are FFFFFF (16777215) 16-byte lines of hex in a Pokemon ROM, and each 6-character hex offset refers to a specific point in that hex code.

2. Hex is a type of programming language, in a way. Hex consists of 16 characters, starting at 0 and ending at F. It gets confusing to convert numbers in your head because A=10, B=11, etc, and then 10= 16. A 2-character piece of hex is called a byte, and (I think) each byte is made up of 8 binary digits (0s and 1s).

3. You can either do it the lazy, easy way and use the program AdvanceText, the moderate way and make new scripts with a program like XSE, or if you're posessed to do it the hard way, make new text and pointers in the hex code.

4. Open AdvanceMap and click a sprite and its offset is given on the tab on the right side. You can open that offset in a scripting program to look at/edit its script. If you looked at a sprite's offset in a hex editor though, you'd have a hard time making sense of it, as it's a compressed image. You basically need a program to edit sprites themselves.

5. I don't recall any tutorials on hex editing itself, but I managed to teach myself pretty easily. Just start with other things, and quite a few tutorials for the finer points of hacking will make you do a little bit of hex editing. Once you've done a bit of repointing and things of that nature, you'll start to understand how hex works and it'll become pretty easy.

6. I'm not sure (as no move editor ever works on my computer =( ) but I THINK a lot of move-editing programs let you choose if a move is physical or special. I've never had the need to edit moves, so I haven't looked into it in hex or anything like that.

Quote originally posted by G01Gaming:
How do I add new moves to a Sapphire hack? For example, I want to add the 4thGen move Flash Cannon. How is it possible? If I can't create a new animation I'll use Doom Desire's animation.
If you learn hex editing, you might be able to repoint the entire table of attacks to add new ones in, but I'm really not sure. I have no idea how that would affect stuff like attack numbers and editing movesets.
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  #14565    
Old May 8th, 2010 (06:57 AM).
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I know how to change the music in a particlular battle. But, in Pokemon Ruby, how would I make a battle have music from LeafGreen/Firered?
  #14566    
Old May 8th, 2010 (07:12 AM).
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Quote originally posted by G01Gaming:
I know how to change the music in a particlular battle. But, in Pokemon Ruby, how would I make a battle have music from LeafGreen/Firered?
You would have to export the music from a LG/FR ROM, edit it a bit, and then import it back into Ruby.
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Old May 8th, 2010 (07:34 AM).
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In Emerald, the player backsprite uses the same palette as the player's sprite on the Trainer Card. In FireRed/LeafGreen, the player backsprite and the Trainer Card sprite uses separate palettes.

Would it be possible to change the palette that the Emerald backsprite displays, without modifying the Trainer Card sprite?

EDIT: I know for sure it's possible, because if you do a multi-battle on Emerald and you're on the same team as a FireRed/LeafGreen version, right at the beginning of the battle it displays the Emerald backsprite AND the FireRed/LeafGreen backsprite. I looked in TileMolester, and the FR/LG backsprites are actually inside of the Emerald rom (for use in Link Battles).
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  #14568    
Old May 8th, 2010 (08:04 AM).
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Quote originally posted by AlexAhnon:
You would have to export the music from a LG/FR ROM, edit it a bit, and then import it back into Ruby.
kk thanks... um how do you do that? lol Sorry, I'm a real newbie
  #14569    
Old May 8th, 2010 (08:35 AM).
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Is it known how to change the text received in mails when someone in-game trades you a Pokemon?
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Old May 8th, 2010 (09:44 AM).
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Quote originally posted by G01Gaming:
kk thanks... um how do you do that? lol Sorry, I'm a real newbie
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  #14571    
Old May 8th, 2010 (10:46 AM).
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Quote originally posted by PeregrineFig:
1. An offset is a specific address of hex code in the ROM. There are FFFFFF (16777215) 16-byte lines of hex in a Pokemon ROM, and each 6-character hex offset refers to a specific point in that hex code.
Actually, there are 0xFFFFFF bytes in a ROM. And technically the "hex offset" is 4-bytes or 8 "characters"/whatever you want to call a nibble.

Quote originally posted by PeregrineFig:
2. Hex is a type of programming language, in a way. Hex consists of 16 characters, starting at 0 and ending at F. It gets confusing to convert numbers in your head because A=10, B=11, etc, and then 10= 16. A 2-character piece of hex is called a byte, and (I think) each byte is made up of 8 binary digits (0s and 1s).
Not quite. Hexadecimal is a counting system / base 16 (as opposed to the widely used base 10).

Quote originally posted by PeregrineFig:
4. Open AdvanceMap and click a sprite and its offset is given on the tab on the right side. You can open that offset in a scripting program to look at/edit its script. If you looked at a sprite's offset in a hex editor though, you'd have a hard time making sense of it, as it's a compressed image. You basically need a program to edit sprites themselves.
Not necessarily. Depends on what he means by "sprite." If he's referring to Overworlds, then those are all uncompressed. But yes, a program is preferable in most cases.

Quote originally posted by PeregrineFig:
5. I don't recall any tutorials on hex editing itself, but I managed to teach myself pretty easily. Just start with other things, and quite a few tutorials for the finer points of hacking will make you do a little bit of hex editing. Once you've done a bit of repointing and things of that nature, you'll start to understand how hex works and it'll become pretty easy.
From the way I look at it, you can't teach hex editing. You can show someone the hexadecimal counting system but how to hex edit depends on what address the hacker is changing. The hacker could be hacking level data, the game's music, move animation graphics, or anything you can think of. Because of that, you can't teach them one thing that will apply to all of them because the numbers at each address will mean different things.

Quote originally posted by PeregrineFig:
6. I'm not sure (as no move editor ever works on my computer =( ) but I THINK a lot of move-editing programs let you choose if a move is physical or special. I've never had the need to edit moves, so I haven't looked into it in hex or anything like that.
I doubt it seeing how whether a move is physical or special is dependent on the move's type. You're thinking of the 4th generation.
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  #14572    
Old May 8th, 2010 (12:57 PM).
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Quote originally posted by shiny quagsire:
Sigh... OK, first off, I reccommend you use ruby. There is more support for tools and other stuff.
Quote originally posted by AlexAhnon:
Don't use Sapphire, use Ruby, because more tools supports it.
NO NO NO NO NO NO NO NO NO NO

NO

Most good tools have support for any ROM. The reason most people run Ruby over Sapphire is that, crazily enough, it's more popular. More often than not, someone has a Ruby ROM and not a Sapphire ROM. Same applies to FireRed and LeafGreen. The only reason that one is more used is because of that fact: it's more used, meaning more people will have it and thus more people will be able to play it. Sure, they could download a new ROM for only one game, but you'd have to make a pretty damn strong impression to get hordes of people to do that. I, myself, only have a FireRed ROM, a Ruby ROM, and an Emerald ROM. No Sapphire/LeafGreen. ):
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  #14573    
Old May 8th, 2010 (03:52 PM).
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How do you make a script in a map that lets you dive?
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  #14574    
Old May 8th, 2010 (05:03 PM).
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Does anybody here have the number of the sound effect in FireRed from when you open the door?
Don't say 0x8, because that's the RSE one.
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Old May 8th, 2010 (07:16 PM).
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Hey does anyone kno if u can make a sprite's size bigger without having to work the details again? i made some pokesprites too small and i need them bigger but when i try it on paint it makes it more blurry. is it possible with photoshop?
thx in advance.
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