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  #14626    
Old May 13th, 2010 (01:25 PM).
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InMooseWeTrust InMooseWeTrust is offline
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Let's say that I'm hacking a GBA ROM (Final Fantasy IV Advance U, specifically), and I'm looking at data structures of items starting in address 0x0E5A1C. I get a 12 byte list of things: 00 00 50 00 00 00 00 00 00 00 80 04, and then it starts again with the next item all the way down the list. Is there any program I can use that will help me extract all this data and organize it into a nice little text file (separated by commas and line breaks)?
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  #14627    
Old May 13th, 2010 (05:24 PM).
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0m3GA ARS3NAL 0m3GA ARS3NAL is offline
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Quote originally posted by InMooseWeTrust:
Let's say that I'm hacking a GBA ROM (Final Fantasy IV Advance U, specifically), and I'm looking at data structures of items starting in address 0x0E5A1C. I get a 12 byte list of things: 00 00 50 00 00 00 00 00 00 00 80 04, and then it starts again with the next item all the way down the list. Is there any program I can use that will help me extract all this data and organize it into a nice little text file (separated by commas and line breaks)?
Doubt it, you might wanna look elsewhere though, not many FFIV hacks, or tools on this site... if none at all.
Google is your friend
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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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  #14628    
Old May 14th, 2010 (02:09 AM).
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I can't get hackedex to work. It keeps saying:

Run-time error '429':
ActiveX component can't create object

Then even though the program still comes up it won't let me open up any ROMs.
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  #14629    
Old May 14th, 2010 (02:51 AM).
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There aren't any. I just need to know how to extract this data, that's all.
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  #14630    
Old May 14th, 2010 (05:56 AM).
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Quote originally posted by altariaking:
@higame
16x32 not 32x32

@colcostyles
looks tricky, but i'll try it, thanks.

ok, i inserted a titlescreen logo, background, flames, and pokemon.
i pallette edited them all with the correct pallettes.
now, when i open my rom at the titlescreen, everything works fine except the pokemon, which had the exact same pallette as the background.
i tried pallette editing the background and the same thing happened the other way round.
sum1 hlp pls.
Make sure you checked the LZ77 compressed box. Then it might work.
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  #14631    
Old May 14th, 2010 (11:52 AM).
stanemac12 stanemac12 is offline
 
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How can I edit the text in pokemon ruby? Advance text doesn't go past the first route and I can't script to save my life. I have searched for about an hour and haven't found anything helpful on this.
  #14632    
Old May 14th, 2010 (11:58 AM).
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Take the message convert it into hex, and search for those bytes in a hex editor. But seriously xse is but quicker.
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  #14633    
Old May 14th, 2010 (06:29 PM).
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PeregrineFig PeregrineFig is offline
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Quote originally posted by stanemac12:
How can I edit the text in pokemon ruby? Advance text doesn't go past the first route and I can't script to save my life. I have searched for about an hour and haven't found anything helpful on this.
Read some tutorials and learn to script, it will open a thousand doors in ROM hacking. Once you get the hang of it, editing text will be incredibly easy
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  #14634    
Old May 14th, 2010 (07:02 PM).
Metroid Die Metroid Die is offline
 
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Hey, just wondering, I was told to use a "Map Script" for an event that I wanted to happen. After reading the tutorial on how to insert a map script, I realized that my Advance Map doesn't have the header option to create a map script. I've looked everywhere on it and I can't find it...

I'm using 1.92,
thanks in advance
  #14635    
Old May 14th, 2010 (07:47 PM).
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Darthatron Darthatron is offline
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Quote originally posted by Metroid Die:
Hey, just wondering, I was told to use a "Map Script" for an event that I wanted to happen. After reading the tutorial on how to insert a map script, I realized that my Advance Map doesn't have the header option to create a map script. I've looked everywhere on it and I can't find it...

I'm using 1.92,
thanks in advance
Try toggling "Professional Header View" in the Settings menu (Crtl + H)?
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  #14636    
Old May 15th, 2010 (11:29 AM).
Metroid Die Metroid Die is offline
 
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Quote originally posted by Darthatron:
Try toggling "Professional Header View" in the Settings menu (Crtl + H)?
Yeah I tried that, but the option still isn't there
  #14637    
Old May 15th, 2010 (11:52 AM).
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I can't get A-Trainer to work! I've tried with a clean ROM of both Ruby and FR but I keep getting the following error.

20100509|211134|5.1.2600|0.9.1|DrawTile8|9|modLZ77|Subscript out of range|3

Any ideas on how to make it work?
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  #14638    
Old May 15th, 2010 (01:56 PM).
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Is there a way to edit the conest stats of attacks? because if there is then that would make game a lot more fun. im also wandering if there is a way to change the name's of types.
  #14639    
Old May 15th, 2010 (02:06 PM).
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Quote originally posted by ElBurrito:
Is there a way to edit the conest stats of attacks? because if there is then that would make game a lot more fun. im also wandering if there is a way to change the name's of types.
1st question: I think so, although I'm not sure.
2nd question: You'd have to do some text editing and some graphic editing.


My question: Can someone help me? I can't assemble a song in Sappy. Can someone assemble it and export it for me? I want to know if I looped a song correctly. PM me and I'll email it to you. Thankx!
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  #14640    
Old May 15th, 2010 (10:32 PM).
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I've got a question: how do you edit an attack name? Is there a tool for it, and, if there is, can you give me a link?


Yes, I know that's three questions.
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  #14641    
Old May 15th, 2010 (11:42 PM).
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Quote originally posted by chrunch:
I've got a question: how do you edit an attack name? Is there a tool for it, and, if there is, can you give me a link?


Yes, I know that's three questions.
You can use AEP (Attack Editor Pro).
It's pretty old so I don't know the link xD
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  #14642    
Old May 16th, 2010 (05:18 AM). Edited May 16th, 2010 by PeregrineFig.
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I'm trying to tackle learning ASM now, as I have an excellent handle on scripting and know my way around a hex editor. But it's proving to be more difficult than I thought. I tried the little challenge thing on HackMew's tutorial, where my ASM routine should return the ID and secret ID values to two variables. It sends the secret id value to 800D like it's supposed to, but the value returned to 8000 is 2. Can anyone spot the problem? Thanks in advance.

Spoiler:

Code:
.text
.align 2
.thumb
.thumb_func
.global lesson1

main:
	push {r0-r1, lr}
	ldr r0, .PLAYER_DATA
	ldr r0, [r0]
	ldr r1, .VARA
	ldrh r0, [r0, #0xC]
	strh r0, [r1]
	pop {r0-r1, pc}
        push {r0-r1, lr}
        ldr r0, .PLAYER_DATA
        ldr r0, [r0]
        ldr r1, .VARB
        ldrh r0, [r0, #0xA]
        strh r1, [r1]
        pop {r0-r1, pc}


.align 2
.PLAYER_DATA:
	.word 0x0300500C
.VARA:
	.word 0x020270B6 + (0x800D * 2)
.VARB:
        .word 0x020270B8 + (0x8000 * 2)


Edit: I tinkered with it, and oddly, now the value returned to 8000 every time is 28856. :/ I made a new file to test it and got the same result.
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  #14643    
Old May 16th, 2010 (05:34 AM).
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I'm no expert with ASM but wouldn't it need to be like such:
Code:
main:
    push {r0-r1, lr}
    ldr r0, .PLAYER_DATA
    ldr r0, [r0]
    ldr r1, .VAR
    ldrh r0, [r0, #0xA]
    strh r0, [r1]
    ldr r0, .PLAYER_DATA
    ldr r0, [r0]
    ldrh r0, [r0, #0xC]
    strh r0, [r1, #0x2]
    pop {r0-r1, pc}
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  #14644    
Old May 16th, 2010 (05:36 AM).
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ElBurrito ElBurrito is offline
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Quote originally posted by chrunch:
I've got a question: how do you edit an attack name? Is there a tool for it, and, if there is, can you give me a link?


Yes, I know that's three questions.

Follow this link and download. A-Tack. You can edit attack names, attack power, pp, and added effects of the attack.

LINK:
___________________________________________
http://wahackpokemon.com/en/download/tools-gba
  #14645    
Old May 16th, 2010 (08:01 AM).
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Quote originally posted by Team Fail:
My question: Can someone help me? I can't assemble a song in Sappy. Can someone assemble it and export it for me? I want to know if I looped a song correctly. PM me and I'll email it to you. Thankx!
And if none of you can, could someone help me troubleshoot? Or give me another way to assemble? I want to do this so badly! (Yet, Sappy hates me...)
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  #14646    
Old May 16th, 2010 (10:52 AM).
stanemac12 stanemac12 is offline
 
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Anyone know why an exp.share item is causing my game to crash in my hack? Its in ruby, and all of the events to acquire the exp share talking to the devon president to get it work just fine, but whenever I try and go to in it my inventory or give it to one of my pokemon is causes the game to just crash. I haven't done anything with the item at all, so I don't know why this is happening. Anyone know how to fix it?
  #14647    
Old May 16th, 2010 (10:55 AM).
nick942 nick942 is offline
 
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1.does anyone know how i can add items on routes using advance map?

2.does anyone know any good scripting programs
  #14648    
Old May 16th, 2010 (11:00 AM).
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Quote originally posted by nick942:
1.does anyone know how i can add items on routes using advance map?

2.does anyone know any good scripting programs
1. Hidden Items, or Pokeballs that dissappear?

2. XSE, Pocket Script, that's all I can think of.

AAaaaaaaaaaaaannnnnnddddd...

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  #14649    
Old May 16th, 2010 (11:03 AM).
nick942 nick942 is offline
 
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Pokeballs that disappear and how do you choose what items inside of it
  #14650    
Old May 16th, 2010 (11:07 AM).
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Quote originally posted by nick942:
Pokeballs that disappear and how do you choose what items inside of it
That would be a script, with a person sprite set to a Pokeball.

Code:
#org $item
lock
faceplayer
msgbox @1 0x6
giveitem 0x01
hidesprite(varies)
release
end

#org @1
= /h/n01 recieved a MASTER BALL./nYou put the MASTER BALL in the bag.
I think that's how it goes.

/h/n01 is the setting for the Player's name.
giveitem 0x01 is the thing to give the item, in this case, a Master Ball.
hidesprite(varies) is the way to get rid of the Pokeball after it has been used. Varies will be the person #.
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The Legend of Legacy - Main Battle Theme
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