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  #19376    
Old August 16th, 2011, 11:27 PM
fengshen
fengshen113
 
Join Date: Mar 2011
Gender: Male
Hello, I am trying to hack a Red rom.
I want to add some new trainers into the rom, such as Jesse & James.
What should I do?
  #19377    
Old August 16th, 2011, 11:37 PM
DavidJCobb
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Quote:
Originally Posted by fengshen View Post
Hello, I am trying to hack a Red rom.
I want to add some new trainers into the rom, such as Jesse & James.
What should I do?
You'd need a program to edit the trainer data -- the Pokemon and items that the trainers have in battles. I'm not sure if you can create trainers, but you can always replace some of the default ones with new ones. I haven't used one of these kinds of programs in a while, but from what I recall, they're not too difficult to work with.

After editing the trainer data, you'd need to use AdvanceMap and probably XSE to add the new trainers onto maps, and remove the ones whose data you replaced. That's no small task, either -- not too difficult, but if you're just starting out, then jumping right into that isn't the best idea. (Scripting can be tricky, and mapping has its tricky bits, too -- particularly where Events are concerned, and Events are what you'd need to modify.)

That'd be the absolute bare minimum, off the top of my head.
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  #19378    
Old August 17th, 2011, 12:16 AM
fengshen
fengshen113
 
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Quote:
Originally Posted by DavidJCobb View Post
You'd need a program to edit the trainer data -- the Pokemon and items that the trainers have in battles. I'm not sure if you can create trainers, but you can always replace some of the default ones with new ones. I haven't used one of these kinds of programs in a while, but from what I recall, they're not too difficult to work with.

After editing the trainer data, you'd need to use AdvanceMap and probably XSE to add the new trainers onto maps, and remove the ones whose data you replaced. That's no small task, either -- not too difficult, but if you're just starting out, then jumping right into that isn't the best idea. (Scripting can be tricky, and mapping has its tricky bits, too -- particularly where Events are concerned, and Events are what you'd need to modify.)

That'd be the absolute bare minimum, off the top of my head.
Thanks for your quick reply~

I have another question about the 1st generation. I want to edit the effects of some moves. For example, the effect of the move [Leech Seed] in the 1st generation is [absorbing 1/16 of enemy's HP each turn]. I want to change the amount of HP absorption each turn into 1/8. What should I do?
  #19379    
Old August 17th, 2011, 12:31 AM
DavidJCobb
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Quote:
Originally Posted by fengshen View Post
I have another question about the 1st generation.
Oh, first generation.

Sorry, the information I gave was for the GBA. It's still accurate, but the names of the tools will be different. You'll still need a trainer editor and a map editor, but you will not need AdvanceMap and XSE specifically.
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  #19380    
Old August 17th, 2011, 03:18 AM
Sawakita's Avatar
Sawakita
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Considering there's no trainer-editor (IIRC), you might want to try using a hex editor or IIMarckus's disassembly base, as a starting point. Give a look at the thread I wrote about Gen I hacking info (linked in my signature), to learn more about several data structures in Red/Blue versions. For anything you don't find in that thread, chances are that you'd need ASM-hacking to obtain it.
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Last edited by Sawakita; August 17th, 2011 at 03:26 AM.
  #19381    
Old August 17th, 2011, 04:43 AM
fengshen
fengshen113
 
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Quote:
Originally Posted by Sawakita View Post
Considering there's no trainer-editor (IIRC), you might want to try using a hex editor or IIMarckus's disassembly base, as a starting point. Give a look at the thread I wrote about Gen I hacking info (linked in my signature), to learn more about several data structures in Red/Blue versions. For anything you don't find in that thread, chances are that you'd need ASM-hacking to obtain it.
Thanks. I have read through the thread you provided, but I find nothing about how to change the effects of attacks. I think it is not a difficult task, only I can't find the location of such data.
  #19382    
Old August 17th, 2011, 06:12 AM
Resultz's Avatar
Resultz
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I'll try rephrase this for a third try.

How would I:

a) import FireRed tilesets and trainer sprites to Ruby?
b) take player's pokemon and give them new choices of pokemon? ( much like Battle Factory)
c) make the player spawn with all badges, national dex and a pokemon already.

thanks
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  #19383    
Old August 17th, 2011, 06:18 AM
romancandle
Togepi
 
Join Date: Oct 2009
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Nature: Adamant
I've looked in this forum and on google as best as I can, and I'm still looking for this:

A tool that easily allows me to edit Pokemon Abilities. A program that can turn Sturdy into it's Gen 5 style or allow me to revamp Blaze/Overgrow/Torrent/etc.

Does anyone know of one? I don't want to mess with ASM editting since I'm just hacking FireRed for me and my friends.

Edit: Also, I've seen mention of Jambo editting Gen IV/V evolutions into Fire Red. Is there a patch for this? I'm unable to find one.

Last edited by romancandle; August 17th, 2011 at 07:13 AM.
  #19384    
Old August 17th, 2011, 07:16 AM
DrFuji's Avatar
DrFuji
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Quote:
Originally Posted by Resultz View Post
I'll try rephrase this for a third try.

How would I:

a) import FireRed tilesets and trainer sprites to Ruby?
b) take player's pokemon and give them new choices of pokemon? ( much like Battle Factory)
c) make the player spawn with all badges, national dex and a pokemon already.

thanks
a) Save/ export the tilesets and block data from FR in Advance Map's block editor then import the blocks and tiles into Ruby. You'll have to change the behaviour and background byte accordingly, since the HEX values in one game will not have the same effects in the other.

As for the trainer sprites, you could use a tool like UNlz.GBA or NSE (here is NSE's trainer sprites plugin), save/ export the sprites in FR and then reinsert them into Ruby.

b) If you want to take Pokemon away, you'll have to use HackMew's ASM routine. As for choosing Pokemon, perhaps you could use a multichoice script but it is a bit limiting since you won't be able to see them like in the Battle Factory. You could also give the player six random Pokemon, allow the player to check their moves/ stats in their party screen and then chose three to keep, using the ASM routine to remove the three that they didn't choose. Either way, if you don't make your own ASM routines, the ways you let the player choose their Pokemon are going to be limited since you will be relying on scripting commands.

c) You could use a level script on the starting map that does all of those things. Find the flags, specials and anything else you need to activate the badges/ Pokedex and then use the 'givepokemon' command to let the player have a Pokemon. If you make it correctly, the level script will only activate once and give you everything you want.


I'm pretty sleepy so this might all sound like gibberish or it is just plain wrong :D

Quote:
Originally Posted by romancandle View Post
I've looked in this forum and on google as best as I can, and I'm still looking for this:

A tool that easily allows me to edit Pokemon Abilities. A program that can turn Sturdy into it's Gen 5 style or allow me to revamp Blaze/Overgrow/Torrent/etc.

Does anyone know of one? I don't want to mess with ASM editting since I'm just hacking FireRed for me and my friends.

Edit: Also, I've seen mention of Jambo editting Gen IV/V evolutions into Fire Red. Is there a patch for this? I'm unable to find one
At this point in time there is no such tool.

Jambo hasn't released his amazing patch to the public yet. However, he has said that it will be out eventually so keep an eye on the thread :P
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  #19385    
Old August 17th, 2011, 07:35 AM
romancandle
Togepi
 
Join Date: Oct 2009
Gender: Male
Nature: Adamant
To the person above me, thank you.

Another question that popped up:

I want to give the national pokedex when you get the original pokedex so I can have all the lines appear in the wild from the get go. But I encounter a problem when doing this:

The game thinks you've already beaten the Elite 4. You cannot face the Elite 4 the first time and instead must remove Team Rocket from the Sevii Islands before you can even fight them once. I cannot figure out how to fix this. Can someone help me figure out how?
  #19386    
Old August 17th, 2011, 12:15 PM
DavidJCobb
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Quote:
Originally Posted by romancandle View Post
I want to give the national pokedex when you get the original pokedex so I can have all the lines appear in the wild from the get go. But I encounter a problem when doing this:

The game thinks you've already beaten the Elite 4. You cannot face the Elite 4 the first time and instead must remove Team Rocket from the Sevii Islands before you can even fight them once. I cannot figure out how to fix this. Can someone help me figure out how?
You could perhaps edit the Elite Four scripts? My guess is that something in those scripts checks for flags that get set when the National Dex is obtained, so if you can find those flags, you can unset them after granting the Dex.
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  #19387    
Old August 17th, 2011, 02:39 PM
dudedude1
.
 
Join Date: Feb 2011
Gender: Male
Hey I have a couple more questions.

1. Is it possible to add more OW Sprite Space to Fire Red ROM so I don't have to delete a Sprite?

2. Is it possible to import a pallet with an OW Sprite without getting rid of a current pallet?

3. Is there an alternative program to Overworld Changer?

Thanks
  #19388    
Old August 17th, 2011, 03:04 PM
Kevin's Avatar
Kevin
 
 
Join Date: Jul 2010
Location: Virginia
Age: 15
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Quote:
Originally Posted by dudedude1 View Post
Hey I have a couple more questions.

1. Is it possible to add more OW Sprite Space to Fire Red ROM so I don't have to delete a Sprite?

2. Is it possible to import a pallet with an OW Sprite without getting rid of a current pallet?

3. Is there an alternative program to Overworld Changer?

Thanks
1. JPAN's Engine I'm sure. I've never used it but I heard it supports that.

2. I'm not sure on that one.

3. Overworld Editor RE or Nameless Sprite Editor [classic version] (I suggest that one).
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  #19389    
Old August 18th, 2011, 01:25 AM
lilroosterbutt
Beginning Trainer
 
Join Date: Sep 2010
Gender: Male
Hello.

Is there a way to disable the badge check for HM moves?


I searched throughout this forum but only found this in a post:

" Disable the badge-check for HMs:
eb 0812462E 0 "

I'm not sure as what to do with that, but I presume it involves HEX editing. I'm using FireRed.

Any help is appreciated.
Thanks!
  #19390    
Old August 18th, 2011, 01:58 AM
Darthatron's Avatar
Darthatron
巨大なトロール。
 
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Quote:
Originally Posted by lilroosterbutt View Post
Hello.

Is there a way to disable the badge check for HM moves?


I searched throughout this forum but only found this in a post:

" Disable the badge-check for HMs:
eb 0812462E 0 "

I'm not sure as what to do with that, but I presume it involves HEX editing. I'm using FireRed.

Any help is appreciated.
Thanks!
Go to 12462E in a hex editor and change the byte to 00.
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  #19391    
Old August 18th, 2011, 02:32 AM
Resultz's Avatar
Resultz
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@DrFuji. mI understand the majority of what you said. Thanks. just a couple more questions based off that;
-Is that stuff doable for a newbie hacker such as myself, who only has minimal experience with import/exporting sprites/stuff and very very basic scripting. I've heard of ASM, but have no clue how to use it.
-By behaviour bytes do you mean what the tile does, such as the arrow tiles found in gyms?, because these are the main things i want to export - the rocket warehouse and viridian gym style arrow tiles.

thanks
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  #19392    
Old August 18th, 2011, 03:10 AM
Sawakita's Avatar
Sawakita
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Quote:
Originally Posted by fengshen View Post
Thanks. I have read through the thread you provided, but I find nothing about how to change the effects of attacks. I think it is not a difficult task, only I can't find the location of such data.
Well, If you mean changing the predefined effect assigned to each attack, there is a document, linked in that thread, so you should have looked more closely. If you mean creating a new effect or modifying an existing one (for example increase the chance of burn from 9% to 50%) then you'll need to reverse and rewrite some parts of code, as I said in my previous post, using ASM.
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  #19393    
Old August 18th, 2011, 03:13 AM
DrFuji's Avatar
DrFuji
Repeat. Repeat. Repeat.
 
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Nature: Jolly
Quote:
Originally Posted by Resultz View Post
@DrFuji. mI understand the majority of what you said. Thanks. just a couple more questions based off that;
-Is that stuff doable for a newbie hacker such as myself, who only has minimal experience with import/exporting sprites/stuff and very very basic scripting. I've heard of ASM, but have no clue how to use it.
-By behaviour bytes do you mean what the tile does, such as the arrow tiles found in gyms?, because these are the main things i want to export - the rocket warehouse and viridian gym style arrow tiles.

thanks :)
If you're still learning how to hack around those areas, then I would say that some of your plans my be a bit too out of your depth unfortunately. If you read tutorials or ask people around the forum about how to script, insert sprites and other things like that, then I'm sure you will learn how to bring a lot of the features you want to your hack. ASM is out of reach for the majority of hackers, but if you want to read up on it, HackMew has made two or three early tutorials which you can read here in order to learn more about it.

Yeah, if you can find tiles in Ruby that have the same effect as Fire Red, then you can change the imported FR tiles to adhere to Ruby's behaviour bytes. Some of the effects that FR's behaviours bytes give to the tiles may not be present in Ruby (e.g Cycling Road's ability to pull the player downwards). For your example of the arrow tiles, in FR, the up arrow that slides you around the ground has a behaviour byte of 56, while the up arrow in Ruby's Mossdeep City Gym has a byte of 46. So when you import the FR tiles into Ruby, be sure to go around all the tilesets and readjust these bytes to Ruby's behaviour system if you can find a suitable replacement that copies what happens in FR.

Because of my sleep deprived state yesterday, I also forgot that you will also have to add or edit the animations for things such as flowers after importing the tilesets. I would suggest using a tool like AnimEditor which allows you to delete old animations and insert new ones.
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  #19394    
Old August 18th, 2011, 07:57 AM
metapod23's Avatar
metapod23
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Quote:
Originally Posted by dudedude1 View Post
Hey I have a couple more questions.

1. Is it possible to add more OW Sprite Space to Fire Red ROM so I don't have to delete a Sprite?
Tutorial for Adding OWs into FireRed with JPAN's Hacked Engine
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  #19395    
Old August 18th, 2011, 03:36 PM
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Resultz
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@DrFuji
Yeah I will, thanks! I've been trying to learn how to script for a while without success but hopefully i'll crack it eventually.
I've decided that FireRed's 'spin until you stop' arrow tiles are better than RSE's 'spin until you reach the end of the arrow tile', and will be using FieRed rather than Ruby.

which brings the question; Is it necessary for me to get JPAN's engine? I've heard alot about it and I like the sound of it.

And also would people of the forums actually help me physically hack a ROM if I got into a sticky situation with the tough stuff, because I don't want to start it, then halt progress because I can't find anyone willing to help me do something I can't understand how to do. It's what happened partly with my last hack, hah.

Anyways sorry for all the questions.
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  #19396    
Old August 18th, 2011, 03:57 PM
DavidJCobb
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Quote:
Originally Posted by Resultz View Post
which brings the question; Is it necessary for me to get JPAN's engine? I've heard alot about it and I like the sound of it.
Necessary? No. But if you apply his patch to your ROM before you start working on it, you will find the modifications it contains to be immeasurably useful.

Quote:
Originally Posted by Resultz View Post
And also would people of the forums actually help me physically hack a ROM if I got into a sticky situation with the tough stuff, because I don't want to start it, then halt progress because I can't find anyone willing to help me do something I can't understand how to do. It's what happened partly with my last hack, hah.
In my extremely limited experience, most of the people here are good for typical questions and for a limited degree of esoteric questions. If you need to do anything truly advanced -- in particular, if you need to touch even so much as a single line of assembly code -- you will be entirely on your own.
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  #19397    
Old August 18th, 2011, 04:02 PM
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DrFuji
Repeat. Repeat. Repeat.
 
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Quote:
Originally Posted by Resultz View Post
@DrFuji
Yeah I will, thanks! I've been trying to learn how to script for a while without success but hopefully i'll crack it eventually.
I've decided that FireRed's 'spin until you stop' arrow tiles are better than RSE's 'spin until you reach the end of the arrow tile', and will be using FieRed rather than Ruby.

which brings the question; Is it necessary for me to get JPAN's engine? I've heard alot about it and I like the sound of it.

And also would people of the forums actually help me physically hack a ROM if I got into a sticky situation with the tough stuff, because I don't want to start it, then halt progress because I can't find anyone willing to help me do something I can't understand how to do. It's what happened partly with my last hack, hah.

Anyways sorry for all the questions.
It isn't necessary, but personally I would highly recommend using it because it is extremely useful. You will need to know how to script competently if you choose to use it because new specials make up the majority of the additions, rather than more 'passive' changes (like his changes to the OW system).

You could always make a help thread to help make the hack. Or if you want a safety net rather than a team of people working at it all at once, you could VM/PM other people around the forum and have them pre-emptively agree to help you out for a short period of time should you need it in the future. You probably won't be able to find help for some of the harder things like ASM, but there are still a large number of people here that will probably help you out with other areas of the hack such as scripting.
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--As long as you remember her,
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  #19398    
Old August 18th, 2011, 04:30 PM
Resultz's Avatar
Resultz
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Okay, and yeah I don't work too well with a team, so I'd probably just need a couple of people maybe to help guide me along and make sure I don't do anything majorly wrong.

I could probably get a lot better at scripting if I put my mind to it.
But the first thing to do Is changing the Intro. Prof. Oak? Buh Bye

Although I bet changing Prof's intro classes as 'tougher' to do.. So I will have to see..

Anyway, thanks a lot for your help. You've cleared a lot of things up.
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  #19399    
Old August 19th, 2011, 05:29 AM
redx2dth's Avatar
redx2dth
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Join Date: Jul 2011
Location: Im an AI. I live in a chip.
Age: 19
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Nature: Sassy
I solved my problem with trying to edit door animations but now I'm stuck with water animations such as waves.

I made a tile set that is clear water with the ocean floor showing and its really cool but its all messed up cause the wave animations are still going.

Is there any way to change or even remove them?

Oh and i need to change the waterfall animations too if possible. Thanks for any help in advance.

Last edited by redx2dth; August 19th, 2011 at 05:30 AM. Reason: Anoying spelling errors
  #19400    
Old August 19th, 2011, 08:31 AM
ExitWound's Avatar
ExitWound
Boggle
 
Join Date: Aug 2007
Age: 22
Now, I'm not new at all to scripting. I've been doing it for quite a while. Pretty much the only the that's stopping me from completing my hack, is figuring out how to make your rival have custom battle music. I've looked all over the place on how to make it so when I fight my rival, he has custom battle music. I've even looked in a select few rom hack's scripts but I still couldn't figure it out. I saw something about setvar in a rom hack, but I don't know if that's what it is because I tried it in mine and it didn't work...
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Last edited by ExitWound; August 19th, 2011 at 09:04 AM.
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