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  #19801    
Old October 15th, 2011 (06:45 PM).
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Vladimir312 Vladimir312 is offline
 
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Quote originally posted by Vladimir312:
Does anyone know how I would be able to edit the breeding in a pokemon game? I'm creating new pokemon and I want them to breed the way they're supposed to.
I'm reposting this because no one answered. But also, does anyone know if there is a place to find a "dictionary" of all the pksv commands? Just wondering if something like that existed.
  #19802    
Old October 16th, 2011 (03:46 AM).
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Leafbarrett Leafbarrett is offline
 
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Would someone be able to explain to me how exactly to figure out the hex blocks for moves? I'm trying to work with the "physical/special split in gen 3" patch for Emerald, but since it only defines the engine for it and not the moves themselves, I'm pretty lost.

If you're wondering, here's the link to the patch download. The way the engine works is that it uses the second padding byte in each move to determine its status as either a physical or special move, instead of on a type basis. For example, this is Pound (in Fire Red, at least):

Code:
00 28 00 64 23 00 00 00 33 00 01 00
The bolded number is the padding byte. 00 is physical, 01 is special, and 02+ is status. I understand how it works. Sadly, I haven't a clue where this hex for each move IS (this snippet included), so this doesn't help me much at all. I also don't know much about hex editing to begin with, so it's a bit rough navigating the data without any idea where I should be looking.
  #19803    
Old October 16th, 2011 (04:34 AM).
treeckopa treeckopa is offline
 
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Quote originally posted by Leafbarrett:
Would someone be able to explain to me how exactly to figure out the hex blocks for moves? I'm trying to work with the "physical/special split in gen 3" patch for Emerald, but since it only defines the engine for it and not the moves themselves, I'm pretty lost.

If you're wondering, here's the link to the patch download. The way the engine works is that it uses the second padding byte in each move to determine its status as either a physical or special move, instead of on a type basis. For example, this is Pound (in Fire Red, at least):

Code:
00 28 00 64 23 00 00 00 33 00 01 00
The bolded number is the padding byte. 00 is physical, 01 is special, and 02+ is status. I understand how it works. Sadly, I haven't a clue where this hex for each move IS (this snippet included), so this doesn't help me much at all. I also don't know much about hex editing to begin with, so it's a bit rough navigating the data without any idea where I should be looking.
The move has a 12-byte data structure. The order is: 1. effect, 2. base power, 3. type, 4. accuracy, 5. pp, 6. effect accuracy, 7. target that the move will affect, 8. priority, 9. unknown byte, 10,11 and 12 are padding.
Just go to a hex editor, search the location of the move you want to edit by ctrl+f, and change the 11th byte.

An example, if you want to change acientpower into a special move, use ctrl+f and search the following:
Quote:
8C 3C 05 64 05 0A 00 00
8C for the effect which may boost all the stats
3C for the 60 base power
05 for rock type
64 for 100 accuracy
05 for pp
0A for 10% that may cause boosting of all stats
00 for targeting at one enemy
00 for having no priority

then counting from 8C, find out the 11th byte and change it into 01
  #19804    
Old October 16th, 2011 (12:38 PM).
zacharianinja zacharianinja is offline
 
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Im currently hacking a fire red rom and i have found a huge bug, when i go into a battle then select the bag option in the battle interface the game restarts to the start screen at the beginning of the game, i havent added any scripts yet. do i have to set a flag or anything? (i copied the file and made a give pokemon script also and it still occurs)
  #19805    
Old October 16th, 2011 (01:02 PM). Edited October 16th, 2011 by DavidJCobb.
DavidJCobb DavidJCobb is offline
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Quote originally posted by EdensElite:
I'm using map connections and using a different tileset 2 on the second map. However it doesn't load the different tileset when I go into the next map, it keeps the original so It looks all messed up, how do I fix this?
There is no fix, but there is a workaround.

Let's say that you're using Tileset A as your minor tileset on Map A, and Tileset B on Map B. The two maps are connected. Whatever tiles you use near the edges of the maps -- Tilesets A and B must share those tiles, and the tiles have to have the same numbers in each. (For example, if a tree stump in A is block $304, then it must also be block $304 in B.) All other tiles may differ between the two tilesets, though.

Quote originally posted by zacharianinja:
Im currently hacking a fire red rom and i have found a huge bug, when i go into a battle then select the bag option in the battle interface the game restarts to the start screen at the beginning of the game, i havent added any scripts yet. do i have to set a flag or anything? (i copied the file and made a give pokemon script also and it still occurs)
When was the last time your ROM worked? What changes have you made to it since then?
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  #19806    
Old October 16th, 2011 (01:23 PM).
zacharianinja zacharianinja is offline
 
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so i went back into my backup files and it still worked when i change the pewter city into a map for a route (3.2) then it stopped working once i made one of the rooms from a building into a second part of the map connecting it up top (6.0). both contain grass with pokemon in them.
  #19807    
Old October 16th, 2011 (01:25 PM).
DavidJCobb DavidJCobb is offline
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Quote originally posted by zacharianinja:
so i went back into my backup files and it still worked when i change the pewter city into a map for a route (3.2) then it stopped working once i made one of the rooms from a building into a second part of the map connecting it up top (6.0). both contain grass with pokemon in them.
Could you be a bit more specific about what parts of the maps you changed, and when exactly the error occurred?

It's possible that the problem stems from changing your maps... However, I think it's more likely that you damaged something earlier, and that changing the maps is what made the damage actually become a problem.
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  #19808    
Old October 16th, 2011 (01:35 PM).
zacharianinja zacharianinja is offline
 
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I remapped the entire things. changed the dimensions and and all the map tiles. The error started to occur somewhere between 2 of my map backup files the last one where it started working i had tiled the whole starting city in pewter city. it started crashing after i redid the map tiles for a room in pewter city and connected it to the top of that so it was like one long route. Sorry if i'm not exactly giving you the information you want im pretty new to this
  #19809    
Old October 17th, 2011 (07:29 AM).
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Posiden Posiden is offline
 
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I've been trying to add some person events to my map on advance map, but everytime I save it after adding them I get this error message:

When I delete the person events it works just fine, but if I save it with them when I return to the map the error message flashes up again and the person events have randomised locations, sprites and scripts offsets. Anyone have any idea whats going on?
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  #19810    
Old October 18th, 2011 (03:27 AM).
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EdensElite EdensElite is offline
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Ok, I've been hacking for a little while. I only starting looking at scripting recently, but I havn't got too far into it yet. What I'm asking for is not necessarily for someone to write a script for me, but to describe to me how to do it. (I wouldn't say no if someone offered though xP)

Description: You talk to a guy. He gives you a message then leaves the map via a map connection. (Movements: Up, Right.) He then stays there. Even if you leave the map. As soon as you pass through the same map connection as he has, if you try to pass back through, He will stop you with a message saying something like 'Can't go back' and you take a step upwards. When you talk to him he has a flag if it's not activated, just a standard messsage. If you have a pokemon (So it's the 0x828 flag?) Then another message comes up before he leaves the map (Movements: Left, Down, Down, Right.) If your in the way you move up one. You can now leave that map and as soon as you enter it's connection you move to point A on the image below. A guy appears at point B and walks to point C. A trainer battle initiates. If you win. The guy leaves the way he came. The original guy comes up to you and gives you a message. Another guy walks up to him, gives him a message. The original guy turns to you and gives you a message and fianlly they all walk away.

If anyway can help me (let alone read it all lol) I would be VERY appreicative.

Spoiler:

__________________

ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

That means it will be playable in the browser, and across multiple devices such as the iPod touch.
  #19811    
Old October 18th, 2011 (03:54 PM). Edited October 18th, 2011 by SwirlyBirds.
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SwirlyBirds SwirlyBirds is offline
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OK, here's my first question here ever.
Recently I decided to go for another try at scripting. However, my XSE is going weird as usual. It had never occurred to me to post my problems here. But I really need help.

So, I opened the mini-FSF in Advance-Map. I found a free offset (EA1D69EA), added a new sprite, and applied the script to him. I clicked open script and...
Code:
'-----------------------
#org 0x21D69E
comparevars2 0x2252 0x2222
hidesprite2 0x2222 0x0 0x44
callasm2 0x25522322
comparevars2 0x22 0x4222
comparevars2 0x2222 0x2222
comparevars2 0x2200 0x2222
comparevars2 0x2222 0x2222
nop
comparevars2 0x2222 0x2222
comparevars2 0x2222 0x2200
comparevars2 0x2222 0x2222
waitmovement2 0x22 0x22 0x22
waitmovement2 0x2222 0x22 0x42
comparevars2 0x2200 0x4222
getplayerpos 0x2222 0x2222
nop
callasm2 0x42222222
comparevars2 0x2222 0x5200
comparevars2 0x22 0x0
nop
nop
nop
nop
nop
nop
removeitem 0x0 0x3300
nop
goto 0x52330000
nop
nop
comparevars2 0x5201 0x0
comparevars2 0x52 0xF100
comparevartofarbyte 0xC0 0xFFF3EDF3
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
applymovement2 0x2224 0x22233400 0x0 0x0
playsong2 0x2222
nop
removeitem 0x4222 0x0
applymovement2 0x2445 0x22222400 0x2 0x0
callasm2 0x25002222
I deleted this all and typed in:
Code:
#dynamic 0xEA1D69EA
 #org @start 
lock
 faceplayer 
message @1 0x6 
release 
end 

#org @1 
= Hello.
However, when I compiled the script and closed it, I then opened it again and it had gone back to that nonsense that it was at the start.

...So...yeah.
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  #19812    
Old October 18th, 2011 (06:00 PM).
DavidJCobb DavidJCobb is offline
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Could you show us the hex data located at and around the script? XSE has a hex viewer that you can use to screenshot it. My guess is that there is data already in that location that is not a script.

As for your recompile attempt not replacing the garbled data, this is because you used the "dynamic" directive. This tells XSE to look for free space at or after the specified offset, and to compile only to free space. So your script is somewhere after the garbled data. If you wish to compile a script to a known offset, you must use offsets instead of @-prefixed name labels (e.x. "#org 0x800000").
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  #19813    
Old October 19th, 2011 (01:01 AM).
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chrunch chrunch is online now
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Does anyone have a list of sounds in FR? (NOT music, sounds)
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  #19814    
Old October 19th, 2011 (01:29 AM).
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Spherical Ice Spherical Ice is offline
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Quote originally posted by chrunch:
Does anyone have a list of sounds in FR? (NOT music, sounds)
Spoiler:
0x0 - Blank Noise (Stops BGM, not other S.E.)
0x1 - Use Item
0x2 - Log onto PC
0x3 - Turn off PC
0x4 - Turn on PC
0x5 - Click Noise
0x6 - Open Menu
0x7 - Wall Bump
0x8 - Door Open
0x9 - Exit Room
0xA - Jump
0xB - Bike Bell
0xC - Loud Crash (Like dropping of a heavy object)
0xD - Loud Crash (Higher pitch, and with echo)
0xE - Loud Crash (3 in rapid sucession, with long echo)
0xF - Low Pitch Pokeball Open
0x10 - Pokeball Close
0x11 - Flee S.E.
0x12 - PokeCenter Door Open
0x13 - Strange Noise (Like Water at the beginning, then like electricity)
0x14 - Low Pitch crash
0x15 - Super high pitch beep
0x16 - Error / False sound
0x17 - PokeCenter Pokeball Load up (Pokeballs being placed onto the heal machine.)
0x18 - PokeCasino Reel Stop
0x19 - Insert Coin into Machine
0x1A - Buzz (False/fail at Casino)
0x1B - EXP gauge
0x1C - Hop (Like on an Acro Bike)
0x1D - Lock / Break small rock?
0x1E - Unlock
0x1F - Strange Sound (Like a dor being locked, but different...)
0x20 - Strange Sound (A singular version of the previous sound)
0x21 - Crash sound (With echo)
0x22 - Singular Metal attack Sound (Like when using steel wing, but singular)
0x23 - Ice Break
0x24 - Ice Crack
0x25 - Falling
0x26 - Strange Sound (Super Low Pitch Ice Break?)
0x27 - Warp Away
0x28 - Warp Return
0x29 - Electricity?
0x2A - Turn Winch (Like in Winona's Gym)
0x2B - Truck Driving (Loop)
0x2C - Truck Stoping
0x2D - Truck Brake
0x2E - Truck Open
0x2F - Airplane Turbines
0x30 - Save
0x31 - Pokeball Bounce (Like in a trade)
0x32 - Pokeball Bounce (Quieter)
0x33 - Pokeball Bounce (Even Quieter)
0x34 - Pokeball Bounce (Even Quieter Still)
0x35 - Pokeball Open (Like in a trade)
0x36 - Throw Pokeball
0x37 - Musical Decoration Pad (Low C)
0x38 - Musical Decoration Pad (D)
0x39 - Musical Decoration Pad (E)
0x3A - Musical Decoration Pad (F#)
0x3B - Musical Decoration Pad (G)
0x3C - Musical Decoration Pad (A)
0x3D - Musical Decoration Pad (B)
0x3E - Musical Decoration Pad (High C)
0x3F - Mud Ball Smash
0x40 - Wodden Board
0x41 - Get Money
0x42 - P.A. (Like when an elevator is done, or end of Safari Zone)
0x43 - Water Baloon Pop (Low)
0x44 - Water Baloon Pop (Med)
0x45 - Water Baloon Pop (High)
0x46 - Wodden Smash
0x47 - Wooden Break
0x48 - Poison Afliction
0x49 - Conveyor Belt
0x4A - Conveyor Belt 2 (Loop)
0x4B - Conveyor Belt 2 (end)
0x4C - Loud Noise (Like a low conveyor belt 2) (Loop)
0x4D - Loud Noise (End)
0x4E - Light noise (Like a High conveyor belt 2) (Loop)
0x4F - Light Noise (End)
0x50 - Strange Noise (Like sonething being absorbed into a dark void. Sound goes from high to low)
0x51 - Strange Noise (Like an extension of hte previous sound. Sound goes from Low to Super Low)
0x52 - Buzz (Like a Circular Saw)
0x53 - Low Health Alert (Loop) (Can Not Be Turned Off Without Map Refresh)
0x54 - Level Up Ding
0x55 - Low Grumbling (Like a Diesel Engine) (Loop)
0x56 - Low Grumbling (End)
0x57 - Swipe Sound (Loop)
0x58 - Sell Item
0x59 - Low Ding (Like a really low "Low C" note)
0x5A - High Pitch Swipe
0x5B - High Pitch Swipe (Reverse)
0x5C - Smack
0x5D - Small Noise (Like a person kicking dirt)
0x5E - VS Seeker?
0x5F - Light Jingle
0x60 - Explosion
0x61 - Explosion (After Effect / Cont)
0x62 - STRONG Wind (Or Crowd Screaming? My PC to slow to tell...)
0x63 - Low Slamming sound (Like someone setting down a heavy box.)
0x64 - Red / Blue Orb
0x65 - Computer Chatter (One High Pitch Blip)
0x66 - Computer Chatter (2 Blips, pattern: MedHi-High)
0x67 - Computer Chatter (High Pitch PC on?)
0x68 - Computer Chatter (High Pitch PC off?)
0x69 - Computer Chatter (PC Scanning)
0x6A - Glass Breaking?
0x6B - Light Shuffle sound (Like feet sliding across the floor)
0x6C - High Pitch Quiet Blip
0x6D - Small Sound (Like a twig snaping)
0x6E - Strange Sound (Like low pitch Ice Shimmering, or Use of Flute)
0x6F - Loud Bang (Like a gun shot, but different)
0x70 - Lout Buzz
0x71 - Metal Sheen (Like on steel wing, but a little longer)
0x72 - Curse Attack
0x73 - Baton Pass Attack (Like a swipeing / falling sound)
0x74 - Low Crash
0x75 - Bubble Attack (Launch)
0x76 - Substitute attack?
0x77 - Watyer Gun Attack (Launch)
0x78 - Rain Dance Attack
0x79 - Slash Attack
0x7A - Gust Attack?
0x7B - Very Strange Sound (Like a downward Spiral?)
0x7C - Rock Smash Attack? (In Battle or not? I Can't tell)
0x7D - Powerful Wind (Loop)
0x7E - Powerful Wind (End)
0x7F - Pound Attack?
0x80 - Throwing Sound (Like Bait in the Safari Zone)
0x81 - Deep Slashing noise
0x82 - Ice Ball Attack
0x83 - Loud Swipe?
0x84 - Deep Bang (Like someone hit something hard with a big log...)
0x85 - Beam Attack Charge Sound. (Like Solar Beam's Charging sound)
0x86 - Deep Bang (Similar to 0x84)
0x87 - Bubbling Noise
0x88 - Throwing noise (Slightly Higher Pitch)
0x89 - VERY DEEP Throwing sound
0x8A - Deep Explosion like sound
0x8B - Deep Wave-like sound
0x8C - Strange Sound (A Smack Noise, tehn a Short Deep Explosion-ish sound)
0x8D - Deep Bubbling
0x8E - Deep Crash (Like a super deep opening pokeball)
0x8F - Deep Fire
0x90 - Deep Smack
0x91 - Low Whirling
0x92 - High Pitch Powerful Wind (Loop)
0x93 - High Pitch Powerful Wind (End)
0x94 - High Pitch Shuffling
0x95 - Loud Noise (No Explaination)
0x96 - Wing Flapping (Singular)
0x97 - Wing Flapping (Decending Octaves, High To Low)
0x98 - Kicking Sand?
0x99 - High Pitch Whips Sound
0x9A - Strange Sound (No Explaination)
0x9B - Whirling Upwards (Short....)
0x9C - Super Strong Wind Burst
0x9D - MEGA ULTRA Strong wind burst. (I think....)
0x9E - MEGA ULTRA Strong wind burst. (Pitch Goes up, then down, more like actual wind...)
0x9F - Small Noise (Like a twig breaking)
0xA0 - Splash Attack Flopping sound (Singular)
0xA1 - Sandpaper-ish?
0xA2 - Small Noise (No Explaination)
0xA3 - Stretching noise?
0xA4 - Speeding up fan? (Pitch raises, that is all)
0xA5 - Sing Attack
0xA6 - Perish Song Attack
0xA7 - Ice? (Souns like when a pokemon gets frozen...)
0xA8 - Noise (No Explaination)
0xA9 - Little Sound (No explaination...)
0xAA - Loud Sound (No Explaination)
0xAB - Explosion-ish Sound
0xAC - Recover Attack
0xAD - Absorb Smack (The sound before the absorbtion)
0xAE - Metal Sound?
0xAF - Aurora Beam (Small)
0xB0 - Aurora Beam (Main)
0xB1 - Confusion
0xB2 - Drum?
0xB3 - Amnesia "?" Appear
0xB4 - Egg Crack?
0xB5 - Amnesia (Deeper ? Sound)
0xB6 - Loud Hover Sound (Decending)
0xB7 - Loud Hover Sound (Acending)
0xB8 - Strange Sound (Sounds like a speed up, then an upward whirling noise)
0xB9 - Smack (With Echo)
0xBA - Wooshing noise
0xBB - Frustration "Angry" Symbols
0xBC - Small Metalic "Bling" sound
0xBD - Whisping noise
0xBE - Rest Attack
0xBF - Shattering Ice
0xC0 - Deep Watery noise
0xC1 - Strange Noise (No Explaination)
0xC2 - Solar Beam (Launch)
0xC3 - Sunny Day Attack
0xC4 - Strange Noise (Sounds like a small absorption, but not from any absorb attacks...)
0xC5 - Strange Noise (Previous sound, in reverse)
0xC6 - Small Noise (No Explaination)
0xC7 - Swift Attack (Singular - higher pitch)
0xC8 - Swift Attack (Singular - Longer)
0xC9 - Swift Attack (Singular - Lower Pitch)
0xCA - Odor Sleuth Attack
0xCB - Small Noise (Like a twig Snapping... again)
0xCC - Strange noise (Like... Ding, Dong... Ding, Dong....)
0xCD - Strange noise (Frustration "Angry" Symbols... highrt pitch)
0xCE - Noise (Decending Sound)
0xCF - Loud Crash (Very Deep)
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  #19815    
Old October 19th, 2011 (01:36 AM).
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DrFuji DrFuji is offline
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Quote originally posted by chrunch:
Does anyone have a list of sounds in FR? (NOT music, sounds)
Here is a list of sounds that was largely compiled by Darthatron - I just wrote out the last couple that weren't in it and correlated some to moves that use them.

Spoiler:
0x0 - Blank Noise (Stops BGM, not other S.E.)
0x1 - Use Item
0x2 - Log onto PC
0x3 - Turn off PC
0x4 - Turn on PC
0x5 - Click Noise
0x6 - Open Menu
0x7 - Wall Bump
0x8 - Door Open
0x9 - Exit Room
0xA - Jump
0xB - Bike Bell
0xC - Loud Crash (Like dropping of a heavy object)
0xD - Loud Crash (Higher pitch, and with echo)
0xE - Loud Crash (3 in rapid succession, with long echo)
0xF - Low Pitch Pokéball Open
0x10 - Pokéball Close
0x11 – Run from Battle
0x12 - PokéCentre Door Open
0x13 - Strange Noise (Like Water at the beginning, then like electricity)
0x14 - Low Pitch crash
0x15 - Super high pitch beep
0x16 - Error / False sound
0x17 - PokéCentre Pokéball Load up (Pokéballs being placed onto the heal machine.)
0x18 - PokéCasino Reel Stop
0x19 - Insert Coin into Machine
0x1A - Buzz (False/fail at Casino)
0x1B - EXP gauge
0x1C - Hop (Like on an Acro Bike)
0x1D - Lock / Break small rock?
0x1E - Unlock
0x1F – Going through cave entrance
0x20 - Strange Sound (A singular version of the previous sound)
0x21 – Falling through cave hole
0x22 - Singular Metal attack Sound (Like when using steel wing, but singular)
0x23 - Ice Break
0x24 - Ice Crack
0x25 - Falling
0x26 - Strange Sound (Super Low Pitch Ice Break?)
0x27 - Warp Away
0x28 - Warp Return
0x29 - Electricity?
0x2A - Turn Winch (Like in Winona's Gym)
0x2B - Truck Driving (Loop)
0x2C - Truck Stopping
0x2D - Truck Brake
0x2E - Truck Open
0x2F - Airplane Turbines (Loop)
0x30 - Save
0x31 - Pokéball Bounce (Like in a trade)
0x32 - Pokéball Bounce (Quieter)
0x33 - Pokéball Bounce (Even Quieter)
0x34 - Pokéball Bounce (Even Quieter Still)
0x35 - Pokéball Open (Like in a trade)
0x36 - Throw Pokéball
0x37 - Musical Decoration Pad (Low C)
0x38 - Musical Decoration Pad (D)
0x39 - Musical Decoration Pad (E)
0x3A - Musical Decoration Pad (F#)
0x3B - Musical Decoration Pad (G)
0x3C - Musical Decoration Pad (A)
0x3D - Musical Decoration Pad (B)
0x3E - Musical Decoration Pad (High C)
0x3F - Mud Ball Smash/ Walking in Puddle
0x40 - Wooden Board
0x41 - Get Money
0x42 - P.A. (Like when an elevator is done, or end of Safari Zone)
0x43 - Water Balloon Pop (Low)
0x44 - Water Balloon Pop (Med)
0x45 - Water Balloon Pop (High)
0x46 - Wooden Smash
0x47 - Wooden Break
0x48 - Poison Affliction
0x49 - Conveyor Belt
0x4A - Conveyor Belt 2 (Loop)
0x4B - Conveyor Belt 2 (end)
0x4C - Loud Noise (Like a low conveyor belt 2) (Loop)
0x4D - Loud Noise (End)
0x4E - Light noise (Like a High conveyor belt 2) (Loop)
0x4F - Light Noise (End)
0x50 - Thunder
0x51 – Thunder continued
0x52 - Buzz (Like a Circular Saw)
0x53 - Low Health Alert (Loop) (Can Not Be Turned Off Without Map Refresh)
0x54 – Level-Up Ding
0x55 - Low Grumbling (Like a Diesel Engine) (Loop)
0x56 - Low Grumbling (End)
0x57 – Wing Attack (Loop)
0x58 - Sell Item
0x59 - Low Ding (Like a really low "Low C" note)
0x5A - High Pitch Swipe
0x5B - High Pitch Swipe (Reverse)
0x5C - Smack
0x5D – Sand-Attack
0x5E - VS Seeker
0x5F – Shiny Pokemon
0x60 – Explosion (Not the Attack)
0x61 - Explosion (After Effect / Cont)
0x62 - STRONG Wind (Or Crowd Screaming? My PC to slow to tell...)
0x63 - Low Slamming sound (Like someone setting down a heavy box.)
0x64 - Red / Blue Orb
0x65 - Computer Chatter (One High Pitch Blip)
0x66 - Computer Chatter (2 Blips, pattern: MedHi-High)
0x67 - Computer Chatter (High Pitch PC on?)
0x68 - Computer Chatter (High Pitch PC off?)
0x69 - Computer Chatter (PC Scanning)
0x6A – Egg Hatching (Where the Pokémon actually breaks free)
0x6B - Light Shuffle sound (Like feet sliding across the floor)
0x6C - High Pitch Quiet Blip
0x6D - Small Sound (Like a twig snapping)
0x6E - Strange Sound (Like low pitch Ice Shimmering, or Use of Flute)
0x6F – Electric attack of some kind (Short and sharp)
0x70 - Spark
0x71 - Metal Sheen (Steel Wing & Metal Claw etc)
0x72 - Curse Attack (Draining energy)
0x73 – Karate Chop/ Baton Pass (?)
0x74 - Tackle
0x75 - Bubble Attack (Launch)
0x76 - Substitute attack?
0x77 - Water Gun Attack (Launch)
0x78 - Rain Dance Attack
0x79 - Slash Attack
0x7A - Whirlwind
0x7B - Very Strange Sound (Like a downward Spiral?)
0x7C - Rock Smash Attack? (In Battle or not? I Can't tell)
0x7D - Powerful Wind (Loop)
0x7E - Powerful Wind (End)
0x7F - Pound Attack?
0x80 - Throwing Sound (Like Bait in the Safari Zone)
0x81 - Slash
0x82 - Ice Ball Attack
0x83 – Part of Thunder
0x84 – Pokémon took damage (Was not SE or Not Very Effective)
0x85 - Beam Attack Charge Sound. (Like Solar Beam's Charging sound)
0x86 - Deep Bang (Similar to 0x84)
0x87 - Bubbling Noise
0x88 - Throwing noise (Slightly Higher Pitch)
0x89 – Ember (?)
0x8A – Flamethrower (?)
0x8B – Fire Spin (?)
0x8C – Flame Wheel (?)
0x8D - Deep Bubbling
0x8E - Deep Crash (Like a super deep opening Pokéball)
0x8F - Deep Fire
0x90 – Pokémon hurt by burn
0x91 – Focus Energy/ Revenge/ Counter (?)
0x92 - High Pitch Powerful Wind (Loop)
0x93 - High Pitch Powerful Wind (End)
0x94 - Scratch
0x95 - Loud Noise (No Explanation)
0x96 - Wing Flapping (Singular)
0x97 - Wing Flapping (Descending Octaves, High To Low)
0x98 – Sand Attack
0x99 – Air Cutter
0x9A – Bite/ Crunch
0x9B – Bulk up (?)
0x9C - Super Strong Wind Burst
0x9D – Hydro Pump/ Hydro Cannon
0x9E – Hydro Pump/ Hydro Cannon
0x9F - Small Noise (Like a twig breaking)
0xA0 – Tail Whip (Singular)
0xA1 - Sandpaper-ish?
0xA2 - Small Noise (No Explanation)
0xA3 - Stretching noise?
0xA4 – Focus Punch (Gaining focus)
0xA5 - Sing Attack
0xA6 - Perish Song Attack
0xA7 - Ice? (Sounds like when a Pokémon gets frozen...)
0xA8 - Dig (Singular)
0xA9 – Confusion (singular)
0xAA - Loud Sound (No Explanation)
0xAB – Eruption (?)
0xAC - Recover Attack
0xAD - Absorb Smack (The sound before the absorption)
0xAE - Metal Sound?
0xAF - Aurora Beam (Small)
0xB0 - Aurora Beam (Main)
0xB1 - Confusion
0xB2 – Belly Drum (Singular)
0xB3 - Amnesia "?" Appear
0xB4 – Softboiled Egg
0xB5 – Lick (?)
0xB6 - Loud Hover Sound (Descending)
0xB7 - Loud Hover Sound (Ascending)
0xB8 – Swords Dance
0xB9 - Leer
0xBA – Swagger (?)
0xBB - Frustration "Angry" Symbols
0xBC - Small Metallic "Bling" sound
0xBD – Confuse Ray (Singular)
0xBE – Rest/ Snore
0xBF - Shattering Ice
0xC0 – Water Pulse (Singular)
0xC1 - Strange Noise (No Explanation)
0xC2 - Solar Beam (Launch)
0xC3 - Sunny Day Attack
0xC4 - Strange Noise (Sounds like a small absorption, but not from any absorb attacks...)
0xC5 - Strange Noise (Previous sound, in reverse)
0xC6 - Small Noise (No Explanation)
0xC7 - Swift Attack (Singular - higher pitch)
0xC8 - Swift Attack (Singular - Longer)
0xC9 - Swift Attack (Singular - Lower Pitch)
0xCA - Odor Sleuth Attack
0xCB - Small Noise (Like a twig snapping... again)
0xCC – Moonlight
0xCD - Charm
0xCE - Noise (Descending Sound)
0xCF – Fall down Cave hole (?)
0xD0 – Leer-ish sound
0xD1 – Waterfall (In-Battle)
0xD2 -
0xD3 – Toxic (?)
0xD4 – Sandstorm (?)
0xD5 – Defense Curl (Singular)
0xD6 - Thunder
0xD7 – Fake Out
0xD8 – Crowd cheering / Truck (?)
0xD9 – Baton Pass
0xDA - Shimmer
0xDB – Metronome (?)
0xDC – Hypnosis (?)
0xDD - Synthesis
0xDE – Slap / Fake Out (?)
0xDF – Wind
0xE0 - Grasswhistle
0xE1 -
0xE2 – Dive
0xE3 – Magnitude (?)
0xE4 – Gust
0xE5 – Sweet Scent
0xE6 - Yawn
0xE7 – Seismic Toss (Beginning)
0xE8 – Stat is raised
0xE9 – Fire Attack of some kind
0xEA – Uproar (Singular)
0xEB – Icicle (?)
0xEC - Moonlight
0xED – Teeter Dance
0xEE - Stat is lowered
0xEF – Psychic Attack (Psywave?)
0xF0 – Egg (?)
0xF1 – Open Door
0xF2 – Sand Attack (?)
0xF3 – 0xF2 Backwards
0xF4 – Get Money
0xF5 – Flick a switch (?)
0xF6 - Blob
0xF7 – Egg Hatch
0xF8 – Cash Register
0xF9 – S.S Anne foghorn
0xFA – Opening to Oak’s theme
0xFB – Similar to 0xFA
0xFC – Beginning of 0xFA followed by error noise
0xFD - Deoxys
0xFE – Regain health
0xFF – Error sound

All numbers following 0xFF start playing the music available in the ROM (e.g Trainerbattle and Town Themes)


EDIT: Ninja'd... kinda :P
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  #19816    
Old October 19th, 2011 (06:02 AM).
ShaHar ShaHar is offline
 
Join Date: Oct 2011
Location: Belgium
Gender: Male
Posts: 7
Hi,

Okay, stumbled upon a new problem i have,
i don't really know what the solution could be, or where to find it,
hope it could be found right here...

so i recently removed all known maps of the game FR and added some new ones from myself, now, everything if want it to work is working fine, but whenever i faint (run out of pokemons) i don't return to (in this case) my mom, but the screen just goes black and doesn't change.

normally you should start over at you own place, or the last visited center, but that never happens to me, anyone got an idea?

Greetz ShaHar
  #19817    
Old October 19th, 2011 (02:47 PM).
zacharianinja zacharianinja is offline
 
Join Date: Oct 2008
Posts: 11
i have some sort of problem going on with my advance map i think, when i plug in a script that i knows right and its all compiled and everything it just crashes the game. iv tried a couple different versions of a-map and some scripts work on some and some on others. anyone else have this problem/ know about it?
  #19818    
Old October 19th, 2011 (03:13 PM).
SwirlyBirds's Avatar
SwirlyBirds SwirlyBirds is offline
apparently not quite dead
Gold Tier
 
Join Date: May 2010
Nature: Lonely
Posts: 813
Quote originally posted by DavidJCobb:
Could you show us the hex data located at and around the script? XSE has a hex viewer that you can use to screenshot it. My guess is that there is data already in that location that is not a script.
I assume this is what you mean.


Quote originally posted by DavidJCobb:
As for your recompile attempt not replacing the garbled data, this is because you used the "dynamic" directive. This tells XSE to look for free space at or after the specified offset, and to compile only to free space. So your script is somewhere after the garbled data. If you wish to compile a script to a known offset, you must use offsets instead of @-prefixed name labels (e.x. "#org 0x800000").
Thanks.
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  #19819    
Old October 19th, 2011 (08:28 PM). Edited October 21st, 2011 by darkprince909.
darkprince909 darkprince909 is offline
 
Join Date: May 2008
Gender:
Posts: 79
I'm having a problem with the houses on one of my maps, specifically the warps. The warps are set up perfectly, and they behave just fine in AdvanceMap, but when I tested it out in the emulator, it takes me to someplace else altogether. Im using the Pewter City maps for this town, if that matters.

I recorded a video and put it on Youtube in case you don't get what I'm asking. Sorry for the crappy quality.
http://www.youtube.com/watch?v=FcmAlbiYfR4

Thanks in advance.

Edit: Also, looking through my ROM, there seems to be a somewhat large number of house interiors with no events. No warps, no people, no scripts, no nothing. I don't remember going through and deleting them all, and most of them still have the events, and it's just house interiors that don't have events. The two houses I'm trying to use here were like that too, but I added in the warp. Maybe something happened to my ROM? (I really hope not. That would suck.)

Edit2.0: Nevermind, I just reinserted the map. It works fine now.
  #19820    
Old October 20th, 2011 (02:22 AM).
Masou Shoujo Haruna's Avatar
Masou Shoujo Haruna Masou Shoujo Haruna is offline
Don't touch me, I'm sterile
 
Join Date: Jun 2011
Gender: Female
Nature: Naive
Posts: 13
is there some sort of method to figure out the offset of a certain variable? (like 0x8004 is 0x020370c0)
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  #19821    
Old October 20th, 2011 (08:07 AM).
EdensElite's Avatar
EdensElite EdensElite is offline
No0b, but getting there.
 
Join Date: Jun 2011
Location: UK
Gender: Male
Nature: Bold
Posts: 190
How do I create a gender-related script i.e I want ot have a simple message box script but a pokepic for a different pokemon depending on if you picked the male or female character, I assume theres a flag for it? or a special command?
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ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

That means it will be playable in the browser, and across multiple devices such as the iPod touch.
  #19822    
Old October 20th, 2011 (12:08 PM).
hinkage's Avatar
hinkage hinkage is offline
Go make some new disaster
Gold Tier
 
Join Date: Aug 2010
Age: 19
Posts: 378
Quote originally posted by EdensElite:
How do I create a gender-related script i.e I want ot have a simple message box script but a pokepic for a different pokemon depending on if you picked the male or female character, I assume theres a flag for it? or a special command?

Here's a script fragment in PKSV
Spoiler:
\\ code
\\ code
\\ code
checkgender
compare lastresult 0x0 (boy)
if == jump Example1
compare lastresult 0x1 (girl)
if == jump Example2
release
end

or, an easier way

\\ code
\\ code
\\ code
checkgender
compare lastresult 0x0 (boy)
if == call Example1
compare lastresult 0x1 (girl)
if == call Example2
\\ code
\\ code
\\ code
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  #19823    
Old October 20th, 2011 (01:51 PM).
EdensElite's Avatar
EdensElite EdensElite is offline
No0b, but getting there.
 
Join Date: Jun 2011
Location: UK
Gender: Male
Nature: Bold
Posts: 190
Is it the same command for xse?
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ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

That means it will be playable in the browser, and across multiple devices such as the iPod touch.
  #19824    
Old October 20th, 2011 (03:16 PM).
skittyx skittyx is offline
 
Join Date: Sep 2009
Gender: Female
Posts: 1
Does anyone know the Fire Red unLZGBA number(s) for the elemental type icons or any other way I would be able to edit those?
  #19825    
Old October 20th, 2011 (04:25 PM).
hinkage's Avatar
hinkage hinkage is offline
Go make some new disaster
Gold Tier
 
Join Date: Aug 2010
Age: 19
Posts: 378
Can anyone with animation editing experience VM me? I'm looking for the PokeCenter/Gym/Mart/etc. door animations.
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