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  #22376    
Old August 6th, 2012, 04:53 PM
tajaros's Avatar
tajaros
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Quote:
Originally Posted by Shootingace View Post
Tajaros gave a good explanation which i copied onto a word document.
I still have 2 more questions about starting Gary's battle scene from scratch:

1) When you walk south in the lab then Gary stops you. Which commands do i use for him to walk up to you and stop you?

2) In XSE and Advanced Map, how do i open a script from Advancedmap to XSE?
For example if i want to adjust Gary's script on XSE, how do i get his script on the tab there?
You use the applymovement command...

Applymovement goes like this:

Applymovement 0x(Person Event no.(Hex)) @offset(input any pointer just make sure it doesn't have spaces...

Here's an example script...
Quote:
#dynamic 0x800000 <- This is needed for every script in XSE, with this XSE finds some Free Space needed starting from offset 0x800000

#org @start <- Starts the script
lock <- Locks the NPC to the player
faceplayer <- Makes the NPC face the player
msgbox @hi 0x6 <- Loads the message in the pointer "@hi"
applymovement 0xff @down <- Makes the person with the person event no. 0xff move it loads the movement in the pointer "@down", note 0xFF is the players person event no., so that means that this will move your player...
waitmovement 0x0 <- Waits the movement to be finished so that it will continue, you have to input these after every applymovement commands...
msgbox @haha 0x6 <- Loads the message in the pointer "@haha"
release <- Releases the NPC to the player
end <- Ends the script

#org @hi <- Message of @hi
= GIRL: Hello there!\pDo you believe that I have Psychic\nPowers?\p\v\h01: No, your just an ordinary\ngirl.\pGIRL: Well, let's see If your\ncorrect!\pI will control you to move\ndownwards.

#org @down <- Loads the movement to be done...
#raw 0x10 <- Makes the player move one step down
#raw 0x10 <- Makes the player move one step down
#raw 0x10 <- Makes the player move one step down
#raw 0xfe <- Now in every movement commands you have to input #raw 0xfe at the last part if you don't do this it somehows messes up your script...

#org @haha < - Message of @haha
= \v\h01: Woah!, that's scary!\pGIRL: Haha, that's what you get\nfor not believing me.
You might ask how did I know that it's raw 0x10?

I have a list of the raw movements here they are so you can use them...
Spoiler:
Movement
#raw 0x0 = Face Down
#raw 0x1 = Face Up
#raw 0x2 = Face Left
#raw 0x3 = Face Right
#raw 0x4 = Face Down (Faster)
#raw 0x5 = Face Up (Faster)
#raw 0x6 = Face Left (Faster)
#raw 0x7 = Face Right (Faster)
#raw 0x8 = Step Down (Very Slow)
#raw 0x9 = Step Up (Very Slow)
#raw 0xA = Step Left (Very Slow)
#raw 0xB = Step Right (Very Slow)
#raw 0xC = Step Down (Slow)
#raw 0xD = Step Up (Slow)
#raw 0xE = Step Left (Slow)
#raw 0xF = Step Right (Slow)
#raw 0x10 = Step Down (Normal)
#raw 0x11 = Step Up (Normal)
#raw 0x12 = Step Left (Normal)
#raw 0x13 = Step Right (Normal)
#raw 0x14 = Jump2 Down
#raw 0x15 = Jump2 Up
#raw 0x16 = Jump2 Left
#raw 0x17 = Jump2 Right
#raw 0x18 = Delay1
#raw 0x19 = Delay2
#raw 0x1A = Delay3
#raw 0x1B = Delay4
#raw 0x1C = Delay5
#raw 0x1D = Step Down (Fast)
#raw 0x1E = Step Up (Fast)
#raw 0x1F = Step Left (Fast)
#raw 0x20 = Step Right (Fast)
#raw 0x21 = Step on the Spot Down (Normal)
#raw 0x22 = Step on the Spot Up (Normal)
#raw 0x23 = Step on the Spot Left (Normal)
#raw 0x24 = Step on the Spot Right (Normal)
#raw 0x25 = Step on the Spot Down (Faster)
#raw 0x26 = Step on the Spot Up (Faster)
#raw 0x27 = Step on the Spot Left (Faster)
#raw 0x28 = Step on the Spot Right (Faster)
#raw 0x29 = Step on the Spot Down (Fastest)
#raw 0x2A = Step on the Spot Up (Fastest)
#raw 0x2B = Step on the Spot Left (Fastest)
#raw 0x2C = Step on the Spot Right (Fastest)
#raw 0x2D = Face Down (Delayed)
#raw 0x2E = Face Up (Delayed)
#raw 0x2F = Face Left (Delayed)
#raw 0x30 = Face Right (Delayed)
#raw 0x31 = Slide Down (Slow)
#raw 0x32 = Slide Up (Slow)
#raw 0x33 = Slide Left (Slow)
#raw 0x34 = Slide Right (Slow)
#raw 0x35 = Slide Down (Normal)
#raw 0x36 = Slide Up (Normal)
#raw 0x37 = Slide Left (Normal)
#raw 0x38 = Slide Right (Normal)
#raw 0x39 = Slide Down (Fast)
#raw 0x3A = Slide Up (Fast)
#raw 0x3B = Slide Left (Fast)
#raw 0x3C = Slide Right (Fast)
#raw 0x3D = Slide Running on Right Foot (Down)
#raw 0x3E = Slide Running on Right Foot (Up)
#raw 0x3F = Slide Running on Right Foot (Left)
#raw 0x40 = Slide Running on Right Foot (Right)
#raw 0x41 = Slide Running on Left Foot (Down)
#raw 0x42 = Slide Running on Left Foot (Up)
#raw 0x43 = Slide Running on Left Foot (Left)
#raw 0x44 = Slide Running on Left Foot (Right)
#raw 0x46 = Jump Facing Left (Down)
#raw 0x47 = Jump Facing Down (Up)
#raw 0x48 = Jump Facing Up (Left)
#raw 0x49 = Jump Facing Left (Right)
#raw 0x4A = Face Player
#raw 0x4B = Face Against Player
#raw 0x4C = Lock Sprite Facing
#raw 0x4D = Release Sprite Facing
#raw 0x4E = Jump Down
#raw 0x4F = Jump Up
#raw 0x50 = Jump Left
#raw 0x51 = Jump Right
#raw 0x52 = Jump in Place (Facing Down)
#raw 0x53 = Jump in Place (Facing Up)
#raw 0x54 = Jump in Place (Facing Left)
#raw 0x55 = Jump in Place (Facing Right)
#raw 0x56 = Jump in Place (Facing Down/Up)
#raw 0x57 = Jump in Place (Facing Up/Down)
#raw 0x58 = Jump in Place (Facing Left/Right)
#raw 0x59 = Jump in Place (Facing Right/Left)
#raw 0x60 = Hide Sprite
#raw 0x61 = Show Sprite
#raw 0x62 = Exclamation Mark (!)
#raw 0x63 = Question Mark (?)
#raw 0x64 = Cross (X)
#raw 0x65 = Double Exclamation Mark (!!)
#raw 0x66 = Happy ()
#raw 0xFE = End of Movements


Again you might want the clean script so here it is...
Quote:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @hi 0x6
applymovement 0xff @down
waitmovement 0x0
msgbox @haha 0x6
release
end

#org @hi
= GIRL: Hello there!\pDo you believe that I have Psychic\nPowers?\p\v\h01: No, your just an ordinary\ngirl.\pGIRL: Well, let's see If your\ncorrect!\pI will control you to move\ndownwards.

#org @down
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0fe

#org @haha
= \v\h01: Woah!, that's scary!\pGIRL: Haha, that's what you get\nfor not believing me.
In order to make XSE open scripts in Advance-Map you have to goto "Settings" and then click on the "Choose script editor" then browse for XSE and XSE can now open scripts in A-map!

Also if you want the Original Gary Script here it is...
Spoiler:
'---------------
#org 0x1692F3
lockall
setvar 0x4002 0x2
goto 0x816930B

'---------------
#org 0x16930B
textcolor 0x0
playsong 0x13B 0x0
applymovement 0x8 0x81A75ED
waitmovement 0x0
applymovement 0xFF 0x81A75E9
waitmovement 0x0
msgbox 0x818DDA4 0x4 '"[rival]: Wait, [player]!\nLet's ch..."
closeonkeypress
applymovement 0x4 0x81A75F1
waitmovement 0x0
compare 0x4031 0x0
if 0x1 goto 0x81693D2
compare 0x4031 0x1
if 0x1 goto 0x816944D
compare 0x4031 0x2
if 0x1 goto 0x816935A
end

'---------------
#org 0x1693D2
compare 0x4002 0x1
if 0x1 goto 0x81693F4
compare 0x4002 0x2
if 0x1 goto 0x8169404
compare 0x4002 0x3
if 0x1 goto 0x8169414
end

'---------------
#org 0x16944D
compare 0x4002 0x1
if 0x1 goto 0x816946F
compare 0x4002 0x2
if 0x1 goto 0x816947F
compare 0x4002 0x3
if 0x1 goto 0x816948F
end

'---------------
#org 0x16935A
compare 0x4002 0x1
if 0x1 goto 0x816937C
compare 0x4002 0x2
if 0x1 goto 0x816938C
compare 0x4002 0x3
if 0x1 goto 0x816939C
end

'---------------
#org 0x1693F4
applymovement 0x8 0x8169438
waitmovement 0x0
goto 0x8169424

'---------------
#org 0x169404
applymovement 0x8 0x8169440
waitmovement 0x0
goto 0x8169424

'---------------
#org 0x169414
applymovement 0x8 0x8169447
waitmovement 0x0
goto 0x8169424

'---------------
#org 0x16946F
applymovement 0x8 0x81694B3
waitmovement 0x0
goto 0x816949F

'---------------
#org 0x16947F
applymovement 0x8 0x81694B9
waitmovement 0x0
goto 0x816949F

'---------------
#org 0x16948F
applymovement 0x8 0x81694BE
waitmovement 0x0
goto 0x816949F

'---------------
#org 0x16937C
applymovement 0x8 0x81693C0
waitmovement 0x0
goto 0x81693AC

'---------------
#org 0x16938C
applymovement 0x8 0x81693C7
waitmovement 0x0
goto 0x81693AC

'---------------
#org 0x16939C
applymovement 0x8 0x81693CD
waitmovement 0x0
goto 0x81693AC

'---------------
#org 0x169424
trainerbattle 0x9 0x148 0x3 0x818DDEA 0x818DE1A
goto 0x81694C2

'---------------
#org 0x16949F
trainerbattle 0x9 0x147 0x3 0x818DDEA 0x818DE1A
goto 0x81694C2

'---------------
#org 0x1693AC
trainerbattle 0x9 0x146 0x3 0x818DDEA 0x818DE1A
goto 0x81694C2

'---------------
#org 0x1694C2
special 0x0
msgbox 0x818DE38 0x4 '"[rival]: Okay! I'll make my\nPOKéM..."
closeonkeypress
playsong 0x13C 0x0
compare 0x4002 0x1
if 0x1 call 0x8169504
compare 0x4002 0x2
if 0x1 call 0x8169516
compare 0x4002 0x3
if 0x1 call 0x8169528
hidesprite 0x8
sound 0x9
fadedefault
setvar 0x4055 0x4
setflag 0x258
releaseall
end

'---------------
#org 0x169504
applymovement 0x8 0x816953A
applymovement 0xFF 0x8169553
waitmovement 0x8
return

'---------------
#org 0x169516
applymovement 0x8 0x816954A
applymovement 0xFF 0x8169553
waitmovement 0x8
return

'---------------
#org 0x169528
applymovement 0x8 0x8169542
applymovement 0xFF 0x8169559
waitmovement 0x8
return


'---------
' Strings
'---------
#org 0x18DDA4
= [rival]: Wait, [player]!\nLet's check out our POKéMON!\pCome on, I'll take you on!

#org 0x18DDEA
= WHAT?\nUnbelievable!\lI picked the wrong POKéMON!

#org 0x18DE1A
= [rival]: Yeah!\nAm I great or what?

#org 0x18DE38
= [rival]: Okay! I'll make my\nPOKéMON battle to toughen it up!\p[player]! Gramps!\nSmell you later!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75E9
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75F1
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x169438
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x169440
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x169447
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x1694B3
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x1694B9
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x1694BE
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x1693C0
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x1693C7
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x1693CD
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x16953A
#raw 0x13 'Step Right (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x1B 'Delay4
#raw 0xFE 'End of Movements

#org 0x169553
#raw 0x1C 'Delay5
#raw 0x1B 'Delay4
#raw 0x30 'Face Right (Delayed)
#raw 0x1C 'Delay5
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x16954A
#raw 0x13 'Step Right (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x1B 'Delay4
#raw 0xFE 'End of Movements

#org 0x169542
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x1B 'Delay4
#raw 0xFE 'End of Movements

#org 0x169559
#raw 0x1C 'Delay5
#raw 0x1B 'Delay4
#raw 0x2F 'Face Left (Delayed)
#raw 0x1C 'Delay5
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements


Or if you want you can manually decompile the offset using XSE all you need is the script's offset... Gary script offset is 0x1692F3 just input that in XSE and decompile it, remove the 0x it's not needed...

Quote:
Originally Posted by Shootingace View Post
hi guys i have another question:

1) If i wanted to create Arceus in FR, which tools do i use for its sprite and image?
To insert sprites use the Advanced Pokemon Sprite Editor, or Wichu's Sprite Editor, it also includes the Advance Sprite Position Editor, and Advanced Pokemon Icon Editor... You can also Use UNLZ but you need to index them while in the Advanced series you don't have to index the sprites cause it reads images with colors higher than 16 colors and automatically indexes them...

You can use either YAPE or Poke Edit Pro, if you want to edit the Info about the Pokemon...
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  #22377    
Old August 6th, 2012, 07:22 PM
Darkrai Lv.1000's Avatar
Darkrai Lv.1000
Has a tendency to figure things out
 
Join Date: Jul 2007
Location: Aboard the Arc-Gurren
Age: 19
Gender: Male
Nature: Adamant
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*goes into a corner and cries*

I can't change attack animations. I extended the attack table perfectly, I added the attacks, and I detailed the attacks, but the animations are all wrong, for example, Roost has Pound's animation. I've tried using Pokemon Game Editor to give Roost the same animation pointer as Featherdance, but it still uses Pound's animation. How do I go about changing animations the right way? I'm using Ruby, by the way.
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  #22378    
Old August 6th, 2012, 09:18 PM
Ph3nom3nal's Avatar
Ph3nom3nal
Beginning Trainer
 
Join Date: Jul 2012
Gender: Male
How do I play pokemon hacks? Sorry, I'm new to playing pokemon hacks. And if this has been asked before, I'm sorry.
  #22379    
Old August 6th, 2012, 09:59 PM
Darthatron's Avatar
Darthatron
巨大なトロール。
Community Supporter Tier 2
 
Join Date: Jan 2006
Location: Melbourne, Australia
Age: 22
Gender: Male
Nature: Modest
Quote:
Originally Posted by Ph3nom3nal View Post
How do I play pokemon hacks? Sorry, I'm new to playing pokemon hacks. And if this has been asked before, I'm sorry.
Trying reading this helpful thread: http://www.pokecommunity.com/showthread.php?t=73966

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  #22380    
Old August 7th, 2012, 08:06 AM
be10an
Beginning Trainer
 
Join Date: Apr 2010
Gender: Male
Okay so I am new to this whole place (I have had an account, but that was just to download some of your guys awesome hacks) and I have been inspired to make me own hack... so I understand why you all have soooo many people helping cause it is hard as a one person job.

So anyway my question, whenever I changed up littleroot I messed something up because everytime the avatar walks out the door this happens
oi45.tinypic[.]com/2iarbwy.jpg (I cannot post urls cause I am to new )
So I hit A and it goes into a loop... I have not changed any scripts in the town yet, all I have done is changed what it looks like and I added some new warps and people in it...
So I am sorry if other people have asked this, or if it doesn't belong in this thread... but please please help.
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  #22381    
Old August 7th, 2012, 09:35 AM
The_Show
Banned
 
Join Date: Jan 2012
Location: Carracosta Rock, Akmin Region
Gender: Male
Nature: Sassy
For the XSE command "spritebehave", how do I use it, and how could I use it to my advantage?
  #22382    
Old August 7th, 2012, 10:12 AM
redriders180's Avatar
redriders180
Mastermind of Pokemon Glazed
 
Join Date: Jun 2010
Location: Path of Victory, Tunod
Gender: Male
Nature: Quirky
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Quote:
Originally Posted by The_Show View Post
For the XSE command "spritebehave", how do I use it, and how could I use it to my advantage?
Spritebehave is useful, because it lets you change the behavior of an overworld. The parameters are the OW number, and the behavior number, the latter able to be found in A-Map (for example, "Look Down" is 0x8, and "Walk Around" is 0x2). This command is mainly if you need an OW to have two different behaviors, one before and one after an event occurs. First example that comes to mind is the little girl in Pallet Town, who is first reading the sign (look up), then walking around at some other point.

Quote:
Originally Posted by be10an View Post
Okay so I am new to this whole place (I have had an account, but that was just to download some of your guys awesome hacks) and I have been inspired to make me own hack... so I understand why you all have soooo many people helping cause it is hard as a one person job.

So anyway my question, whenever I changed up littleroot I messed something up because everytime the avatar walks out the door this happens
oi45.tinypic[.]com/2iarbwy.jpg (I cannot post urls cause I am to new )
So I hit A and it goes into a loop... I have not changed any scripts in the town yet, all I have done is changed what it looks like and I added some new warps and people in it...
So I am sorry if other people have asked this, or if it doesn't belong in this thread... but please please help.
In A-Map, open the header tab of Littleroot Town. Near the middle, there's an option for "Map Script", with many different fields. Click the "remove" button until you can no longer click it, and save everything. That should fix the problem.
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  #22383    
Old August 7th, 2012, 10:44 AM
Nate VonGrimm's Avatar
Nate VonGrimm
Mime Jr.
 
Join Date: Oct 2011
Location: Uxbridge
Age: 22
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by be10an View Post
Okay so I am new to this whole place (I have had an account, but that was just to download some of your guys awesome hacks) and I have been inspired to make me own hack... so I understand why you all have soooo many people helping cause it is hard as a one person job.

So anyway my question, whenever I changed up littleroot I messed something up because everytime the avatar walks out the door this happens
oi45.tinypic[.]com/2iarbwy.jpg (I cannot post urls cause I am to new )
So I hit A and it goes into a loop... I have not changed any scripts in the town yet, all I have done is changed what it looks like and I added some new warps and people in it...
So I am sorry if other people have asked this, or if it doesn't belong in this thread... but please please help.
What you have there is a Level Script error.
Because you have edited Littleroot Town and removed the other sprites that are part of the script, the level script can't function so you get stuck in that loop.

How to fix:
Go into Advanced Map, Open up your map and click the 'Header' Tab.
Go to the 3rd section named 'Map script'.
Click on the 'remove' button until the section is completely greyed out.

You should have no more problems after that.
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That's about as much as you're going to get for now...


  #22384    
Old August 7th, 2012, 12:07 PM
Wendle's Avatar
Wendle
Not So Standard Trainer
 
Join Date: Sep 2009
Nature: Modest
How any extra maps can I add to a fire red hack? How can I increase the amount allotted?

I have the A-ptch tool, does it work on IPS not APS files?
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Last edited by Wendle; August 7th, 2012 at 12:35 PM.
  #22385    
Old August 7th, 2012, 12:48 PM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Quote:
Originally Posted by Wendle View Post
I have the A-ptch tool, does it work on IPS not APS files?
A-ptch works only with APS. For IPSs, use LIPS.
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  #22386    
Old August 7th, 2012, 12:49 PM
Nate VonGrimm's Avatar
Nate VonGrimm
Mime Jr.
 
Join Date: Oct 2011
Location: Uxbridge
Age: 22
Gender: Male
Nature: Relaxed
So I am returning to my old hack which I haven't worked on in almost 10 months and I came across an error on Advance Map while trying to view my scripts.

Spoiler:
(EProcess) Failed to execute C: \Users\Nate VonGrimm\Documents\PokeHack\Pokemon Editor\Editors\Script Editor\XSE\XSE.exe Pokemon - Ruby Version (USA).gba:80160E : 193


At first, Advance Map wouldn't accept XSE as the script editor until I edited the .ini file for XSE as it's path was still directed to it's old location (I moved my entire PokéHack project along with any files and programs associated with it to a new location on my PC). After that, A-Map accepted XSE but refuses to load it when I try to view scripts.
A-Map and XSE used to work perfectly together until I moved all the files to a new location.

Does this have anything to do with why A-Map is being stubborn?
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  #22387    
Old August 7th, 2012, 01:07 PM
ectyrant
Beginning Trainer
 
Join Date: Aug 2012
Gender: Male
I added new pokemon to my game, but when they go to evolve the animation starts then it stops as if B was pressed and the message box say "?" How do I fix this?
  #22388    
Old August 7th, 2012, 01:14 PM
machomuu's Avatar
machomuu
Fueled by Pepsi
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Quote:
Originally Posted by ectyrant View Post
I added new pokemon to my game, but when they go to evolve the animation starts then it stops as if B was pressed and the message box say "?" How do I fix this?
Did you change the name of the Pokemon you added?
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  #22389    
Old August 7th, 2012, 02:47 PM
tajaros's Avatar
tajaros
Hi I'm dawg
 
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Location: Philippines
Age: 15
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Quote:
Originally Posted by ectyrant View Post
I added new pokemon to my game, but when they go to evolve the animation starts then it stops as if B was pressed and the message box say "?" How do I fix this?
By any chance, did you replace a Pokemon not from Kanto? (from JOHTO, and HOENN?)

And by that when you tried to evolve your Pokemon do you have The National Dex?

The solution to this is, get the National Dex, or Replace a Pokemon in Kanto so that the Pokemon will evolve Properly...
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  #22390    
Old August 7th, 2012, 04:13 PM
shinyabsol1's Avatar
shinyabsol1
Pokemon DarkJasper!?
 
Join Date: Aug 2010
Gender: Male
Nature: Calm
How do you edit the palette of the grass battle background?

I just inserted a new background and I want to change the colors, but I can't seem to pinpoint where the colors are that I need to change. I read somewhere that the palette is stored at 00248405, but when I open that in APE, it doesn't look right and it tells me that it is not safe to edit. And if I ignore that warning and replace it anyways, it wrecks the battle background palette.

Any help with figuring this out would be greatly appreciated!
  #22391    
Old August 7th, 2012, 05:10 PM
Ph3nom3nal's Avatar
Ph3nom3nal
Beginning Trainer
 
Join Date: Jul 2012
Gender: Male
Quote:
Originally Posted by Darthatron View Post
Trying reading this helpful thread:

That thread didn't help at all. Sorry. And i can't quote all of that cuz of the 15 posts rule.
  #22392    
Old August 7th, 2012, 05:45 PM
redriders180's Avatar
redriders180
Mastermind of Pokemon Glazed
 
Join Date: Jun 2010
Location: Path of Victory, Tunod
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Quote:
Originally Posted by Nate VonGrimm View Post
So I am returning to my old hack which I haven't worked on in almost 10 months and I came across an error on Advance Map while trying to view my scripts.

Spoiler:
(EProcess) Failed to execute C: \Users\Nate VonGrimm\Documents\PokeHack\Pokemon Editor\Editors\Script Editor\XSE\XSE.exe Pokemon - Ruby Version (USA).gba:80160E : 193


At first, Advance Map wouldn't accept XSE as the script editor until I edited the .ini file for XSE as it's path was still directed to it's old location (I moved my entire PokéHack project along with any files and programs associated with it to a new location on my PC). After that, A-Map accepted XSE but refuses to load it when I try to view scripts.
A-Map and XSE used to work perfectly together until I moved all the files to a new location.

Does this have anything to do with why A-Map is being stubborn?
Did you try opening A-Map, and go to Settings > Choose script editor...? That's the proper way to do it, so you shouldn't have any bugs.
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  #22393    
Old August 7th, 2012, 05:48 PM
The_Show
Banned
 
Join Date: Jan 2012
Location: Carracosta Rock, Akmin Region
Gender: Male
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Where can I find a list of the numbers for RUBY specials + fanfares + MultichoiceID's? Most of the info out there is for FR, so it would help if there was a list for those 3 things.
  #22394    
Old August 7th, 2012, 05:50 PM
tajaros's Avatar
tajaros
Hi I'm dawg
 
Join Date: Apr 2012
Location: Philippines
Age: 15
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Quote:
Originally Posted by Ph3nom3nal View Post
That thread didn't help at all. Sorry. And i can't quote all of that cuz of the 15 posts rule.
Wanna play hacks? First you need an emulator.. (eg. VBA/NO$GBA)

Then you need to download a patching tool like LIPS and A-ptch cause all downloadable hacks here are on a patch...

But, In order to play you need a ROM, but, sorry ROM's are illegal just search them off google (eg FireRed, Ruby, Emerald, etc.) (You need to patch the Original ROM so that you will be able to play the hack) You can view the Original ROM in the thread name's(FireRed Hack: Pokemon Shinygold...etc.. )

Some patches are in .Zip or .rar files for that you need a tool like Winrar or 7-zip for extraction of files...

Or maybe search off some tutorials on Youtube and Google they'll help you a lot...
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  #22395    
Old August 7th, 2012, 05:54 PM
redriders180's Avatar
redriders180
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Quote:
Originally Posted by shinyabsol1 View Post
How do you edit the palette of the grass battle background?

I just inserted a new background and I want to change the colors, but I can't seem to pinpoint where the colors are that I need to change. I read somewhere that the palette is stored at 00248405, but when I open that in APE, it doesn't look right and it tells me that it is not safe to edit. And if I ignore that warning and replace it anyways, it wrecks the battle background palette.

Any help with figuring this out would be greatly appreciated!
The palettes for the grass backgrounds are stored in the most annoying way possible. If you open up palette 248405, you'll see roughly half of the colors in the battle background... 0000, FC73, D4eF, 903F, B553, 1F7C, DD7B, and 777B. Change the palette to 248408, however, and the second half magically appears! In this case, F84B, FC5F, B33B, D85F, 997B, 9A7B, BB7B, and DB6F. By switching between the two, you'll be able to edit the palette, although it's incredibly annoying.

Quote:
Originally Posted by The_Show View Post
Where can I find a list of the numbers for RUBY specials + fanfares + MultichoiceID's? Most of the info out there is for FR, so it would help if there was a list for those 3 things.
I don't know about fanfares, but XSE has a list of Multichoices in it's help appendix, and a very limited list of specials (only a few). I'll list them here if you don't use XSE/don't want to dig around the help appendix (Courtest of Hackmew, Martin, and ZodiacDaGreat):

Spoiler:

0 = Petalburg/Slateport
2 = Enter/Info/Cancel
3 = What's contest/Types of Contest/Ranks/Cancel
4 = Cool/Beauty/Cute/Smart/Tough/Cancel
5 = Decoration/Pack-up/Cancel
6 = Decoration/Pack-up/Registry/Cancel
7 = Register/Registry/Information/Cancel
C = Mach/Acro
D = PSN/PAR/SLP/BRN/FRZ/Cancel
E = Dewford/Cancel
10 = Saw it/Not yet
11 = Yes/No/Info
12 = Single/Double/Multi/Cancel
13 = Littleroot/Slateport/Lilycove
14 = Yes/No/Info
17 = Make Challenge/Obtain Info/Cancel
18 = LV50/LV100/CANCEL
19 = Zigzagoon/Poocheyena/Nincada
1A = Nincada/Lotad/Roselia
1B = Shroomish/Nincada/Surskit
1C = Treecko/Torchic/Mudkip
1D = Seedot/Shroomish/Spinda
1E = Shroomish/Zigzagoon/Wurmple
1F = PokeBall/Super Potion/Same Price
20 = £135/£155/£175
21 = Cost More/Cost Less/Same Price
22 = Male/Female/Neither
23 = males/females/same number
24 = Male/Female/Depends
25 = 6/8/10
26 = 1/2/3
27 = 6/7/8
2A = FRESHWATER/SODAPOP/LEMONADE/CANCEL
2B = How To Ride/How To Turn/Sandy Slopes/CANCEL
2C = WHEELIES/BUNNY-HOPS/JUMPING/CANCEL
2D = SATISFIED/DISSATISFIED
2E = DEEPSEATOOTH/DEEPSEASCALE
2F = BLUE FLUTE/YELLOW FLUTE/RED FLUTE/WHITE FLUTE/BLACK FLUTE/GLASS CHAIR/GLASS DESK/CANCEL
30 = TREECKODOLL/TORCHICDOLL/MUDKIPDOLL/CANCEL
31 = 50COINS/500COINS/CANCEL
32 = EXCELLENT/NOTSOHOT
34 = LILYCOVE/BATTLETOWER
35 = SLATEPORT/LILYCOVE
36 = RIGHT/LEFT
37 = TM32/TM29/TM35/TM24/TM13/CANCEL
38 = SLATEPORT/BATTLETOWER
39 = 1F/2F/3F/4F/5F
3A = REDSHARD/CANCEL
3B = YELLOWSHARD/CANCEL
3C = REDSHARD/YELLOWSHARD/CANCEL
3D = BLUESHARD/CANCEL
3E = REDSHARD/BLUESHARD/CANCEL
3F = YELLOWSHARD/BLUESHARD/CANCEL
40 = REDSHARD/YELLOWSHARD/BLUESHARD/CANCEL
41 = GREENSHARD/CANCEL
42 = REDSHARD/GREENSHARD/CANCEL
43 = YELLOWSHARD/GREEMSHARD/CANCEL
44 = REDSHARD/YELLOWSHARD/GREENSHARD/CANCEL
45 = BLUESHARD/GREENSHARD/CANCEL
46 = REDSHARD/BLUESHARD/GREENSHARD/CANCEL
47 = YELLOWSHARD/GREENSHARD/BLUESHARD/CANCEL
48 = REDSHARD/YELLOWSHARD/BLUESHARD/GREENSHARD/CANCEL
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Please view these dragons! Just click them and you're done!
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Last edited by redriders180; August 7th, 2012 at 05:58 PM. Reason: Your double post has been automatically merged.
  #22396    
Old August 7th, 2012, 06:35 PM
ectyrant
Beginning Trainer
 
Join Date: Aug 2012
Gender: Male
Well that would make sense, thanks tajaros. Is there any way to start with the national dex?
  #22397    
Old August 7th, 2012, 07:11 PM
shinyabsol1's Avatar
shinyabsol1
Pokemon DarkJasper!?
 
Join Date: Aug 2010
Gender: Male
Nature: Calm
Quote:
Originally Posted by redriders180
The palettes for the grass backgrounds are stored in the most annoying way possible. If you open up palette 248405, you'll see roughly half of the colors in the battle background... 0000, FC73, D4eF, 903F, B553, 1F7C, DD7B, and 777B. Change the palette to 248408, however, and the second half magically appears! In this case, F84B, FC5F, B33B, D85F, 997B, 9A7B, BB7B, and DB6F. By switching between the two, you'll be able to edit the palette, although it's incredibly annoying.
Wow, that is incredibly annoying! And I would do it that way but...

...since I posted my initial question, I actually found a palette at 00248400 (an LZ77 Compressed Palette) which has all the colors for the grass battle background in it, and it seems to work fine for changing the colors.

Do you know if there is any difference between editing this palette and the other two you mentioned?
  #22398    
Old August 7th, 2012, 07:35 PM
tajaros's Avatar
tajaros
Hi I'm dawg
 
Join Date: Apr 2012
Location: Philippines
Age: 15
Gender: Male
Nature: Timid
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Quote:
Originally Posted by ectyrant View Post
Well that would make sense, thanks tajaros. Is there any way to start with the national dex?
Yes, but it will be through scripting...

you have to set this flag with the following special
Quote:
setflag 0x829 <- Enables the Pokedex Menu
special 0x16F <- Enables the National Dex in the Pokedex...
Here's an example script that'll give you the Pokedex with the National Dex Activated..

Quote:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x829
if 0x1 goto @how
msgbox @glad 0x6
fanfare 0x101
preparemsg @receive
waitmsg
waitfanfare
msgbox @take 0x6
setflag 0x829
special 0x16F
release
end

#org @how
msgbox @is 0x6
release
end

#org @glad
= Proffessor: Oh, \v\h01!\pGlad you made it here, you really\nseem to be growing with your\lPokémon.\p\v\h01: Yeah, were best buddies!\pProffessor: Great!\pAnd because, of that I would like\nyou to have this!\p\v\h01: What's that?\pProffessor: It's a Pokédex with\nthe updated data.\pUse it wisely.

#org @receive
= \v\h01 received the Pokédex from\nProffessor.

#org @take
= \v\h01: Woah, thanks Proffessor\nthis is really cool!\pProffessor: Maybe I should give\nyou a brief tutorial on how to use\lit...\p\v\h01: Ok, I'm listening...\pProffessor: Ok, when you met a\nPokémon in a battle or in wild.\pIt automatically records it, but\nyou need to capture it to obtain\lfull data.\pFor that you need Poké Balls, you\ncan buy those in a nearby Poké\lMart.\p\v\h01: Woah, this is really handy\nthanks Proffessor!\pProffessor: Ok, please take care.\pBe your very best!\p\v\h01: Ok, Proffessor I'll sure\nwill.

#org @is
= Proffessor: Is my Pokédex helping\nyou on your journey?
Hope this helps...
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  #22399    
Old August 7th, 2012, 10:01 PM
redriders180's Avatar
redriders180
Mastermind of Pokemon Glazed
 
Join Date: Jun 2010
Location: Path of Victory, Tunod
Gender: Male
Nature: Quirky
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Quote:
Originally Posted by shinyabsol1 View Post
Wow, that is incredibly annoying! And I would do it that way but...

...since I posted my initial question, I actually found a palette at 00248400 (an LZ77 Compressed Palette) which has all the colors for the grass battle background in it, and it seems to work fine for changing the colors.

Do you know if there is any difference between editing this palette and the other two you mentioned?
It's possible they both do the same thing, but I'm not 100% sure on that. But I just tried your offset, and it works fine, changed the colors and everything. I guess the guy who wrote that tutorial might've been mistaken about the offset.
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  #22400    
Old August 8th, 2012, 02:03 AM
Darkrai Lv.1000's Avatar
Darkrai Lv.1000
Has a tendency to figure things out
 
Join Date: Jul 2007
Location: Aboard the Arc-Gurren
Age: 19
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Is it currently possible to give newly created attacks the effect of lowering the stats of the user without toying with battle scripting? The attack editor on PGE doesn't list them.

Also, no need to answer my last question, I found a way. xD
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