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  #22576    
Old August 23rd, 2012, 01:03 PM
redriders180's Avatar
redriders180
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Quote:
Originally Posted by MadThrasher View Post
Is it possible to add new letters to the standard English alphabet on the nickname screen? I mean modifying the tiles to make characters like accented á, é and others available. I'm working on a translation project, and I'm not necessary a professinal when it comes to coding and "real" hacking, but it would feel a lot more comfortable to have our full alphabet included. I hope you understand what I'm trying to ask.

Is it possible via only tile edition, or would I have to do difficult coding? Because if the latter is the case, then I don't even bother trying it, unless there's a very detailed tutorial available.
I made a little headway on this, but I was only able to research about half of it.

There's a data array which starts at 0x3E22D0, which looks like this:

Code:
D5 D6 D7 D8 D9 DA 00 AD DB DC DD DE DF E0 00 B8 E1 E2 E3 E4 E5 E6 E7 00 E8 E9 EA EB EC ED EE 00 BB BC BD BE BF C0 00 AD C1 C2 C3 C4 C5 C6 00 B8 C7 C8 C9 CA CB CC CD 00 CE CF D0 D1 D2 D3 D4 00 A1 A2 A3 A4 A5 00 00 00 A6 A7 A8 A9 AA 00
This seems like complete nonsense, but it actually dictates what letters are typed when you click a spot. Every zero in that array is a blank space on the keyboard, as read from left to right, and with this, most of the keyboard can be rearranged, although the letters stay in the same place (Basically, you can make it so pressing "A" would type in "E" if you changed BB to BF). Another thing...the first group of letters are actually the lowercase letters. The next group is the uppercase, and the final groups is the special characters.

Simply fill in each 00 with the hex value of the letter to be replaced. I changed the one of the 00s to a B9, yielding this:

Spoiler:


Of course, this isn't all that helpful if it can't display the letters you want, but its a start :\
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Last edited by redriders180; August 23rd, 2012 at 01:21 PM.
  #22577    
Old August 23rd, 2012, 02:19 PM
Spherical Ice's Avatar
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Quote:
Originally Posted by Ash493 View Post

Hidden applymovement is not enough or it has to be invisible in a different way?
ahahaha, thanks dude i completely forgot about that :D

thanks again!
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  #22578    
Old August 23rd, 2012, 03:19 PM
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Hi now, in RUBY I've been trying to change the "HOENN" you see when looking at a regular world map. I successfully edited the pokenav "HOENN" at unLZ number 1598, but I can't seem to find just the regular map "HOENN" anywhere in unLZ. Is there a certain number for that or do I have to edit it a certain way?
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  #22579    
Old August 23rd, 2012, 04:51 PM
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Quote:
Originally Posted by The_Show View Post
Hi now, in RUBY I've been trying to change the "HOENN" you see when looking at a regular world map. I successfully edited the pokenav "HOENN" at unLZ number 1598, but I can't seem to find just the regular map "HOENN" anywhere in unLZ. Is there a certain number for that or do I have to edit it a certain way?
You probably can't find it because it's just plain text . It's stored at 0x42C5B5, I believe.
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  #22580    
Old August 23rd, 2012, 05:52 PM
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I cant seen to figure out how to make a working map in Pokemon Crystal
  #22581    
Old August 23rd, 2012, 06:49 PM
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Ok so this is like the 3rd this has happened. When I step on my warp it doesn't warp me. I have the Behavior Byte on 67 for a regular warp and I even tried with 61. My warp leads to another map (like every warp) but it won't warp me! Please Help!
  #22582    
Old August 24th, 2012, 11:26 AM
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Is there any way to repoint cries or footsteps for the 25 Pokemon between Celebi and Treecko? Thanks.
  #22583    
Old August 24th, 2012, 11:40 AM
MadThrasher
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Quote:
Originally Posted by redriders180 View Post
I made a little headway on this, but I was only able to research about half of it.

There's a data array which starts at 0x3E22D0, which looks like this:

Code:
D5 D6 D7 D8 D9 DA 00 AD DB DC DD DE DF E0 00 B8 E1 E2 E3 E4 E5 E6 E7 00 E8 E9 EA EB EC ED EE 00 BB BC BD BE BF C0 00 AD C1 C2 C3 C4 C5 C6 00 B8 C7 C8 C9 CA CB CC CD 00 CE CF D0 D1 D2 D3 D4 00 A1 A2 A3 A4 A5 00 00 00 A6 A7 A8 A9 AA 00
This seems like complete nonsense, but it actually dictates what letters are typed when you click a spot. Every zero in that array is a blank space on the keyboard, as read from left to right, and with this, most of the keyboard can be rearranged, although the letters stay in the same place (Basically, you can make it so pressing "A" would type in "E" if you changed BB to BF). Another thing...the first group of letters are actually the lowercase letters. The next group is the uppercase, and the final groups is the special characters.

Of course, this isn't all that helpful if it can't display the letters you want, but its a start :\
Thanks very much, this helped a lot! Although the problem you mentioned still remains... It would be nice if there was any kind of solution for this, and I'll try searching for this problem (though I doubt I'll find anything), but still, it's a huge improvement!
  #22584    
Old August 24th, 2012, 12:15 PM
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Quote:
I can't see how that would be a ROM issue, it looks a lot like a write issue and it is decidedly not random text. What does it look like in game, when you run the script? It could also be a read issue by XSE, or at least until you answer that question. I find it weird that it seems to write spaces, at times, correctly. If it were me, I would say to myself, 'Hmm, weird,' and then go redownload XSE from a different place than the first one and then retry. If I still had problems, then I would try getting a new ROM, but I can't imagine why that would help. Of course, every once in a while the solutions that make no sense at all somehow work.

I Googled XSE \h3F and somebody had a vaguely similar problem and someone suggested it might be due to dynamic pointers that used spaces. I am not sure if you used dynamic pointers or not, and even if you did they decided that that did not fix the issue, but that could be an issue (of course, I can't imagine that XSE would let you compile with too many arguments since it has never let me compile with too few) and it is too easy to fix to skip.
Well, it's not just XSE that has this problem. When I load my ROM into Item Editor all the items and their descriptions are random letters.


Also, in game the person that has the script doesn't say anything and the battle just starts.
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  #22585    
Old August 24th, 2012, 07:52 PM
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Goldgary123
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Okay so I looked around before I asked this. I want to be able to

Completely change Sprites (into ones I made)
Change Text
Change Pokemon Sprites.
Change Trainer Sprites
Change Pokemon Name, Evolutions, abilities etc.
Change Music

All the answers I've found were to Pokemon FRLG or SRE But I need a rom hacking program that would do this to Platinum. I looked into PPRE but it doesn't change Music or Sprites.
  #22586    
Old August 25th, 2012, 12:49 PM
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See the little messed up characters beneath the ' in this picture?


How do I get rid of it. I'm almost certain I didn't write over any hex values concerning the ' character.

Edit: I know the reflection tile error beneath the player, I fixed it after I screencapped this error.
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Last edited by RetroRoller; August 25th, 2012 at 12:56 PM. Reason: chocolate milk
  #22587    
Old August 25th, 2012, 02:51 PM
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Bozster
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I have a problem with Advance Trainer! In Emerald, I made a new Trainer at slot 357 and called him Billy. I tested him in-game and everything worked except for the fact that instead of him being called 'YOUNGSTER BILLY' he was called 'YOUNGSTER ?????' Does anybody know the cause or the solution to this problem?

Also, how exactly does the 'money rate' work in A-Trainer because that seems rather buggy to me...
  #22588    
Old August 25th, 2012, 06:17 PM
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redriders180
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First, my question. Has anyone done any research on the Pokemon animations themselves in Emerald? I don't mean editing the frames, but how the frames are displayed, i.e "1-1-1-1-1-2-2-2-2-2-1-1-1-1-1", instead of "1-2-1-2-1-2", or something similar.

I don't really want to modify any "animation scripts" (if they're anything like battle animations) or anything...I'm mostly looking for a way to transfer a pre-existing animation for a certain Pokemon, like how you can copy a pointer from the move animation tables to another spot to give custom moves already existing animations.

Quote:
Originally Posted by RetroRoller View Post
See the little messed up characters beneath the ' in this picture?


How do I get rid of it. I'm almost certain I didn't write over any hex values concerning the ' character.

Edit: I know the reflection tile error beneath the player, I fixed it after I screencapped this error.
It's possible that you accidentally overwrote part of apostrophe image. The images are uncompressed, and can be found only in TileMolestor, since the text is 2BPP, and imaging programs like NSE only do 4 and 8 BPP. I don't have the offset on-hand, but I think there are tutorials that discuss changing the font that have it.
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  #22589    
Old August 25th, 2012, 09:03 PM
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Anyone know how to change the azumarill in the intro for ruby?
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  #22590    
Old August 26th, 2012, 02:44 AM
Bozster's Avatar
Bozster
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Quote:
Originally Posted by redriders180 View Post
First, my question. Has anyone done any research on the Pokemon animations themselves in Emerald? I don't mean editing the frames, but how the frames are displayed, i.e "1-1-1-1-1-2-2-2-2-2-1-1-1-1-1", instead of "1-2-1-2-1-2", or something similar.

I don't really want to modify any "animation scripts" (if they're anything like battle animations) or anything...I'm mostly looking for a way to transfer a pre-existing animation for a certain Pokemon, like how you can copy a pointer from the move animation tables to another spot to give custom moves already existing animations.
Unfortunately, I am in the same predicament - not much has been found out about Emerald animations and I'm vaguely aware that modifying them requires ASM know-how.
I can give you a really simple workaround that I use to give my Pokémon the desired animations (to a certain extent). Say you want to replace Farfetch'd or something with Dialga. If you check Farfetch'd's animation on Bulbapedia or Psydex, you'll see it hops about merrily, inappropriate for the Lord of Time. Find another Pokémon with a more appropriate animation e.g. Nidoran M. Then, by using Gamer2020's PGE, swap all data between Nidoran M and Farfetch'd. Nidoran M will have Farfetch'd's skipping animation, whilst your Dialga would have a much more suitable animation. Hope this helps!


Now I have yet another question. Does anybody have a better program than EggMoveEditor for editing Egg moves? I really don't like to use this program and it doesn't seem to work. After all, since when does Wynaut learn egg moves?
  #22591    
Old August 26th, 2012, 10:08 AM
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Hey everyone, I'm having a bit of problem with sappy. It worked for me up until recently, when it just stopped opening for some reason. Whenever I double click it, or attempt to run it in any other way, nothing happens. No error messages, just nothing. I can run other .exe programs correctly, so I don't think malware is involved in any way. Does anybody know what's going on, a way to find out why the program's not opening now, or how to fix it?
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  #22592    
Old August 26th, 2012, 11:40 AM
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Quote:
Originally Posted by thanethane98 View Post
Hey everyone, I'm having a bit of problem with sappy. It worked for me up until recently, when it just stopped opening for some reason. Whenever I double click it, or attempt to run it in any other way, nothing happens. No error messages, just nothing. I can run other .exe programs correctly, so I don't think malware is involved in any way. Does anybody know what's going on, a way to find out why the program's not opening now, or how to fix it?
Sappy is probably the buggiest program that has ever been created for PokeHacking.
This is a common issue and to be honest, the only fix I've found that worked (sometimes) was delete the .exe and everything associated to sappy and re-download it.
As far as I know, the dev for sappy has given up with it.
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  #22593    
Old August 26th, 2012, 12:40 PM
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Quote:
Originally Posted by Nate VonGrimm View Post


Sappy is probably the buggiest program that has ever been created for PokeHacking.
This is a common issue and to be honest, the only fix I've found that worked (sometimes) was delete the .exe and everything associated to sappy and re-download it.
As far as I know, the dev for sappy has given up with it.
I'm using the mods made for sappy, which seem to be a little less buggy. I've tried deleting anything associated with sappy, but it still doesn't work after reinstalling. I've tried everything I can think of, but I just can't get it to work. Literally all that happens is I double click on sappy.exe, it asks if I want to run the program, I hit yes, and then nothing happens...
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  #22594    
Old August 26th, 2012, 02:29 PM
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how to add the battle frontier to fire red anyone know how to do it?
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  #22595    
Old August 26th, 2012, 04:00 PM
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Quote:
Originally Posted by thanethane98 View Post
I'm using the mods made for sappy, which seem to be a little less buggy. I've tried deleting anything associated with sappy, but it still doesn't work after reinstalling. I've tried everything I can think of, but I just can't get it to work. Literally all that happens is I double click on sappy.exe, it asks if I want to run the program, I hit yes, and then nothing happens...
I can't think of what you could do. Sappy is pretty much a dead program. The dev gave up on it (it feels like it anyway). Are there not any other Pokemon music editors that you could use as an alternative?

I haven't really messed around with music editing or looked into other programs so it might be worth a look.
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  #22596    
Old August 26th, 2012, 04:12 PM
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I'm curious about something in Emerald, pertaining to OWs.

First, is there any knowledge about the last six OWs, and how I might use them to my advantage? From what I've seen, they seem to be influenced by something, since they're sort of a variable OW, which could be useful if I want to do something like that, or a pain if I wanted to use those slots for an OW. Is there a way to disable them from switching?

Quote:
Originally Posted by Rodriguezjames55 View Post
how to add the battle frontier to fire red anyone know how to do it?
It's a difficult, if not near-impossible task. The battle frontier in Emerald uses alot of custom-built code, and you'd need to replicate everything, and port it to use Firered-specific offsets. Big task, since there's so much of it.
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  #22597    
Old August 26th, 2012, 04:51 PM
PokemonMasters's Avatar
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anyone know how to change the azumarill to a different pokemon in the intro for ruby?
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  #22598    
Old August 26th, 2012, 05:28 PM
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thanethane98
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Quote:
Originally Posted by Nate VonGrimm View Post


I can't think of what you could do. Sappy is pretty much a dead program. The dev gave up on it (it feels like it anyway). Are there not any other Pokemon music editors that you could use as an alternative?

I haven't really messed around with music editing or looked into other programs so it might be worth a look.
By what I know, Sappy is the only music editor available for 3rd gen stuff. As I've said, this version of sappy that I'm using has run successfully for me before, but right now nothing happens when it's double clicked. It's the only .exe program that does this, and downloading it again has had no effect.
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Last edited by thanethane98; August 26th, 2012 at 05:42 PM.
  #22599    
Old August 26th, 2012, 06:50 PM
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Is it dangerous at all to just go deleting map connections? Cuase I did it for one of my maps and then every time I click on it now, it says its not a pointer, and then when I tried making a connection for it, it said error and crashed my Amap, and when I reloaded it, the map I was trying to connect to the "non pointer" map was all jumbled and the tilesetys where re arranged
  #22600    
Old August 26th, 2012, 07:22 PM
itman
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Quote:
Originally Posted by SpadeEdge16 View Post
Is it dangerous at all to just go deleting map connections? Cuase I did it for one of my maps and then every time I click on it now, it says its not a pointer, and then when I tried making a connection for it, it said error and crashed my Amap, and when I reloaded it, the map I was trying to connect to the "non pointer" map was all jumbled and the tilesetys where re arranged
It shouldn't be a problem. Did you forget to fill out the other stuff...I forget exactly what but check out an existing map connection, I think there's an unknown you have to put for them all to work.
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