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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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Resultz

All- round Poke-Whizz
583
Posts
14
Years
  • ?Oh? Go to FSF, get an offset, at the top of the script, put:
    #dynamic 0xoffset

    compile, copy offset, and paste offset in to the offset box of an event in the events page at A-Map.

    thanks :D i've never really understood it.
    when i compile, will i get asked to save it? if so where do i save it?

    edit: I just did: where do i put the Dynamic offset exactly, because i just did what you said, and when i opened the script using the button in A-Map, it was just Blank..
    I fail a lot at scriptin...
     
    Last edited:

    metapod23

    Hardened Trainer
    673
    Posts
    15
    Years
    • Seen Aug 18, 2016
    thanks :D i've never really understood it.
    when i compile, will i get asked to save it? if so where do i save it?

    edit: I just did: where do i put the Dynamic offset exactly, because i just did what you said, and when i opened the script using the button in A-Map, it was just Blank..
    I fail a lot at scriptin...

    You do not have to use FSF to compile your script. That is a bunch of wasted time. The offset you put at #dynamic is not necessarily (and not probably) the offset for your script.

    #dynamic searches for free space for you, from the offset you put in. So say you want to look for free space for your script from offset 0x800000 and beyond. XSE will find a chunk of free space for you and deliver the offset to you after you've compiled the script.

    The compiler output will tell you what the offset is for everything you just compiled, right beneath the big white window where it says Dynamic Offsets. That will be the offset where the script has been compiled to.

    The steps you take to compile a script:

    1. Write the script
    2. Save the script
    3. Control B or Tools > Batch Compiler
    4. Make sure the Rom you're hacking is selected under ROM
    5. Locate the script you just saved by clicking "Browse"
    6. Click the checkmark box for the script you just saved
    7. Click compile
    8. Copy the new offset given to you by the Compiler Output
    9. Paste the new offset to your script/sprite in A-Map
     

    Resultz

    All- round Poke-Whizz
    583
    Posts
    14
    Years
  • ok, thanks Metapod23 :D imma have one last go before i give up on scripting forever.
    wait. whare does it tell me where the available offsets are in The Batch compiler? :S all i get is
    ROM
    RBC files
    2 blank white boxes
    Options.

    Im seriously confused as to why this isnt wotking, but whats weird is that i understand how the script im tryna compile works, ¬¬
     

    metapod23

    Hardened Trainer
    673
    Posts
    15
    Years
    • Seen Aug 18, 2016
    ok, thanks Metapod23 :D imma have one last go before i give up on scripting forever.
    wait. whare does it tell me where the available offsets are in The Batch compiler? :S all i get is
    ROM
    RBC files
    2 blank white boxes
    Options.

    Im seriously confused as to why this isnt wotking, but whats weird is that i understand how the script im tryna compile works, ¬¬

    Under Options, make sure that "Show Log" is checked. After you hit "Compile" the Compiler Output window should appear and you should be able to see your offsets.
     
    126
    Posts
    14
    Years
    • Seen Aug 5, 2013
    Ah.. Right, I've done that.

    but which one do i use?
    (sorry for so many questions,but like i said, i suck at Scripting..)

    Use the first offset in the list it presents you with. Just click the "COPY" button on the right of those offsets and paste it into whatever you're using the script for in Advance Map.
     

    metapod23

    Hardened Trainer
    673
    Posts
    15
    Years
    • Seen Aug 18, 2016
    Ah.. Right, I've done that.

    but which one do i use?
    (sorry for so many questions,but like i said, i suck at Scripting..)

    It tells you which offset corresponds to which. Like, if the start of the script was #org @start, it might show:

    Code:
    @start     0x800000

    0x800000 is the offset for the @start script. Then just click Copy with that offset selected.
     

    Snake Oil Salesman

    A mentlegen of science
    4
    Posts
    13
    Years
  • Despite the gratuitous amount of tools provided, I'd like to like to learn how a lot of the inside mechanics of the ROM work. For example, how would I manually find the trainer data in a hex editor (specifically for R/S/E), and how would I change them? (eg. sprite in the battle, and Pokemon loadout)
     

    KotovSyndrome_

    Consumer of many asparagus.
    57
    Posts
    15
    Years
  • D:

    Help.
    I've been trying for so long to find a way of changing Oak's intro thing in FR for agesss..
    I'm aware of the A-Text method, but the program doesn't seem to work on my laptop :/

    PLEASE HELP! ><
     
    Last edited:

    Drithlan

    Self Proclaimed Cartographer
    47
    Posts
    13
    Years
  • Game: FR

    Problem:
    I notice when entering a Dual Battle with only 1 pokemon the game replicates your 1 pokemon for the battle. Is there a way to make it display only your 1 pokemon?

    ???:

    Profit!
     

    0m3GA ARS3NAL

    Im comin' home...
    1,816
    Posts
    16
    Years
  • Game: FR

    Problem:
    I notice when entering a Dual Battle with only 1 pokemon the game replicates your 1 pokemon for the battle. Is there a way to make it display only your 1 pokemon?

    ???:

    Profit!

    Well... if you replicate everything from an already existing double battle you may be in a bit more luck... then again, I can't remember how many double battle there were in FR, but it should still work so long as everything is set up the same as a normal double battle.

    Examine the scripts too, not just the trainer data, the trainerbattle command might have a parameter you might have gotten wrong.

    Help.
    I've been trying for so long to find a way of changing Oak's intro thing in FR for agesss..
    I'm aware of the A-Text method, but the program doesn't seem to work on my laptop :/

    PLEASE HELP! ><

    You could use a text editor with a table function... or if you can't use table files, try writing down what oak says, then translate it into PokeText (My own term for the Hex that makes up the letters in the game... I believe thethethethe's tutorial has a list of every letter/symbol in the game and their corresponding hex digit.

    After you have it written down, just search it in the hex editor and edit away... be careful though, unless you know how to repoint manually I suggest you make the text the same length, or shorter than Oak's original text...

    Despite the gratuitous amount of tools provided, I'd like to like to learn how a lot of the inside mechanics of the ROM work. For example, how would I manually find the trainer data in a hex editor (specifically for R/S/E), and how would I change them? (eg. sprite in the battle, and Pokemon loadout)

    All of those things require knowledge of a hex editor.
    Most people start learning these things by fiddling around with the hex data in a ROM.

    For instance, let's use editing a trainer.
    Say you wanna edit Ace Trainer Joel (Disregard the name, this is an example.)
    You'd naturally wanna search for Joel. So long as Joel only appears in the ROM once, you shouldn't have any problem finding him at all... though that wont always be the case.

    From there all you really need to do to start learning is fiddle around with the bytes that come after his name.
    You can change the Pokemon he has, his class (Ace Trainer and the like), whether or not he is a double battle, etc. etc.
    Remember to make a backup before all this, if you screw something up, you might not remember everything you did... good to be careful eh?
    After making the changes, open the ROM up in your Emulator and check what you did.
    You could just as easily open it up in a tool to see if you wanna see EXACTLY what you did, cause the trainer's data would be different in the tool too.

    Changing sprites can be done that way too, but you'll need to make sure to have the offset of a trainer image handy, or you wont have anything to change it to.

    This is the same basic way you can change about anything in a ROM...
    When I first started my Hex Editing learning, I started with item hacking.
    Since I don't have a hex editor that supports table files, (You'll wanna learn about those too, google is your friend) I had to search for a bunch of random numbers, it's possible to edit it that way, but it's easier to use a table...
     
    Last edited:

    Resultz

    All- round Poke-Whizz
    583
    Posts
    14
    Years
  • well, metapod, you done something i thought no-one would ever do; teach me to script for myself!
    thank you!

    I have one last question, when im inserting pokemon sprites, do i need to insert Normal, normal back, shiny and shiny back or the normal and the shiny back..

    the pallettes look messed up.
     

    DuoRyan

    Hack'in as usual, it seem.
    335
    Posts
    14
    Years
  • Hi can someone tell me how to change move tutor move
    I using the mega punch script for my hack but I want it to teach Tri Attack?
     

    Gamer2020

    Accept no Imitations!
    1,062
    Posts
    15
    Years
  • Hi can someone tell me how to change move tutor move
    I using the mega punch script for my hack but I want it to teach Tri Attack?

    You have to hex edit.
    I have an editor for it but I am not releasing it yet.
    I have posted offsets here.
    Look towards the bottom of the post. Find the offset for your version and hex edit the attacks there.
     

    DuoRyan

    Hack'in as usual, it seem.
    335
    Posts
    14
    Years


  • You have to hex edit.
    I have an editor for it but I am not releasing it yet.
    I have posted offsets here.
    Look towards the bottom of the post. Find the offset for your version and hex edit the attacks there.
    The link broke?
    can you post it here or pm it to me?
     

    Kevin

    kevin del rey
    2,686
    Posts
    13
    Years
  • The link broke?
    can you post it here or pm it to me?
    Hm? The link works fine;
    http://thepkmnworld.co.uk/forum/t1620/
    Gamer2020 said:
    Code:
    [BPRE]
    ROMName=Pokémon Fire Red (English)
    ItemData=&H3DB028
    AttackNames=&H247094
    TMData=&H45A80C
    ItemIMGData=&H3D4294
    NumberOfItems=375
    NumberOfAttacks=354
    MoveTutorAttacks=&H459B60
    PokemonNames=&H245EE0
    NumberOfPokemon=412
    NationalDexTable=&H251FEE
    SecondDexTable=&H251CB8
    PokedexData=&H44E850
    NumberOfDexEntries=387
    
    [AXVE]
    ROMName=Pokémon Ruby (English)
    ItemData=&H3C5564
    AttackNames=&H1F8320
    TMData=&H376504
    NumberOfItems =349
    NumberOfAttacks=354
    PokemonNames=&H1F716C
    NumberOfPokemon=412
    NationalDexTable=&H1FC516
    SecondDexTable=&H1FC1E0
    PokedexData=&H3B1858
    NumberOfDexEntries=387
    
    [AXPE]
    ROMName=Pokémon Sapphire (English)
    ItemData=&H3C55BC
    AttackNames=&H1F82B0
    TMData=&H376494
    NumberOfItems=349
    NumberOfAttacks=354
    PokemonNames=&H1F70FC
    NumberOfPokemon=412
    NationalDexTable=&H1FC4A6
    SecondDexTable=&H1FC170
    PokedexData=&H3B18B0
    NumberOfDexEntries=387
    
    [BPEE]
    ROMName=Pokémon Emerald (English)
    ItemData=&H5839A0
    AttackNames=&H31977C
    TMData=&H616040
    ItemIMGData=&H614410
    NumberOfItems=377
    NumberOfAttacks=354
    MoveTutorAttacks=&H61500C
    PokemonNames=&H3185C8
    NumberOfPokemon=412
    NationalDexTable=&H31DC82
    SecondDexTable=&H31D94C
    PokedexData=&H56B5B0
    NumberOfDexEntries=387
    
    [BPGE]
    ROMName=Pokémon Leaf Green (English)
    ItemData=&H3DAE64
    AttackNames=&H247070
    TMData=&H45A22C
    ItemIMGData=&H3D40D0
    NumberOfItems=375
    NumberOfAttacks=354
    MoveTutorAttacks=&H459580
    PokemonNames=&H245EBC
    NumberOfPokemon=412
    NationalDexTable=&H251FCA
    SecondDexTable=&H251C94
    PokedexData=&H44E270
    NumberOfDexEntries=387
    
    [AXVF]
    ROMName=Pokémon Rubis (Français)
    ItemData=&H3CCFC4
    AttackNames=&H200728
    TMData=&H37D168
    NumberOfItems=349
    NumberOfAttacks=354
    PokemonNames=&H1FF574
    NumberOfPokemon=412
    NationalDexTable=&H204962
    SecondDexTable=&H20462C
    PokedexData=&H
    NumberOfDexEntries=387
    
    [AXPF]
    ROMName=Pokémon Saphir (Français)
    ItemData=&H3CCAF4
    AttackNames=&H2006B8
    TMData=&H37D0F8
    NumberOfItems=349
    NumberOfAttacks=354
    PokemonNames=&H1FF504
    NumberOfPokemon=412
    NationalDexTable=&H2048F2
    SecondDexTable=&H2045BC
    PokedexData=&H
    NumberOfDexEntries=387
    
    [BPEF]
    ROMName=Pokémon Emeraude (Français)
    ItemData=&H587D6C
    AttackNames=&H3212AC
    TMData=&H61A3C8
    ItemIMGData=&H618798
    NumberOfItems=377
    NumberOfAttacks=354
    MoveTutorAttacks=&H619394
    PokemonNames=&H3200F8
    NumberOfPokemon=412
    NationalDexTable=&H3257F2
    SecondDexTable=&H3254BC
    PokedexData=&H
    NumberOfDexEntries=387
    
    [BPRF]
    ROMName=Pokémon Rouge Feu (Français)
    ItemData=&H3D3324
    AttackNames=&H2414A0
    TMData=&H453BA8
    ItemIMGData=&H3CE114
    NumberOfItems=375
    NumberOfAttacks=354
    MoveTutorAttacks=&H453164
    PokemonNames=&H2402EC
    NumberOfPokemon=412
    NationalDexTable=&H24C43E
    SecondDexTable=&H24C108
    PokedexData=&H
    NumberOfDexEntries=387
    
    [BPGF]
    ROMName=Pokémon Vert Feuille (Français)
    ItemData=&H3D3160
    AttackNames=&H24147C
    TMData=&H452968
    ItemIMGData=&H3CDF50
    NumberOfItems=375
    NumberOfAttacks=354
    MoveTutorAttacks=&H451F24
    PokemonNames=&H2402C8
    NumberOfPokemon=412
    NationalDexTable=&H24C41A
    SecondDexTable=&H24C0E4
    PokedexData=&H
    NumberOfDexEntries=387
    
    [AXVI]
    ROMName=Pokémon Rubino (Italiano)
    ItemData=&H3C5FF8
    AttackNames=&H1F9FBC
    TMData=&H3769F4
    NumberOfItems=349
    NumberOfAttacks=354
    PokemonNames=&H1F8E08
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [AXPI]
    ROMName=Pokémon Zaffiro (Italiano)
    ItemData=&H3C5C9C
    AttackNames=&H1F9F4C
    TMData=&H376984
    NumberOfItems=349
    NumberOfAttacks=354
    PokemonNames=&H1F8D98
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [BPEI]
    ROMName=Pokémon Smeraldo (Italiano)
    ItemData=&H58000C
    AttackNames=&H319140
    TMData=&H612BDC
    ItemIMGData=&H610FAC
    NumberOfItems=377
    NumberOfAttacks=354
    MoveTutorAttacks=&H611BA8
    PokemonNames=&H317F8C
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [BPRI]
    ROMName=Pokémon Rosso Fuoco (Italiano)
    ItemData=&H3D1EE8
    AttackNames=&H240138
    TMData=&H4517E8
    ItemIMGData=&H3CCDA4
    NumberOfItems=375
    NumberOfAttacks=354
    MoveTutorAttacks=&H450B3C
    PokemonNames=&H23EF84
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [BPGI]
    ROMName=Pokémon Verde Foglia (Italiano)
    ItemData=&H3D1D24
    AttackNames=&H240114
    TMData=&H451018
    ItemIMGData=&H3CCBE0
    NumberOfItems=375
    NumberOfAttacks=354
    MoveTutorAttacks=&H45036C
    PokemonNames=&H23EF60
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [AXVS]
    ROMName=Pokémon Rubi (Español)
    ItemData=&H3C8FFC
    AttackNames=&H1FD040
    TMData=&H379A9C
    NumberOfItems=349
    NumberOfAttacks=354
    PokemonNames=&H1FBE8C
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [AXPS]
    ROMName=Pokémon Zafiro (Español)
    ItemData=&H3C8D38
    AttackNames=&H1FCFD0
    TMData=&H379A2C
    NumberOfItems=349
    NumberOfAttacks=354
    PokemonNames=&H1FBE1C
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [BPES]
    ROMName=Pokémon Esmeralda (Español)
    ItemData=&H58639C
    AttackNames=&H31F9E0
    TMData=&H618E80
    ItemIMGData=&H617250
    NumberOfItems=377
    NumberOfAttacks=354
    MoveTutorAttacks=&H617E4C
    PokemonNames=&H31E82C
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [BPRS]
    ROMName=Pokémon Rojo Fuego (Español)
    ItemData=&H3D4F50
    AttackNames=&H242800
    TMData=&H454E84
    ItemIMGData=&H3CF48C
    NumberOfItems=375
    NumberOfAttacks=354
    MoveTutorAttacks=&H4541D8
    PokemonNames=&H24164C
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [BPGS]
    ROMName=Pokémon Verde Hoja (Español)
    ItemData=&H3D4D8C
    AttackNames=&H2427DC
    TMData=&H454614
    ItemIMGData=&H3CF2C8
    NumberOfItems=375
    NumberOfAttacks=354
    MoveTutorAttacks=&H453968
    PokemonNames=&H241628
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [AXVJ]
    ROMName=
    ItemData=&H
    AttackNames=&H
    TMData=&H
    NumberOfItems =349
    NumberOfAttacks=354
    PokemonNames=&H1CA354
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [AXPJ]
    ROMName=
    ItemData=&H
    AttackNames=&H
    TMData=&H
    NumberOfItems=349
    NumberOfAttacks=354
    PokemonNames=&H
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [BPEJ]
    ROMName=
    ItemData=&H
    AttackNames=&H
    TMData=&H
    ItemIMGData=&H
    NumberOfItems=377
    NumberOfAttacks=354
    MoveTutorAttacks=&H
    PokemonNames=&H
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [BPRJ]
    ROMName=
    ItemData=&H
    AttackNames=&H
    TMData=&H
    ItemIMGData=&H
    NumberOfItems=375
    NumberOfAttacks=354
    MoveTutorAttacks=&H
    PokemonNames=&H
    NumberOfPokemon=412
    NationalDexTable=&H
    SecondDexTable=&H
    PokedexData=&H
    NumberOfDexEntries=387
    
    [BPGJ]
    ROMName=
    ItemData=&H
    AttackNames=&H
    TMData=&H
    ItemIMGData=&H
    NumberOfItems=375
    NumberOfAttacks=354
    MoveTutorAttacks=&H
    PokemonNames=&H
    NumberOfPokemon=412
    NationalDexTable=
    SecondDexTable=
    PokedexData=&H
    NumberOfDexEntries=387
    Gamer2020's credit.
     

    howieho

    Beginner Rom Hacker
    22
    Posts
    15
    Years
  • 3 questions.

    1. Can you have a script give EXP points?

    2. Is there a way to keep track of defeated pokemon so you can have a quest-like thing where you have to defeat 10 pidgys then come back for a prize?

    3. You know those Yes/No selection boxes? Is there a way to make it say different things and increase the number of chioces so you can make it like a multiple choice test?

    If it makes a difference, this is for a Fire Red hack.
     
    Last edited:
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