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what program would allow you to make oppenents have shiny,or change shiny encounter rate? and stuff like that? lol
You can use HackMew's shinyzer to make others have shiny or make wild shiny battle.what program would allow you to make oppenents have shiny,or change shiny encounter rate? and stuff like that? lol
Okay, i'll look back through/search the thread. Do you know how to change both options to "Boy"? Both methods are acceptable, so if you could give me some pointers on doing the double-Boy option, that'd be great!
in fire red what is it that keeps your pokes from evolving into gen 2 pokemon? I would like to allow users to catch and raise gen 2 pokemon as starters (a catch your own starter instead of taking the 3 choices)
I have two questions:
1. Is there a hack of fire red that pretty much just leaves the game itself alone, but makes it so all pokemon can be caught/evolved in game (as opposed to trading)?
2. Is any team working on a hack that combines all the "real" regions into one complete game?
thanks... I found the "search this thread" function
but im fairly certain this one is NOT in this thread:
I need a way to make the safari game NOT end... then a way to make it end again...
for example...
I am making a "catch your starting pokemon" event... where you go into a safari zone game... and catch a pokemon... then immediately after you catch that poke the game ends... yay
but by going into the Safari Zone game.. you get that step counter... so if someone were to hang around and NOT catch something till that timer ran out... they would be teleported to the REAL safari zone and end up in fuscha city with no pokemon...
so I need to turn the step counter off for just that game... then for all other safari games (you can only get into this area one time) the step counter should be on...
Better idea, run a check to make sure the player has a Pokemon after the safari game. If not, send him back in!
Also, the above question I believe you need to give the player the national pokedex.
I would run a check but I cant edit the way the safari zone ends...
I may be able to edit the real exit mapscript... that may do it...
I dont know how to check for pokemon...
I tried countpokemon... but it turns the map black
I was using the countpokemon check to end my mini game (after each battle) but that is wrong... what command checks how many pokes you have in your belt?
It is countpokemon, if you're using PKSV. Also, you're going about it the wrong way. If you want a custom safari zone without a counter make a new map, don't bother trying to edit the existing routine.
I did make a new map...
on my new maps mapscript
under "On entering map/on menu close [05]"
ive got:
Spoiler:#org 0x8800800
'-----------------------------------
countpokemon
compare LASTRESULT 0x1
if == call 0x8800810 ' Equal To
end
#org 0x8800810
'-----------------------------------
msgbox 0x8800900 ' OAK: Have you caught...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
special 0xCE
special FR_NATIONAL_DEX
setvar 0x4055 0x3
warp 0x4 0x5 0xFF 0x4 0x2
end
#org 0x8800900
= OAK: Have you caught a POK\eMON?\nCome back so we can see.
its supposed to end the game after any battle where you caught a pokemon... because you would have 0 pokemon going in... then you should have 1 pokemon after the battle, so when it checks... it should play that event and give end the game... but instead... after any battle... it goes black ;(
UPDATE:
I used the "countpokemon" code in the exact same fashion while making the person stay in the event (if they get kicked out by the step counter)
Spoiler:#org 0x8801000
'-----------------------------------
countpokemon
compare LASTRESULT 0x1
if >= call 0x816D2F2 ' Larger Than or Equal To
compare LASTRESULT 0x0
if == call 0x88009B0 ' Equal To
end
#org 0x816D2F2
'-----------------------------------
lockall
textcolor BLUE
msgbox 0x8197E85 ' Did you catch your f...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement PLAYER 0x816D362 ' walk_down walk_down ...
pauseevent 0x0
special 0xCE
setvar 0x406E 0x0
releaseall
end
#org 0x88009B0
'-----------------------------------
lockall
textcolor BLUE
msgbox 0x88009F0 ' OAK: Have you caught...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement PLAYER 0x88009E0 ' walk_up end
pauseevent 0x0
special 0xCD
setvar 0x406E 0x2
warp 0x4 0x6 0xFF 0x19 0x1C
releaseall
end
#org 0x8197E85
= Did you catch your fair share?\nCome again!
#org 0x88009F0
= OAK: Have you caught a POK\eMON?\nGet back in there...
#org 0x816D362
M walk_down walk_down end
#org 0x88009E0
M walk_up end
and it worked perfectly... (even tested by actually playing the safari game and that way ends correctly too)
so y am I getting a black screen when I count in my lil safarigame...
counting to 0 works I guess cause it lets you keep playing if you run or chase off a poke... but if you count to 1 it glitches up...
UPDATE2:
it works without the message box script... so if oak doesnt call me to tell me to come back I randomely warp back with my poke...
that sux
Hello, I came here from the GBC hacking, because I had the idea of patching Pokemon Crystal to have up to 512 pokemon. I'm pretty fluent in using a GB debugger, and know GB ASM well, as i've done quite a few things with it. I figured that It'd be more beneficial to come here, and work off of FireRed. It sounds like this 649 patch is kind of what I wanted to do, so that's great. Other than that, Where's the best place to start, and is there an IRC?
I mean the exact same animation. Wait, it wasn't sky uppercut, for that one, but I know they exist:p
Pointers are a fun little things. In a hex editor they look like CZ BY AX 08, but regularly they are AX BY CZ. It should be working, as you do have pointers, so I don't quite understand why it wouldn't. Try opening up a hex editor and doing it manually.
Yes, I knew how pointers work... And how can I change animations using an Hex Editor? I'm still wondering why changing the pointer in Attack Editor doesn't work...
I'm confused... I just tried to do this thing...Go to the pointer table and change the pointer manually. So, follow Chaos Rush's tutorial where he second post on it was Gamer2020 saying that it could be done in PGE but he hadn't released it yet.
I'm confused... I just tried to do this thing...
First: I tried another time to change the pointer in PGE...
I went to Pound's table.
https://i1048.photobucket.com/albums/s372/95gemello7/01_zps6c3489de.png
Then I went to Mega Punch's table.
https://i1048.photobucket.com/albums/s372/95gemello7/02_zpsc035aa34.png
I changed Pound's pointer with Mega Punch's, repointed and saved.
https://i1048.photobucket.com/albums/s372/95gemello7/03_zps3115b3d6.png
When I tried it on my rom, it didn't work.
https://i1048.photobucket.com/albums/s372/95gemello7/05_zpsce67b360.png
After this fail, I did this: I went to Pound's animation pointer in my hex editor.
I found it and Mega Punch's animation.
https://i1048.photobucket.com/albums/s372/95gemello7/06_zps82e45420.png
Then I swapped these two pointers.
https://i1048.photobucket.com/albums/s372/95gemello7/07_zps5f9d65fc.png
And... It worked!
https://i1048.photobucket.com/albums/s372/95gemello7/08_zpsdc48812b.png
BUT MY REAL QUESTION IS: why? Wasn't the first way correct and easier?
just wanted to thank everyone for the help... I altered a bit from my original plan... but now in my hack you can pick from the 3 starters OR talk to oak without choosing one and get an option to catch your own starter pokemon... its awesome