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[Archive] Simple Questions

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9
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17
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    • Seen Oct 10, 2006
    You know you use.....

    #raw 53
    #raw [event number of the person]
    #raw 00

    to hide a sprite.

    Well on each map the event munbers reset....so what would you do if you wanted to show/hide a sprite on a differant map to the one the script is inserted into?
     

    Pazuzu

    Flushing Meadows
    5,468
    Posts
    19
    Years
  • drem said:
    how to change the city's location in the worldmap, with hex editing (without elitemap)
    The structure for the World-Map location data in Hex is the following:
    Code:
    [X position (1 byte)][Y position (1 byte)][Width (1 byte)][Height (1 byte)]

    Now, if you would have told us the ROM you need them for, we coul have given you the offsets aswell.

    score_under said:
    ->Drem: Why can't you just use EliteMap?
    And:

    I seem to have some trouble with a rubikon script:

    As you can probably see, I have chosen a random flag name. But, that flag never seems to change to 1, because the battle script keeps repeating itself everytime I talk to the guy. Also I created another script (Used a random flag, it was 1155.) and the flag changed back to 0 everytime I walked 2 levels away.
    Flag values can not be retrieved by the "compare" command.
    In order to get the value of a flag, you have to use the following command combo:
    Code:
    checkflag 0x[flag here]
    if 0x1 jump 0x[offset here]
    Also, it could happen that the flags you used were already in use by another event.

    In that case, just try different flag values. (Such as 10A.)

    tech said:
    You know you use.....

    #raw 53
    #raw [event number of the person]
    #raw 00

    to hide a sprite.

    Well on each map the event munbers reset....so what would you do if you wanted to show/hide a sprite on a differant map to the one the script is inserted into?
    That is not possible.
    However, you could combine the hiding script with a flag check, and assign it to a trigger event that is executed when you enter the map.
    That way, you can set a flag on one map, and if it's set, the trigger event will hide the sprite on the other map when you enter it.
     
    Last edited:
    9
    Posts
    17
    Years
    • Seen Oct 10, 2006
    I've decided to use the fr/lg way of choosing a starter pokemon in my ruby hacy (selecting a ball from the table).
    I've used this script but the pokeball wont hide:

    Code:
    #org 0x6b0b70
    checkflag 0x01
    if 1 0x700000
    message 0x6b0ba0
    boxset 0x5
    compare LASTRESULT 0x1
    if 0x0 jump 0x6c0000
    fanfare 0x172
    message 0x877800
    boxset 0x6
    waitfanfare
    setflag 0x01
    givepokemon 0x01 0x05 0x00
    #raw 53
    #raw 05
    #raw 00
    release
    end
    
    #org 0x700000
    message 0x700100
    boxset 0x6
    end
    
    #org 0x6c0000
    release
    end
    
    #org 0x700100
    = Don't be greedy!
    
    #org 0x6b0ba0
    = Do you want Bulbasaur?
    
    #org 0x877800
    = You chose Bulbasaur.
     

    Jonny Buuz

    La di da di do di da di dum...
    56
    Posts
    18
    Years
  • >.<

    From the Docs/Tuts section:

    Enter these numbers in unLZ-GBA to get to the following things:

    herogirl-fire red:1176
    heroboy-fire red:1178
    oak-fire red:1179
    gary-fire red:1180

    212 = Gamefreak logo
    252 = Pokemon hero running etc.
    253 = Pokemon heroin running etc.
    254 = Pokemon rival back side etc.
    255 - 257 = pokemon battle spot where u sit on and finding pokemon
    356 = some weird thing
    395 = Numbers for the game
    406 = Some weird drodrio moving its head
    419 - 431 = all of the balls open/close
    646 = fighting signs, kick, punch etc.
    648-9, 2048 = substitute pokemon
    668 - 1443 = Pokemon in the game
    1176 = herogirl
    1178 = heroboy
    1179 = oak-fire red
    1180 = gary
    1444 = pokemon egg
    1445-1498 = unknowns
    1499 - 1646 = spirites
    1555, 1556 = RSE pokemon hero rival spirites
    1605, 1623, 1624 = rival sprite
    1634, 1635 = FRLF spirites
    1676 = some earthquake
    1689 = pokemon status
    1694-1695 = bag
    1720 - 1932 = items, first ones are the balls
    1972 - 1974 = pokedex commands
    2016 = some weird message from gamegreak
    76 = pictures of the palettes for the maps

    The problem I have here is, Professor Oak at 1179 looks remarkably like the back of a Torchic.

    Am I reading something wrong?

    Gary appears to have Combusken pox, and so on and so forth for the hero and heroine.
     

    drem

    a french user...
    29
    Posts
    18
    Years
    • Seen Jul 4, 2008
    score_under said:
    ->Drem: Why can't you just use EliteMap?
    Becose i us a french merald, and i have found offsets only for pet and rsball...

    scizz said:
    The structure for the World-Map location data in Hex is the following:
    Code:
    [X position (1 byte)][Y position (1 byte)][Width (1 byte)][Height (1 byte)]

    Now, if you would have told us the ROM you need them for, we coul have given you the offsets aswell.

    thanks, but i have found milliards from "01000100
     
    Last edited by a moderator:

    Pazuzu

    Flushing Meadows
    5,468
    Posts
    19
    Years
  • tech said:
    I've decided to use the fr/lg way of choosing a starter pokemon in my ruby hacy (selecting a ball from the table).
    I've used this script but the pokeball wont hide:
    The script looks fine to me.
    Are you sure that you used the correct event number?

    Jonny Buuz said:
    From the Docs/Tuts section:



    The problem I have here is, Professor Oak at 1179 looks remarkably like the back of a Torchic.

    Am I reading something wrong?

    Gary appears to have Combusken pox, and so on and so forth for the hero and heroine.
    You have to run a deep scan, in order to use the list above.
    "File -> Run deep scan".

    drem said:
    Becose i us a french merald, and i have found offsets only for pet and rsball...



    thanks, but i have found milliards from "01000100
    Since I don't have a French Emerald ROM, I can only give you the offsets for the English one.
    However, if you copy the bytes from the English one, and search them in the French one, you can easily find the offset yourself.

    Emerald English: 5A147C (Hex)
     
    Last edited:

    Jonny Buuz

    La di da di do di da di dum...
    56
    Posts
    18
    Years
  • Well, when it's not in deep scan, it's Pokemon, and when it's in deep scan, it's just garbage.

    Should've said that in the first post, sorry.

    Any suggestions? It's back on normal scan if that matters.



    EDIT: Also, that whole list works fine in regular scan, just not Oak and Gary and whatnot.
     

    drem

    a french user...
    29
    Posts
    18
    Years
    • Seen Jul 4, 2008
    i know how, i have fond the all offsets for (advance-mart, advance attack, N.A.E, pet, pokéamplifier...) but i don't found these for "maps" and "map labels" for elite map.
     

    Pazuzu

    Flushing Meadows
    5,468
    Posts
    19
    Years
  • Jonny Buuz said:
    Well, when it's not in deep scan, it's Pokemon, and when it's in deep scan, it's just garbage.

    Should've said that in the first post, sorry.

    Any suggestions? It's back on normal scan if that matters.



    EDIT: Also, that whole list works fine in regular scan, just not Oak and Gary and whatnot.
    The deep scan only applies to the first 3 entires of the list.
    All of the other entries use the normal mode.

    I just verified those 3 entries by doing a deep scan, and the numbers are correct.
    If they differ in your ROM for some reason, try going back/forward a few entries. You will find them in 256 / Black White mode.

    drem said:
    i know how, i have fond the all offsets for (advance-mart, advance attack, N.A.E, pet, pokéamplifier...) but i don't found these for "maps" and "map labels" for elite map.
    The "MapLabels" and "Maps" offsets in the "PokeRoms.ini" file in EliteMap lead to a Pointer, this Pointer differs in a ROM that has a different language, therefore, you can't find it.
    To get around this, follow the pointer in the English ROM, and search for the data that you find at that offset in the French one. Now turn the offset you found them at into a Pointer, and you'll have the offset that you have to add in your INI file.

    For the Labels, it's a bit different, since they are in a different language, and therefore, differ bytewise.
    Here, you search for the Map-Name list in your French ROM with a Hex-Editor and Table file.
    Once you are there, turn the starting offset into a Pointer, and search it. When you find it, you have the offset that you have to enter at the "MapLabel" entry in the INI file.
     
    Last edited:
    15
    Posts
    18
    Years
    • Seen Aug 24, 2006
    Thanks Scizz

    And this site looks great now, not to mention it runs fully functional now :) I can finally access this topic

    I am now creating a hack on Pokemon Emerald and I like to change the music in trainer battles to give it more variety and that normal trainer music is boring. I have tried pet.exe but the names are very weird and when I click on 1 I get run-time error 6 (I have all the neccesary files), and Advancebattle (it can change the music, right?) is nowhere to be found.

    Which program allows me to change the music in trainer battles? And where can it be found?
     

    Leo~chan

    Lolbot :3
    13
    Posts
    18
    Years
  • I have removed the event of regulating the clock and that one of the university professor in danger… And then, I up do not see more the labels with the names of the cities… Exists one script in order to activate them? Thanks a lot ^°^!
    (Bleah! My Bad English ;__;!)
     

    Pazuzu

    Flushing Meadows
    5,468
    Posts
    19
    Years
  • slipknot said:
    Thanks Scizz

    And this site looks great now, not to mention it runs fully functional now :) I can finally access this topic

    I am now creating a hack on Pokemon Emerald and I like to change the music in trainer battles to give it more variety and that normal trainer music is boring. I have tried pet.exe but the names are very weird and when I click on 1 I get run-time error 6 (I have all the neccesary files), and Advancebattle (it can change the music, right?) is nowhere to be found.

    Which program allows me to change the music in trainer battles? And where can it be found?
    The only specialised program to change the TrainerBattle music byte is PET.
    The other method is to use a Hex-Editor.

    I just loaded PET, together with an Emerald ROM, and it's working fine.
    You might have to add the correct offsets to your PokeRoms.ini file first, as it is not supported by EliteMap by default.
    You can fin dthe offsets in the Documents forum. If you added them, and it still doesn't work, I will give you the structure for the data in Hex.

    Hack The Master said:
    I have removed the event of regulating the clock and that one of the university professor in danger… And then, I up do not see more the labels with the names of the cities… Exists one script in order to activate them? Thanks a lot ^°^!
    (Bleah! My Bad English ;__;!)
    I just tried to reproduce the error, and disabled the Clock setting event, as well as the Professor event on the Route.
    Result: The Map labels are still showing up.

    Make sure you didn't corrupt anything while editing. The easiest way to fix it, is to go back to your backup copy and carefully re-do the changes you made.
     
    Last edited:

    Sharanza

    Returning: Platinum Silver
    160
    Posts
    18
    Years
    • Seen Mar 10, 2007
    Whene i insert new tiles in Fire red rom

    all tiles are messed up like this
    [Archive] Simple Questions

    see that lines in market pokecenter etc

    pleas help
     
    6,355
    Posts
    18
    Years
    • Seen Apr 16, 2020
    Did you insert the tiles with Advance map? Then it's probably cause you inserted new tiles with palette 0. Sometimes the tiles mess up when you edit or insert them with palette 0.
     

    Smarties-chan

    Should've had that name change
    3,966
    Posts
    19
    Years
    • Age 22
    • Seen Sep 12, 2015
    I ran a search on it, but couldn't find anything, so could someone please tell me where the regular trainer battle offsets in Pokémon Firered start? Also, what is the offset for the script where Professor Oak gives you the Pokédex?
     
    212
    Posts
    17
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    • Seen Mar 17, 2024
    Pokémon Ruby/saphire/ Emerald (US, ES, FR) management of time (weather) Day / night

    Hello, I look for a script to be inserted to allow to make a Day / night system.

    It is rather easy, it is enough to create a script with the meteorological commands(orders) and to insert it into the clock.

    It is necessary to find this script.

    Can you help me?

    I heard(understood) that the creator of diamond cuter knew him(it).

    Is it true?

    Ah yes, this script also has to walk(work) with the French versions (Ruby, saphire and émerald).

    It is everything.
    Good day.
     

    Pazuzu

    Flushing Meadows
    5,468
    Posts
    19
    Years
  • Smarties-kun said:
    I ran a search on it, but couldn't find anything, so could someone please tell me where the regular trainer battle offsets in Pokémon Firered start? Also, what is the offset for the script where Professor Oak gives you the Pokédex?
    The Trainer Battle data for Fire-Red starts at offset 23EAF1 (Hex).
    And the PokéDEX branch of Prof. Oak's script is located at 16961E (Hex).

    Jirachi260 said:
    Hello, I look for a script to be inserted to allow to make a Day / night system.

    It is rather easy, it is enough to create a script with the meteorological commands(orders) and to insert it into the clock.

    It is necessary to find this script.

    Can you help me?

    I heard(understood) that the creator of diamond cuter knew him(it).

    Is it true?

    Ah yes, this script also has to walk(work) with the French versions (Ruby, saphire and émerald).

    It is everything.
    Good day.
    There is no script that implements a day/night system into any of these games.
    In order to implement something like this, you would have to add a script, that continously checks a certain variable for its value (the time variable), and depending on it, toggles the weather effects on the map.

    However, this is kind of impossible to realize, as that script would have to run in an endless loop to shift the weather on the exact time, thus, blocking other scripts from execution.
    So, unless you are able to use ASM hacking techiques to modify the in-game engine to check this, it's not possible to add it.
     

    drem

    a french user...
    29
    Posts
    18
    Years
    • Seen Jul 4, 2008
    hello, jirachi260 (my friend on the pokemon hacking), i have very full questions !

    1. wath is flag in emerald for : - party menu
    - pokedex menu
    - POKéNAV menu
    - all badges (one per one)
    2. I did not understand, in the elitemap offsets searching ! sorry !
    thanx in advance
     

    bboy_squid

    is pregnant with rage
    2
    Posts
    18
    Years
    • Seen Aug 31, 2006
    Physical/special switch up in R/S/E

    Since attacks in Diamond and Pearl will still have type affinities but be based on either Physical or Special stats, I was wondering if there was any way to do the same thing in R/S/E.

    Does anyone know if it is possible to hack a game to run in a similar fashion to D/P? I had always wished Crabhammer was a physical move or that I could change Crush Claw to a dark move and base it off attack. It's not a big deal, but I'd really like to change these things.
     
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