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Help Thread: Quick Questions & Answers

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Hello guys a quick question here. What tool can i use to edit my moves (expanded Types with fary type included) G3hs,G3t,PGE,A-Tack, doesnt work . I wanna add a fairy type move . TIA .
 
hi guys, I'm completely new to rom hacking, but having a go on emerald and was wondering how do you change the starting location of the game? and can you remove the truck animation part? I'm using advance map and XSE right now.
 
Could someone tell me how to lock the other two starters from getting picked after the player chooses theirs? Thank you in advance.
 
hi guys, I'm completely new to rom hacking, but having a go on emerald and was wondering how do you change the starting location of the game? and can you remove the truck animation part? I'm using advance map and XSE right now.
You can do both using diegoisawesome's Intro Manager tool.
Could someone tell me how to lock the other two starters from getting picked after the player chooses theirs? Thank you in advance.
Not sure I get what you mean. If you're making your own starter script, you'll need to set a flag when you pick your starter, and have it checked in scripts for the other choices.
 
Anyone know the offset for the Pokedex script at the start of the game is in Emerald?

EDIT: Got it..I think. it is at 0x1FA2F8
 
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Guys, I'm trying to figure out how to change the World Map in Fire Red for a "HGSS style" World Map.
So far I managed to insert the map without problems, but I still have some issues regarding the palette.
Do you guys know if the palette used by the world map is used by anything else in the game?
I wanted to change it, but I was worried about it.
 
G3t does work, but edit the ini.

Thanks for Replying DeltaKirby , But i Promise you ive tried editing the ini's of g3t , PGE , g3hs , And any other attack editing Program , But the Result is no , They don't have the Typedata and the NumberofTypes that i needed to edit for the the fairy type to appear , I'll give you a little Info , I've already Repointed a lot of things in my Rom like Moves ,Pokemons,Pokedex etc.. and ive Edit them in the Programs Easily because i can find the variables easily in the INI's of the Programs ive used . but this one , arg . Cant find a Program till now . Thanks again.
 
Guys, I'm trying to figure out how to change the World Map in Fire Red for a "HGSS style" World Map.
So far I managed to insert the map without problems, but I still have some issues regarding the palette.
Do you guys know if the palette used by the world map is used by anything else in the game?
I wanted to change it, but I was worried about it.

Ive replaced almost all the Original Tile Palletes and Tiles of Firered on my hack, and it did'nt Mess any other palletes or Overwrite others , Im a little bit sure that it wont mess up yours too . Unless youve used pallete 0-6 from a Tileset2 and Pallete 7-12 for Tileset 1 .
 
Guys, I'm trying to figure out how to change the World Map in Fire Red for a "HGSS style" World Map.
So far I managed to insert the map without problems, but I still have some issues regarding the palette.
Do you guys know if the palette used by the world map is used by anything else in the game?
I wanted to change it, but I was worried about it.

no pfft, even if it is, it's going to be called via ldr in ASM. So just change it, and if it messes anything up let me know - it'll be a simple repoint.
 
Hey guys, I'm trying to use Pokemon Gold Sprite Editor but I am getting the error message: "Component 'COMDLG32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid" when I try to open it. Any advice would be greatly appreciated, I'm very new to this.
 
I am using CrystalTile2 to edit the shiny rate for Pokemon Storm Silver, and have managed to find a thread detailing the offset and the value needed to change to modify the shiny encounter rate. However, I am a complete noob when it comes to hex editing and as such require some help. I decompressed the arm9, and tried to find this '0×70080' but CrystalTile2 doesn't show addresses as such, instead it uses the 16 format; how would I convert that number to the 16 format? The decimal value is 458880 if that helps.

You can use the default calculator app on your computer to easily convert numbers between bases. What you need to do is put the calculator in "Programmer Mode", type in the number in decimal, then simply switch the number base and the number you typed in will be converted automatically. You can easily go back and forth with this method for quick number base conversion.
 
Is there a way to edit/find the encounter rate of each Pokemon in A-Map 1.92? I know there is a slide dial for "Encounter ratio", but I'm assuming that it's used to adjust the frequency of encounters? (not the actual chance of finding a respective species)

Spoiler:
 
Is there a way to edit/find the encounter rate of each Pokemon in A-Map 1.92? I know there is a slide dial for "Encounter ratio", but I'm assuming that it's used to adjust the frequency of encounters? (not the actual chance of finding a respective species)

Spoiler:

I believe the first four PKMN in there are the [common] 'mons to be found in the wild. The next four will be the [uncommon] ones and the last four are the [rare] ones. Commons have more encounter rate than uncommon and rare ones, so maybe that counts?
 
I have two problems that recently popped up:

1. I inserted a new map and everything went fine, but I can't run when I enter it. I have the type set to ROUTE, as well.

2. When I press Start, it opens up a menu like I'm in the Safari Zone; ?71/600 balls, RETIRE option, etc. Is there a way to fix this, and what may have caused it?
 
Is there a way to edit/find the encounter rate of each Pokemon in A-Map 1.92? I know there is a slide dial for "Encounter ratio", but I'm assuming that it's used to adjust the frequency of encounters? (not the actual chance of finding a respective species)

Spoiler:
Iirc, the first two are ~20%, the next four are ~10%, the next two are 5%, the next two are 4%, and the last two are 1%. If you want to edit those numbers, it wouldn't be hard, but you would be affecting every grass map encounter in the game. Also I only know the specific offsets for FireRed.
 
To be specific, these are the values and calculations for Fire Red which I've found.
Code:
rand(100) = n
{n ∈ ℕ : n < 100} = { 0, 1, 2, 3, ..., 99}
 
zero    :rand(100) - 0  <  20           = 0  to 19      = 20%
one     :rand(100) - 20 <= 19           = 20 to 39      = 20%
two     :rand(100) - 40 <= 9            = 40 to 49      = 10%
three   :rand(100) - 50 <= 9            = 50 to 59      = 10%
four    :rand(100) - 60 <= 9            = 60 to 69      = 10%
five    :rand(100) - 70 <= 9            = 70 to 79      = 10%
six     :rand(100) - 80 <= 4            = 80 to 84      = 5%
seven   :rand(100) - 85 <= 4            = 85 to 89      = 5%
eight   :rand(100) - 90 <= 3            = 90 to 93      = 4%
nine    :rand(100) - 94 <= 3            = 94 to 97      = 4%
ten     :rand(100) - 98 >  0            = 99 to 100     = 1%
eleven  :rand(100) - 98 =  0            = 98 to 98      = 1%


Code:
ROM:0808274C wild_pokemon_rand_grass:                @ CODE XREF: sub_8082AEC:loc_8082B16p
ROM:0808274C                                         @ wild_pokemon_rand_for_map:loc_8083060p
ROM:0808274C                 PUSH    {LR}
ROM:0808274E                 BL      rand
ROM:08082752                 LSLS    R0, R0, #0x10
ROM:08082754                 LSRS    R0, R0, #0x10
ROM:08082756                 MOVS    R1, #0x64 @ 'd'
ROM:08082758                 BL      __umodsi3
ROM:0808275C                 LSLS    R0, R0, #0x18
ROM:0808275E                 LSRS    R1, R0, #0x18
ROM:08082760                 CMP     R1, #0x13
ROM:08082762                 BHI     loc_8082768
ROM:08082764                 MOVS    R0, #0
ROM:08082766                 B       loc_8082802
ROM:08082768 @ ---------------------------------------------------------------------------
ROM:08082768
ROM:08082768 loc_8082768:                            @ CODE XREF: wild_pokemon_rand_grass+16j
ROM:08082768                 MOVS    R0, R1
ROM:0808276A                 SUBS    R0, #0x14
ROM:0808276C                 LSLS    R0, R0, #0x18
ROM:0808276E                 LSRS    R0, R0, #0x18
ROM:08082770                 CMP     R0, #0x13
ROM:08082772                 BHI     loc_8082778
ROM:08082774                 MOVS    R0, #1
ROM:08082776                 B       loc_8082802
ROM:08082778 @ ---------------------------------------------------------------------------
ROM:08082778
ROM:08082778 loc_8082778:                            @ CODE XREF: wild_pokemon_rand_grass+26j
ROM:08082778                 MOVS    R0, R1
ROM:0808277A                 SUBS    R0, #0x28 @ '('
ROM:0808277C                 LSLS    R0, R0, #0x18
ROM:0808277E                 LSRS    R0, R0, #0x18
ROM:08082780                 CMP     R0, #9
ROM:08082782                 BHI     loc_8082788
ROM:08082784                 MOVS    R0, #2
ROM:08082786                 B       loc_8082802
ROM:08082788 @ ---------------------------------------------------------------------------
ROM:08082788
ROM:08082788 loc_8082788:                            @ CODE XREF: wild_pokemon_rand_grass+36j
ROM:08082788                 MOVS    R0, R1
ROM:0808278A                 SUBS    R0, #0x32 @ '2'
ROM:0808278C                 LSLS    R0, R0, #0x18
ROM:0808278E                 LSRS    R0, R0, #0x18
ROM:08082790                 CMP     R0, #9
ROM:08082792                 BHI     loc_8082798
ROM:08082794                 MOVS    R0, #3
ROM:08082796                 B       loc_8082802
ROM:08082798 @ ---------------------------------------------------------------------------
ROM:08082798
ROM:08082798 loc_8082798:                            @ CODE XREF: wild_pokemon_rand_grass+46j
ROM:08082798                 MOVS    R0, R1
ROM:0808279A                 SUBS    R0, #0x3C @ '<'
ROM:0808279C                 LSLS    R0, R0, #0x18
ROM:0808279E                 LSRS    R0, R0, #0x18
ROM:080827A0                 CMP     R0, #9
ROM:080827A2                 BHI     loc_80827A8
ROM:080827A4                 MOVS    R0, #4
ROM:080827A6                 B       loc_8082802
ROM:080827A8 @ ---------------------------------------------------------------------------
ROM:080827A8
ROM:080827A8 loc_80827A8:                            @ CODE XREF: wild_pokemon_rand_grass+56j
ROM:080827A8                 MOVS    R0, R1
ROM:080827AA                 SUBS    R0, #0x46 @ 'F'
ROM:080827AC                 LSLS    R0, R0, #0x18
ROM:080827AE                 LSRS    R0, R0, #0x18
ROM:080827B0                 CMP     R0, #9
ROM:080827B2                 BHI     loc_80827B8
ROM:080827B4                 MOVS    R0, #5
ROM:080827B6                 B       loc_8082802
ROM:080827B8 @ ---------------------------------------------------------------------------
ROM:080827B8
ROM:080827B8 loc_80827B8:                            @ CODE XREF: wild_pokemon_rand_grass+66j
ROM:080827B8                 MOVS    R0, R1
ROM:080827BA                 SUBS    R0, #0x50 @ 'P'
ROM:080827BC                 LSLS    R0, R0, #0x18
ROM:080827BE                 LSRS    R0, R0, #0x18
ROM:080827C0                 CMP     R0, #4
ROM:080827C2                 BHI     loc_80827C8
ROM:080827C4                 MOVS    R0, #6
ROM:080827C6                 B       loc_8082802
ROM:080827C8 @ ---------------------------------------------------------------------------
ROM:080827C8
ROM:080827C8 loc_80827C8:                            @ CODE XREF: wild_pokemon_rand_grass+76j
ROM:080827C8                 MOVS    R0, R1
ROM:080827CA                 SUBS    R0, #0x55 @ 'U'
ROM:080827CC                 LSLS    R0, R0, #0x18
ROM:080827CE                 LSRS    R0, R0, #0x18
ROM:080827D0                 CMP     R0, #4
ROM:080827D2                 BHI     loc_80827D8
ROM:080827D4                 MOVS    R0, #7
ROM:080827D6                 B       loc_8082802
ROM:080827D8 @ ---------------------------------------------------------------------------
ROM:080827D8
ROM:080827D8 loc_80827D8:                            @ CODE XREF: wild_pokemon_rand_grass+86j
ROM:080827D8                 MOVS    R0, R1
ROM:080827DA                 SUBS    R0, #0x5A @ 'Z'
ROM:080827DC                 LSLS    R0, R0, #0x18
ROM:080827DE                 LSRS    R0, R0, #0x18
ROM:080827E0                 CMP     R0, #3
ROM:080827E2                 BHI     loc_80827E8
ROM:080827E4                 MOVS    R0, #8
ROM:080827E6                 B       loc_8082802
ROM:080827E8 @ ---------------------------------------------------------------------------
ROM:080827E8
ROM:080827E8 loc_80827E8:                            @ CODE XREF: wild_pokemon_rand_grass+96j
ROM:080827E8                 MOVS    R0, R1
ROM:080827EA                 SUBS    R0, #0x5E @ '^'
ROM:080827EC                 LSLS    R0, R0, #0x18
ROM:080827EE                 LSRS    R0, R0, #0x18
ROM:080827F0                 CMP     R0, #3
ROM:080827F2                 BHI     loc_80827F8
ROM:080827F4                 MOVS    R0, #9
ROM:080827F6                 B       loc_8082802
ROM:080827F8 @ ---------------------------------------------------------------------------
ROM:080827F8
ROM:080827F8 loc_80827F8:                            @ CODE XREF: wild_pokemon_rand_grass+A6j
ROM:080827F8                 CMP     R1, #0x62 @ 'b'
ROM:080827FA                 BEQ     loc_8082800
ROM:080827FC                 MOVS    R0, #0xB
ROM:080827FE                 B       loc_8082802
ROM:08082800 @ ---------------------------------------------------------------------------
ROM:08082800
ROM:08082800 loc_8082800:                            @ CODE XREF: wild_pokemon_rand_grass+AEj
ROM:08082800                 MOVS    R0, #0xA
ROM:08082802
ROM:08082802 loc_8082802:                            @ CODE XREF: wild_pokemon_rand_grass+1Aj
ROM:08082802                                         @ wild_pokemon_rand_grass+2Aj ...
ROM:08082802                 POP     {R1}
ROM:08082804                 BX      R1

The encounter ratio in Advance Map is just an encounter ratio for when to do a wild battle, rather than the Pokemon's encounter ratios. These encounter ratios, as you see, are hard coded. It wouldn't be hard at all to expand this into map specific values. I'd hook right before this is called and compare the map values before deciding how to roll it.
 
Last edited:
I have two problems that recently popped up:

1. I inserted a new map and everything went fine, but I can't run when I enter it. I have the type set to ROUTE, as well.

2. When I press Start, it opens up a menu like I'm in the Safari Zone; ?71/600 balls, RETIRE option, etc. Is there a way to fix this, and what may have caused it?

Bleh, just enable running shoes everywhere imo.

Running:
0x805BA38 - Running Shoes without flag insert 00 00 00 00 00 00 00 00 00 00 00 00
0x805BA52 - Running inside insert 00 00 00 00 00 00 00 00
 
So, having a setback in my Hack. For some reason everytime I write a script that involves moving another sprite (i.e. rival/trainer) the game just freezes. My script looks no different then one off the original game but this issue still continues to happen. Any solutions or has anybody else experienced this issue?
 
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