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  • I edited the textbox so long ago, and I didn't bookmark the offset. Just look for it in TileMolester, it's near the bottom.

    As for the picture thing, I have no idea how to change that, you just have to work with whatever is already there.
    As for the Emerald boot screen problem, here's a fix: change the data at '0x16cd17' from:

    4a 10 1c 08 80 00 20 00 21

    to:

    48 08 80 a0 21 00 20 49 00

    And, in response to your numbered questions from your PM, the answer to both is yes.
    Pokémon logo tilemap is at '0xDE0644' or 2614 in unLZ. The Emerald Version logo and the Press Start text are sprites (as opposed to being part of the BGs in Fire Red) so I don't know how to edit their locations.
    I'll look into it later. I'm kinda busy at the moment. I'll try to answer those other questions too but I dunno when I'll have the time.
    No one would accept it.. everyone wants to make his/her own hacks, out of selfishness. Also, I doubt you'd find a deticated AND friendly/good enough to take over your hack. xD

    And yeah, I've reached the point where I just can't even hover my mouse to A-Map's icon. But sometimes I recall a very important moment: the moment I first opened A-Map, and thought everything was possible...
    Thanks, but I lost interest. It just seemed pointless after a while. Making maps and hoping that one day they'll get scripted is pretty difficult, because we're just kids, we have school, etc.

    Anyway, I'm working for you so I'll continue mapping for Grey.
    And yeah, sure, know where they're selling it?
    I'm not back yet.
    That's too bad, I hope we'll find time and inspiration to continue our project.
    I'm fine, but atm I'm not working on anything. Actually I gave up hacking.

    (pshh, Harry got demodded >:)
    Hey. Don't think I've forgotten you and your hack mate. I just vanished from the forums for some time. How's it going?
    heya!
    hows life?
    and ur hack too?
    im making changes to my hack..xD
    like using emerald as a base instead of fire red since it is like a lot cooler..
    soory for just coming here saying this..lol
    I'm like 99% sure that it is but you might want to confirm that (just check in the Map Viewer).

    edit: I take it back. It looks like they're not. I could probably figure out how to do the same for regular textboxes but unless it's a huge priority, I'll get around to it later (sorry for the delay in the first place).

    edit2: 'kay, I found the regular textbox "tilemap", too. However, there's a hitch: the bottom right tile has to be the flipped version of some other tile. I guess the programmers thought that since the tile would be a flipped version of the top-right tile, they could fill the space that the bottom-right tile would otherwise occupy with other data (I think it might be a palette). So the following changes (which should look very similar to the ones for the signpost textbox but with different addresses) will un-flip every tile and change the bottom right tile to a horizontally flipped version of the bottom-left tile (again, it's normally the top-right tile flipped vertically):

    1. Change the byte at '0xf7328' from '0xa0' to '0x20'
    2. Change the bytes at '0xf7330' from '2d 06 2d 0e' to '0e 31 00 00'
    3. Change the bytes at '0xf73d8' from '01 0a 00 00 02 0a 00 00 03 0a 00 00 04 0a 00 00' to '0f 02 00 00 10 02 00 00 11 02 00 00 0e 06 00 00'

    In reality, that bottom-right tile thing won't be a problem because it's just a blank, transparent tile but if you choose to expand the textbox, it might come in handy. Also, as I was writing that I realized that you could just repoint the textbox if you wanted that tile to be different, though in my opinion changing a single byte is easier and more satisfying from a "sweet, I figured it out" point-of-view. :)
    I'm very close. I found the location of the pseudo-tilemap (it's complicated) for every single tile except the bottom-left tile. It looks like it's generated in ASM code so I'm trying to find a way to get it to display the right tile without having to expand the routine. Just give me one more minute...

    edit: Okay, I think I've got it. Try to follow these instructions carefully:
    1. Change the byte at '0xf75b8' from '0xa0' to '0x20'
    2. Change the bytes at '0xf75c0' from '2d 06 2d 0e' to '0e 31 00 00'
    3. Change the bytes at '0xf7674' from '01 0a 00 00 02 0a 00 00 03 0a 00 00 04 0a 00 00' to '0f 02 00 00 10 02 00 00 11 02 00 00 12 02 00 00'

    (for the last one, you can think of it like this: replace all 'a's with '2's and add '0xe' to any other, non-zero numbers)
    Honestly, I haven't. However, I've got nothing to do right now so I guess I have no reason not to. I'll go fire up VMware and take another look. :)
    From looking into it briefly, it almost seems like the tilemap is generated in ASM code. o_O
    So yeah, this one might be a little hard. I'll look into it after I deal with some other stuff.
    Sorry, I'm only taking request on weekend because all the homework that I have, I'll try to do it tomorrow, ok?
    Sorry, I guess I should have been more clear. At '0x078c1c', you should find "8B 0A 00 00" which, when reversed, is '0x00000a8b'. That number is used by the game to determine when to restart the titlescreen. I'm not sure of the exact relationship between that number and the amount of time before the titlescreen restarts. However, it appears as though it gets incremented once per frame and, if I recall correctly, the GBA operates at roughly 60 frames per second. So, if my assumption is correct, the standard titlescreen should last for 2700/60 = 45 seconds before restarting. I guess you should just record the amount of time that it takes for your new titlescreen music to reach the end/looping point, then multiply the number of seconds by 60 and convert that number to hexadecimal. I hope that makes sense.
    The 32-bit number at '0x078c1c' (normally '0x00000a8b' or 2700 in decimal) control hows long the game remains on the titlescreen. :)

    Sorry about the delay with the Area data. I've been getting sidetracked by other stuff and I made some discoveries which made me realize that I actually found a different set of data but that there might be some sort of relationship between the new data and which pokémon are classified in what Area (i.e., what you were looking for). It's kinda complicated but I think I have some free time right now so I'll try to write up a little report on it.

    edit: Here you go. :)
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