The PokéCommunity Forums

The PokéCommunity Forums (https://www.pokecommunity.com/index.php)
-   Binary Hack Research & Development (https://www.pokecommunity.com/forumdisplay.php?f=195)
-   -   Development Pokémon Fire Red Hacked Engine (https://www.pokecommunity.com/showthread.php?t=194241)

Haru~ May 1st, 2012 2:43 AM

Quote:

Originally Posted by Jambo51 (Post 7155833)
JPAN explicitly stated that you can't register items created using his method (in the Items thread, If I remember correctly).

Oh, I see. I didn't remember seeing it here or in the manual but meh.
Thanks for the heads-up! :)


I noticed that if you use the temporary status inducer and in battle your hit with something like toxic, you're still poisoned but the status that appears on your pokemon is the one you set at var 8004.

Am I doing anything wrong?

Mallowigi May 7th, 2012 12:51 PM

Hi here, I have a question...

I downloaded this engine but I dont want to patch my rom (I already did it and it messes me up my game, but I know why and that's not my point), instead, I want to use the hack applier to apply some of the hacks. However I don't see here the hack for new Palettes which supposedly enables new palettes on 0x1A2400.

How can I do? Do I really have to apply the whole patch? I don't want to remap and rescript everything in the game...

Kaith May 14th, 2012 7:50 AM

Wow, this seems amazing. I haven't applied it yet cus there are a few things I don't understand.

First, does this need to be applied to a clean rom, or is it alright to apply it to the rom I'm working on right now?

Second, if I'm understanding correctly, if I apply this hack then all scripts before the 0x800000 area will be erased right?

Thirdly, will this mess up any maps I've already made? So far all I've done are the maps for the start of my game to the second gym.

I've also connected a few warps and placed overworlds where I wanted them. I started a little bit of scripting but it's nothing I can't redo easily.

looper May 14th, 2012 9:12 AM

If you already have something edited, you should use the tool and not the patch :)

The Patch will only delete the old scripts, not the newer one, but maybe they will be overwritten by new data....

Spherical Ice June 8th, 2012 3:17 PM

For some reason, when I apply the Overworld hack with the Hack Tool, the overworld changes (where you get 256 new tables etc.), and the changes at 0x1a2000 don't take place. This mean I cant have custom overworlds etc. without applying the patch, which for some stupid reason gets rid of all header scripts, regardless of which part of the rom they were inserted in, and I dont really fancy going back and inserting all that.

Help would be appreciated.

Quickster June 9th, 2012 8:16 AM

1 Attachment(s)
Quote:

Originally Posted by Spherical Ice (Post 7208106)
For some reason, when I apply the Overworld hack with the Hack Tool, the overworld changes (where you get 256 new tables etc.), and the changes at 0x1a2000 don't take place. This mean I cant have custom overworlds etc. without applying the patch, which for some stupid reason gets rid of all header scripts, regardless of which part of the rom they were inserted in, and I dont really fancy going back and inserting all that.

Help would be appreciated.

Habe you tried pressing the button Get Changed Data? I applied the overworld hack with no hero change or dynamic OWs and pressed it. This is what I got.

Spherical Ice June 9th, 2012 8:58 AM

Hm, because I've applied the hack before and didn't take note, it just says that the hack has already been applied, however at the offset you've shown (which also appears when I applied the patch on a clean FR ROM), is not the data, and on a ROM with it applied, it's just FFs, so I can't do a search to find it either.

This is quite an annoying problem :/

MarinoKadame June 9th, 2012 6:57 PM

Anyone found a way to make the following pokemon script to work in Fire red ? Don't know if it worked since the last time I saw a topic about it.

Quickster June 10th, 2012 7:58 AM

Quote:

Originally Posted by Spherical Ice (Post 7208743)
Hm, because I've applied the hack before and didn't take note, it just says that the hack has already been applied, however at the offset you've shown (which also appears when I applied the patch on a clean FR ROM), is not the data, and on a ROM with it applied, it's just FFs, so I can't do a search to find it either.

This is quite an annoying problem :/

Ahh, I think I solved it. Well, hopefuly. Try pressing save rom and then go to the hex editor with it. xD

aar2697 June 10th, 2012 1:53 PM

How do I use the Wild Pokemon Data Switch (Special 0x58)? What I want to do is this:

#org @start
comparefarbytetobyte 0x203C00 0x6 (checks if it's night time; unrelated to issue)
if 0x1 goto @itsnight (unrelated to issue)
release
end

#org @itsnight
**change the wild data to Taillow (14-17), Murkrow (14-17), Pidgey (14-17), Hoothoot (14-17), Nidoran (f) (13-16), Nidoran (m) (13-16), Bellsprout (14-18), Jigglypuff (13-16), Squirtle (10-12), Torchic (10-12), Abra (13-16), Chansey (14-18)**

I could not understand the guide at all. If someone can show me how to do everything, I, along with many others, would greatly appreciate it. Thanks.

BrandoSheriff July 9th, 2012 2:27 PM

I have a suggestion(if this is still being updated):

-a way to remove the "rival naming" portion of the intro (i'm currently trying to figure out how)
-battles that continue scripts when you lose (not trainerbattle 0x9; i'm looking into this as well)

Quickster July 9th, 2012 9:21 PM

Quote:

Originally Posted by Darkrai Lv.1000 (Post 7245947)
I have a suggestion(if this is still being updated):

-a way to remove the "rival naming" portion of the intro (i'm currently trying to figure out how)
-battles that continue scripts when you lose (not trainerbattle 0x9; i'm looking into this as well)

Well, Im not exactly sure about the continuing scripts but here is something that can help with the first problem.
http://www.pokemonpoint.com/guides/naming-the-rival-from-a-script-on-firered/

BrandoSheriff July 10th, 2012 6:56 PM

Quote:

Originally Posted by Quickster (Post 7246310)
Well, Im not exactly sure about the continuing scripts but here is something that can help with the first problem.
http://www.pokemonpoint.com/guides/naming-the-rival-from-a-script-on-firered/

ok, i got it to work to the point where it actually resets the game at where the rival would show up. i can't seem to get it to continue. the game just resets when i get to that point.

EDIT: nvm, i fixed it, didn't know i had to turn my offsets+1 into pointers. learning is fun. xD

Taji34 July 15th, 2012 6:28 PM

How do I use this to get the 60000 Over world Sprites and the 4600 different Palettes?

Riegel25 July 16th, 2012 7:07 PM

Thank you JPAN! This will be very useful.

LugiaMZ July 17th, 2012 8:30 AM

Hi everyone, I have 3 question.

First question, I use the Special 0x18B show uncompressed picture, It's work! But how to close the picture?

Second question, This Pokemon Fire Red Hacked Engine v1.1 patchers has a function to display full-sized images? If no I suggest to add this function. Conveniently say this question, this patchers has pokemon follow player to walk function? Like Pokemon Yellow/Heart Gold/Soul Sliver.

Thanks.

Spherical Ice October 12th, 2012 9:37 AM

^ I'm pretty sure you just use "hidepokepic"

How is special 0xcb supposed to be used? I can't seem to figure it out.

The following script is meant to make it so when the player pushes B, they will be warped.

Spoiler:
Spoiler:
Code:

#dynamic 0x800000

//---------------
#org @start
setvar 0x8004 0x1
loadpointer 0x0 0x88614CB
special 0xCB
special 0xCA
special 0x8E
release
end




0x88614CB leads to:
Spoiler:
Code:

#dynamic 0x800000

//---------------
#org @start
warp 0x1 0x27 0x0 0x0 0x0
end



It doesn't seem to work. It blocks A from working, but doesn't activate the script.

Rumille October 13th, 2012 8:35 AM

So, I'm using this hacked engine. Mainly, because I need to use his Runtime Trainer Customization function. I kinda figured out how it works through the .doc, but I have a problem with the way it works. I used the Overworld Editor - Rebirth Edition to edit the basic hero sprites (hero standing and hero walking). I figured that by the time I use my Runtime Trainer Customization script, I still don't have my Running Shoes, Bike, VS Seeker or Fishing Rod, so why change those sprites. I wanted to use the first command (Setvar 0x4054) to change my walking/standing Hero to the original look. I would change the look of a random NPC to that of the original Hero, so that when I use the 'Setvar 0x4054' command, my hero would have the original look again. To pre-test it, I just used the 'Setvar 0x4054'-command on a random NPC. I gave myself the Running Shoes, to see how it would look. When I went outside and ran, I didn't get the old Hero look though, it was the random NPC 'gliding'. No running animation, just the basic standing sprite moving through the screen.

How can I get it to work that I start the game with my 'new' Hero look, then have the command change my appearance, so that the rest of the game I look like the old/normal Hero?

LugiaMZ October 13th, 2012 9:46 AM

Quote:

Originally Posted by Spherical Ice (Post 7369522)
^ I'm pretty sure you just use "hidepokepic"

How is special 0xcb supposed to be used? I can't seem to figure it out.

The following script is meant to make it so when the player pushes B, they will be warped.

Spoiler:
Spoiler:
Code:

#dynamic 0x800000

//---------------
#org @start
setvar 0x8004 0x1
loadpointer 0x0 0x88614CB
special 0xCB
special 0xCA
special 0x8E
release
end




0x88614CB leads to:
Spoiler:
Code:

#dynamic 0x800000

//---------------
#org @start
warp 0x1 0x27 0x0 0x0 0x0
end



It doesn't seem to work. It blocks A from working, but doesn't activate the script.

Special 0xcb is for display full-sized images? If it the pointer is load the a full-sized images offset? And last question a full-sized images is needed how much pixel?

Thanks you very much.

Spherical Ice October 13th, 2012 10:07 AM

Um no, I was asking how could I use special 0xcb, its got nothing to do with you haha.

in any case, the GBA can only display sprites of 64x64, any larger and it has to be a tilemap. You just need to use the hidepokepic command to hide the sprites you display with special 0x188.

itman October 13th, 2012 10:26 AM

special 0x18C closes it whatever special 0x18B brings up.

Source: Original show fossil script.

LugiaMZ October 14th, 2012 8:44 AM

Quote:

Originally Posted by Spherical Ice (Post 7370809)
Um no, I was asking how could I use special 0xcb, its got nothing to do with you haha.

in any case, the GBA can only display sprites of 64x64, any larger and it has to be a tilemap. You just need to use the hidepokepic command to hide the sprites you display with special 0x188.

I better use hidepokepic to close it... I having more question to ask... I want to make a script for example player battle with a Mew, after battle makesure player have catched Mew or not, if uncatched going to rebattle. How to make scripting it? I played Pokemon Ash Gray battle with Bulbasaur's it used this script, and I need it too. ><

Another question, how to make a uncatchable Pokemon? I played Pokemon Ash Gray it also having this function, I thinks JPAN Fire Red Engine can do it.

Sorry for my bad english. ><

Thanks you very very much. >< :)

itman October 14th, 2012 10:36 AM

Quote:

Originally Posted by LugiaMZ (Post 7372132)
I better use hidepokepic to close it... I having more question to ask... I want to make a script for example player battle with a Mew, after battle makesure player have catched Mew or not, if uncatched going to rebattle. How to make scripting it? I played Pokemon Ash Gray battle with Bulbasaur's it used this script, and I need it too. ><

Another question, how to make a uncatchable Pokemon? I played Pokemon Ash Gray it also having this function, I thinks JPAN Fire Red Engine can do it.

Sorry for my bad english. ><

Thanks you very very much. >< :)

To repeat, special 0x18C closes what special 0x18B brings up.

As for the battle that makes you catch something, that can easily be done with scripting. The patch is not needed for that.

As for the uncatchable pokemon, read JPAN's tutorial that comes with the hacked engine. It's a special that activates it, and it explains how to change it and such in that word document.

robinjea October 14th, 2012 5:28 PM

Sorry for asking but, can someone do this for emerald?

munchhack October 15th, 2012 3:04 PM

Can anyone please explain to me how to use the Firered Hacked Engine? I would like to insert more ow's, and more palletes and don't know how. Please PM me if you know how.

Shiny Quagsire October 17th, 2012 5:58 PM

Quote:

Originally Posted by munchhack (Post 7373636)
Can anyone please explain to me how to use the Firered Hacked Engine? I would like to insert more ow's, and more palletes and don't know how. Please PM me if you know how.

It's all there, you just need to know your terminology and read very carefully. It's all in the guide that comes with it. For overworld editing, I believe you have to set one of the unknown bytes for the overworld to the correct overworld table number, and pallets are set up with your new table (I think).

Nara567 October 21st, 2012 10:02 AM

As I understand, this cuts off compatibility with the Start Map editor, so where would I go in the Hex Editor to change the start map?

itman October 21st, 2012 11:46 AM

Quote:

Originally Posted by Nara567 (Post 7380482)
As I understand, this cuts off compatibility with the Start Map editor, so where would I go in the Hex Editor to change the start map?

http://www.pokecommunity.com/showpost.php?p=7365034&postcount=270

Spherical Ice's post^^

awipe1 October 26th, 2012 7:45 PM

I have a question, and this might sound stupid cause i'm a little new but how do you add more sprites to advanced trainer? I am pretty sure you can do that using this hack engine but i'm not sure how :S

mindwalks October 28th, 2012 8:15 PM

hi ive been hacking and setting up my game without the engine for a few weeks and the only reason is because im having trouble loading other programs like smca and any other editorsr besides advance map. they all come up with "runtime error 380" or something like it.
so my question is am i missing something after putting the engine patch on?
ive read the readme as in skimmed mostly for info but seems to be info for using it after its applied right. looking forward for a reply thankyou.

CameraFan November 29th, 2012 12:47 PM

I'm trying to install this to add more OW palettes but when it gets to the variables for Dynamic OWs promptbox it can never progress when I put in a free variable. Am I missing something?

Wynchester December 8th, 2012 7:52 AM

This is interesting. I think I might try it out sometime. Thanks for the Patch, friend!

FrozenInfernoZX January 4th, 2013 6:10 PM

Does anybody know to get special 0x58 to work? The Wild Pokemon Switcher? I keep getting random leveled ?????????? and Sunfloras, weird. =/

Shiny Quagsire January 5th, 2013 9:26 PM

Quote:

Originally Posted by awipe1 (Post 7386651)
I have a question, and this might sound stupid cause i'm a little new but how do you add more sprites to advanced trainer? I am pretty sure you can do that using this hack engine but i'm not sure how :S

That's a completely different thing that what this patch does. This patch expands the OVERWORLD table. If you wanted to add more trainer sprites, you'd have to repoint and expand the trainer sprite table as well as the trainer sprite animation table.

ruby May 9th, 2013 11:49 AM

So just to confirm, the .ips and tool perform the same job right? Because I get an unhanded exception when running the tool though parallels.

also, why so dead thread? o_0

Spherical Ice May 18th, 2013 12:41 AM

Quote:

Originally Posted by Counterfeit (Post 7655212)
So just to confirm, the .ips and tool perform the same job right? Because I get an unhanded exception when running the tool though parallels.

also, why so dead thread? o_0

The .IPS applies everything in the hack, the tool lets you pick and choose.

vizor May 25th, 2013 4:23 AM

Is ist possible, to make the Tools and patches avalible for German Firred and other Languages? It shouldnt make too much work, just ROM-Offset researching i guess..
Awesome work duide :D

TorNyan August 10th, 2013 2:09 PM

Quote:

Originally Posted by CameraFan (Post 7425691)
I'm trying to install this to add more OW palettes but when it gets to the variables for Dynamic OWs promptbox it can never progress when I put in a free variable. Am I missing something?

Same problem here. Not only with the OW hacks though. For example:
Quote:

Choose the variable for the wild pokemon level switch
. Tried different variables between 4000 and 4100.
I'll just use the ips file instead, if its true that the ips applies every engine hack provided.

Le pug August 24th, 2013 8:57 PM

Choose where you go when you die, even if it's not a pokecenter.

this i want, though i don't know how this works? do i just patch it or what cus the folder isn't really self explanatory

like i see the whole apply special program but is there a tutorial and guide cus the pokecenter thing i want really badly

GoGoJJTech September 13th, 2013 11:36 AM

Quote:

Originally Posted by Le pug (Post 7802460)
Choose where you go when you die, even if it's not a pokecenter.

this i want, though i don't know how this works? do i just patch it or what cus the folder isn't really self explanatory

like i see the whole apply special program but is there a tutorial and guide cus the pokecenter thing i want really badly

This is FR exclusive, and JPAN is gone. So here, apply the patch, then use the tool to customize. Choose FREE variables, probably might want to use Jambo's flag/variable extensions. Then you're not done. The first town (pallet town) doesn't warp properly, so fix it with a-map 1.92. then you're good.

superluke September 26th, 2013 9:01 PM

So, I'm having trouble with a few commands and hoping some could help me out.
The commands are :
Special 0x58 – Wild Pokémon Data Switch
Special 0x16 – Change Pokémon species
Special 0x52 – Temporary Status inducer
so if someone could just walk me though the making of thes script that would be very help full

Turtl3Skulll October 11th, 2013 5:57 PM

Special 0x2f - key dumper.
If anyone knows how JPAN's example work in his guide, please explain.
Adding things up in the binary calculator is what I don't understand how to do.

Kawaii Shoujo Duskull November 30th, 2013 12:06 PM

I'm having problems applying the hack using the hacktool.

When I try to apply certain hacks, such as the OW hacks or whiteout hacks, I have a problem where it won't progress.
It'll ask for a variable for something(EX: variable for dynamic OWs for the OW hack, a variable for the pokemon level switch hack, or a variable for the map etc for the whiteout hack) and no matter what I input and no matter how many times I input it, the exact same box will pop up and ask for the exact same thing, and it will not stop.

Am I missing something, or am I doing something wrong? If so, what is it?
Thanks in advance for any help. ^^

karatekid552 November 30th, 2013 2:41 PM

Quote:

Originally Posted by Merak (Post 7962874)
I'm having problems applying the hack using the hacktool.

When I try to apply certain hacks, such as the OW hacks or whiteout hacks, I have a problem where it won't progress.
It'll ask for a variable for something(EX: variable for dynamic OWs for the OW hack, a variable for the pokemon level switch hack, or a variable for the map etc for the whiteout hack) and no matter what I input and no matter how many times I input it, the exact same box will pop up and ask for the exact same thing, and it will not stop.

Am I missing something, or am I doing something wrong? If so, what is it?
Thanks in advance for any help. ^^

It took me a bit to figure this out, but JPAN set restrictions on what vars you can use. However, poor coding on his part, he didn't share those restrictions, at least that I could see. The vars that I found to work tended to be between 4050 and 40FF, which are the safer ones anyway. You can always apply the hack and then use a little hex editing to change the var to a different one later.:P

Kawaii Shoujo Duskull November 30th, 2013 4:53 PM

Quote:

Originally Posted by karatekid552 (Post 7963092)
It took me a bit to figure this out, but JPAN set restrictions on what vars you can use. However, poor coding on his part, he didn't share those restrictions, at least that I could see. The vars that I found to work tended to be between 4050 and 40FF, which are the safer ones anyway. You can always apply the hack and then use a little hex editing to change the var to a different one later.:P

Ah, thanks. Now I can finally get that hack applied. :)

Gorrioncillo December 6th, 2013 4:14 AM

somebody knows how to make a really good move tutor, i want to do so with special 0x17 but it teach the move to all pokemons, and that make illegal pokes, i need to make one similar to the moves teacher in the game, is this possible???

Kawaii Shoujo Duskull December 6th, 2013 3:23 PM

Quote:

Originally Posted by Gorrioncillo (Post 7973252)
somebody knows how to make a really good move tutor, i want to do so with special 0x17 but it teach the move to all pokemons, and that make illegal pokes, i need to make one similar to the moves teacher in the game, is this possible???

Okay, I'm no expert on hacking, but I have a suggestion. Try using something like XSE to open the script for a move tutor currently in the game. Look at the data and try to figure out how it works, it shouldn't be too difficult(I think). Then copy the script and modify it to fit your specifications.


Note: I don't know for sure how easy/hard this might be or if it will be completely successful. Just a thought. If anybody has some actual information, feel free to be more helpful than me. :P

Aethestode December 8th, 2013 7:28 AM

Quote:

Originally Posted by Gorrioncillo (Post 7973252)
somebody knows how to make a really good move tutor, i want to do so with special 0x17 but it teach the move to all pokemons, and that make illegal pokes, i need to make one similar to the moves teacher in the game, is this possible???

You need to goto HEX, to do that.

Anyway, here's an example of the script

#org @Start
lock
faceplayer
checkflag 0x200
compare LASTRESULT 0x1
if 0x1 goto @AlreadyLearnt
msgbox @WantToLearn
boxset 0x5
compare LASTRESULT 0x0
if 0x1 goto @DontWant
setvar 0x8005 0x1 (Setvar 0x8005 0x1 is reserved for Mega Punch I think, you'll need to goto into HEX to change it).
special 0x18D
setflag 0x200
release
end

Here's a guide
http://www.pokecommunity.com/showpost.php?p=4141210&postcount=258

Gorrioncillo December 9th, 2013 12:02 PM

[QUOTE=rockmanmegaman;7976717]You need to goto HEX, to do that.

Anyway, here's an example of the script

#org @Start
lock
faceplayer
checkflag 0x200
compare LASTRESULT 0x1
if 0x1 goto @AlreadyLearnt
msgbox @WantToLearn
boxset 0x5
compare LASTRESULT 0x0
if 0x1 goto @DontWant
setvar 0x8005 0x1 (Setvar 0x8005 0x1 is reserved for Mega Punch I think, you'll need to goto into HEX to change it).
special 0x18D
setflag 0x200
release
end


thank you, but what i want is to keep those moves (maybe change to pay version and infinite relearned). I want to make a new ones, those from emerald and do the same thing, is this possible????

BIGFLASHER98 May 11th, 2014 5:39 AM

hello ^^

i have a big problem with this patch,there are some tiles are bugged,and i cant solve how to change them,i tried with a lot of fire red versions but nothing....

i verified and the tile that is bugged is the black tile,how can i change them to black?

ah,also A-map is not working well because the pallet town map in fire red,in the rom is bugged,but in A-map it seems normal..

how can i solve those two problems?

anonyboy May 14th, 2014 2:37 AM

Quote:

Originally Posted by BIGFLASHER98 (Post 8244650)
hello ^^

i have a big problem with this patch,there are some tiles are bugged,and i cant solve how to change them,i tried with a lot of fire red versions but nothing....

i verified and the tile that is bugged is the black tile,how can i change them to black?

ah,also A-map is not working well because the pallet town map in fire red,in the rom is bugged,but in A-map it seems normal..

how can i solve those two problems?

for the first change with the block editor.
for the second make sure you have a warp outside of the player's house and that he's connected to the one in the player's house. because if you get out of the house without a defined place to go to, you'll be stuck in border

Darma_48 May 16th, 2014 9:51 PM

how to use that? sorry i' newbie

BLACKOUT June 3rd, 2014 11:51 AM

Quote:

Originally Posted by JPAN
Features
Support for over sixty thousand different OWs, as well as access to fourty-six hundred different palettes

JPAN, by this do you mean the pallets in Advance Map that you use to make new tilesets?

Spherical Ice June 3rd, 2014 12:15 PM

No, the palettes for overworld sprites, like the sprite for the Hiker or the Bug Catcher, and so on.

KillerKrabs June 21st, 2014 12:35 AM

I'm intrigued, but how do you change the deathpoint?

A Sunny Moo July 15th, 2014 1:46 PM

JPAN, if you ever come back to this patch, PLEASE make a cancel button for the patcher. I am tired of being met with unexpected dialogue boxes that I can't close.

Cloudfury July 15th, 2014 11:34 PM

This is so awesome, good thing I haven't really started much on my hack. I can still patch it :D

Edit: Nope, nevermind. My rom died on me after I applied it.. This patch seemed so awesome though. Oh well.

Shiny Quagsire July 16th, 2014 5:09 PM

Quote:

Originally Posted by Cloudfury (Post 8352411)
This is so awesome, good thing I haven't really started much on my hack. I can still patch it :D

Edit: Nope, nevermind. My rom died on me after I applied it.. This patch seemed so awesome though. Oh well.

That's because the patch version clears all existing scripts and events. It's meant for clean ROMs. If you wanted to apply some of the stuff in the engine, use the program.

Cloudfury July 21st, 2014 6:35 PM

Quote:

Originally Posted by Shiny Quagsire (Post 8353645)
That's because the patch version clears all existing scripts and events. It's meant for clean ROMs. If you wanted to apply some of the stuff in the engine, use the program.

I patched it on a clean rom then tried to insert some music with sappy. The game started up as a white screen. Am I just inserting the music wrong? Or is it because the engine doesn't support music? I swear it plays correctly in sappy.

Shiny Quagsire July 21st, 2014 8:57 PM

Quote:

Originally Posted by Cloudfury (Post 8362268)
I patched it on a clean rom then tried to insert some music with sappy. The game started up as a white screen. Am I just inserting the music wrong? Or is it because the engine doesn't support music? I swear it plays correctly in sappy.

You probably inserted the song wrong. I've used the patch quite a few times and the music works fine. I can't say I know much about inserting music though so I can't be certain what you did right or wrong.

Cloudfury July 23rd, 2014 4:41 PM

Quote:

Originally Posted by Shiny Quagsire (Post 8362447)
You probably inserted the song wrong. I've used the patch quite a few times and the music works fine. I can't say I know much about inserting music though so I can't be certain what you did right or wrong.

Huh. Tried inserting again and it worked. The problem was that I used free space finder to find new offsets for the songs. Don't know why that would crash my rom, but yeah, that's what happened. Ironic, trying to do something right makes it end up wrong XD

Edit: Figured out why it crashed. Since the old scripts and stuff are gone, creating free space, nothing will repoint properly. I'm pretty sure I'll run into more problems later on, I'm pretty much a hacking noob, so I'll just stick with regular ol Firered.

urzzz August 3rd, 2014 4:03 AM

Does anyone know whether the EV/IV read values have been changed/relocated in this tool?

I'm trying to insert the Trainers with EVs ASM by Doesntknowhowtoplay (link -> pokecommunity.com/showthread.php?t=307117) but its refusing to work. I've tried the method on a clean fire rom and it works flawlessly. I'm pretty sure the Hacked engine is the cause.

Does anyone know if the EV/IV values have changed? and if so, what are the new offset locations so i can amend the Trainers with EVs routine?

Eden's Zealot August 7th, 2014 4:57 PM

So what variables do I use in all the prompts that pop-up when I attempt to use the program?

divinemamgai November 4th, 2014 9:50 AM

Quote:

Originally Posted by Eden's Zealot (Post 8390744)
So what variables do I use in all the prompts that pop-up when I attempt to use the program?

4100 - 40FF are safe I guess. Just turn a few pages backwards, someone named karatekid or something (the one who gave guide about add more OWs) suggested but I already have that one figured out.

divinemamgai November 4th, 2014 9:54 AM

I want to know what is the new OW table pointer? The one with more no. of OW Sprites? I'm confused that it is not mentioned or is it not required? Sorry being a noob, cuz i am..... When it comes to this particular thing...

Never Mind...

AriArk December 7th, 2014 7:53 AM

I have a problem
I have directly copied a pokemoncenter nurse script from a clean rom to a rom with JPAN's engine on it but when I talk to the girl, she does everything right, she puts the pokeball in the machine, it glows and she gives it back but then it just messes up, it freezes then goes black then the music freezes too.
PS
This is what it goes like (not my video, but exactly same problem):
https://www.youtube.com/watch?v=qXsFkRcncEA

Blah December 7th, 2014 3:57 PM

Quote:

Originally Posted by AriArk (Post 8523318)
I have a problem
I have directly copied a pokemoncenter nurse script from a clean rom to a rom with JPAN's engine on it but when I talk to the girl, she does everything right, she puts the pokeball in the machine, it glows and she gives it back but then it just messes up, it freezes then goes black then the music freezes too.
PS
This is what it goes like (not my video, but exactly same problem):
https://www.youtube.com/watch?v=qXsFkRcncEA

Hi, I would just redo the whole script for her rather than re-using the old one.

From the looks of the video, JPAN hasn't overwritten or modified the PC specials. Which means the specials are still working as intended, however parts of the original script seems to be overwritten. So your best bet is just to write your own PC script, it's quite simple (ask in the script help thread if you're having troubles).

MrDollSteak December 7th, 2014 7:41 PM

Quote:

Originally Posted by AriArk (Post 8523318)
I have a problem
I have directly copied a pokemoncenter nurse script from a clean rom to a rom with JPAN's engine on it but when I talk to the girl, she does everything right, she puts the pokeball in the machine, it glows and she gives it back but then it just messes up, it freezes then goes black then the music freezes too.
PS
This is what it goes like (not my video, but exactly same problem):
https://www.youtube.com/watch?v=qXsFkRcncEA

The issue is the level scripts. You need to make set healing place scripts.

jiangzhengwenjzw January 31st, 2015 9:29 PM

I applied your firered clean patch and then applied this patch.
However, the map of pallet town messed up. Did this mean that I didn't apply the patches correctly?
This is my pallet town in the game
http://i869.photobucket.com/albums/ab256/jiangzhengwenjz/1636%20-%20Pokemon%20-%20Fire%20Red%20Version_zpsxxfazajc.png
But in A-map it's all right.

DarkShedinja January 31st, 2015 10:42 PM

Quote:

Originally Posted by jiangzhengwenjzw (Post 8602414)
I applied your firered clean patch and then applied this patch.
However, the map of pallet town messed up. Did this mean that I didn't apply the patches correctly?
This is my pallet town in the game
http://i869.photobucket.com/albums/ab256/jiangzhengwenjz/1636%20-%20Pokemon%20-%20Fire%20Red%20Version_zpsxxfazajc.png
But in A-map it's all right.

That's because the Warps are removed from Pallet town.

jiangzhengwenjzw February 1st, 2015 12:01 AM

Quote:

Originally Posted by DarkShedinja (Post 8602486)
That's because the Warps are removed from Pallet town.

Then that is to say that I applied the patch correctly?

DarkShedinja February 1st, 2015 7:09 PM

Quote:

Originally Posted by jiangzhengwenjzw (Post 8602555)
Then that is to say that I applied the patch correctly?

yeah, you just need to add a new warp to Pallet Town, and input that warp to the Door which you step out from your House

jiangzhengwenjzw February 1st, 2015 7:15 PM

Quote:

Originally Posted by DarkShedinja (Post 8603607)
yeah, you just need to add a new warp to Pallet Town, and input that warp to the Door which you step out from your House

OK, I see. Thank you for your help!

Mystelex February 24th, 2015 6:05 AM

Quote:

Originally Posted by HackMew (Post 5496704)
I'll give you a little example: the sethealingplace command. In the hacked engine, it has changed and now requires three variables to be set in order to work properly.

Ummmm...... Just a question........ In the Fire Red hacked engine , once the player blacks out , the game doesn't take me to the place I last healed my Pokémon ! It takes me to map 0.0 of Pokémon Fire Red ! Can you please tell me how to fix this problem ? You can e-mail me at "[email protected]".

Telinc1 February 25th, 2015 2:21 AM

Quote:

Originally Posted by ShinyQuilava97(Gold) (Post 8631596)
Ummmm...... Just a question........ In the Fire Red hacked engine , once the player blacks out , the game doesn't take me to the place I last healed my Pokémon ! It takes me to map 0.0 of Pokémon Fire Red ! Can you please tell me how to fix this problem ? You can e-mail me at "[email protected]".

If you applied the full patch, keep in mind that it removes all scripts. Open a vanilla ROM and look at the level scripts. You're interested in the sethealingplace one. Just a note, JPAN's hacked engine completely changes that command. Check the readme for that.

Mystelex March 1st, 2015 9:31 PM

Thanks Telinc1 ! I read the ReadMe and found out that the sethealingplace command in the hacked engine uses 3 variables ! Thanks for the help !

rhapsodian_pixo May 18th, 2015 9:52 PM

there is some functionaly type editor (resistences weakness etc) for this rom base??

Lance32497 June 6th, 2015 1:47 AM

does anyone here how to use special 0x58 in JPAN Hacked engine?

I don't know what does he mean with the key in var 8006
0x0 is loaded with LoadPointer, I don't know how to load it,
0x1 is the value that is set in Var 8008 and 8009, I created a table at 0x087E0000
I used 030385 as wild data bytes at 0x087E0000
where AA-03 is the Minimum level, BB-03 is the maximum level, and CC-85 is the Pokemon specie number
then I set 8008 var into 0 and 8009 into 087E
then setvar 0x8006 0x1
setvar 0x8005 0x1
special 0x58 but it doesn't work,

how to implement wild data switch or special 0x58 in FRHE?

Lance32497 June 7th, 2015 8:46 PM

Gonna quote JPAN's reply to my PM

Quote:

Originally Posted by JPAN
It's been a while I worked on the engine, so it took me a while to find answers. Special 0x58 loads a pointer to a wild data to 0x0203f48C. That pointer may be written to that address in three ways: first by way of the xse command loadPointer, the same used by messagebox; the second is writing the value to 8008 and 8009 in halves, lower halve in 8008 and upper in 8009 (for example data stored at 0203f800 would be setvar 0x8008 0xf800, setvar 0x8009 0x203); third way is by placing the value at 0203f48c yourself by, for example, writing to it via writebytetoOffset command. The pointer loaded must lead directly to a table containing pokemon in the wild data format. The safest way to test it is to create a table in Advance Map wild pokemon editor, then going to the location of that data and use that pointer.

As for the EV/Contest reader, the compiled code seems ok, so if its not working right, try copying it by hand from the compiled source code (in the tool).

Hope it helped.

It's working...

astro02 July 21st, 2015 11:58 PM

how use item script runner as item editor i use g3t?
i apply the routine after i get changed data;
but if i insert the routine offset in field usage and the sciprt pointer in extra data,we i use the item the rom restart

Derlo August 2nd, 2015 11:50 AM

hello
Anyone know how special 0x7e, the Jpan done to his engine, it works properly?

when just insert the special routine with the program that he did, the rom freezes.

Edit: Fixed

I managed to adjust his routine ... the problems were:
The tool that Jpan did, was not entering the routine in ROM. and when inserted manually, there was buggy characters ... had to manually rewrite the routine and test in another rom(squirrels). That's when it worked correctly.

pokemon r August 7th, 2015 11:46 PM

hey guys i need hel in changes player overworld but i am having one problem is that i dont know from where i get the value of new overworld to whom i cange player overworld

Yaofma October 4th, 2015 7:58 AM

I apologize for what may seem like necroposting, or whatever it is called, but it seems that these attachments no longer work. It also seems like there aren’t any alternative ways to download JPAN’s engine (I checked). All in all, it’s pretty unfortunate.

If someone could possibly re-upload the whole thing… that would be pretty great.

TheFiretypetrainer October 13th, 2015 11:38 PM

You can use download from mediafire - Pokemon Fire Red Hacked v1.1
Sorry, can't post links since its my first post

Turtl3Skulll October 17th, 2015 10:32 AM

Quote:

Originally Posted by Yaofma (Post 8953734)
I apologize for what may seem like necroposting, or whatever it is called, but it seems that these attachments no longer work. It also seems like there aren’t any alternative ways to download JPAN’s engine (I checked). All in all, it’s pretty unfortunate.

If someone could possibly re-upload the whole thing… that would be pretty great.

So apparently they are dead... here's a link to them (I'll try to keep these alive as long as I can):

https://drive.google.com/file/d/0B-JVUpHMmKl7NENtNENGeHVQQUE/view?usp=sharing

If you have questions about the functions of it, or need some examples, try this (haven't updated with every command, but do have most):

http://www.pokecommunity.com/showthread.php?t=336462

TheFiretypetrainer October 21st, 2015 10:38 PM

Is there any way to know what flags and vars are safe to use in JPAN's engine?

Turtl3Skulll October 22nd, 2015 8:05 AM

Quote:

Originally Posted by TheFiretypetrainer (Post 8972986)
Is there any way to know what flags and vars are safe to use in JPAN's engine?

I believe all the usual flags should work fine (0x1200 & above) as well as I the flags used for the daycare (I may be mistaken here),
but there isn't really a known amount of flags that we can use for the engine.

EDIT: you could also use the tool applier to manually select flags so you have a bigger scope of what you can use, though the tool has a fair amount of issues where it doesn't even apply some of the hacks.

TheHunterManX October 28th, 2015 5:59 AM

It seems as though that the attachment(s) are dead. Please upload new ones.

Turtl3Skulll October 30th, 2015 2:53 PM

Quote:

Originally Posted by TheHunterManX (Post 8978750)
It seems as though that the attachment(s) are dead. Please upload new ones.

here is mine that is/should still working:
https://drive.google.com/file/d/0B-J...ew?usp=sharing

TheHunterManX October 31st, 2015 3:56 AM

Nope. The google drive link says no page here 404 error.

Vendily October 31st, 2015 7:40 AM

Quote:

Originally Posted by TheHunterManX (Post 8981789)
Nope. The google drive link says no page here 404 error.

The link was compressed. There's a working version just a little bit higher on the page.
Or HERE.

TheFiretypetrainer November 3rd, 2015 7:40 PM

It seems the hack messed up some of the commands like applymovement, checktrainerflag, spritebehave, can anyone confirm this issue?
Is it because I've got the wrong version of the rom? I know it is BPRE but I don't know if it is v1.0

Vendily November 5th, 2015 4:40 AM

Quote:

Originally Posted by TheFiretypetrainer (Post 8985146)
It seems the hack messed up some of the commands like applymovement, checktrainerflag, spritebehave, can anyone confirm this issue?
Is it because I've got the wrong version of the rom? I know it is BPRE but I don't know if it is v1.0

To check your ROM version, run it in an emulator. If on the Gamefreak logo screen, it says GAMEFREAK PRESENTS then you have version 1.1. if it doesn't say PRESENTS, then you have version 1.0.

Lance32497 November 5th, 2015 5:04 AM

Hack applier seems to be buggy, it corrupts the rom whenever I use Apply Overworldhack

Turtl3Skulll November 5th, 2015 8:53 PM

Quote:

Originally Posted by Lance32497 (Post 8986361)
Hack applier seems to be buggy, it corrupts the rom whenever I use Apply Overworldhack

Don't use the tool, its too buggy to work properly, either use the patch or look at the source code & recompile it.

Lance32497 November 6th, 2015 4:35 PM

Quote:

Originally Posted by Turtl3Skulll (Post 8987155)
Don't use the tool, its too buggy to work properly, either use the patch or look at the source code & recompile it.

only Overworld Hack in the source code doesn't work

Telemetius November 11th, 2015 12:08 AM

Is it just me or the downoad links aren't working?

Touched November 11th, 2015 2:37 AM

Quote:

Originally Posted by Telemetius (Post 8992753)
Is it just me or the downoad links aren't working?

The server was hacked, and all attachments purged. You'll need to find a mirror or ask someone to reupload it for you.

Dr. Seuss November 11th, 2015 7:46 AM

Quote:

Originally Posted by Telemetius (Post 8992753)
Is it just me or the downoad links aren't working?

Fortunately, I still have in my files the hacked engine
https://www.mediafire.com/?vjzjfoffiiad7v8

Derlo November 11th, 2015 9:22 AM

I'm using Jpan HE and I'm having some problems with routine WalkingScripts.
In the manual, the Jpan reports that some scripts are high-priority, such as: green Scripts in AMAP or routine that hatch eggs ....
But I saw that one of the main, do not have this priority, which is the routine of wild Pokemon.
If you have enabled WalkingScripts when you walk on the grass or any other tile with pokemon appearance, the pokemon does not appear even if you have a rate of 100%. but if you change the side where the player is looking, the Pokemon appear.

My question is: Does anyone know how to change the priority for the routine that loads the wild pokemon is loaded before WalkinScripts routine?


All times are GMT -8. The time now is 9:02 AM.


Like our Facebook Page Follow us on Twitter © 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.

Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.