![]() |
wwhy everytime i patch an fr rom with jpan engine it mess up the mapps? like glitching them?
|
Wow this i awesome!!!!!!! I can now do crazy things but i have one question, my advance map shows all 255 OW but i can't edit them with OW editor RE. Any help? Also how do i access the new palettes because i still have the original ones
|
This has deleted some important scripts like finding wild pokemon in the grass, how do I add this back in?
|
Quote:
|
Quote:
by reverse do you mean, for example my offset is 0x812345 [45 23 81 00] or [54 32 18 00] or [00 18 32 54]? |
Quote:
|
Quote:
EDIT: nvm i figured it out now |
Quote:
setting 0x8005 to: 0x0 - 0x7 sleep(up to 7 turns) 0x8 poison 0x10 burn 0x20 ice 0x40 paralyze 0x80 toxic setting it to something else would produce combinations of status' like 0x38 is 1 turn defrost + poison + burn 0x39 is 1 turn sleep 2 turn defrost + poison + burn 0x9 1 turn sleep + poison etc. i think special 0x63 reads differently as well |
Nice... Can we use it for hacks? Just wondering...
|
Duh. What else would it be for? Just wondering...
|
Just wanted to mention a problem I'm having with the timer special - special 0x46, etc.
It works without problem until I step inside a Pokemon Center. Afterward, the timer is instantly reset to 0. This seems to happen in any Pokemon Center and no other areas as far as I can tell, so I would assume it would have something to do with either the sethealingplace command, the setting of variables 405a 405b or 405c, or special 0x182. When I remove the 05 On entering map/on menu close Script Type, the timer no longer resets, but it does freeze at whatever amount it was at before you entered the Center. Anyone know why this might be happening? |
Quote:
The palettes that I want used are used when entering the map (i.e. warping), but reset when entering and exiting any menu (when palettes are loaded). Does anyone have a solution? EDIT: I found a temporary workaround, but I would really love to see an actual fix for this. The temporary workaround is to edit the palette table at 0x1A2400. The mist-NPC palettes have indices 5, 6, 7, and 8; change those to some arbitrary but unlikely-to-be-used numbers (I used 83, 84, 85, and 86 -- the numbers of their mist-free counterparts + 80). So long as no palettes have indices 5-8, this glitch will not occur. However, this change probably will break something. It also leaves those palette indices forever unusable. Which is why I'm hoping for an actual fix. EDIT2: It did break something. The bug still occurs when exiting the Pokemon menu after having viewed a Pokemon's stats. Argh! EDIT3: Or when opening the Pokemon menu at all. "Invalidating" palette indices 5, 6, 7, and 8 prevents the OW mist/reflection palettes from being loaded there when returning from a menu screen to the OW, but it does not reload the extra OW palettes that one chooses to write to those slots. Ergo if a menu screen uses those palettes (Bag doesn't, Pokemon does), they will replace the extra OW palettes upon opening the menu, causing any OW that depended on that palette slot to use the menu's palettes. |
Has anyone else had a problem with the fainting events? I'm using the Firered Base provided, and when my Pokemon faint, they're not sent to the players house, but instead map 0.0. I've put in the same scripts as the players room, but no avail. What am I doing wrong? I don't want to work on this a whole bunch, just for it to end up not working...
|
Quote:
|
I don't completely understand how I would go about creating new behaviour bytes using this. I've read the manual and all it seems to really tell me is that the new table for behaviour bytes is at 0x1a3000. Would I write a script and then write the pointer at that address? Or what? I'm really confused. :/
|
Okay guys im getting an problem whenever i patch this to an clean fire red rom when ever i start a new game with this the outdoors are messed up and the scripts are all deleted(its telling so or so that they will be deleted) but the maps are just messed up...is this ahppening to everyone or am i patching it to an wrong rom maybe:\
|
If you do not want this to happen, use the Tool Applier instead. The patch does this--read the manual, or the first post (one of them mentions this).
|
Quick question: I'm not an expert in this, so I'm wondering if this hacked engine will allow more person events in one place? I have a huge boulder and breakable rock maze but they won't all load. Will they load in this engine?
|
Quote:
|
No, it's happened to me before. Some events load when I take a few steps in a certain direction, others only load after moving an event or breaking a rock. This only happens to me when a lot of person events are in one place.
|
Well that's not going to be fixed by this, no. >:
|
All right. Thanks for the info.
|
Quote:
but i really don;t mind it erasing all scripts just the maps i wanted to know if i patch it and make new mapss if they still would apear glitched up or not. |
No, new maps would not be glitched.
|
Quote:
That's why there's some pointers already there - at 0x1a3204 is the pointer to the bookshelf script - behavior byte 81 - which is the 81st pointer of the table. |
| All times are GMT -8. The time now is 9:02 AM. |
![]()
© 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.