![]() |
Quote:
Oh and I think a saddle would be the most appropriate item in order to ride pokemon. |
Quote:
|
Quote:
|
Quote:
Back on topic, I found the battle script associated with both Birch's whining as well as the "Can't Escape!" message in Ruby. The offset of the script is 0x1d8e44 for those interested. |
Quote:
|
Quote:
|
400 replies!!!!!!! So, what you guys say about completely custom prebattle mugshots?
|
Just a little random thing, in Emerald, editing the byte at 0x08070978 and 0x08071414 will change the level an egg will hatch at. This works for stuff given by the giveegg command, as well as from the Day-Care.
|
The offsets 0x02023C5D and 0x02023C5E control the opponent Pokémon's primary and secondary type, respectively.
Changing them will also change attack effectiveness, and probably also catch rates of balls like the net ball. |
I'm with some problens to translate text from platinum, is there any way to export the text files from platinum in separated files for each .bin file in pl_msg.narc ?
getting in .bin with crystal title I couldn't find a way to open/convert them to xml or editable text With thenewpoketext I can only get all the game text in one file(And it make my oldy pc frooze when I want to open), should be better if I could get them apart, like we can see in some editors like in SDSME or Ds text editor but I can't export/import them from there, there's any way? |
Quote:
|
Quote:
|
Does anybody know how LinkandZelda put the snowy weather effect into Liquid Crystal? I've looked, and can't find anybody that knows how. I hope it's just a limiting byte located somewhere that requires just a simple change
|
Quote:
|
No, not the constant tiny snowflakes one, the one that has three snowflakes falling. I know how to apply the volcanic ash snow haha. They made it work for longer than three snowflakes which is something I've never seen done.
|
Quote:
|
Quote:
Actually, scratch that, it seems that walking onto the map makes the snowflakes last a few seconds longer than when warping, but that's it. Also, it looks like the darkening effect of it lasts longer-than-average (well, compared to the other weathers, I guess) when walking onto a map that has regular weather set. But what would make the visual snow effect last longer when walking onto a map than when warping onto it? |
All right, I've got something here that most of you (a.k.a 90% of you) will find useless. This is actually useful if you are using the second floor of the Pokémon Centre in your hack. I personally am, however I have edited the map to remove the Union Room, as even VBA-Link can't simulate the Wireless Adapter properly. As a result, I have moved the Direct Corner, so when exiting from the Colosseum room/Trade room the little door thing appears in the wrong position. After a bit of searching, I found out that the script ran exactly after the big door closes behind you is at 0x081BB34F. Or, if you're just interested in the setmaptile command, it is at 0x081BC03E. I hope that this is helpful to at least one hacker who isn't me.
Edit: Oh yeah, I forgot to clarify that these are actual scripts that can be edited with XSE. |
Here is a little BW script that checks as you ride past the daycare man. Just place it on a script tile (var = 4001):
Spoiler:
|
The (Un)Used Item Obtained Fanfare
For BPRE v1.0 People who've played FR/LG know that the Level Up fanfare also plays any time you obtain an item (unless specified in a scripted event). The offsets that make that so are at 1A6765 and 1A6769. The former's value is that of the tune that plays whenever the XSE parameters MSG_FIND or MSG_OBTAIN functions are called (also, if one finds a hidden item). The latter value is the same, but only applies if the item is a TM or HM. Both locations have their bytes as 01 01 in the ROM, which corresponds to song 0x101, the Level Up fanfare. You can change these values to refer to whatever tune you'd like. For the sake of making things feel a bit more correct, let's have the former location use the Item Obtained fanfare (0x102) and the latter location use the TM/HM Obtained fanfare (0x105). For this, change the line of bytes from 1A6763 to 1A676A from Code:
Code:
|
Quote:
|
Reusable TMs in Emerald
So I was taking a peek through good old reseach and development today when I saw a cute little post about resuable TMs. You know, making TMs act like HMs. After seeing that it had been found on Ruby and FireRed, I thought, why not find it one Emerald? So I did. To do this little bad boy, go to 0x1B6EE0 in your Emerald ROM and change the A9 there to 90. Simple as that! Here's a tiny little explanation for those wondering. First, 0x1B6EE0 is this little section of code called when a TM or HM is being used. For simplicity's sake, I'll show what is relevant: Code:
This is where we come in. What we want the game to think is that all TMs are the same as HMs. So, what we need to do is change the index it looks for into the index for the first TM, rather than the first HM. So looking at the items, TM01's index is 121. Dividing this by 2 gives 90, so that is why we put 90. The only downside to doing this really is that item 120 is included in this check, which doesn't matter because it's not a TM anyway (it's the Devon Goods). So there ya have it! |
I made a script that will allow you to choose how many Pokemon you need to have registered in order to receive a diploma.
Code:
Quote:
my second argument is 0xD2. 0xD2 is hex for 210, which is the amount of Pokemon in my hack's Pokedex. So say, if your hack had a Pokedex of 251 Pokemon, then you would put the number 0xFB instead. The game will then check if you have that many Pokemon registered in your Pokedex, and if the number matches, it will reward you with a diploma. For some reason it only shows the National Dex diploma which could be a problem if your hack as a regional dex AND a national dex, but it could be solved simply by altering the tilemap. There's also a hack to have it display any image+text combo you want so it's really not a problem. |
In FireRed, 0x0807F938 controls what level the ghost Marowak battle is. The script on the map doesn't actually determine the level even though it may look like it - if you modify the wildbattle command in the script to a different level, the Ghost/Marowak will still be Lv30 no matter what you do. To change the level, you have to change the byte at 0x0807F938, which is part of the routine that controls the ghost battle.
http://i1151.photobucket.com/albums/o625/ChaosRush/DarkViolet/1_zps6be2b382.png The offset for the whole routine is 0x0807F904. |
The Pickup table in FR is at x250848. Each entry is four bytes- the first two are the index number of an item, the latter two are the odds of the item being obtained plus the value for the previous item.
For example, to interpret the vanilla FR table: 8B 00 0F 00 = 15% (xF = 15) chance of Oran Berry (item x8B) 85 00 19 00 = 10% (x19 - x0F = xA, 10) chance of Cheri Berry (item x85) 86 00 23 00 = 10% (x23 - x19 = xA, 10) chance of Chesto Berry (item x86) 87 00 2D 00 = 10% (x2D - x23 = xA, 10) chance of Cheri Berry (item x87) 88 00 37 00 = 10% (x37 - x2D = xA, 10) chance of Rawst Berry (item x88) 89 00 41 00 = 10% (x41 - x37 = xA, 10) chance of Aspear Berry (item x89) 8C 00 4B 00 = 10% (x4B - x41 = xA, 10) chance of Persim Berry (item x8C) 2A 01 50 00 = 5% (x50 - x4B = x5) chance of TM10 (item x12A) 45 00 55 00 = 5% (x55 - x50 = x5) chance of PP Up (item x45) ...etc. The code responsible for reading this table (and checking if you have pickup, and rolling to see if it even activates at all) starts at x2ce48 (which is also battle script command xE5). |
| All times are GMT -8. The time now is 8:53 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.