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Is it okay to allow a Pokemon to give you more than 3 EVs in a stat upon being defeated in G3HS?
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I have a question, do the pokemon sprites have to be 16 full shades, like 15 for the pokes, 1 for the background, or can it be like 9 shades for the poke if its all it needs, and 1 shade for the background and still work??
And the map tiles, is there a palette limit? |
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Yes, you can have 2 tilesets for a single map (primary and secondary), and each tileset uses 6 palettes of 16 colors. |
thank you very much~
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Im getting furious, ive been indexing this damn title screen for over 2 hours, and unzl says they are not indexed out of noowhere ive been following multiple guides to the damn point. Wth Is going on?
heres what ive used: Spoiler:
I have gotten passed this part but i do not understand what the hell is going on all the sudden. ive deleted files i made and started from scratch on clean roms as well. nothing changes this forsaken outcome |
Is there a way to assign the player's money balance to a var upon entering a map, then comparing it to itself later (to see if the balance is different)? Or a similar method of something like this?
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checkmoney 5000 0 compare LASTRESULT 1 if 0x1 goto @HasMoney or if you type your commands in hex ... checkmoney 0x1388 0x0 compare 0x800D 0x1 if 0x1 goto @HasMoney |
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In Fire Red, why are there two Saffron City maps, and which one should I use for editing? Or should I just make a new map with four exits and overwrite the old one?
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Does anyone know a way to create an NPC that, rather than being assigned a specific overworld, looks at a specific byte in ram and uses that byte to load images from a list of pointers? Think GSC daycare.
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I'm at a loss as to why this script isn't working. I assigned the var 0x402B and value to 0 to the script tile but I freeze up every time I step on it. Can anyone help me? I'm not good at proofreading my own scripts...
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Thank you, Lost Heart, for the answer about Saffron.
After a little bit I've begun to have my tile-insertion problem once more. However, this time I've narrowed the problem down to a specific point. When I take a tileset from the game (what I mean by "tileset" is the thing called Palette 7, 8, etc.) and either delete what was on it originally or have my tiles cover the picture, the map becomes glitchy. Does anyone know how to add large images onto these tilesets without breaking the game this way? |
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Edit: Either it didn't post or I'm overlooking it. Anyway, what I had said was that I ran into the same tileset problem as you had. Assuming you're hacking FireRed, don't overwrite these tiles or any like them (these ones, for example, are animated, and the game doesn't like you overwriting animated tiles; it will act as if the animated tiles are still there when you go in game): http://i.imgur.com/AV5ddk4.png Hopefully that can help. |
Hi, I am new to PC and I am working on my first hack. Its a hack of fire red and I've entered a givepokemon script which works fine but once I leave that map and go back there is changes to the map(SS Anne appears in the house with the givepokemon script and the person event is no longer there). Also I have noticed that maps I have not yet altered have blacked out. I was going to change these anyway but is this a problem? Will this make the rom unplayable in the future?
Another question. I would like to upload the rom if someone was willing to check the rom for any errors but am I allowed to post hacked roms? |
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Have you tried replacing the person event? The SS Anne is actually a person sprite I believe, so it sounds like that part is just something with the person itself. If replacing it doesn't/didn't work, would you mind posting the script? |
Hello guys just asking if anyone here has already edited the background at Proffesor Oaks Intro in Firered if you do . Can you please share the pallete offsets of It . I found the BG image and the RAW by using Unlz it is on 338 and 339 (if you didnt do anything to your ROM that would make it move or be repointed ), and now i succesfully found the first Pallete offset , the bg i inserted is correct when there is no sprite in the screen like when prof.oak asks you if your a boy or a girl, im guessing that the bg image has 2 pallete offset the one without any Sprites and the one with a sprite , If anyone could help me with these i will share it to others too and will give credit to the one who helped . and if you do have the pallete offset for Prof.Oak and Rival Big sprite at intro I will post a tutorial about Replacing the Intro Big Sprites and as well as the background and of course giving credits to the one who helped . Thanks in advance and sorry for the long question :)
(Please qoute this if you want to reply so i will be notified ;) thanks again ) |
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Ive also noticed that the lock and faceplayer commands stops working after I receive the pokemon. Quick question is it best to create and insert new maps rather than edit old ones? Also this is the script for player name \v\h01. what is it for rival name? Is there list of these I can get from somewhere or is it just these 2? Here are some screenshots. I have worked what the problem was if anyone is interested. I was setting the person id as the setflag as you would if you wanted to hidesprite but without the hidesprite command. That's what was causing the error. |
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And for the rival and player name script . if you are using XSE latest version i guess you can use this instead : Spoiler:
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I've added a few buildings to the map that I'm editing, but now I seem to have run out of room on my palette. Is there a way to add new buildings to a palette without covering up your old ones? |
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Your script looks fine, but just make sure you add another lock/faceplayer under #org 0x80106C. Also, change the first message's type under there to MSG_KEEPOPEN and add closeonkeypress after waitfanfare to make it a bit more like the official games. Not necessary, but a nice little addition if you wanted. Also, it's best just to edit pre-existing maps rather than insert new ones. As for the player sprite glitch, I'm not sure. That seems like an Advance Map error, which I don't know much about, unfortunately. Sorry about that :/ Quote:
Great to hear! Do you mean you've run out of space to use palettes, or you've run out of space on the tileset? If the latter is the case, there's not much you can do about that. Just rearrange some of the tiles on there or use another tileset as far as I know. |
The latter was the case. I'll try and rearrange the tiles, though most of them are pretty big. Thank you for the information.
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I have a question of my own. Whenever I set a person event's movement type to "Hidden," it always resets my game to the title screen whenever I enter the map. Is there a way to fix this, or at least another way to make the sprite invisible?
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This is getting too confusing. From what I can see the scripts are fine but I can keep getting lots of bugs. I think it may be AdvanceMap. I'm using version 1.92. I read somewhere that 1.95 had more bugs but I might have to give that a go. If anyone has a link to a decent version of AdvanceMap that would be great. |
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Use the 'Hidden' above the 'Look Up and Down'. Also, make sure none of your NPCs are using the 'Look Down' above the 'Hidden'. |
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First of all, I must say that my English is very bad, because I am Spanish. If you do not understand some of the text let me know.
I work in Fire Red I managed to change the in-game overworld warps change. And part of my hack, what happens there is that I can control a Riolu, but of course, as you will understand will be very unhygienic you can open the menu to control a Pokemon also that if the game is saved, closed the game reopens, taking a warp this is updated. So I need some method to that while I am controlling Riolu not be able to open the menu. Because otherwise the game will be very bugueado. Thank you very much for reading ñ.ñ |
Does anyone know the command you give to make it so that someone needs a badge to get past a roadblock? In other words, what command stands for the badges in Fire Red?
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Does anyone know the offsets in Fire Red for the routine that handles fainting from Poison damage IN BATTLE?
I'm having an odd glitch where when my Pokemon faints from Poison damage, the game crashes. |
Quick question (hopefully):
How do you use "compare PLAYERFACING" (or whatever the hex for the var is)? Like, say I wanted the player to face towards the same direction even if they would need to turn different ways, but I didn't want to write a separate script for each direction. Would that be the correct var to use for this? |
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The tutorial also saids that 0x82F "activates" the running shoes. Does this mean that I can make a script where something requires the running shoes to progress? |
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It only activates them if you do setflag 0x82X. If you do checkflag 0x82X it will check to see if that flag was already activated by setflag. |
Ah, that makes sense. Thank you very much.
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Hi, new here. I don't know if someone has requested this before. But can anyone hack Omega Ruby? I just need a simple hack like I can catch all Pokemons and make Pokemons (that can't evolve like normal) evolve (no trading, beauty contest, etc). Basically, that's it. I used to hack old versions of the game like Crystal, Emerald, etc with an editor. I want to catch new Pokemons though. Thanks.
(It might be impossible, but if you can add other maps as well and include all former gym leaders and league elites and champions, it would be really nice. Thanks! ) |
Hello guys , Just asking if anyone knows how to fix these error i get in G3HS , It is about a malformed INI , after i insert a few new Mons (meaning it happens when i add the 4th new mon or the 5th its Random (Expanded Mon ) I know that i repointed so many original data like Moves , Animations , etc , But im very sure that i put all the New offset on the ini , Please anyone :)
Thanks in Advance . |
Is there a way to disable battle animations in Emerald? I want to have them disabled (because they don't match the moves) before I get to change them then I'll reenable them.
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Step 2) Enter "how to disable battle animations in pokemon emerald" Step 3) Look at first few pages ... first one does the trick: http://i.snag.gy/OCqiG.jpg Step 4) Well it had to of been mentioned somewhere on the page, right? Read and scroll to find until ... http://i.snag.gy/Pe2hq.jpg Step 5) Profit You should know by now how to navigate the forums too if Google is too broad for you and if it is sometimes just add "pokecommunity" to the end of the search. One of the rules is to SEARCH for your problem first before you make it apparent. This is something that has been figured out over a year ago that you could've easily found with a search. Next time just search before you ask. Also here is the thread so you don't have to google it this time: click me |
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First time posting here :3
Hey guys, so umm, this may seem vague but, can you make a TCG game using Gen 3 games as its rombase? Where can I find some tilesets for Pokemon Emerald, maybe something Gen 5-esque? Is there like, a .zip file containing everything you need to start hacking? |
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2) Pokecommunity, deviantart, on the internet. There's no one place with all the tilesets you could possibly want, you'll just have to look around for them. 3) I don't believe so, however there are many tutorials for starting out both in the Beginners Lounge and the Tools and Tutorials section. |
Hi can someone pls tell me how to read variables in textbox
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Can someone please direct me to a solution cheers. |
Hacking Red version.
1. Is there a way to bypass trade evolutions and make them level up evolutions instead? (eg. Haunter evolves into Gengar by leveling up instead of trading). 2. Is there a way to make every move into a TM, thus having 161 TMs? (Yes, even Splash) |
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I don't know if this is the right place to post this, but it is just a quick question:
For someone completely new to hacking that just started learning the VERY basics: what's the best way to plan out a hack and work on it? I know the overall story I want, basic features, and some of the things I want to do. However, I'm not sure if I should start with maps, sprites, events, etc. Should I work little by little (map the first few locations, script the events for those areas so they're playable/testable) or Get as many of the maps done as possible, then events, and so on and fill in the gaps later? I figured I should save the graphics stuff for later and simply work on the "skeleton" of the hack first. I know most people will have their own process, but I'm stuck on where to start. EDIT: Also, for planning purposes: what's a good number of locations assuming one route (or dungeon) between Cities/Towns? |
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As for what to do first, I usually (I'm new to hacking as well, mind you) create a map and script the events in that one map first, then move on to the connecting maps. Like you said, though: most people have their own way of doing it, so it's up to you to decide how you think it will work best. |
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Guys Hello again its a problem regarding G3hs When i test my newly added mon in my game and catch it the screen hangs at Grassland Unknown Pokemon ??????????????????? .
Anybody who knows how to fix these ? TIA |
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Please somebody and thanks Crunch . Do you know any method to fix these ? from Tools to Hex Editing (cause i can't deal with ASM yet. I'm planning on adding 770 Pokemons on my hack (That's the total number of pokemons + Mega's up to now) Thanks in Advance. |
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I've worked it out though. Next up is how do I make 161 TMs with all moves instead of the standard 50 TMs? |
Hello
I'm adding new tilesets right now and I'm having issues with the palettes. Few Questions: 1) Are there any tilesets I should not be changing? I'm asking this on the off chance that there is a tileset that I change and that ruins the whole game, kinda like accidently using certain flags and vars that you shouldnt be using. 2) From what I can tell, there are some palette numbers that are connected to tileset 0 and some that are not connected to tileset 0, can I get a list of which palettes are connected to which tilesets and vise versa. The reason why I asked is because I changed palette 5 on tileset 3, then that also changed palette 5 for tileset 0 so I want to know what's up. 3) Is there anyway to add new palettes? If no it's not he biggest deal as long as I can figure out question 2. 4) Anyone just have a sold tutorial for making new tilesets? That would be a great help! Please reply if you can answer any of these questions! |
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2) Palettes 0-6 are for your primary tileset, 7-12 for the secondary tilesets which are used for individual maps. If you change pal 0-6, it affects all outdoor maps that use tiles from the primary tileset. 3) As far as I know, you have to work with these 12. |
I'm helping make the maps for Shadow Hoothoot's hack, can someone help me find some New Bark Town tiles (and preferably other parts of Johto) in third-generation style? Google didn't help. Thanks.
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Right now im in the middle of adding 233 new pokemon and increasing the dex to 569, but before I tell you how to add and edit the habitat lists there are some fundementals about expanding pokemon and G3HS that you might not know. ------------------------- Exapanding Pokemon| ------------------------- 1. DoesntKnowHowToPlay was the first to acheve expanded pokemon. His tutorial is found here http://www.pokecommunity.com/showthread.php?t=318569 *In my opinion this tutorial is difficult and made for Intermediate and Advanced hackers. 2. If your expanding pokemon for emerald a tutorial made by Chaos Rush can be found here: http://www.pokecommunity.com/showthread.php?t=324892 3. Jambo51 did some pioneering research for the pokedex it can be found here: http://www.pokecommunity.com/showthread.php?t=249530 4. Expanding the pokedex works on any FR v1.0, from fresh to done. 5. You can not add more than 1020 mons. 6. Since Generation VI is a full 3D graphics, footprints of Pokemon have finally discontinued. If you want to remove footprints completely you can use this tutorial by Sky High here: http://www.pokecommunity.com/showthread.php?t=337650 ------- G3HS| ------- 1. This program will conveniently expand the pokedex for you so you dont have to use the difficult tutorial by DoesntKnowHowToPlay. By pressing the "expand pokemon" button in the right upper corner, and when the dialog box comes up you will have to enter 2 numbers. The first is the total number, how many Pokemon you want to add in total (which means including alternate forms and mega evolutions). The second is the dex number, the size of the Pokedex when complete (excluding alternate forms and mega evolutions). 2. But there are 2 limits to this feature: A) It does not expand the main cry table or the secondary cry table. But it does however expand the hoenn auxiliary table, which is used to index the cries starting from Treecko. B) It does not expand the pokemon for emerald, you have to do this manually. 3. To my understanding the habitat editor in this program is broken. After I edited the habitats for Turtwig I wasnt able to open my ROM again with this program, it would just give me errors. These errors stoped when I regressed to an older ROM (I keep multiple backups) before I edited the habitats. You have to edit habitats manually. 4. This program does not have a pokedex order editor. To my understanding, when the total number of new pokemon is larger than the pokedex number, all of the slots after the pokedex number will get no entry to the pokedex. This basically means add your alternate forms and mega evolutions in the last slots. For Example: If the total Number of New Pokemon I add is 233 (Math: 439 + 233 = 672) And The total Pokedex Size is 569 (Math: 387 + 182) (Math: 233-182=51) That means 51 pokemon will not get a pokedex entry, I will use these slots for alternates and megas. -------------------------------- How To Edit Habitat Entries| -------------------------------- Now that stuff is out the way, you can start adding habitat entries. 1. colcolstyles posted information about how to edit the habitat entries here: http://www.pokecommunity.com/showpost.php?p=6263014&postcount=75 *The information he gives is very detailed. Heres a small tutorial I made using colcolstyles post. Use this if his post is hard to understand. Spoiler:
2. After that you will have to repoint and extend the tables (I have not done this yet). Information about repointing and extending the habitat tables are in DoesntKnowHowToPlay tutorial, in the "Step 4: Misc. repointing" spoiler. |
How do you insert custom hp bars in battle? I'm using FireRed.
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Heres the link: http://www.pokecommunity.com/showthread.php?t=341174 |
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Would it be possible to mess with pointers and expand the Pokedex in 4th generation games too?
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The Image offset for the opposite bar in NSE 2 is D1F604. Still don't have the pallete but it's a start. EDIT: I found a thread with NSE offsets! :D /showthread.php?t=352079 Can't post links yet. |
Does anyone know where the animation that plays when you use in item in Fire Red (the one where it shows the Pokemon using the item on another screen before going to the actual item's effect) is stored?
I want to include it in the custom item scripts I'm doing to make those items be more like the regular items. |
Whenever I open my map and go to the Events tab, I get the error box "Index of the scanning line exceeded the range. (816)" Is there any way to fix this?
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Anyone know how to count steps in Emerald for a script? I want to have something to show the passage of time, so you'd have to walk a number of steps before something happens.
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On Advance Map, what do I put for the Trainer box? All the tutorials I've seen put a check there, but my version has a 2-digit offset instead.
When I try with $01, it is some glitch trainer, but if I use $00 and walk up and talk to him (his view radius doesn't work), then I get the scripted battle. Also, my trainer's view radius is set to 3 and can see me from 3 tiles, but only walks 2 of the tiles before initiating the battle. |
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I have a Question? I've been working on my first hack for a Cpl of weeks using fire red us 1.1 I've recently noticed that some tools aren't working for this version so I have to switch to 1.0 Is there any way I can patch what I've done so far or can you only patch to the same version? |
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Tested with a Firered patch on Emerald. |
Does anyone know if there is a way to check whether the player is riding a bike? I've searched the thread, but could'nt find anything =(
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How do you edit the text/script of your mom after you've fainted?
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SSOS .an actual database that has the locations of where everything is, and what it is, for hex editing? I just got a hex editor on my phone and wanna start Rom hacking (I know I can't do what I could if on computer)
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I used A-text to edit the script. I also used this to edit the intro script. Here's a link to download A-Text http://www.romhacking.net/utilities/427/ |
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Its either that or 0x830. |
Does anyone know a decent guide/tutorial to use Door animator? I need to know how to use this, but it's super confusing.
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I recently added a new type in my rom, how can I change a pokémon type in the hex editor?
I want to change the type of deoxys to the type byte (0x17) |
Does anyone have the Image/Palette offsets of Oak, The Hero/ine, and the rival in the intro. Firered US.
EDIT: Found a thread. http://www.pokecommunity.com/showthread.php?t=187872 Still trying to make it work though. |
This may require a seperate thread, but maybe not. For Emerald version, does anybody know how to edit the Rayquaza VS Groudon VS Kyogre animation near the end of the game? Or at the very least, does anybody know the special flags that trigger the animation, the pointers that point towards it, and the section of hex data where the animation actually is?
Or, how to insert a custom animation where the old animation was, that would be good too. Perhaps this is too difficult but I'll have to try. I actually have a second question. I am planning to use advance text to compile a list of all the text within emerald version, so does anyone know how to make an ini from advance text or at least a a file for advance text to read, so that others can use emeralds scripting easily? |
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Now go to your Hex editor that you use. Open up Version A. Most Hex editors have a function that compares files. Look around and you should be able to find it on yours. It's usually called 'Compare'. Once you find it, Compare Version A with Version B. These two should be EXACTLY the same expect for one hex value, and that hex value is the one that you changes which in this case is type of the selected Pokemon. Go to that Hex value and change it to 17. Save then try it out. This is generally how I deal with the addition of new Pokemon (So adding new Pokmon into the wild, To trainers and stuff like that). If you have any questions, feel free to ask again. |
Okay, so I have a fairly serious problem here that needs to be resolved.
http://i.imgur.com/653ynmx.png As you can see, you can see Oak's sprite in Pallet Town. It should be hidden, but it's not, for some reason. I did not touch anything in Pallet Town with A-Map other than the wild encounters, and I can't find anything between the vanilla script and the broken one that would cause this. I really, really don't want to start from my most recent backup since I made quite a few changes between this one and that, and that's not even considering the possibility that this might still be happening in said backup. Help, please? |
In Emerald the status effects table is at D96F90 but this seems to only be the statuses(stati?) for the party screen and not the one shown in battle. Where is the battle one?
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Question from a beginner:
How do ROM hackers approach the task of overhauling the graphics in a Pokemon game? (ie. replacing the primary tileset with new trees, buildings etc.) Do you have to find the respective tiles in their tilemaps and palette (via AMap block editor) and replace them indivually, or is there another way of doing it? |
For the Tileset Palettes in AdvanceMap, only the first 6 are usable, correct?
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You can holdCtrl+Right click to grab more than 1 tile per once, too. |
Anyone know a basic tree cutting XSE script for Fire Red? I can't seem to find a tutorial on this anywhere.
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Then insert the new sets of tiles by replacing the space occupied by the old mart? |
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Some hacks use default tiles with small modifications, and some do a total overhaul. If you are going to change a lot of stuff, you can rearange it as you prefer (as long as you change the blocks, in the block editor). There are a lot of ways to insert your tile in the tileset, check out the tutorials section :3 |
AdvanceMap won't open scripts through PKSV because the ROM isn't loaded into the script viewer. Even when I open PKSV and load the ROM, it does not allow me to open the script from AdvanceMap. It'd save me some time if I could open from AdvanceMap instead of copying the offset and searching for it each time, so is there a way to fix this?
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I've already done that. The problem is that the ROM isn't open on PKSV when it opens, so it doesn't open the script.
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VBA palette viewer is lying to me :(
I can't find the palette for the Rayquaza image from the Emerald intro. It shows up on the palette viewer as number 5 but searching for those colours gives no results, even searching for a few of the colous in a row gives me nothing. I know you have to flip the number, XXYY becomes YYXX, I've done this before for other images and their palettes, what's wrong with this one? Thanks |
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