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FrozenInfernoZX August 15th, 2015 4:52 PM

Is it okay to allow a Pokemon to give you more than 3 EVs in a stat upon being defeated in G3HS?

esperance August 15th, 2015 8:19 PM

Quote:

Originally Posted by FrozenInfernoZX (Post 8891984)
Is it okay to allow a Pokemon to give you more than 3 EVs in a stat upon being defeated in G3HS?

Because of the way EVs are stored in the ROM, it is impossible for more than 3 EVs to be given for a specific stat (although you could give 3 for every stat if you felt like it).

The Legacy of The Legends Creator :D August 15th, 2015 10:52 PM

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?

chrunch August 15th, 2015 11:58 PM

Quote:

Originally Posted by The Legacy of The Legends Creator :D (Post 8892282)
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?

Yes it still works.

Yes, you can have 2 tilesets for a single map (primary and secondary), and each tileset uses 6 palettes of 16 colors.

The Legacy of The Legends Creator :D August 16th, 2015 12:13 AM

thank you very much~

The Legacy of The Legends Creator :D August 16th, 2015 8:03 AM

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:


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

Sayuri August 16th, 2015 2:52 PM

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?

Le pug August 16th, 2015 3:25 PM

Quote:

Originally Posted by DogPolice (Post 8893036)
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?

If you're just looking for a specific amount of money, then use checkmoney. Like if you are just checking to see if the person has 5000 bucks then

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

Sayuri August 16th, 2015 3:40 PM

Quote:

Originally Posted by Le pug (Post 8893066)
If you're just looking for a specific amount of money, then use checkmoney. Like if you are just checking to see if the person has 5000 bucks then

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

Alright, thank you for telling me about checkmoney. What I meant more specifically, though, was: is it possible to retrieve the player's current balance and then remember that amount for later?

Meister G. Rool August 17th, 2015 11:33 AM

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?

esperance August 17th, 2015 11:41 AM

Quote:

Originally Posted by Meister G. Rool (Post 8894128)
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?

There are two Saffron City maps because one is used for map connections, while the second is the one you actually interact with. If you want to make a new map you could edit either one, but if you want to keep the map the same except the events, just edit the one that has events already. :)

azurile13 August 17th, 2015 2:12 PM

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.

Sayuri August 17th, 2015 5:38 PM

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...
Spoiler:
#dynamic 0x800600

#org @main
lockall
applymovement 1 @lookdown
applymovement 0xFF @lookup
waitmovement 0
checkflag 0x350
if 0x1 goto @stillneed
msgbox @1 0x6
applymovement 0xFF @goup
applymovement 1 @lookleft
waitmovement 0
setflag 0x350
releaseall
end

#org @1
= [red_fr]MOM: Oh! Before you go, the package\non the floor is for you.\pIt just came this morning.

#org @2
= [red_fr]Where are you going\nYou didn't open the package yet!

#org @lookdown
#raw 0x0
#raw 0xFE

#org @lookup
#raw 0x1
#raw 0xFE

#org @goup
#raw 0x11
#raw 0xFE

#org @lookleft
#raw 0x2
#raw 0xFE

#org @stillneed
applymovement 1 @lookdown
applymovement 0xFF @lookup
waitmovement 0
msgbox @2 0x6
applymovement 1 @lookleft
applymovement 0xFF @goup
waitmovement 0
releaseall
end

Meister G. Rool August 17th, 2015 6:09 PM

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?

Sayuri August 17th, 2015 7:59 PM

Quote:

Originally Posted by Meister G. Rool (Post 8894584)
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?

Not sure if you saw it, but look back a page or two at my reply to your original post about that. I'm assuming that's what happened to you. If not, I'm not sure, then; my knowledge of mapping and sprites is very limited.

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.

DonSems August 18th, 2015 10:18 AM

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?

Sayuri August 18th, 2015 7:52 PM

Quote:

Originally Posted by DonSems (Post 8895438)
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?

You are not allowed to post a direct link to the rom, but ips/ups patches are allowed.
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?

chestertagat August 19th, 2015 8:21 AM

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 )

chestertagat August 19th, 2015 8:27 AM

Quote:

Originally Posted by The Legacy of The Legends Creator :D (Post 8892668)
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:


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

Spoiler:
Im guessing that you are using Windows 7 paint? am i right ? if you dont can you give a screenshot of it?

DonSems August 19th, 2015 9:20 AM

3 Attachment(s)
Quote:

Originally Posted by DogPolice (Post 8895967)
You are not allowed to post a direct link to the rom, but ips/ups patches are allowed.
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?

Hi thanks for helping! This is my script:
Spoiler:
'---------------
#org 0x801038
lock
faceplayer
checkflag 0x1297
if 0x1 goto 0x8801061
msgbox 0x880109D MSG_YESNO '"Can I tell you a secret?\pI have a..."
compare LASTRESULT 0x1
if 0x1 goto 0x880106C
msgbox 0x8801123 MSG_NORMAL '"Oh ok. I'm gonna be in big trouble..."
release
end

'---------------
#org 0x801061
msgbox 0x88011C1 MSG_NORMAL '"How are you and mudkip doing?"
release
end

'---------------
#org 0x80106C
msgbox 0x8801159 MSG_NORMAL '"Thats great!\nHere you go!"
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x88011A9 MSG_NORMAL '"[player] recieved a MUDKIP!"
waitfanfare
setflag 0x1297
msgbox 0x8801175 MSG_NORMAL '"Thanks again. You saved me from\ns..."
release
end


'---------
' Strings
'---------
#org 0x80109D
= Can I tell you a secret?\pI have a pokemon but i'm too young\nand my dad doesn't know.\pWould you take it before I get in\nbig trouble?

#org 0x801123
= Oh ok. I'm gonna be in big trouble\nif he finds out.

#org 0x8011C1
= How are you and mudkip doing?

#org 0x801159
= Thats great!\nHere you go!

#org 0x8011A9
= [player] recieved a MUDKIP!

#org 0x801175
= Thanks again. You saved me from\nsome big trouble.


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.

chestertagat August 19th, 2015 9:34 AM

Quote:

Originally Posted by DonSems (Post 8896436)
Hi thanks for helping! This is my script:
Spoiler:
'---------------
#org 0x801038
lock
faceplayer
checkflag 0x1297
if 0x1 goto 0x8801061
msgbox 0x880109D MSG_YESNO '"Can I tell you a secret?\pI have a..."
compare LASTRESULT 0x1
if 0x1 goto 0x880106C
msgbox 0x8801123 MSG_NORMAL '"Oh ok. I'm gonna be in big trouble..."
release
end

'---------------
#org 0x801061
msgbox 0x88011C1 MSG_NORMAL '"How are you and mudkip doing?"
release
end

'---------------
#org 0x80106C
msgbox 0x8801159 MSG_NORMAL '"Thats great!\nHere you go!"
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x88011A9 MSG_NORMAL '"[player] recieved a MUDKIP!"
waitfanfare
setflag 0x1297
msgbox 0x8801175 MSG_NORMAL '"Thanks again. You saved me from\ns..."
release
end


'---------
' Strings
'---------
#org 0x80109D
= Can I tell you a secret?\pI have a pokemon but i'm too young\nand my dad doesn't know.\pWould you take it before I get in\nbig trouble?

#org 0x801123
= Oh ok. I'm gonna be in big trouble\nif he finds out.

#org 0x8011C1
= How are you and mudkip doing?

#org 0x801159
= Thats great!\nHere you go!

#org 0x8011A9
= [player] recieved a MUDKIP!

#org 0x801175
= Thanks again. You saved me from\nsome big trouble.


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.

As far as i know , you cant insert new maps you can only edit old ones resize it and etc..

And for the rival and player name script . if you are using XSE latest version i guess you can use this instead :
Spoiler:

[Rival]

in game it will show :

Gary (Or whatever name you put for your rival)

Meister G. Rool August 19th, 2015 1:30 PM

Quote:

Originally Posted by DogPolice (Post 8894717)
Not sure if you saw it, but look back a page or two at my reply to your original post about that. I'm assuming that's what happened to you. If not, I'm not sure, then; my knowledge of mapping and sprites is very limited.

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.

Yes, this was the answer to my problem. Thank you very much, Dog Police.
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?

The Legacy of The Legends Creator :D August 19th, 2015 5:40 PM

Quote:

Originally Posted by chestertagat (Post 8896386)
Spoiler:
Im guessing that you are using Windows 7 paint? am i right ? if you dont can you give a screenshot of it?

No im not, and both quides that work for many others and i have gotten farther than i currently am stuck at, say to use paint, Im on win 8, my thing isnt that it doesnt work, its why all the sudden its stopping me from getting to the step i have been previously able to get to, but all the sudden cant by following the same EXACT steps, to the dot that got me further before.

destinedjagold August 19th, 2015 6:03 PM

Quote:

Originally Posted by The Legacy of The Legends Creator :D (Post 8896904)
No im not, and both quides that work for many others and i have gotten farther than i currently am stuck at, say to use paint, Im on win 8, my thing isnt that it doesnt work, its why all the sudden its stopping me from getting to the step i have been previously able to get to, but all the sudden cant by following the same EXACT steps, to the dot that got me further before.

Instead of using the Windows 8 version of MS Paint, try using Windows XP's version of MS Paint.

Sayuri August 19th, 2015 6:24 PM

Quote:

Originally Posted by DonSems (Post 8896436)
Hi thanks for helping! This is my script:
Spoiler:
'---------------
#org 0x801038
lock
faceplayer
checkflag 0x1297
if 0x1 goto 0x8801061
msgbox 0x880109D MSG_YESNO '"Can I tell you a secret?\pI have a..."
compare LASTRESULT 0x1
if 0x1 goto 0x880106C
msgbox 0x8801123 MSG_NORMAL '"Oh ok. I'm gonna be in big trouble..."
release
end

'---------------
#org 0x801061
msgbox 0x88011C1 MSG_NORMAL '"How are you and mudkip doing?"
release
end

'---------------
#org 0x80106C
msgbox 0x8801159 MSG_NORMAL '"Thats great!\nHere you go!"
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x88011A9 MSG_NORMAL '"[player] recieved a MUDKIP!"
waitfanfare
setflag 0x1297
msgbox 0x8801175 MSG_NORMAL '"Thanks again. You saved me from\ns..."
release
end


'---------
' Strings
'---------
#org 0x80109D
= Can I tell you a secret?\pI have a pokemon but i'm too young\nand my dad doesn't know.\pWould you take it before I get in\nbig trouble?

#org 0x801123
= Oh ok. I'm gonna be in big trouble\nif he finds out.

#org 0x8011C1
= How are you and mudkip doing?

#org 0x801159
= Thats great!\nHere you go!

#org 0x8011A9
= [player] recieved a MUDKIP!

#org 0x801175
= Thanks again. You saved me from\nsome big trouble.


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.

For the Rival's name it's \v\h06. Your best bet would probably be to check diegoisawesome's scripting tutorial http://www.pokecommunity.com/showthread.php?t=164276.
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:

Originally Posted by Meister G. Rool (Post 8896619)
Yes, this was the answer to my problem. Thank you very much, Dog Police.
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?


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.

Meister G. Rool August 19th, 2015 6:24 PM

The latter was the case. I'll try and rearrange the tiles, though most of them are pretty big. Thank you for the information.

Sayuri August 19th, 2015 7:08 PM

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?

DonSems August 19th, 2015 7:14 PM

Quote:

Originally Posted by DogPolice (Post 8896953)

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 :/

Thanks for your help bud.
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.

destinedjagold August 19th, 2015 7:43 PM

Quote:

Originally Posted by DogPolice (Post 8897008)
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?

http://i.imgur.com/1KPgdN9.png
Use the 'Hidden' above the 'Look Up and Down'. Also, make sure none of your NPCs are using the 'Look Down' above the 'Hidden'.

Sayuri August 19th, 2015 7:45 PM

Quote:

Originally Posted by destinedjagold (Post 8897054)
http://i.imgur.com/1KPgdN9.png
Use the 'Hidden' above the 'Look Up and Down'. Also, make sure none of your NPCs are using the 'Look Down' above the 'Hidden'.

Thank you, this was my issue.

chestertagat August 19th, 2015 8:07 PM

Quote:

Originally Posted by The Legacy of The Legends Creator :D (Post 8896904)
No im not, and both quides that work for many others and i have gotten farther than i currently am stuck at, say to use paint, Im on win 8, my thing isnt that it doesnt work, its why all the sudden its stopping me from getting to the step i have been previously able to get to, but all the sudden cant by following the same EXACT steps, to the dot that got me further before.

From what i know , Only Paint XP supports Indexed paint (Means that when you edit your indexed image in paint XP and save it it wont mess up the image it will still be indexed ,but in win 7 paint and win 8 paint after you edit an indexed image and save it it will be 256 colour unindexed image again )

Inmortal Kaktus August 20th, 2015 5:43 AM

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

Meister G. Rool August 20th, 2015 7:05 PM

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?

esperance August 20th, 2015 7:18 PM

Quote:

Originally Posted by Meister G. Rool (Post 8898319)
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?

Whether a specific badge has been obtained or not is simply determined by a flag. To be more specific flags 0x820 through 0x827 mark badges 1 through 8. If you wanted to make a script that requires the third badge, you would simply need to use 'checkflag 0x822' in your script.

AkameTheBulbasaur August 20th, 2015 10:49 PM

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.

Sayuri August 21st, 2015 6:49 PM

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?

Meister G. Rool August 21st, 2015 6:58 PM

Quote:

Originally Posted by Lost Heart (Post 8898329)
Whether a specific badge has been obtained or not is simply determined by a flag. To be more specific flags 0x820 through 0x827 mark badges 1 through 8. If you wanted to make a script that requires the third badge, you would simply need to use 'checkflag 0x822' in your script.

Just to be clear, if I put in these flags the script will require them? The scripting tutorial by diegoisawesome says that these scripts "activate" the badges, which I had thought meant giving the badge to you.

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?

Sayuri August 21st, 2015 7:09 PM

Quote:

Originally Posted by Meister G. Rool (Post 8899712)
Just to be clear, if I put in these flags the script will require them? The scripting tutorial by diegoisawesome says that these scripts "activate" the badges, which I had thought meant giving the badge to you.

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?

Yes, you can make a script that requires the Running Shoes to progress.

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.

Meister G. Rool August 21st, 2015 7:12 PM

Ah, that makes sense. Thank you very much.

Ihaw-ihaw August 21st, 2015 9:32 PM

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! )

chestertagat August 21st, 2015 10:28 PM

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 .

C me August 22nd, 2015 1:25 AM

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.

Le pug August 22nd, 2015 5:17 AM

Quote:

Originally Posted by C me (Post 8899949)
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.

Step 1) Open Google
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

DoesntKnowHowToPlay August 22nd, 2015 11:14 AM

Quote:

Originally Posted by C me (Post 8899949)
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.

That's actually an option in-game that you can set, if the rom's just for your personal use. If not, it's trivial to just make every animation point to Pound. The attack animation table is at x2C8D6C in Emerald, and Pound should be the first two entries (move 0 shares the animation).

Etherion August 22nd, 2015 6:38 PM

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?

chrunch August 22nd, 2015 7:51 PM

Quote:

Originally Posted by gio7sm (Post 8900858)
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?

1) You can, with lots of ASM. If you're new you'd be better off trying something simpler at first.

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.

jnull August 22nd, 2015 9:16 PM

Hi can someone pls tell me how to read variables in textbox
So far all i got:
Quote:

#org @start
addvar 0x4015 0x1
buffernumber 0x0 0x800D
msgbox @test 0x6
release
end

#org @test
= \v\h02 total points.
But i want to read the total amount stored in that variable and not 1 increment that was given.
Can someone please direct me to a solution cheers.

Megamctaco August 22nd, 2015 11:54 PM

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)

C me August 23rd, 2015 12:59 AM

Quote:

Originally Posted by DoesntKnowHowToPlay (Post 8900452)
That's actually an option in-game that you can set, if the rom's just for your personal use. If not, it's trivial to just make every animation point to Pound. The attack animation table is at x2C8D6C in Emerald, and Pound should be the first two entries (move 0 shares the animation).

That's what I was thinking of doing, it's just going to be tedious to do that to 510 moves. But thanks.

LilBueno August 23rd, 2015 1:57 PM

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?

Sayuri August 23rd, 2015 5:09 PM

Quote:

Originally Posted by LilBueno (Post 8901934)
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?

I would check out Lost Heart's tutorial that he's writing; it should answer some of your questions.
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.

Uncommon August 23rd, 2015 8:25 PM

Quote:

Originally Posted by LilBueno (Post 8901934)
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?

Quote:

Originally Posted by DogPolice (Post 8902152)
I would check out Lost Heart's tutorial that he's writing; it should answer some of your questions.

Seconding this answer. Here’s a link to Lost Heart’s tutorial.

Quote:

Originally Posted by LilBueno (Post 8901934)
EDIT: Also, for planning purposes: what's a good number of locations assuming one route (or dungeon) between Cities/Towns?

I personally feel that FireRed had great pacing/density of events, so I try to mirror its number of significant locations, major events, etc.

chestertagat August 23rd, 2015 9:24 PM

Quote:

Originally Posted by Megamctaco (Post 8901140)
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)

What are you hacking? FireRed(gba) or Red(gbc)

chestertagat August 24th, 2015 1:37 AM

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

chrunch August 24th, 2015 3:32 AM

Quote:

Originally Posted by chestertagat (Post 8902537)
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

This is just a total guess because I've never expanded Pokemon, but perhaps your new Pokemon don't have a habitat?

chestertagat August 24th, 2015 4:32 AM

Quote:

Originally Posted by chrunch (Post 8902602)
This is just a total guess because I've never expanded Pokemon, but perhaps your new Pokemon don't have a habitat?

That is what i suspect . Cause in G3hs i don't see any Add new Habitat page or Repoint for new Habitat , The only method i see is removing an habitat from an existing old Mon and replace it with the new ones (If i do these the same thing will happen in the old mons that i removed the habitat . if only someone can help me with these . I don't know how they do it (649 patch) giving Expanded mon individual habitats .
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.

Megamctaco August 24th, 2015 1:53 PM

Quote:

Originally Posted by chestertagat (Post 8902366)
What are you hacking? FireRed(gba) or Red(gbc)

Red GBC.

I've worked it out though.

Next up is how do I make 161 TMs with all moves instead of the standard 50 TMs?

awipe1 August 24th, 2015 2:58 PM

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!

reshilegend August 25th, 2015 1:57 AM

Quote:

Originally Posted by awipe1 (Post 8903337)
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!

1) You can change pretty much anything. Animations are a bit tricky, so I'd keep doors etc. for later. When it comes to outdoor tiles, you can change everything, I haven't messed with Pokemon center tiles yet so maybe there are issues with the blinking effect there, but that definitely has been changed before.

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.

Lycanroc August 25th, 2015 4:44 PM

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.

Oppenheimer August 25th, 2015 6:47 PM

Quote:

Originally Posted by chestertagat (Post 8902654)
That is what i suspect . Cause in G3hs i don't see any Add new Habitat page or Repoint for new Habitat , The only method i see is removing an habitat from an existing old Mon and replace it with the new ones (If i do these the same thing will happen in the old mons that i removed the habitat . if only someone can help me with these . I don't know how they do it (649 patch) giving Expanded mon individual habitats .
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.

Hi this is Oppenheimer here and I think I can help you.

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:
To change the habitat lists there are three tables that control it.
*There are 9 habitats in total.
*In the first table the pointers are arranged in the order that they appear in-game, so Grassland comes first.
*If you dont edit the habitat lists the expanded pokemon you catch will display from ratatta, but will it will register the expanded pokemon you caught.



The first table controls the classification of pokémon habitats (e.g., Grassland, Mountain, Rough-Terrain, etc.) as displayed in the PokéDex.
The data is located at the address 0x452c4c. Each entry is 8 bytes long. The first 4 bytes are a pointer and the other 4 bytes is a 32-bit number (I assume this is to keep the alignment consistent).
The pointer points to the secondary table, the first byte after that pointer specifies how many pages that table has, the last three bytes are filler and used for alignment.

Example: D4 27 45 08 1B 00 00 00
*This is the glassland habitat data.

The secondary tables specify which pokémon will appear on each page in the PokéDex. The first 4 bytes are a pointer and it points to the third table, the byte after specifes how many pokemon will be on that page, the last three bytes are filler and used for alignment.

Example: D0 24 45 08 04 00 00 00
*This is the first page for grassland.

The third tables are "raw" data, it corresponds to a page, and will have the pokemon index numbers in hex and reversed.

Example: 13 00 14 00 A1 00 A2 00
*These numbers correspond to Rattata, Raticate, Sentret, and Furret. The 4 pokemon in the first grassland page.


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.

Vendily August 25th, 2015 8:37 PM

How do you insert custom hp bars in battle? I'm using FireRed.

Oppenheimer August 25th, 2015 9:06 PM

Quote:

Originally Posted by Vendily (Post 8904735)
How do you insert custom hp bars in battle? I'm using FireRed.

Im currently trying to find a tutorial on how to do this. So far ive only found a HP/EXP box patch made by LeiAlcantara025 in the "Ultimate Resource/Patches" thread.
Heres the link: http://www.pokecommunity.com/showthread.php?t=341174

Vendily August 25th, 2015 10:05 PM

Quote:

Originally Posted by Oppenheimer (Post 8904752)
Im currently trying to find a tutorial on how to do this. So far ive only found a HP/EXP box patch made by LeiAlcantara025 in the "Ultimate Resource/Patches" thread.
Heres the link: SCRUBED LINK

In UnLz, the offset for the opposing pokemon Hp Box is 576. Son't know the pal, will continue tomorrow.

chestertagat August 26th, 2015 2:05 AM

Quote:

Originally Posted by Oppenheimer (Post 8904635)
Hi this is Oppenheimer here and I think I can help you.

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:
To change the habitat lists there are three tables that control it.
*There are 9 habitats in total.
*In the first table the pointers are arranged in the order that they appear in-game, so Grassland comes first.
*If you dont edit the habitat lists the expanded pokemon you catch will display from ratatta, but will it will register the expanded pokemon you caught.



The first table controls the classification of pokémon habitats (e.g., Grassland, Mountain, Rough-Terrain, etc.) as displayed in the PokéDex.
The data is located at the address 0x452c4c. Each entry is 8 bytes long. The first 4 bytes are a pointer and the other 4 bytes is a 32-bit number (I assume this is to keep the alignment consistent).
The pointer points to the secondary table, the first byte after that pointer specifies how many pages that table has, the last three bytes are filler and used for alignment.

Example: D4 27 45 08 1B 00 00 00
*This is the glassland habitat data.

The secondary tables specify which pokémon will appear on each page in the PokéDex. The first 4 bytes are a pointer and it points to the third table, the byte after specifes how many pokemon will be on that page, the last three bytes are filler and used for alignment.

Example: D0 24 45 08 04 00 00 00
*This is the first page for grassland.

The third tables are "raw" data, it corresponds to a page, and will have the pokemon index numbers in hex and reversed.

Example: 13 00 14 00 A1 00 A2 00
*These numbers correspond to Rattata, Raticate, Sentret, and Furret. The 4 pokemon in the first grassland page.


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.

Big thanks to you Heimer . This is a very large help . Now i understand the Habitat Table , i will soon try to repoint it and see what happens . I will give you a big credit if this works out . Thank you again . BTW, is there a limiter in the rom for habitat? Thanks again such a big help :) Thank you for taking your time to answer my question Thumbs Up!

chestertagat August 26th, 2015 2:20 AM

Quote:

Originally Posted by Vendily (Post 8904735)
How do you insert custom hp bars in battle? I'm using FireRed.

I've been wondering too how've theyve change their in-battle exp bars and hp bars , Yep in a post that i've read there's the Unlz Numbers for them . But i want to know if there's a Raw data for it . and the exact pallete offset for this (even if i can find it myself) . Thanks in advance Guys this will help us improve on Hacking :D

Pucciogaeshi August 26th, 2015 4:59 AM

Would it be possible to mess with pointers and expand the Pokedex in 4th generation games too?

Vendily August 26th, 2015 9:09 AM

Quote:

Originally Posted by chestertagat (Post 8904916)
I've been wondering too how've theyve change their in-battle exp bars and hp bars , Yep in a post that i've read there's the Unlz Numbers for them . But i want to know if there's a Raw data for it . and the exact pallete offset for this (even if i can find it myself) . Thanks in advance Guys this will help us improve on Hacking :D

Where's this post you've mentioned? I'm using the offsets UnLz gives me in NSE 2.
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.

AkameTheBulbasaur August 26th, 2015 10:39 AM

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.

Sayuri August 26th, 2015 3:30 PM

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?

chestertagat August 27th, 2015 6:03 AM

Quote:

Originally Posted by Vendily (Post 8905324)
Where's this post you've mentioned? I'm using the offsets UnLz gives me in NSE 2.
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.

Thanks Mate! This is what i have been searching for ! REally big help ! Thank you very much! If you ever need help too you can Drop a message in my wall anytime you like! Thanks again. :D

C me August 28th, 2015 2:03 AM

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.

Cobalt_000 August 28th, 2015 5:50 PM

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.

DonSems August 28th, 2015 6:29 PM

Quote:

Originally Posted by Cobalt_000 (Post 8908302)
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.

Sounds like your using A Maps 1.95 although I was using that for a while and never had any glitches with trainer battles. I recommend you use A Maps 1.92 a lot less bugs. I switched because I was unable to expand wild pokemon In A Maps 1.95 without getting an error so if your planning on doing that as well it's definitely worth switching to A Maps 1.92

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?

Vendily August 28th, 2015 7:36 PM

Quote:

Originally Posted by DonSems (Post 8908353)
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?

From what I understand from using LIPS, it doesn't stop you from patching from one version to another but the game might fail to run.
Tested with a Firered patch on Emerald.

Avara August 29th, 2015 10:08 AM

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 =(

Cobalt_000 August 29th, 2015 1:34 PM

How do you edit the text/script of your mom after you've fainted?

esperance August 29th, 2015 4:50 PM

Quote:

Originally Posted by Cobalt_000 (Post 8909284)
How do you edit the text/script of your mom after you've fainted?

The script is located at 0x1A8DD8 in FireRed. Have fun! :)

VanillaMisk August 29th, 2015 5:49 PM

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)

DonSems August 29th, 2015 7:24 PM

Quote:

Originally Posted by Cobalt_000 (Post 8909284)
How do you edit the text/script of your mom after you've fainted?

I don't know much about hex editing so I wouldn't know what to do with the offset that Lost Heart kindly provided.
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/

Joexv August 29th, 2015 7:46 PM

Quote:

Originally Posted by avaramoon (Post 8909093)
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 =(

I do believe flag 0x271 is set when riding your bike(and obviously cleared when you get off)
Its either that or 0x830.

awipe1 August 29th, 2015 9:31 PM

Does anyone know a decent guide/tutorial to use Door animator? I need to know how to use this, but it's super confusing.

Applausear August 30th, 2015 12:25 PM

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)

Vendily August 30th, 2015 12:51 PM

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.

Cataclyptic August 30th, 2015 3:55 PM

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?

awipe1 August 31st, 2015 7:16 AM

Quote:

Originally Posted by PansearSapeca (Post 8910417)
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)

So this may seem complicated but this is what I do. I make a copy of my game. (So we have version A of the game and Version B and currently both versions are the same). On version A, change the type of the pokemon you want (in this case) to be anything different. It doesn't matte as long as it's something different from what it originally was. Then save.

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.

Z-nogyroP September 1st, 2015 5:13 AM

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?

C me September 1st, 2015 8:16 AM

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?

chrunch September 1st, 2015 2:38 PM

Quote:

Originally Posted by Z-nogyroP (Post 8912531)
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?

Did you by any chance accidentally change his person ID? If not, the flag which hides him is not getting set somewhere. You could fix the problem by simply adding a script, say in the player's house to hide him. Or you might want to find out where the flag should be getting set and figure it out from there.

DraconianWing September 1st, 2015 2:42 PM

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?

BluRose September 2nd, 2015 6:32 AM

For the Tileset Palettes in AdvanceMap, only the first 6 are usable, correct?

GoGoJJTech September 2nd, 2015 6:34 AM

Quote:

Originally Posted by BluRose (Post 8913793)
For the Tileset Palettes in AdvanceMap, only the first 6 are usable, correct?

You have seven usable for the first tileset, six for the second and three left over for the other graphics (total of 16)

Dionen September 2nd, 2015 8:48 AM

Quote:

Originally Posted by DraconianWing (Post 8913116)
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?

Yep, that's how you do it. Tile inserting is quite boring, but it gets really fast when you get used to it.
You can holdCtrl+Right click to grab more than 1 tile per once, too.

DonSems September 2nd, 2015 12:13 PM

Anyone know a basic tree cutting XSE script for Fire Red? I can't seem to find a tutorial on this anywhere.

DraconianWing September 2nd, 2015 2:11 PM

1 Attachment(s)
Quote:

Originally Posted by Dionen (Post 8913907)
Yep, that's how you do it. Tile inserting is quite boring, but it gets really fast when you get used to it.
You can holdCtrl+Right click to grab more than 1 tile per once, too.

Ah. So basically, export the palette with the target tiles like so (in this case I want to edit the PokeMart)



Then insert the new sets of tiles by replacing the space occupied by the old mart?

Dionen September 2nd, 2015 3:12 PM

Quote:

Originally Posted by DonSems (Post 8914132)
Anyone know a basic tree cutting XSE script for Fire Red? I can't seem to find a tutorial on this anywhere.

You should open a tree cutting script in a clean Fire Red rom (to see how it works) and create yours from that, I don't think it needs a tutorial.
Quote:

Originally Posted by DraconianWing (Post 8914253)
Ah. So basically, export the palette with the target tiles like so (in this case I want to edit the PokeMart)

Then insert the new sets of tiles by replacing the space occupied by the old mart?

It doesn't need to be necessarily replaced, because you can rearrange the tileset the way you want.
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

Cobalt_000 September 2nd, 2015 4:10 PM

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?

PurpleOrange September 3rd, 2015 1:20 AM

Quote:

Originally Posted by Cobalt_000 (Post 8914367)
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?

open a-map, goto settings click "choose script editor" then chooses pksv

Cobalt_000 September 3rd, 2015 2:36 AM

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.

C me September 3rd, 2015 12:00 PM

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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