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-   -   Help Thread Quick Questions & Answers (https://www.pokecommunity.com/showthread.php?t=335486)

Xencleamas September 4th, 2015 5:32 AM

Quote:

Originally Posted by C me (Post 8915153)
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

DDE418 is the location of Titlescreen Rayquaza palette (uncompressed colors).

In VBA it is YYXX. And the rest of the programs you are using to edit palettes are XXYY. Don't be confused. I also can't get why VBA has that manner.

mlem September 4th, 2015 6:11 AM

How do I make infinite TM's in fire red (meaning, relearnable)?

C me September 4th, 2015 7:27 AM

Quote:

Originally Posted by Sky High (Post 8915756)
DDE418 is the location of Titlescreen Rayquaza palette (uncompressed colors).

In VBA it is YYXX. And the rest of the programs you are using to edit palettes are XXYY. Don't be confused. I also can't get why VBA has that manner.

I'm not looking for the titlescreen palette, I'm looking for the one before the titlescreen, the rayquaza that shoots out that hyper beam thing after the clouds and stuff.

Don't worry, I don't find it confusing xD Thanks for your help.



I won't double post but I have another question. Where's the bird fly image in Emerald found? The palette is number 0 that brendan uses but the image is harder to find.

Cobalt_000 September 4th, 2015 4:38 PM


Any ideas on how to open them?

Sayuri September 5th, 2015 7:11 PM

I created several new maps in Advance Map and I changed everything under Header to match the other maps, yet I cannot use the running shoes in them; I can only walk. Can anyone help me with this?

Amms90 September 6th, 2015 1:24 AM

Hello,

after playing many hacks, I'm trying to move the first steps into rom hacking and I'm trying to edit my first rom. I'm absolutely a newbie at this and I probably can't do the simplest things >_> but oh well, gotta start somewhere. So my problem is with editing items. I want to add items in marts, or else to at least make it so that a certain item can be found somewhere in the game.

How can I do that? I thought the fastest way to solve my problem would be to use advance-mart (working with an Emerald rom). But when I try to run it, I get the COMCTL32.ocx issue. I googled and watched tutorials on youtube and did everything I could. I tried downloading that ocx file and I tried to follow the directions in the tutorials, but I get more errors. I don't know if the reason is that I'm using Windows 8, since I see instruction on how to install it only up to Windows 7.

link to see what I mean: http://www.ocxdump.com/ocxhelp.html

So I'm asking for help T_T if anybody could please tell me how to make a-mart work or how to edit sold items without a-mart or how to place an item somewhere on the map I'd be REALLY thankful!!!

DraconianWing September 6th, 2015 3:35 PM

Quote:

Originally Posted by PokemonAce123 (Post 8915811)
How do I make infinite TM's in fire red (meaning, relearnable)?

Not sure which version of FireRed you're using, so I'll just direct you to this thread. :)

NewDenverCity September 6th, 2015 5:04 PM

Does anyone know where the bag space begins? I don't want to accidentally overwrite that area in the RAM with anything haha.

Touched September 7th, 2015 1:13 AM

Quote:

Originally Posted by NewDenverCity (Post 8918708)
Does anyone know where the bag space begins? I don't want to accidentally overwrite that area in the RAM with anything haha.

I assume you mean the items and their respective quantities rather than something else.

It's in one of the save blocks, so it moves around quite frequently. If you want guaranteed free memory, use malloc or some memory that is really okay to overwrite (the string buffer, script banks, etc). If you're doing ASM you can even use the stack.

mlem September 7th, 2015 7:40 AM

Quote:

Originally Posted by DraconianWing (Post 8918636)
Not sure which version of FireRed you're using, so I'll just direct you to this thread. :)

Thanks for the help :mudkip^_^:

Urnighter September 9th, 2015 1:09 PM

So I've been messing around with mapping in AM1.95 and having a good time. I don't have much knowledge about applying the maps to hacks though.

The dimensions of fortree city are 40x20. I think it'd be cool to expand it. According to advance map I can make it as large as 40x172! Can the gba handle this? Will the game have space for such a thing? Will it lag? If it can handle this, can I do it with more cities?

Thanks!

FamiliaWerneck September 9th, 2015 7:17 PM

First, I wanna correct the moves names that were written without spaces.
I only want to know if I will screw up the ROM, or anything like that if I do it. Like just rewriting them in G3T.
Examples:
Doubleslap --> Double Slap
Thunderpunch --> Thunder Punch
Vicegrip --> Vice Grip

Second, there were some moves that had effect chances, like Fire Punch - 10% of burning chance, Pay Day - 100% Pay Day chance, Ancientpower - 10% chance of raising all stats; and there were moves that didn't have a chance, even though they had effects, like Growl or Leer.
What's the difference (besides damaging and non-damaging moves), what's the link?
What if I put a chance of lowering the speed stat of my opponent with 100% chance of that happening. Would that be equal to String Shot's 0% effect chance?

Third and finally, how can I know exactly what an effect byte does other than just looking at the move reference in parenthesis? How can I edit them?

destinedjagold September 9th, 2015 9:14 PM

Quote:

Originally Posted by FamiliaWerneck (Post 8922024)
First, I wanna correct the moves names that were written without spaces.
I only want to know if I will **** up the ROM, or anything like that if I do it. Like just rewriting them in G3T.
Examples:
Thunderpunch --> Thunder Punch

There's a 12 character limit, so you cannot rename Thunderpunch to Thunder Punch, unfortunately.

FamiliaWerneck September 10th, 2015 2:59 AM

Quote:

Originally Posted by destinedjagold (Post 8922115)
There's a 12 character limit, so you cannot rename Thunderpunch to Thunder Punch, unfortunately.

Yeah, I thought about that limit. But why moves like Doubleslap and Vicegrip are together if they don't reach the 12 character limit?
Also, the limit is 12 characters, but are you sure I won't overwrite other moves names or anything else in the game, by adding letters (or spaces)? I mean, are 12 characters really saved for each move or that's only the limit?
Thanks!

C me September 10th, 2015 3:12 AM

Quote:

Originally Posted by FamiliaWerneck (Post 8922323)
Yeah, I thought about that limit. But why moves like Doubleslap and Vicegrip are together if they don't reach the 12 character limit?
Also, the limit is 12 characters, but are you sure I won't overwrite other moves names or anything else in the game, by adding letters (or spaces)? I mean, are 12 characters really saved for each move or that's only the limit?
Thanks!

You won't overwrite other moves by making each move max characters.

speedo_flash September 10th, 2015 6:11 AM

hey! i'm new to rom hacking.. me and my friends have started building a rom and i was just wondering is it possible to export a single map created on my friend's laptop which can be transported to my laptop which can later be connected in game ? Meaning we can work on different cities on different laptops then merge them in 1 game? Eg - i work on 1st town , my friend works on 2nd town then the 2nd town is copied on my laptop to connect it with 1st town. Thanks!

FamiliaWerneck September 10th, 2015 7:16 AM

Quote:

Originally Posted by speedo_flash (Post 8922427)
hey! i'm new to rom hacking.. me and my friends have started building a rom and i was just wondering is it possible to export a single map created on my friend's laptop which can be transported to my laptop which can later be connected in game ? Meaning we can work on different cities on different laptops then merge them in 1 game? Eg - i work on 1st town , my friend works on 2nd town then the 2nd town is copied on my laptop to connect it with 1st town. Thanks!

Of course it is possible.
Try saving each map as a new map number. Say you use Map number 97, and your friends use 98 and 99. After you have all the maps, simply change them for the right ones (Pallet's main map is in 3, but Pallet's sub maps are in 4, and so on) and delete 9, 98 and 99.

Quote:

Originally Posted by destinedjagold (Post 8922115)
There's a 12 character limit, so you cannot rename Thunderpunch to Thunder Punch, unfortunately.

Quote:

Originally Posted by C me (Post 8922327)
You won't overwrite other moves by making each move max characters.

Thanks a lot you two.

Quote:

Originally Posted by FamiliaWerneck (Post 8922024)
Second, there were some moves that had effect chances, like Fire Punch - 10% of burning chance, Pay Day - 100% Pay Day chance, Ancientpower - 10% chance of raising all stats; and there were moves that didn't have a chance, even though they had effects, like Growl or Leer.
What's the difference (besides damaging and non-damaging moves), what's the link?
What if I put a chance of lowering the speed stat of my opponent with 100% chance of that happening. Would that be equal to String Shot's 0% effect chance?

Third and finally, how can I know exactly what an effect byte does other than just looking at the move reference in parenthesis? How can I edit them?

It says it's unknown as for why effect chances are sometimes 0% but they happen 100% sure. I'm still confused though, for things like Stomp, where it will with 100% certainty hits with a 2x base power if the opponent used Minimize and 30% chance of flinching... What goes on there?

I still would like to know how to edit them. If someone can help there... EDIT: Nevermind. Lazyness allowed me to find this in a simple search.

Also, how do I know what number, from 0 to 255 I have to apply in order to have a certain priority?
G3T is showing them relating by moves (like "Same as Whirwind priority"), but I'm confused as they change a lot through Generations...

esperance September 11th, 2015 8:33 AM

Quote:

Originally Posted by speedo_flash (Post 8922427)
hey! i'm new to rom hacking.. me and my friends have started building a rom and i was just wondering is it possible to export a single map created on my friend's laptop which can be transported to my laptop which can later be connected in game ? Meaning we can work on different cities on different laptops then merge them in 1 game? Eg - i work on 1st town , my friend works on 2nd town then the 2nd town is copied on my laptop to connect it with 1st town. Thanks!

This is a very easy thing to do. All you need to do is work on the ROM, then create a patch that you can send (by email, for example) to your friend. Your friend applies the patch, then does some work. Once he's finished, he can create a new patch to send to you, and it repeats like a cycle. The only thing you won't be able to do is work concurrently--you'll need to wait for the other to be finished and have the new patch before you start working yourself, or data can be overwritten and you'll break things.

Teh Blazer September 11th, 2015 10:49 AM

Super simple question. Say I made a script and compiled it into the ROM, but a few days later I decided to scratch the script completely and start over with a new one. The thing is, that original script that i made was quite large.

Is there any special XSE command or something that will make removing the script from my ROM hack easier or is it better to just ignore it and make a new script in another part of the ROM?

C me September 11th, 2015 11:20 AM

Quote:

Originally Posted by Lost Heart (Post 8923761)
This is a very easy thing to do. All you need to do is work on the ROM, then create a patch that you can send (by email, for example) to your friend. Your friend applies the patch, then does some work. Once he's finished, he can create a new patch to send to you, and it repeats like a cycle. The only thing you won't be able to do is work concurrently--you'll need to wait for the other to be finished and have the new patch before you start working yourself, or data can be overwritten and you'll break things.

Did Gamefreak not have different people working on different things at the same time that's why there are free space gaps? You could prearrange what space to use to make sure you don't overwrite each others data.

esperance September 11th, 2015 11:42 AM

Quote:

Originally Posted by Teh Blazer (Post 8923934)
Super simple question. Say I made a script and compiled it into the ROM, but a few days later I decided to scratch the script completely and start over with a new one. The thing is, that original script that i made was quite large.

Is there any special XSE command or something that will make removing the script from my ROM hack easier or is it better to just ignore it and make a new script in another part of the ROM?

There is a very simple command in XSE. It's #removeall, to be used like this:
Code:

#removeall 0x[offset of script to erase]


This command will overwrite the old script with the freespace byte that XSE associates with the ROM. So for Emerald do make sure to use the #freespace command.

Quote:

Originally Posted by C me (Post 8923966)
Did Gamefreak not have different people working on different things at the same time that's why there are free space gaps? You could prearrange what space to use to make sure you don't overwrite each others data.

GameFreak wasn't working with raw data. They used various source code files which there then compiled and linked into the ROM data as we interact with it by a compiler. A lot of the "data" didn't have a preset location in the ROM while it was still being written (hence why games such as LeafGreen and FireRed don't have the same offsets for everything). ROM hacking and programming aren't exactly the same thing.

Now, he could certainly agree with his partner to work on specific sections only, but the fact of it is that not all tools (especially those designed to be beginner friendly) will tell you exactly where and how much space they are using/writing to.

Blah September 11th, 2015 4:37 PM

Hey guys, I recently picked up XSE, and I've already run into a little-big issue.
Spoiler:

Code:

#dynamic 0xA00000
#org @start
lock
faceplayer
checkflag 0x829 'pokedex flag
if 0x1 jump @speciesCheck
textcolor 0x0
msgbox @brother 0x6
release
end

#org @speciesCheck
lockall
special2 0x800D 0xD4 'returns in 0x8006 pkmn seen amount. 0x800D holds nothing.
compare 0x4014 0x8006 ' da f-word :D
if 0x0 goto @reward
textcolor 0x0
msgbox @capturing 0x6
release
end

#org @reward
lockall
copyvar 0x8000 0x8006
subvar 0x8000 0x4014
setvar 0x8001 0x0
goto @amount

#org @amount
lockall
givemoney 0x64 0x0
addvar 0x8001 0x64
subvar 0x8000 0x1
compare 0x8000 0x0
if 0x0 goto @amount
copyvar 0x4014 0x8006
textcolor 0x0
msgbox @gj 0x6
fanfare 0x101
waitfanfare
buffernumber 0x0 0x8001
textcolor 0x2
msgbox @money 0x6
release
end

#org @money
= [player] earned [$][buffer1]!

#org @gj
= Oh, [player], you've obtained some\nnew Pokémon. Let me give you some\lmoney to match what you've captured.

#org @capturing
= Bobby: go capture more mons

#org @brother
= get a pokedex pls




it's particularly this part:
Code:

special2 0x800D 0xD4
compare 0x4014 0x8006
if 0x0 goto @reward


In memory viewer, both are equal (and I use copyvar too, so they should be equal for the second time the script is run). Yet, it will always do the "goto @reward". I suspect variable 0x4014 is being compared to the value 0x8006 instead of the actual variable 0x8006. If this is the case, how would I be comparing variables in XSE (the command help suggests that this is the way). I about to write ASM to do it for me, so hopefully someone has a solution!

esperance September 11th, 2015 4:44 PM

Quote:

Originally Posted by FBI agent (Post 8924224)
Hey guys, I recently picked up XSE, and I've already run into a little-big issue.
Spoiler:

Code:

#dynamic 0xA00000
#org @start
lock
faceplayer
checkflag 0x829 'pokedex flag
if 0x1 jump @speciesCheck
textcolor 0x0
msgbox @brother 0x6
release
end

#org @speciesCheck
lockall
special2 0x800D 0xD4 'returns in 0x8006 pkmn seen amount. 0x800D holds nothing.
compare 0x4014 0x8006 ' da f-word :D
if 0x0 goto @reward
textcolor 0x0
msgbox @capturing 0x6
release
end

#org @reward
lockall
copyvar 0x8000 0x8006
subvar 0x8000 0x4014
setvar 0x8001 0x0
goto @amount

#org @amount
lockall
givemoney 0x64 0x0
addvar 0x8001 0x64
subvar 0x8000 0x1
compare 0x8000 0x0
if 0x0 goto @amount
copyvar 0x4014 0x8006
textcolor 0x0
msgbox @gj 0x6
fanfare 0x101
waitfanfare
buffernumber 0x0 0x8001
textcolor 0x2
msgbox @money 0x6
release
end

#org @money
= [player] earned [$][buffer1]!

#org @gj
= Oh, [player], you've obtained some\nnew Pokémon. Let me give you some\lmoney to match what you've captured.

#org @capturing
= Bobby: go capture more mons

#org @brother
= get a pokedex pls




it's particularly this part:
Code:

special2 0x800D 0xD4
compare 0x4014 0x8006
if 0x0 goto @reward


In memory viewer, both are equal (and I use copyvar too, so they should be equal for the second time the script is run). Yet, it will always do the "goto @reward". I suspect variable 0x4014 is being compared to the value 0x8006 instead of the actual variable 0x8006. If this is the case, how would I be comparing variables in XSE (the command help suggests that this is the way). I about to write ASM to do it for me, so hopefully someone has a solution!

You're right in your suspicions. Variable 0x4014 is being compared with the value 0x8006. "compare" (command 0x21) compares a variable with a value. In order to compare two variables, you need to use command 0x22, called "comparevars" in XSE.

Blah September 11th, 2015 4:46 PM

Quote:

Originally Posted by Lost Heart (Post 8924230)
You're right in your suspicions. Variable 0x4014 is being compared with the value 0x8006. "compare" (command 0x21) compares a variable with a value. In order to compare two variables, you need to use command 0x22, called "comparevars" in XSE.

lol, I have no idea why I couldn't find that in command help. It was the next command down :P
Thanks a lot :)

DonSems September 12th, 2015 1:22 PM

Anyone know what flag is set to put Bill's name on pc's in fire red?
I can't find a script on pc's with A-Maps and XSE and there is a whole bunch of flags in Bill's script don't know which one.

Splash September 12th, 2015 7:23 PM

Hi Everyone! Does anyone know how the casino underground stairs show up in celadon city?

SmileHD September 13th, 2015 1:49 AM

How do you change the professor intro in Emerald?
Thank you for your time if you decided to answer.

esperance September 13th, 2015 7:21 AM

Quote:

Originally Posted by Splash (Post 8925928)
Hi Everyone! Does anyone know how the casino underground stairs show up in celadon city?

The script for the poster sets a flag when first interacted with, and then uses the setmaptile command to make the stairs appear the first time. In a level script (of the "setmaptile" type) it checks for said flag so that when the player returns to the map it will hide the stairs if said flag has not been set.

Marky Vigoroth September 13th, 2015 7:37 AM

How do I write a new move description using using Gen 3 Tools? I know that I would need to search for new blank space; the problem is getting more than 0 or 1 free characters.

Substitute Doll September 13th, 2015 11:56 AM

How do I replace the battle boxes in Emerald?

azurile13 September 13th, 2015 4:05 PM

I may be blind, but does anyone know which saveblock the player "facing" is located? (up down left right) I can't seem to find anything besides X & Y position.

marcc5m September 13th, 2015 4:12 PM

Having some difficulty expanding the Pokedex with G3HS.

This happens when I catch Turtwig: http://prntscr.com/8g1y2t
For some reason it's always Ratatta.
When I check the Pokedex afterwards though things are normal: http://prntscr.com/8g1z5y
And this happens if I catch it without having Ratatta's seen data on the dex: http://prntscr.com/8g1zex
(The game crashes at that last screen).

Cataclyptic September 14th, 2015 10:42 AM

Hey all, I'll try asking again in here this time since I'd really like this done. How do I make the move animations for two turn moves like Solarbeam and Razor Wind play as one animation in one turn? If anybody can answer, this would be much appreciated.

Sopheria September 16th, 2015 6:31 PM

Hey guys! I'm having a problem with one of my maps, so I was hoping someone could maybe point me in the right direction, if you've seen something like this before?

I'm working off Mr. Doll Steak's Decap & Attack FireRed Rombase, and in addition, I've also patched it with this autumn tileset. The result: I created a town which looks just fine in AdvanceMap:



But once I start up the game using VBA and step outside my house, this is what I get instead:


Anybody know what this is and how I can fix it? I've only just started romhacking and this is the first time I've ever done a map, so please feel free to assume that I'm a total dummy and that I probably made a total newbie mistake or missed something obvious.

Thanks!

chrunch September 17th, 2015 12:11 AM

Quote:

Originally Posted by Sopheria (Post 8931658)
Hey guys! I'm having a problem with one of my maps, so I was hoping someone could maybe point me in the right direction, if you've seen something like this before?

I'm working off Mr. Doll Steak's Decap & Attack FireRed Rombase, and in addition, I've also patched it with this autumn tileset. The result: I created a town which looks just fine in AdvanceMap:



But once I start up the game using VBA and step outside my house, this is what I get instead:


Anybody know what this is and how I can fix it? I've only just started romhacking and this is the first time I've ever done a map, so please feel free to assume that I'm a total dummy and that I probably made a total newbie mistake or missed something obvious.

Thanks!

Check warps are correct.

juliannom September 17th, 2015 7:35 AM

Hello,
Recently I started woking with JPAN's hacked engine, and I have a doubt about it.
I know he changed the sethealingplace command and I guess I understood how it works without problems.
It substitutes sethealingplace 0x0 for variables 405a, 405b and 405c, right?
But how about sethealingplace 0x1? How do I use its functions?
Thx in advance!

juliannom September 18th, 2015 4:34 AM

Quote:

Originally Posted by DonSems (Post 8925476)
Anyone know what flag is set to put Bill's name on pc's in fire red?
I can't find a script on pc's with A-Maps and XSE and there is a whole bunch of flags in Bill's script don't know which one.

It's the flag 0x834

If it's unset, you have 'Someone's PC', if it's set, you have 'Bill's PC'

I hope I could be useful

NoWun September 18th, 2015 9:03 AM

Hello. I wanted to learn how to change character sprite not only for the world but for battling as well. I mean how i can i play with another character apart the male or female hero on pokemon heartgold and do all the things that i do like the normal male/female hero. I want also to ask where i can find the tools and the sprites to make this possible.

Blah September 18th, 2015 1:08 PM

Quote:

Originally Posted by SmileHD (Post 8926230)
How do you change the professor intro in Emerald?
Thank you for your time if you decided to answer.

What part exactly? If you're looking to add stuff you'll have to write your custom code, then edit the callbacks. To remove things, it's much simpler and is just a matter of changing the callbacks! To do any of these you'll need IDA and the Emerald IDB, as well as a disassembler and some knowledge of ASM.

Quote:

Originally Posted by Marky Vigoroth (Post 8926564)
How do I write a new move description using using Gen 3 Tools? I know that I would need to search for new blank space; the problem is getting more than 0 or 1 free characters.

Please expand. The free space just needs to be 0xFF. If the tool is saying your description is too long, manually repoint it. Strings have no length limits (except RAM space they take up, so you may need to change some routine code too, anyways..).

Quote:

Originally Posted by MegaTorterra102 (Post 8926867)
How do I replace the battle boxes in Emerald?

unlz GBA

Quote:

Originally Posted by Crimson5M (Post 8927246)
Having some difficulty expanding the Pokedex with G3HS.

This happens when I catch Turtwig: http://prntscr.com/8g1y2t
For some reason it's always Ratatta.
When I check the Pokedex afterwards though things are normal: http://prntscr.com/8g1z5y
And this happens if I catch it without having Ratatta's seen data on the dex: http://prntscr.com/8g1zex
(The game crashes at that last screen).

You haven't expanded Habitat pages I think. There is no habitat page for that specific pokemon, so you get a nice crash.

Sun September 19th, 2015 2:30 AM


I'm a complete beginner in rom hacking, please help! The correct tile as seen from the FireRed rom (right pic) isn't showing at the Emerald rom I'm hacking (left pic); it's showing a magenta tile.

A little info that might help: I got the FireRed tile for my Emerald hack through the FireRed rom itself by loading the tileset from AM's Block editor.

Thanks in advance!

machomuu September 19th, 2015 2:37 AM

I'm having trouble, myself, having my first foray into Tile Molestation.

Since I'm creating a hack of a hack, I had to manually insert the DPSS patch and icon. Simple enough (despite the hours that the latter took me), but I have a problem.


Yeah, it's definitely not supposed to look like that. I know why it happened though. It's a matter of palette. All I did was take what Darthatron had out, uncompressed and in its normal colors, and plopped it into some free space. It makes sense that it'd happen.

But...well, I'm at a loss for how to change its palette so that it will play nice with the rest of the screen.

Blah September 19th, 2015 5:27 AM

Quote:

Originally Posted by machomuu (Post 8934522)
I'm having trouble, myself, having my first foray into Tile Molestation.

Since I'm creating a hack of a hack, I had to manually insert the DPSS patch and icon. Simple enough (despite the hours that the latter took me), but I have a problem.


Yeah, it's definitely not supposed to look like that. I know why it happened though. It's a matter of palette. All I did was take what Darthatron had out, uncompressed and in its normal colors, and plopped it into some free space. It makes sense that it'd happen.

But...well, I'm at a loss for how to change its palette so that it will play nice with the rest of the screen.

Well, at least it looks somewhat cool :D
I think you may have repointed a pal, which you should't have to do since apparently the type icons use the same pal as the type chart. Find the pointer to this pal, and from there I guess you'll be able to find the miss-write.

machomuu September 19th, 2015 3:24 PM

Quote:

Originally Posted by FBI (Post 8934638)
Well, at least it looks somewhat cool :D
I think you may have repointed a pal, which you should't have to do since apparently the type icons use the same pal as the type chart. Find the pointer to this pal, and from there I guess you'll be able to find the miss-write.

Thanks for the help, FBI. After some searching, I decided to rollback my versions and just start the process back from when I applied the patch, thinking it'd be better to try to understand the process more. The fix was...saddeningly simple on my part, I just had to change the palette before inserting.

...Yep. Sad faces all around.

The icons load slightly before the attacks do, though, which is somewhat of an issue but not really. Something to deal with later.

Cobalt_000 September 19th, 2015 3:53 PM

When trying to copy my ROM somewhere else, this happens:
http://imgur.com/6VARJGf
This same message also pops up for the ROM, not just the backup. When copying my ROMearlier, a lot of my script got jumbles, but this message did not come up, but that may have been because I was using an older Windows 7 computer.
Does anyone know what these properties are and how to allow it to copy by some means without these properties being lost?

E-dogg and his Afro Hoodlums September 19th, 2015 5:06 PM

Can someone please help me find downloads for GBA rom tools? I'm really new to this and my computer says a lot of the downloads are trojans so I don't know what to trust.

chrunch September 19th, 2015 6:52 PM

Quote:

Originally Posted by E-dogg and his Afro Hoodlums (Post 8935235)
Can someone please help me find downloads for GBA rom tools? I'm really new to this and my computer says a lot of the downloads are trojans so I don't know what to trust.

As long as you download it from the Tools, Tutorials & Resources section here you should be fine, a few tools can trip up some antiviruses but I can promise you they are false positives. :)

tkim September 19th, 2015 7:28 PM

Does anyone know how I can make Pokemon hatching from an egg start from level 1 in Fire Red? Also does anyone know how to edit the Charizard at the title screen of Fire Red by using Tile Molester? I cannot find the charizard sprite at 2011 in unZL GBA since I am using an edited rom.

DraconianWing September 19th, 2015 9:28 PM

In Emerald, are there any unused temporary flags that clear upon leaving an area? Also, are there some unused ones that function as "daily" flags? I'm trying to make a script for an OW Pokemon and/or person event that can be encountered once a day/after a certain period of time.

Urnighter September 20th, 2015 7:02 AM

Is it possible using advance map movement permissions to allow the player to walk behind a waterfall? I've tried using 3C tiles with 10s on either side but even then the player still appears on top of the waterfall.

Cobalt_000 September 20th, 2015 7:34 AM

Wanted to bump this to the next page:
When trying to copy my ROM somewhere else, this happens:
http://imgur.com/6VARJGf
This same message also pops up for the ROM, not just the backup. When copying my ROMearlier, a lot of my script got jumbles, but this message did not come up, but that may have been because I was using an older Windows 7 computer.
Does anyone know what these properties are and how to allow it to copy by some means without these properties being lost?

Also, does anyone know the offsets of the script(s) for oak telling you that its not time to use an item?

gazelle93 September 22nd, 2015 9:10 AM

Does anyone know how to edit the Gym Badges for a Fire Red hack?

Vendily September 23rd, 2015 12:21 PM

Quote:

Originally Posted by gazelle93 (Post 8938881)
Does anyone know how to edit the Gym Badges for a Fire Red hack?

The image offset is 3CD5E8 while the palette offset is 3CD2C0.
Good luck on your hack.

Chaos_Therum September 23rd, 2015 7:48 PM

So I have looked around and can't seem to find anything about this. I hope I'm in the right place to ask this. Basically what I wanted to ask is if I can transfer a pokemon from a romhack save to a retail game save. Of course I would probably have to do some slight modifications to the pokes to make them legal but if they are real pokemon that have legal stats is it possible. And on the subject of making the areas they were caught in legal is there a program that can batch legalize a folder of .pkms

Skystrike September 23rd, 2015 8:41 PM

Any way to increase the number of Emerald's flight spots?

Gunboy Orville September 24th, 2015 9:02 AM

Quick question about Advance Map that I haven't seen answered elsewhere: is there any kind of undo command when painting tiles? I'm clumsily working my way through learning how it works and having a quick ctrl+z or something to undo mistakes would be real handy...

reshilegend September 24th, 2015 5:02 PM

Quote:

Originally Posted by Gunboy Orville (Post 8941471)
Quick question about Advance Map that I haven't seen answered elsewhere: is there any kind of undo command when painting tiles? I'm clumsily working my way through learning how it works and having a quick ctrl+z or something to undo mistakes would be real handy...

No, as far as I'm aware. You'd have to rely on saving beforehand, leaving your current map in AM if you made a mistake and click don't save changes (or whatever it's called). But if you're in the process of learning how to map, I would definitely play around with a test rom first where it doesn't matter as much, and once you have things figured out start working on actual maps for your hack.

Blah September 25th, 2015 4:54 AM

Quote:

Originally Posted by Urnighter (Post 8935844)
Is it possible using advance map movement permissions to allow the player to walk behind a waterfall? I've tried using 3C tiles with 10s on either side but even then the player still appears on top of the waterfall.

That's because the game is in 2D. You walking "through" the waterfall would mean you taking a step forward (and thus appearing at the top of the waterfall). To create the illusion you'd need to do the walking animation and momentarily hide the player until they've reached a certain x/y position. I don't think it's something you can do with scripting or a map editor unfortunately. You could make the waterfall's second tile overlap the player sprite, but then when the player uses the HM Waterfall, I think it will definitely cause visual issues.

Heartbreak_1_ September 27th, 2015 12:37 AM

Hey everyone, I have a brief little issue, I am currently working on a Hack of Fire Red and I am trying to have a desert route but I've tried to put it as an Underground type route and it doesn't work, and I've tried to run it as an inside route, I am trying to attempt to have it where Pokémon can jump out at the player on any tile and not a grass one.
Map Options set at:
Cave: Regular[00] Weather: Sandstorm[08]
Type: Inside [08] Fight Type: Random[00]

chrunch September 27th, 2015 1:13 AM

Quote:

Originally Posted by Heartbreak_1_ (Post 8944541)
Hey everyone, I have a brief little issue, I am currently working on a Hack of Fire Red and I am trying to have a desert route but I've tried to put it as an Underground type route and it doesn't work, and I've tried to run it as an inside route, I am trying to attempt to have it where Pokémon can jump out at the player on any tile and not a grass one.
Map Options set at:
Cave: Regular[00] Weather: Sandstorm[08]
Type: Inside [08] Fight Type: Random[00]

It's not the map type that does it, it's the tile behavior bytes. Try setting the "background byte" of your sand tile in advance map to 01.

Feaw September 27th, 2015 3:09 AM

So I am trying to hack Pokemon Platinum. My goal is to create a hack similar to Drayano's hacks for HGSS and BW/B2W2.
I'm adding the starters via interactable events in certain places and it works, however, it is quite tedious having to go through all possible overworld sprites to find the ones I'm looking for. Is there any such list for these?

And one issue I am having is with ground items. I know how to do them, but I used the scripts that make a person give the player an item, not finding an item on the ground, so even if it works, it displays a slightly wrong message. The ground items refer to scripts made outside the map, and I have no way of accessing those (I'm using PPRE v 1.4). I have been trying some standard functions but they either freeze or do the wrong thing. Is there either a list of standard functions, or a list of scripts in pokemon platinum? Or if someone happens to know how to script ground items that would be helpful as well.

I'd also like to know how I can edit shop items.

Those are the only things I'd like help on right now. Thank you :)

chestertagat September 27th, 2015 8:11 AM

Hello guys a quick question here. What tool can i use to edit my moves (expanded Types with fary type included) G3hs,G3t,PGE,A-Tack, doesnt work . I wanna add a fairy type move . TIA .

tazie20 September 27th, 2015 10:59 AM

hi guys, I'm completely new to rom hacking, but having a go on emerald and was wondering how do you change the starting location of the game? and can you remove the truck animation part? I'm using advance map and XSE right now.

Substitute Doll September 27th, 2015 11:41 AM

Quote:

Originally Posted by chestertagat (Post 8944904)
Hello guys a quick question here. What tool can i use to edit my moves (expanded Types with fary type included) G3hs,G3t,PGE,A-Tack, doesnt work . I wanna add a fairy type move . TIA .

G3t does work, but edit the ini.

Meister G. Rool September 27th, 2015 5:10 PM

Could someone tell me how to lock the other two starters from getting picked after the player chooses theirs? Thank you in advance.

Heartbreak_1_ September 27th, 2015 9:34 PM

Quote:

Originally Posted by chrunch (Post 8944559)
It's not the map type that does it, it's the tile behavior bytes. Try setting the "background byte" of your sand tile in advance map to 01.

Thanks! it worked out nicely!

chrunch September 27th, 2015 11:06 PM

Quote:

Originally Posted by tazie20 (Post 8945131)
hi guys, I'm completely new to rom hacking, but having a go on emerald and was wondering how do you change the starting location of the game? and can you remove the truck animation part? I'm using advance map and XSE right now.

You can do both using diegoisawesome's Intro Manager tool.
Quote:

Originally Posted by Meister G. Rool (Post 8945489)
Could someone tell me how to lock the other two starters from getting picked after the player chooses theirs? Thank you in advance.

Not sure I get what you mean. If you're making your own starter script, you'll need to set a flag when you pick your starter, and have it checked in scripts for the other choices.

Aruaruu September 29th, 2015 6:23 AM

Anyone know the offset for the Pokedex script at the start of the game is in Emerald?

EDIT: Got it..I think. it is at 0x1FA2F8

juliannom September 29th, 2015 7:45 AM

Guys, I'm trying to figure out how to change the World Map in Fire Red for a "HGSS style" World Map.
So far I managed to insert the map without problems, but I still have some issues regarding the palette.
Do you guys know if the palette used by the world map is used by anything else in the game?
I wanted to change it, but I was worried about it.

chestertagat September 29th, 2015 8:51 AM

Quote:

Originally Posted by Deltakirby (Post 8945195)
G3t does work, but edit the ini.

Thanks for Replying DeltaKirby , But i Promise you ive tried editing the ini's of g3t , PGE , g3hs , And any other attack editing Program , But the Result is no , They don't have the Typedata and the NumberofTypes that i needed to edit for the the fairy type to appear , I'll give you a little Info , I've already Repointed a lot of things in my Rom like Moves ,Pokemons,Pokedex etc.. and ive Edit them in the Programs Easily because i can find the variables easily in the INI's of the Programs ive used . but this one , arg . Cant find a Program till now . Thanks again.

chestertagat September 29th, 2015 8:58 AM

Quote:

Originally Posted by juliannom (Post 8947167)
Guys, I'm trying to figure out how to change the World Map in Fire Red for a "HGSS style" World Map.
So far I managed to insert the map without problems, but I still have some issues regarding the palette.
Do you guys know if the palette used by the world map is used by anything else in the game?
I wanted to change it, but I was worried about it.

Ive replaced almost all the Original Tile Palletes and Tiles of Firered on my hack, and it did'nt Mess any other palletes or Overwrite others , Im a little bit sure that it wont mess up yours too . Unless youve used pallete 0-6 from a Tileset2 and Pallete 7-12 for Tileset 1 .

Blah September 30th, 2015 5:39 PM

Quote:

Originally Posted by juliannom (Post 8947167)
Guys, I'm trying to figure out how to change the World Map in Fire Red for a "HGSS style" World Map.
So far I managed to insert the map without problems, but I still have some issues regarding the palette.
Do you guys know if the palette used by the world map is used by anything else in the game?
I wanted to change it, but I was worried about it.

no pfft, even if it is, it's going to be called via ldr in ASM. So just change it, and if it messes anything up let me know - it'll be a simple repoint.

yung_link September 30th, 2015 5:56 PM

Hey guys, I'm trying to use Pokemon Gold Sprite Editor but I am getting the error message: "Component 'COMDLG32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid" when I try to open it. Any advice would be greatly appreciated, I'm very new to this.

esperance October 1st, 2015 3:56 AM

Quote:

Originally Posted by noactualname (Post 8949022)
I am using CrystalTile2 to edit the shiny rate for Pokemon Storm Silver, and have managed to find a thread detailing the offset and the value needed to change to modify the shiny encounter rate. However, I am a complete noob when it comes to hex editing and as such require some help. I decompressed the arm9, and tried to find this '0×70080' but CrystalTile2 doesn't show addresses as such, instead it uses the 16 format; how would I convert that number to the 16 format? The decimal value is 458880 if that helps.

You can use the default calculator app on your computer to easily convert numbers between bases. What you need to do is put the calculator in "Programmer Mode", type in the number in decimal, then simply switch the number base and the number you typed in will be converted automatically. You can easily go back and forth with this method for quick number base conversion.

DraconianWing October 1st, 2015 6:08 PM

Is there a way to edit/find the encounter rate of each Pokemon in A-Map 1.92? I know there is a slide dial for "Encounter ratio", but I'm assuming that it's used to adjust the frequency of encounters? (not the actual chance of finding a respective species)


destinedjagold October 1st, 2015 6:23 PM

Quote:

Originally Posted by DraconianWing (Post 8949959)
Is there a way to edit/find the encounter rate of each Pokemon in A-Map 1.92? I know there is a slide dial for "Encounter ratio", but I'm assuming that it's used to adjust the frequency of encounters? (not the actual chance of finding a respective species)


I believe the first four PKMN in there are the [common] 'mons to be found in the wild. The next four will be the [uncommon] ones and the last four are the [rare] ones. Commons have more encounter rate than uncommon and rare ones, so maybe that counts?

Sayuri October 1st, 2015 6:33 PM

I have two problems that recently popped up:

1. I inserted a new map and everything went fine, but I can't run when I enter it. I have the type set to ROUTE, as well.

2. When I press Start, it opens up a menu like I'm in the Safari Zone; ?71/600 balls, RETIRE option, etc. Is there a way to fix this, and what may have caused it?

azurile13 October 1st, 2015 6:33 PM

Quote:

Originally Posted by DraconianWing (Post 8949959)
Is there a way to edit/find the encounter rate of each Pokemon in A-Map 1.92? I know there is a slide dial for "Encounter ratio", but I'm assuming that it's used to adjust the frequency of encounters? (not the actual chance of finding a respective species)


Iirc, the first two are ~20%, the next four are ~10%, the next two are 5%, the next two are 4%, and the last two are 1%. If you want to edit those numbers, it wouldn't be hard, but you would be affecting every grass map encounter in the game. Also I only know the specific offsets for FireRed.

Blah October 2nd, 2015 6:50 AM

To be specific, these are the values and calculations for Fire Red which I've found.
Code:

rand(100) = n
{n ∈ ℕ : n < 100} = { 0, 1, 2, 3, ..., 99}

zero    :rand(100) - 0  <  20          = 0  to 19      = 20%
one    :rand(100) - 20 <= 19          = 20 to 39      = 20%
two    :rand(100) - 40 <= 9            = 40 to 49      = 10%
three  :rand(100) - 50 <= 9            = 50 to 59      = 10%
four    :rand(100) - 60 <= 9            = 60 to 69      = 10%
five    :rand(100) - 70 <= 9            = 70 to 79      = 10%
six    :rand(100) - 80 <= 4            = 80 to 84      = 5%
seven  :rand(100) - 85 <= 4            = 85 to 89      = 5%
eight  :rand(100) - 90 <= 3            = 90 to 93      = 4%
nine    :rand(100) - 94 <= 3            = 94 to 97      = 4%
ten    :rand(100) - 98 >  0            = 99 to 100    = 1%
eleven  :rand(100) - 98 =  0            = 98 to 98      = 1%



Code:

ROM:0808274C wild_pokemon_rand_grass:                @ CODE XREF: sub_8082AEC:loc_8082B16p
ROM:0808274C                                        @ wild_pokemon_rand_for_map:loc_8083060p
ROM:0808274C                PUSH    {LR}
ROM:0808274E                BL      rand
ROM:08082752                LSLS    R0, R0, #0x10
ROM:08082754                LSRS    R0, R0, #0x10
ROM:08082756                MOVS    R1, #0x64 @ 'd'
ROM:08082758                BL      __umodsi3
ROM:0808275C                LSLS    R0, R0, #0x18
ROM:0808275E                LSRS    R1, R0, #0x18
ROM:08082760                CMP    R1, #0x13
ROM:08082762                BHI    loc_8082768
ROM:08082764                MOVS    R0, #0
ROM:08082766                B      loc_8082802
ROM:08082768 @ ---------------------------------------------------------------------------
ROM:08082768
ROM:08082768 loc_8082768:                            @ CODE XREF: wild_pokemon_rand_grass+16j
ROM:08082768                MOVS    R0, R1
ROM:0808276A                SUBS    R0, #0x14
ROM:0808276C                LSLS    R0, R0, #0x18
ROM:0808276E                LSRS    R0, R0, #0x18
ROM:08082770                CMP    R0, #0x13
ROM:08082772                BHI    loc_8082778
ROM:08082774                MOVS    R0, #1
ROM:08082776                B      loc_8082802
ROM:08082778 @ ---------------------------------------------------------------------------
ROM:08082778
ROM:08082778 loc_8082778:                            @ CODE XREF: wild_pokemon_rand_grass+26j
ROM:08082778                MOVS    R0, R1
ROM:0808277A                SUBS    R0, #0x28 @ '('
ROM:0808277C                LSLS    R0, R0, #0x18
ROM:0808277E                LSRS    R0, R0, #0x18
ROM:08082780                CMP    R0, #9
ROM:08082782                BHI    loc_8082788
ROM:08082784                MOVS    R0, #2
ROM:08082786                B      loc_8082802
ROM:08082788 @ ---------------------------------------------------------------------------
ROM:08082788
ROM:08082788 loc_8082788:                            @ CODE XREF: wild_pokemon_rand_grass+36j
ROM:08082788                MOVS    R0, R1
ROM:0808278A                SUBS    R0, #0x32 @ '2'
ROM:0808278C                LSLS    R0, R0, #0x18
ROM:0808278E                LSRS    R0, R0, #0x18
ROM:08082790                CMP    R0, #9
ROM:08082792                BHI    loc_8082798
ROM:08082794                MOVS    R0, #3
ROM:08082796                B      loc_8082802
ROM:08082798 @ ---------------------------------------------------------------------------
ROM:08082798
ROM:08082798 loc_8082798:                            @ CODE XREF: wild_pokemon_rand_grass+46j
ROM:08082798                MOVS    R0, R1
ROM:0808279A                SUBS    R0, #0x3C @ '<'
ROM:0808279C                LSLS    R0, R0, #0x18
ROM:0808279E                LSRS    R0, R0, #0x18
ROM:080827A0                CMP    R0, #9
ROM:080827A2                BHI    loc_80827A8
ROM:080827A4                MOVS    R0, #4
ROM:080827A6                B      loc_8082802
ROM:080827A8 @ ---------------------------------------------------------------------------
ROM:080827A8
ROM:080827A8 loc_80827A8:                            @ CODE XREF: wild_pokemon_rand_grass+56j
ROM:080827A8                MOVS    R0, R1
ROM:080827AA                SUBS    R0, #0x46 @ 'F'
ROM:080827AC                LSLS    R0, R0, #0x18
ROM:080827AE                LSRS    R0, R0, #0x18
ROM:080827B0                CMP    R0, #9
ROM:080827B2                BHI    loc_80827B8
ROM:080827B4                MOVS    R0, #5
ROM:080827B6                B      loc_8082802
ROM:080827B8 @ ---------------------------------------------------------------------------
ROM:080827B8
ROM:080827B8 loc_80827B8:                            @ CODE XREF: wild_pokemon_rand_grass+66j
ROM:080827B8                MOVS    R0, R1
ROM:080827BA                SUBS    R0, #0x50 @ 'P'
ROM:080827BC                LSLS    R0, R0, #0x18
ROM:080827BE                LSRS    R0, R0, #0x18
ROM:080827C0                CMP    R0, #4
ROM:080827C2                BHI    loc_80827C8
ROM:080827C4                MOVS    R0, #6
ROM:080827C6                B      loc_8082802
ROM:080827C8 @ ---------------------------------------------------------------------------
ROM:080827C8
ROM:080827C8 loc_80827C8:                            @ CODE XREF: wild_pokemon_rand_grass+76j
ROM:080827C8                MOVS    R0, R1
ROM:080827CA                SUBS    R0, #0x55 @ 'U'
ROM:080827CC                LSLS    R0, R0, #0x18
ROM:080827CE                LSRS    R0, R0, #0x18
ROM:080827D0                CMP    R0, #4
ROM:080827D2                BHI    loc_80827D8
ROM:080827D4                MOVS    R0, #7
ROM:080827D6                B      loc_8082802
ROM:080827D8 @ ---------------------------------------------------------------------------
ROM:080827D8
ROM:080827D8 loc_80827D8:                            @ CODE XREF: wild_pokemon_rand_grass+86j
ROM:080827D8                MOVS    R0, R1
ROM:080827DA                SUBS    R0, #0x5A @ 'Z'
ROM:080827DC                LSLS    R0, R0, #0x18
ROM:080827DE                LSRS    R0, R0, #0x18
ROM:080827E0                CMP    R0, #3
ROM:080827E2                BHI    loc_80827E8
ROM:080827E4                MOVS    R0, #8
ROM:080827E6                B      loc_8082802
ROM:080827E8 @ ---------------------------------------------------------------------------
ROM:080827E8
ROM:080827E8 loc_80827E8:                            @ CODE XREF: wild_pokemon_rand_grass+96j
ROM:080827E8                MOVS    R0, R1
ROM:080827EA                SUBS    R0, #0x5E @ '^'
ROM:080827EC                LSLS    R0, R0, #0x18
ROM:080827EE                LSRS    R0, R0, #0x18
ROM:080827F0                CMP    R0, #3
ROM:080827F2                BHI    loc_80827F8
ROM:080827F4                MOVS    R0, #9
ROM:080827F6                B      loc_8082802
ROM:080827F8 @ ---------------------------------------------------------------------------
ROM:080827F8
ROM:080827F8 loc_80827F8:                            @ CODE XREF: wild_pokemon_rand_grass+A6j
ROM:080827F8                CMP    R1, #0x62 @ 'b'
ROM:080827FA                BEQ    loc_8082800
ROM:080827FC                MOVS    R0, #0xB
ROM:080827FE                B      loc_8082802
ROM:08082800 @ ---------------------------------------------------------------------------
ROM:08082800
ROM:08082800 loc_8082800:                            @ CODE XREF: wild_pokemon_rand_grass+AEj
ROM:08082800                MOVS    R0, #0xA
ROM:08082802
ROM:08082802 loc_8082802:                            @ CODE XREF: wild_pokemon_rand_grass+1Aj
ROM:08082802                                        @ wild_pokemon_rand_grass+2Aj ...
ROM:08082802                POP    {R1}
ROM:08082804                BX      R1


The encounter ratio in Advance Map is just an encounter ratio for when to do a wild battle, rather than the Pokemon's encounter ratios. These encounter ratios, as you see, are hard coded. It wouldn't be hard at all to expand this into map specific values. I'd hook right before this is called and compare the map values before deciding how to roll it.

Blah October 2nd, 2015 6:58 AM

Quote:

Originally Posted by DogPolice (Post 8950002)
I have two problems that recently popped up:

1. I inserted a new map and everything went fine, but I can't run when I enter it. I have the type set to ROUTE, as well.

2. When I press Start, it opens up a menu like I'm in the Safari Zone; ?71/600 balls, RETIRE option, etc. Is there a way to fix this, and what may have caused it?

Bleh, just enable running shoes everywhere imo.

Running:
0x805BA38 - Running Shoes without flag insert 00 00 00 00 00 00 00 00 00 00 00 00
0x805BA52 - Running inside insert 00 00 00 00 00 00 00 00

gazelle93 October 3rd, 2015 1:20 AM

So, having a setback in my Hack. For some reason everytime I write a script that involves moving another sprite (i.e. rival/trainer) the game just freezes. My script looks no different then one off the original game but this issue still continues to happen. Any solutions or has anybody else experienced this issue?

Fristi61 October 3rd, 2015 1:39 AM

Quote:

Originally Posted by DraconianWing (Post 8949959)
Is there a way to edit/find the encounter rate of each Pokemon in A-Map 1.92? I know there is a slide dial for "Encounter ratio", but I'm assuming that it's used to adjust the frequency of encounters? (not the actual chance of finding a respective species)

As said before, for grass, Pokemon 1&2=20%, 3-6=10%, 7&8=5%, 9&10=4%, 11&12=1%.
You can have the same pokemon in multiple slots, so for example if you have the same pokemon in slots 1, 3, 8 and 11 then that pokemon will have a 20% + 10% + 5% + 1% = 36% chance of appearing.

However, I figured you might also be interested in the rates for surfing, rock smash and fishing, which are different and hadn't been mentioned yet.

Surfing/rock smash/"tree" (only 5 slots):
Slot 1 = 60%.
Slot 2 = 30%.
Slot 3 = 5%
Slot 4 = 4%
Slot 5 = 1%

Fishing (as you can see, the first 2 slots only pertain to old rods, the next 3 to good rods and the last 5 to super rods):
Slot 1: 70% when using old rod.
Slot 2: 30% when using old rod.
Slot 3: 60% when using good rod.
Slot 4&5: 20% when using good rod.
Slot 6&7: 40% when using super rod.
Slot 8: 15% when using super rod.
Slot 9: 4% when using super rod.
Slot 10: 1% when using super rod.

Aruaruu October 3rd, 2015 4:25 AM

What about the Rock Smash encounters? They have 5 slots so same as Surfing?

Fristi61 October 3rd, 2015 4:40 AM

Quote:

Originally Posted by Aruaruu (Post 8952069)
What about the Rock Smash encounters? They have 5 slots so same as Surfing?

Good call, I forgot those. Yes, those slots all seem to have the exact same weights as those in surfing.

Meister G. Rool October 3rd, 2015 9:05 PM

I'm not sure if I'm wording this correctly, but if I make a mistake on a script, how do I use a hex editor to change the data back to being unused? Is there any kind of universal method or does it depend on the hex editor I'm using?

chrunch October 4th, 2015 12:47 AM

Quote:

Originally Posted by Meister G. Rool (Post 8953234)
I'm not sure if I'm wording this correctly, but if I make a mistake on a script, how do I use a hex editor to change the data back to being unused? Is there any kind of universal method or does it depend on the hex editor I'm using?

You don't have to use one, you can just do #removeall 0x(your script) in XSE.

Meister G. Rool October 4th, 2015 9:18 AM

Wow, that's really convenient. Thank you very much!

TheEndeavor October 4th, 2015 4:48 PM

Hello! I decided to use LCCoolJ95's 650 Emerald patch and quickly remembered that when you add Pokemon to a ROM they don't magically appear in A-Map. I was wondering if it was possible to add Pokemon on A-Map(1.95 or 1.92)'s Pokemon listing?

PurpleOrange October 5th, 2015 12:07 AM

Quote:

Originally Posted by TheEndeavor (Post 8954388)
Hello! I decided to use LCCoolJ95's 650 Emerald patch and quickly remembered that when you add Pokemon to a ROM they don't magically appear in A-Map. I was wondering if it was possible to add Pokemon on A-Map(1.95 or 1.92)'s Pokemon listing?

emerald 650 comes with an a-map in in, just use that

TheEndeavor October 5th, 2015 3:52 AM

Quote:

Originally Posted by PurpleOrange (Post 8954694)
emerald 650 comes with an a-map in in, just use that

Oh, right then. Thank you I missed that entirely.

chestertagat October 5th, 2015 4:00 AM

Guys im having Problem fixing the Errors on my Newly inserted Tiles in my Hack . Ive Replaced all the Contents of Tileset0(Including its Pallettes (0-6)) and Replaced it with the new ones that i inserted ive also changed the Placements of The Tiles. Now im having problem because whenever i load my game and goto to that map , Some other tiles is Replaced by A Running Water Animation, A Flower animation and Sea Water Animation . If anybody can help me with these or Give tips , It will be Appreciated. TIA :) Anyway im using A-Map 1.95

Sniper October 5th, 2015 4:39 AM

Quote:

Originally Posted by chestertagat (Post 8954778)
Guys im having Problem fixing the Errors on my Newly inserted Tiles in my Hack . Ive Replaced all the Contents of Tileset0(Including its Pallettes (0-6)) and Replaced it with the new ones that i inserted ive also changed the Placements of The Tiles. Now im having problem because whenever i load my game and goto to that map , Some other tiles is Replaced by A Running Water Animation, A Flower animation and Sea Water Animation . If anybody can help me with these or Give tips , It will be Appreciated. TIA :) Anyway im using A-Map 1.95

You probably replaced the animation tiles with your tiles. That's why it shows the animation even though you replaced them. So there's two solution for that. Is either reinsert your tiles by not placing your tiles on the animation tiles or by removing the animation tiles using animation tile editor and vanishing those animations completely. But you'll loose the original animation but I guess you won't be needing them since you replaced it already.

But I suggest you put some space if you need some animation for your tiles. Having tiles with no animation is clearly boring as hell, right? Also, I suggest you use A-map 1.95 for tile inserting and use A-map 1.92 for mapping to prevent mapping error. I can't quite explain but I highly recommend you take my advice. I guess that's enough details. You go on the rest ^^

PiGreat October 5th, 2015 1:07 PM

This is probably gonna sound really dumb but whatevs. So I'm performing the long, arduous process of adding Pokémon into my hack (using MrDollSteak's decapitalisation and attack ROM base) but I think I kinda screwed up since ALL of the moves' names and what have you are replaced with "\x". Can I fix this? Is this normal? Am I boned?

Here's a pic:

Thanks in advance~

Blah October 5th, 2015 3:03 PM

Quote:

Originally Posted by PiGreat (Post 8955308)
This is probably gonna sound really dumb but whatevs. So I'm performing the long, arduous process of adding Pokémon into my hack (using MrDollSteak's decapitalisation and attack ROM base) but I think I kinda screwed up since ALL of the moves' names and what have you are replaced with "\x". Can I fix this? Is this normal? Am I boned?

Here's a pic:

Thanks in advance~

You're not boned. Go back and fix the ini, the table it's reading from is a bunch of 0xFF bytes. MrDS's patch comes with a table of offsets, make sure they are matched in your ini file.

PiGreat October 5th, 2015 4:05 PM

Right. I know I'm running the risk of seeming stupid here (well, I mean, I am. Technically. We've all gotta start somewhere I guess), but I'm correct in assuming that the table of offsets is in the rather appropriately named "tablelocations.txt", right? That being the case, where exactly do I put each the offsets in the .ini file? There are a whole bunch of different offsets here and I'm scared of screwing up.

Sorry about all this.

Blah October 5th, 2015 4:50 PM

Quote:

Originally Posted by PiGreat (Post 8955458)
Right. I know I'm running the risk of seeming stupid here (well, I mean, I am. Technically. We've all gotta start somewhere I guess), but I'm correct in assuming that the table of offsets is in the rather appropriately named "tablelocations.txt", right? That being the case, where exactly do I put each the offsets in the .ini file? There are a whole bunch of different offsets here and I'm scared of screwing up.

Sorry about all this.

Further than that I have no idea, sorry. I just know what the issue is, I haven't used GS3, nor do I know how it's ini is formatted :(

The idea is you replace the outdated/incorrect table offset in the ini with the corresponding real one from DS's patch. Unfortunately in DS's table.txt he doesn't mention where the original ones are, however I see in your GS3 UI it says that it's reading from 0x257494 for turtwig. Try going to the first entry, subtracting the length of the data once from that for the 0th entry and looking for the corresponding offset. Iirc, you go to 0xFFFFFE and type in 00 00 then change BPRE to MrDS or something like that (unsure once again, since I haven't tried it).

NewDenverCity October 5th, 2015 4:54 PM

Quote:

Originally Posted by PiGreat (Post 8955458)
Right. I know I'm running the risk of seeming stupid here (well, I mean, I am. Technically. We've all gotta start somewhere I guess), but I'm correct in assuming that the table of offsets is in the rather appropriately named "tablelocations.txt", right? That being the case, where exactly do I put each the offsets in the .ini file? There are a whole bunch of different offsets here and I'm scared of screwing up.

Sorry about all this.

If you downloaded the official zip in the thread, you'll have all the inis you want. Just replace the original ini with the one that came with the zip.

Geodude6 October 6th, 2015 11:32 AM

Do we know how to do tag battles yet in FRLG? I want to have the player do a battle similar to the battle against Volkner and Flint in Pt, (and I want to have them cheat and use 4 pokes each) but a while back I read that one of the "pros" of using Emerald is that it's the only Gen III game with tag battles. Do we now know how to do that in FRLG or does this statement still ring true?

DonSems October 6th, 2015 1:10 PM

Quote:

Originally Posted by Geodude6 (Post 8956437)
Do we know how to do tag battles yet in FRLG? I want to have the player do a battle similar to the battle against Volkner and Flint in Pt, (and I want to have them cheat and use 4 pokes each) but a while back I read that one of the "pros" of using Emerald is that it's the only Gen III game with tag battles. Do we now know how to do that in FRLG or does this statement still ring true?

I accidently selected dual battle in A Trainer and it worked fine for me. I haven't tried using dual battles yet as I am a noob and not really that far into my hack. I've heard people say it can be glitchy like if you have 1 poke in your party it will send out 2 of the same poke. Play around with it see what happens.

DonSems October 6th, 2015 1:13 PM

Any1 know of a link to Nameless Sprite Editor Classic or any other decent tool to edit overworld sprites? The link here in pokecommunity doesn't seem to be working for me.

Geodude6 October 6th, 2015 1:15 PM

Quote:

Originally Posted by DonSems (Post 8956591)
I accidently selected dual battle in A Trainer and it worked fine for me. I haven't tried using dual battles yet as I am a noob and not really that far into my hack. I've heard people say it can be glitchy like if you have 1 poke in your party it will send out 2 of the same poke. Play around with it see what happens.

I'm not talking about double battles like the battles with couples, twins, etc. I'm talking about tag battles, like in HGSS where you team up with Lance to fight Ariana. IE, 2-on-2 trainer battles with each trainer using one at a time. Though, the way I want to implement it is with the player fighting alone, using two Pokemon at once while the other two trainers team up against the player.


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