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Is there a way to limit/change the amount of siren beeps in Emerald (the sound that plays when a Pokemon is at red HP)? I'd like to be able to have a certain number of beeps played like in ORAS, then have the sound stop.
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Here's a screenshot of Sappy with an Emerald ROM opened. Song #90 is the one you need to edit. Spoiler:
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Here's a link. |
How do you change the Pokedex number of a Pokemon using G3HS?
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No one has started its development, and likely no one will for a while. The few FR ASM hackers lack motivation to try and go through with this project. Back when PRPB was on FR, Touched was going to try and do it, but PRPB swapped bases to Emerald to avoid having to implement it. It's just a lot of hard work. That said, no one is ever going to start unless someone is interested starts it off for us. I suggest you make a thread and start doing research on the topic :) |
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Clicking 'yes' results in this: Spoiler:
Following that, I get the .ini recovery box, which I then fill with all the necessary details. That ultimately leads to this: Spoiler:
and then the process repeats itself. So, yeah. That's my problem. As for FBI's suggestion - how would I go about that? Open up the rom in HxD, navigate to 00FFFFFE0 and change all of the FFs to 00s? Again, really sorry about all this. I feel like I'm in way over my head with this stuff. |
I assigned a pre-existing map's warp number to a new warp tile and whenever I try to warp to the map, it results in a black screen. Is there anything I might be able to do to fix this?
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I was wondering if there was a Blank Rom Base for Emerald? As in one where all the scripts/events have been removed. I would like this just so I can start fresh when I get to the coding part of creating my Rom hack.
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Is there any tool other than PGE that can edit move descriptions in Emerald? To be more precise, edits that involve character replacements, meaning that the number of characters will not be increased.
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Hello, I have a quick question about variables in scripts in Firered.
I've seen hacks where various script tiles (across several different maps) use the exact same var number without ever setting a new value to said variable within the script. How is this possible without the scripts automatically freezing the game? It seems like a good way to save on vars since there aren't that many free ones. |
I'm sure you must all hate me by now, but I've almost got this sorted. So, I was adding Pokémon to MrDS' base (which I finally got working) and it was all going well - I managed to add everything up to Prinplup. While editing Prinplup, though, the program froze up, forcing me to end the process. Now, attempting to reopen it presents me with this:
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Frankly, I have no idea what this means (no surprises there), but it affects the loading of my backup, too - something that is completely untouched besides being changed from BPRE to MrDS. Any ideas? |
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Simple question. How do you make it so that sprites are naturally hidden on a map until their flag is set?
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I've got another question for anybody willing to answer.
I have a script that works just like the farfetch'd puzzle in GSC (you're basically chasing a pokemon through the forest and have to interact with it various times). Whenever I interact with the sprite and it moves off screen, however, it eventually just resets back to where it was originally placed (it doesn't stay where it moved to). How would I go about fixing this? I set the sprite's flag within the script after the movement, but it still resets back to its original position. |
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I suggest keeping the second OAM in the corner of the map, away from the player's view and using movesprite to move it into position. This will save you some flags :) |
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Guys , Have a Quick question . How can i fix the Animation of the Status Problems on My Rom . For Ex. Poisoned Animation is supposed to be a Violet like Color that Wiggles. ) But Instead it is using the Animation of Scary Face . I've Repointed so many Things and i'm pretty sure that is the cause , But i'm Having Doubts because Other attacks Have Their Correct Animations . Only the Statuses and The Stat Rise and Stat Low Animation is Different If Anyone can Help me with these Prob .
Thanks in Advance . |
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I asked this earlier but it appears that now it is on the page before this one it has fallen into the dark. Thankfully along with that question I have more:
1) Is there a blank Emerald patch (As in a patch that removes all scripts/events)? 2) Using Emerald's usual choose your starter screen how do I change the Pokemon without using A-Starter (Because I am using the Emerald 650 patch and I cannot use Pokemon not from Hoenn?) 3) Are there any good scripting tutorials/scripting help for Emerald(XSE)? (I know there are ones mainly Firered which I have read but for Emerald it is slightly different.) |
http://i.imgur.com/9y6zxVh.png
So this happened, and I have absolutely no idea why. It's also not playing past this screen. Does anyone know how to fix this, on the off-chance it's happened to someone? |
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2) There're some offsets: Slot 1 is at 0x5B1DF8; Slot 2 is at 0x5B1DFA; Slot 3 is at 0x5B1DFC, just replace the bytes with the index number of your new pokemon in reverse hex 3) FireRed and Emerald use the same scripting in xse, the only difference is specials and flags for which you can find HERE and HERE |
In Fire Red is it possible to use larger sprites (specifically thinking of 80x80) or are you restricted to 64x64 sprites? If you can, how do you do this?
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EDIT: Something happened with the quote.... odd. Anyway-
Thanks for answering my last questions, But now I have a couple more questions- First: Are there any good sprite editors for Emerald? Or is there a NSE Plugin available? Second: I have seen some patches for Fire Red that add more Pokemon but they are either incomplete or broken... are there any patches for Fire Red that just add Gen 4 Pokemon? Edit: For my third question I had here I went back and looked more to not find what I wanted. So instead I'll be making an Improved Fire Red (If that is even possible.) By making it so you can catch and evolve every Pokemon gens 1-3 without having to trade and what not. (Also if there is still a "broh" at the end of this sentence that isn't me.) |
Does anybody know the command that checks which direction an NPC is facing before activating a part of the script?
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What is the correct way to script a Gym Trainer so they are not able to be battled after defeating the Gym Leader?
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I made a new cave map and I cannot get escape rope to work. I set it up set like MT MOON.
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Does anybody know how to change Nidorino's cry in FR's intro? |
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Thanks, but does anyone also know where the tilemap for it is? |
I am working on a HGSS hack and I've a few questions.
Is there a list of the trainers that ppre displays so I can see what number each trainer is instead of searching all 800 names for the one I want? |
Are there any tutorials that focus on how to add new abilities into Emerald? I've tried googling for one, but only came up with a request thread over at PHO. What I want to know is the procedure for adding the name, description, etc. and assigning it to a Pokemon so that it can be tested.
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EDIT: OK, I found it. It was disguised in the OAM animation part of the routine (or so I previously thought). Anyways, at 0xEE646 there is a 0x21. Change that byte. Careful, it's set using mov r0, #0x21 (which means the next byte is not something you can safely write to without modifying the routine). Keep the species ID from 0x0 to 0xFF. |
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I'm working on Emerald 650 ROM Base and it seems I've got a problem with offset space.
Everytime I write a script to the ROM it ruins some of the Pokèmon sprites I can see using UnLZ. I noticed that the script offset and the sprite offset are very similar and so I guess it somehow overwrites it. That's my question: may I use something like #dynamic 0x100000/0xA00000/etc at the beginning of the script to find a different free space or will I worsen everything? And anyway, is there any other way to solve my problem? Thanks to all |
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When i was using the patch I used 0xB00000 and ran into no issues with overwriting anything. |
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Any other idea? |
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Yeah I used the #dynamic... Anyway I noticed that the standard blocks' offsets are around 390000 while the new blocks I insert are around B00000 (so I guess that explains the error, I will restart everything hoping it'll work).
I'm afraid I didn't understand what you said in the last part (I'm still not very expert on what regards hex), if you have time and will of course, would you mind explain it to me? If you don't no problem, you've already helped me a lot so thank you very much! |
It appears that Gen 3 save editors don't support expanded ability tables. Does anyone know how to change the ability index assigned to each party Pokemon? I need this in order to test new abilities.
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How would I go about having a trainer come out of a door, like if your rival came out of a gym?
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what do i have to edit to allow HMs to be deleteable?
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Hope that helps! |
This could be a little funny but can anyone tell me how to create a spoiler. It would be better if illustrations are added and please also tell me why we use spoilers. Thanks for your help.
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Note questions about the forum itself do not belong here, however; in the future, you can ask them in Community Feedback & Support's Quick Questions & Answers thread. |
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Hello I have a few more questions as I always do.
1. I would like to remove the script in Firered that releases one of the legendary dogs into the isles. 2. I am wondering if it is possible to transfer music from Emerald into firered? 3. I just cannot script. I have read tutorials and watched videos but I still do not fully understand what im doing. I was wondering if there was a place I could go to request the creation if some scripts. If this isn't possible it is alright. |
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2. Yeah it is 3. No, such a thread does not exist. For learning scripting, first identify the script editor you want to use (pick Red Alien for goodness and XSE for tutorials and false documentation), then read said tutorials until you understand. There is no way you'll be able to make a hack if you cannot script. You're essentially trying to get someone to do all the scripting for you. It's just not going to happen, nor is it feasible. Try your best to learn, and if something stumps you, there is the script help thread available. |
Can somebody explain the process of creating several new palettes at once using JPAN's hacked engine? I was able to follow this tutorial and add a single palette, but I don't understand the actual process enough to figure out how to insert multiple palettes at once (if that makes sense). I would like to be able to actually make sense of what's going on with the data rather than just follow the tutorial to the tee.
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I followed itman's tutorial on adding new moves to FireRed and it seems to have gone smoothly, but when I go into PGE's Attack Editor, it only lists the moves that were previously available. Are there supposed to be empty slots, or is there another way I'm supposed to add new moves (or did I mess up somewhere)?
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Edit the AttackNames, NumberOfAttacks, PokemonAttackTable, AttackData, AttackDescriptionTable and AttackAnimationTable. |
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Alright, I think I got it to work now, as there are many empty slots in PGE. But whenever I click on one of the new moveslots, I get "Unhandled exception has occurred in your application ... Argument 'RecordNumber' is not a valid value." or "(my rom) cannot be accessed because it is being used by another process."
What should I do about this? |
Thanks FBI but now I have more questions!
I was wondering how I would set up a script that detected which fossil was chosen in Mount Moon and gave the opposite to the player? Also I was wondering if I could allow the Player to receive both Fighting Type Pokemon in the Fighting Dojo in Saffron City? Finally I was looking at the Wild Encounter Scripts for Articuno, Zapdos, Moltres, and Mewtwo in Fire Red and they have some fairly interesting things going on in that that I do not fully understand. Since I would like to add new legendary Pokemon locations into Fire Red I wanted to create battles that were similar to these I wanted to know if there was a good tutorial/explanation that said what exactly was going on in these scripts? |
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Alright, I also have a question about jpan's hacked Fire Red engine. Whenever I step on a script tile that has an event linked to it, even with "setvar 0xXXXX 0x1" it won't prevent the event from occurring again. It just loops itself continuously. I've never encountered this problem before. |
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Im playing a pokemon hack and i want to edit some abilities and stats for sum pokemon but I'm not sure how to do that.
I cant use any rom hacking tool because they cant read the patched rom Ive looked into hex editing but the only tutorials I find are super complicated and go really in depth and i don't really have the time or will to sit down for hours learning every intricacy of hex editing Anything I can do? |
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2) Tools won't support These two things together mean you cannot do anything. You will either need to modify the ini of most tools by finding appropriate offsets in a hex editor, or you will need to learn how to hex edit. It's definitely not hard, and very intuitive! |
While exploring Emerald through Item Manager, I noticed that indexes E2 to FD are "blank":
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Is it safe to use them to create new items for the game, or will doing so cause some undesired side-effects or bugs? |
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When I made a move in BSP, I replaced effect 57, the effect of Transform(I don't have Ditto/Mew in my game), and made a battle script. However, there's some odd effects when I use the move. I set Transform to a different name, gave it a base power, switched it from status to special, gave the chance of effecting the target with sleep, and there are still bugs. I can't hear the sound of the HP bar decreasing, as well as looking like the damage isn't really being calculated. Here's my battle script:
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I am stuck with Pokemon Fire Red; I want to open Fire Red with Advance Pokemon Sprite Editor and it says the LZ77 Data is not compressed! error. I launched the game, then save with VBA, and re-opened Fire Red in APSE; but the Pokemon are all Y or ??HEG?? and bunch of mixed up characters. And on top of that it says: "Invalid Pallette ID! Are you using the right Ini?"
Need help please. |
Sorry for throwing out yet another question, but this is a post that I don't think needs its own thread.
Does anyone have a copy of NSE [Classic] from this thread? The attachments on the OP haven't been re-uploaded since the server breach. |
How does one go about adjusting the the Y axis when changing the starting point.
SMCA only allows me to adjust the X axis. I just need to adjust it a few blocks :( Edit: Problem solved, Sorry! |
Hey~ anyone knows where to download A-Trainer? I accidentally deleted mine :/
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EDIT: For the record, I don't use A-Trainer. I use Unnamed Trainer Editor. |
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It's not correct Use Jambo's Trainer Editor (Or Lost Heart's if that works) |
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But here I think you choose the worst effect to replace, transform is hardcoded in several place. IMO you should use a new effect (but the AI won't be able to handle it) or use a similar, like a move having a chance to paralyze maybe |
My ROM keeps freezing when entering an edited Viridian City. It's probably because of a map script, but I was wondering if someone could tell me what the default map script does on Viridian City so I know if I should delete. Here's the script:
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II have a question concerning item effects. (In a Fire Red patched with the MrDS ROM Base)
I made six rare EV increasing items that are supposed to max the EV of the Pokémon, however I tested it and it will still only give 100 EVs like the rest of the EV items. Is there any way to remove this limit? And, is there a way to edit the number of Pokémon affected by Soul Dew? I put Mega [email protected] into the game, and I want them to be compatible with the Soul Dew (Although this would be pretty overpowered, they are indeed compatible in the main games, but this is because Megas are treated as forme changes in these games, while in expanded ROMs they are completely separate) And...how would I ASM the Dawn Stone to affect only male Kirlia and female Snorunt? (I'm trying to make means to otherwise not have to create new evolution methods besides the move-specific ones, though I'm not sure how exactly to do that despite reading the tutorial.) |
http://i.imgur.com/fnaX1Np.png
I keep freezing here. I tried deleting the map script, but I am still freezing. It also happens when trying to leave Viridian City from the north, but it doesn't occur when entering Viridian from the south side. This started occuring after I removed the cut tree near the fences in the top left of Viridian. Any ideas why I keep freezing? |
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Are any of the ROM Hacking tools a virus? Especially A-Trainer, my antivirus thinks its a virus. Is is a real virus, or not?
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