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

DonSems October 6th, 2015 1:23 PM

Quote:

Originally Posted by Geodude6 (Post 8956595)
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.

Sorry dude that's far too complicated for me. like I said I am a noob. I have played quite a few hacks and not once have I seen that so I'm guessing no one has figured out how to do that yet.

DraconianWing October 6th, 2015 6:05 PM

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.

destinedjagold October 6th, 2015 6:14 PM

Quote:

Originally Posted by DraconianWing (Post 8956964)
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.

There is, and I've done that before with Ruby. You need to edit the sound using Sappy.
Here's a screenshot of Sappy with an Emerald ROM opened. Song #90 is the one you need to edit.


Vendily October 6th, 2015 6:30 PM

Quote:

Originally Posted by DonSems (Post 8956594)
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.

I use Overworld Editor Rebirth Edition.
Here's a link.

Geodude6 October 6th, 2015 7:50 PM

How do you change the Pokedex number of a Pokemon using G3HS?

NewDenverCity October 7th, 2015 2:46 AM

Quote:

Originally Posted by Geodude6 (Post 8957077)
How do you change the Pokedex number of a Pokemon using G3HS?

You don't, it doesn't have that feature. Other tools like PGE have that, but I've never used it.

Blah October 7th, 2015 7:24 AM

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?

We don't have it for FireRed. I think it's the only feature, that anyone actually wants to port, which we haven't ported over.

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 :)

PiGreat October 7th, 2015 2:27 PM

Quote:

Originally Posted by NewDenverCity (Post 8955522)
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.

I did that. The result is this:


Clicking 'yes' results in this:



Following that, I get the .ini recovery box, which I then fill with all the necessary details. That ultimately leads to this:



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.

Sayuri October 7th, 2015 4:09 PM

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?

Blah October 7th, 2015 5:43 PM

Quote:

Originally Posted by PiGreat (Post 8957926)
I did that. The result is this:


Clicking 'yes' results in this:



Following that, I get the .ini recovery box, which I then fill with all the necessary details. That ultimately leads to this:



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.

http://i.imgur.com/5GLz8NU.png

Quote:

Originally Posted by DogPolice (Post 8957996)
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?

Check level scripts. If that's not it, check the warp again.

TheEndeavor October 7th, 2015 5:58 PM

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.

DraconianWing October 7th, 2015 8:54 PM

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.

Sensual October 8th, 2015 6:25 AM

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.

PiGreat October 8th, 2015 10:12 AM

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:



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?

Sayuri October 8th, 2015 11:54 AM

Quote:

Originally Posted by FBI (Post 8958069)
Check level scripts. If that's not it, check the warp again.

Checked both of them. There are no level scripts from the map I'm warping to or from, and goes to the correct warp in A-Map, but not in-game.

Blah October 8th, 2015 12:56 PM

Quote:

Originally Posted by DogPolice (Post 8958791)
Checked both of them. There are no level scripts from the map I'm warping to or from, and goes to the correct warp in A-Map, but not in-game.

I think you're pretty screwed via some map data corruption. I don't know if it's bad enough to require restarting from a backup though. :/

Sayuri October 8th, 2015 1:51 PM

Quote:

Originally Posted by FBI (Post 8958869)
I think you're pretty screwed via some map data corruption. I don't know if it's bad enough to require restarting from a backup though. :/

Can I just make a new map and paste it into there and have that work? It's a small map so it's not much trouble, and I don't know when I saved my last backup file.

Blah October 8th, 2015 3:56 PM

Quote:

Originally Posted by DogPolice (Post 8958951)
Can I just make a new map and paste it into there and have that work? It's a small map so it's not much trouble, and I don't know when I saved my last backup file.

No idea, give it a try I guess.

Pleasure October 9th, 2015 7:27 AM

Simple question. How do you make it so that sprites are naturally hidden on a map until their flag is set?

Blah October 9th, 2015 7:42 AM

Quote:

Originally Posted by Pleasure (Post 8959915)
Simple question. How do you make it so that sprites are naturally hidden on a map until their flag is set?

set the flag before hand, then clear it when you want the sprite to appear. Also, that's not ASM :D

Pleasure October 9th, 2015 7:51 AM

Quote:

Originally Posted by FBI (Post 8959931)
set the flag before hand, then clear it when you want the sprite to appear. Also, that's not ASM :D

Whoops, just noticed it was in the wrong thread :3c Thanks much, though.

Pleasure October 9th, 2015 4:34 PM

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.

Blah October 10th, 2015 6:47 AM

Quote:

Originally Posted by Pleasure (Post 8960409)
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.

the NPC_states struct will refresh itself, if you move the sprite too far, it will delete itself from the "currently active" NPCs lists, and will load itself when it is near it's default position. If you're making it travel large distances, it may be better to just make a second sprite and "vanish" the first one using a temporary flag.

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 :)

chestertagat October 10th, 2015 9:05 AM

Quote:

Originally Posted by PiGreat (Post 8958695)
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:



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?

Just Don't use G3hs' Pokemon Sprite EDitor when inserting new Sprites . Use Advance Series Instead .

chestertagat October 10th, 2015 9:09 AM

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 .

Navenatox October 10th, 2015 11:00 AM

Quote:

Originally Posted by Pleasure (Post 8960409)
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.

You don't need to bother with flags, you can just use the movesprite2 command after each applymovement to set the sprite's new default location.

Pleasure October 10th, 2015 11:34 AM

Quote:

Originally Posted by FBI (Post 8961017)
the NPC_states struct will refresh itself, if you move the sprite too far, it will delete itself from the "currently active" NPCs lists, and will load itself when it is near it's default position. If you're making it travel large distances, it may be better to just make a second sprite and "vanish" the first one using a temporary flag.

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 :)

Ah, that makes sense. I'll just go ahead and use that method instead then. Thanks again, FBI.

Quote:

Originally Posted by Navenatox (Post 8961282)
You don't need to bother with flags, you can just use the movesprite2 command after each applymovement to set the sprite's new default location.

That's what I was doing, but it still kept resetting back to its original position once the player moved too far away from it. Thanks, though.

Navenatox October 10th, 2015 12:19 PM

Quote:

Originally Posted by Pleasure (Post 8961312)
That's what I was doing, but it still kept resetting back to its original position once the player moved too far away from it. Thanks, though.

Are you sure you were using movesprite2 rather than movesprite? Because I just tested it and the sprite stayed at its new position even if I moved very far away from it. If for some reason it really doesn't work for you though, it'd be best to go for FBI's approach.

TheEndeavor October 10th, 2015 2:04 PM

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.)

Z-nogyroP October 10th, 2015 2:24 PM

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?

PurpleOrange October 11th, 2015 1:49 AM

Quote:

Originally Posted by TheEndeavor (Post 8961432)
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.)

1) No because that is very time consuming and kinda pointless
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

Geodude6 October 11th, 2015 11:37 PM

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?

GoGoJJTech October 12th, 2015 9:01 AM

Quote:

Originally Posted by Geodude6 (Post 8962760)
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?

The GBA's OAM (Object Attribute Memory [sprites]) can only be a maximum of 64x64 without scaling. This means it's a hardware limit and you are forever bound to it.

TheEndeavor October 12th, 2015 12:21 PM

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.)

Sensual October 12th, 2015 5:28 PM

Does anybody know the command that checks which direction an NPC is facing before activating a part of the script?

Sayuri October 12th, 2015 7:02 PM

What is the correct way to script a Gym Trainer so they are not able to be battled after defeating the Gym Leader?

chrunch October 12th, 2015 7:11 PM

Quote:

Originally Posted by DogPolice (Post 8963828)
What is the correct way to script a Gym Trainer so they are not able to be battled after defeating the Gym Leader?

put a cleartrainerflag 0x(trainer ID) in the leader's script

Substitute Doll October 13th, 2015 11:42 AM

What offset is the bag background in Firered?
http://www.pokecommunity.com/data:image/png;base64,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://www.pokecommunity.com/data:image/png;base64,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://www.pokecommunity.com/data:image/png;base64,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

bradmarx October 13th, 2015 7:27 PM

I made a new cave map and I cannot get escape rope to work. I set it up set like MT MOON.

Tailes October 13th, 2015 9:05 PM

Quote:

Originally Posted by Deltakirby (Post 8964457)
What offset is the bag background in Firered?
http://www.pokecommunity.com/data:image/png;base64,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://www.pokecommunity.com/data:image/png;base64,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The image is at 0xE830CC and the palette is at 0xE83604. Both the male and female bag screens use the same palette, but different colours.

Does anybody know how to change Nidorino's cry in FR's intro?

Substitute Doll October 14th, 2015 11:47 AM

Quote:

Originally Posted by Tailes (Post 8964930)
The image is at 0xE830CC and the palette is at 0xE83604. Both the male and female bag screens use the same palette, but different colours.

Does anybody know how to change Nidorino's cry in FR's intro?



Thanks, but does anyone also know where the tilemap for it is?

metalflygon08 October 14th, 2015 3:14 PM

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?

DraconianWing October 14th, 2015 5:18 PM

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.

BadEgg~ October 14th, 2015 6:11 PM

Quote:

Originally Posted by Tailes (Post 8964930)
The image is at 0xE830CC and the palette is at 0xE83604. Both the male and female bag screens use the same palette, but different colours.

Does anybody know how to change Nidorino's cry in FR's intro?

You can use diegoisawesome's intro tool for this. https://github.com/diegoisawesome/GBAIntroManager/releases/tag/v0.1.2

GoGoJJTech October 14th, 2015 6:14 PM

Quote:

Originally Posted by DraconianWing (Post 8965811)
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.

Abilities in Gen 3 are handled almost exclusively by ASM. There's a name and description table but there's no "effects" table. All of the routines are hooked into the battle engine and run off of each other etc, creating a complex ability network.

Tailes October 14th, 2015 6:28 PM

Quote:

Originally Posted by Deltakirby (Post 8965549)
Thanks, but does anyone also know where the tilemap for it is?

Immediately after the image, at 0xE832C0. Both genders use the same one.

Quote:

Originally Posted by BadEgg~ (Post 8965855)
You can use diegoisawesome's intro tool for this. https://github.com/diegoisawesome/GBAIntroManager/releases/tag/v0.1.2

Unfortunately, that only lets you change the Charizard and Nidoran's cries, unless I'm missing something.

DraconianWing October 14th, 2015 6:45 PM

Quote:

Originally Posted by GoGoJJTech (Post 8965858)
Abilities in Gen 3 are handled almost exclusively by ASM. There's a name and description table but there's no "effects" table. All of the routines are hooked into the battle engine and run off of each other etc, creating a complex ability network.

Assuming that both tables are expanded, how would I go about adding new names and descriptions? And how do I "assign" one to a Pokemon in the game? (ie something like Dodrio with Tangled Feet)

GoGoJJTech October 14th, 2015 7:33 PM

Quote:

Originally Posted by DraconianWing (Post 8965882)
Assuming that both tables are expanded, how would I go about adding new names and descriptions? And how do I "assign" one to a Pokemon in the game? (ie something like Dodrio with Tangled Feet)

You just append the new ability names and descriptions to the end of the table, then assign the new index to the Pokémon. Your ability will do nothing though (since there's no ASM to deal with it at all)

DraconianWing October 14th, 2015 7:40 PM

Quote:

Originally Posted by GoGoJJTech (Post 8965912)
You just append the new ability names and descriptions to the end of the table, then assign the new index to the Pokémon. Your ability will do nothing though (since there's no ASM to deal with it at all)

Thanks for clarifying Gogo! :) There are more questions I want to ask, but it looks like this topic isn't fitted for Quick Q&A.

BadEgg~ October 15th, 2015 6:13 AM

Quote:

Originally Posted by Tailes (Post 8965869)
Immediately after the image, at 0xE832C0. Both genders use the same one.



Unfortunately, that only lets you change the Charizard and Nidoran's cries, unless I'm missing something.

Oh gosh sorry I thought Nidorino was a typo X3X. diego's tool is only for Charizard and Nidoran's cries.

Blah October 15th, 2015 11:47 AM

Quote:

Originally Posted by Tailes (Post 8965869)
Immediately after the image, at 0xE832C0. Both genders use the same one.



Unfortunately, that only lets you change the Charizard and Nidoran's cries, unless I'm missing something.

I think that's just part of the song, rather than a cry itself. I could be wrong, but I didn't see the cry function being called besides for Charizard in the titlescreen sequence and sequence prior. It might be the song.

Tailes October 15th, 2015 2:49 PM

Quote:

Originally Posted by FBI (Post 8966577)
I think that's just part of the song, rather than a cry itself. I could be wrong, but I didn't see the cry function being called besides for Charizard in the titlescreen sequence and sequence prior. It might be the song.

I tried replacing the song, but the cry still plays regardless. For now, I've just blanked out part of Nidorino's animation data so no cry plays at all.

Blah October 15th, 2015 4:02 PM

Quote:

Originally Posted by Tailes (Post 8966722)
I tried replacing the song, but the cry still plays regardless. For now, I've just blanked out part of Nidorino's animation data so no cry plays at all.

Oh let me see the offsets, perhaps I just missed it.

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.

Tailes October 15th, 2015 10:06 PM

Quote:

Originally Posted by FBI (Post 8966783)
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.

Thanks FBI, you're a treasure.

Auros October 16th, 2015 12:31 PM

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

Joexv October 16th, 2015 12:37 PM

Quote:

Originally Posted by Auros (Post 8967661)
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

Yes you can do basically any freespace you want.
When i was using the patch I used 0xB00000 and ran into no issues with overwriting anything.

Auros October 16th, 2015 1:00 PM

Quote:

Originally Posted by Joexv (Post 8967666)
Yes you can do basically any freespace you want.
When i was using the patch I used 0xB00000 and ran into no issues with overwriting anything.

Well I've just tried but using 0xB00000 it made a mess with the blocks of the map! (Some of them went black, other were mixed)
Any other idea?

Joexv October 16th, 2015 3:08 PM

Quote:

Originally Posted by Auros (Post 8967695)
Well I've just tried but using 0xB00000 it made a mess with the blocks of the map! (Some of them went black, other were mixed)
Any other idea?

Did you make sure to use a dynamic offset and not just set your offset to 0xB00000? Also another thing you can do is go into the rom bia hex editor and change the unsed expanded bytes to 0xFF instead of 0x00. Then in xse do #freespace 0xFF after your dynamic offset command.

Auros October 16th, 2015 3:26 PM

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!

DraconianWing October 17th, 2015 10:37 AM

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.

azurile13 October 17th, 2015 11:29 AM

Quote:

Originally Posted by DraconianWing (Post 8968734)
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.

Change the base stats table it in a hex editor for fast testing. bulbapedia.bulbagarden.net/wiki/Pokémon_base_stats_data_structure_in_Generation_III

Cobalt_000 October 18th, 2015 8:16 AM

How would I go about having a trainer come out of a door, like if your rival came out of a gym?

chrunch October 18th, 2015 10:48 PM

Quote:

Originally Posted by Cobalt_000 (Post 8969821)
How would I go about having a trainer come out of a door, like if your rival came out of a gym?

Put your rival on top of the door and hide his sprite. In your script use the setdooropened command to open the door then unhide his sprite and have it walk out.

Zef October 19th, 2015 3:06 PM

what do i have to edit to allow HMs to be deleteable?

Uncommon October 19th, 2015 5:47 PM

Quote:

Originally Posted by Zef (Post 8971211)
what do i have to edit to allow HMs to be deleteable?

Quote:

Originally Posted by JPAN (Post 6078341)
change 080441D6 to 00 and 08125AA8 to 00 to make no attack undeletable.

Original post by JPAN here.

Hope that helps!

viper8890 October 20th, 2015 3:31 AM

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.

Spherical Ice October 20th, 2015 4:50 AM

Quote:

Originally Posted by marck8890 (Post 8971555)
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.

Wrap whatever it is you wish to hide in [SPOILER][/SPOILER] tags, [SPOILER]like this[/SPOILER].
Spoiler:
like this


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.

viper8890 October 20th, 2015 5:15 AM

Quote:

Originally Posted by Spherical Ice (Post 8971588)
Wrap whatever it is you wish to hide in [SPOILER][/SPOILER] tags, [SPOILER]like this[/SPOILER].
Spoiler:
like this


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.

OK thanks

TheEndeavor October 20th, 2015 5:13 PM

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.

Blah October 20th, 2015 5:53 PM

Quote:

Originally Posted by TheEndeavor (Post 8972103)
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.

1. Google it. I remember reading about this, but I'm too lazy to dig up a link :/
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.

Sensual October 21st, 2015 6:46 PM

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.

Sayuri October 21st, 2015 7:39 PM

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)?

destinedjagold October 21st, 2015 7:45 PM

Quote:

Originally Posted by DogPolice (Post 8972898)
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)?

Did you edit PGE's ini files to match your changes in your ROM?

Edit the AttackNames, NumberOfAttacks, PokemonAttackTable, AttackData, AttackDescriptionTable and AttackAnimationTable.

Sayuri October 21st, 2015 7:54 PM

Quote:

Originally Posted by destinedjagold (Post 8972903)
Did you edit PGE's ini files to match your changes in your ROM?

Edit the AttackNames, NumberOfAttacks, PokemonAttackTable, AttackData, AttackDescriptionTable and AttackAnimationTable.

Ah, I only edited AttackNames, NumberOfAttacks, and AttackData. I think I may have hecked it up, though, by not inserting the bytes correctly. :/

Sayuri October 22nd, 2015 1:56 PM

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?

TheEndeavor October 22nd, 2015 5:22 PM

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?

Blah October 22nd, 2015 7:51 PM

Quote:

Originally Posted by TheEndeavor (Post 8973660)
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?

Check out how flags work in scripting. Also, the best way to learn scripting is to decompile the scripts and check what each command is doing individually. In XSE you can press F11 and check the command's functionality out. From there, make your own script. Back in my day, the tutorials sucked, and that's how we learned :P

destinedjagold October 22nd, 2015 9:12 PM

Quote:

Originally Posted by DogPolice (Post 8973504)
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?

Uh...
Quote:

"(my rom) cannot be accessed because it is being used by another process."
I think that's self-explanatory. Your ROM shouldn't be opened by any other tools/hex editors if you want to use PGE. :/

Sayuri October 22nd, 2015 10:19 PM

Quote:

Originally Posted by destinedjagold (Post 8973823)
Uh...

I think that's self-explanatory. Your ROM shouldn't be opened by any other tools/hex editors if you want to use PGE. :/

That's the thing, though. I even restarted my computer and first thing I did was open PGE and I still got that error saying it was being used when it wasn't.

destinedjagold October 22nd, 2015 11:38 PM

Quote:

Originally Posted by DogPolice (Post 8973845)
That's the thing, though. I even restarted my computer and first thing I did was open PGE and I still got that error saying it was being used when it wasn't.

Hm... Okay, I dunno. I'm not using that tool anymore after I switched to Gen3Tools made by Kurapika. :/

Sayuri October 23rd, 2015 9:05 AM

Quote:

Originally Posted by destinedjagold (Post 8973867)
Hm... Okay, I dunno. I'm not using that tool anymore after I switched to Gen3Tools made by Kurapika. :/

I just tried using G3T, and I still got the same error...


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.

Blah October 23rd, 2015 9:06 PM

Quote:

Originally Posted by DogPolice (Post 8973504)
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?

That's a mislabeled error. What's actually happening is that the data at the pointer is not in the expected format. One of your pointers are incorrect, recheck the ini.

Quote:

Originally Posted by DogPolice (Post 8974143)
I just tried using G3T, and I still got the same error...


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.

You could always just check the variable in your script manually, it makes no difference ultimately. Also make sure the variable you are using is non-temporary and not used by another routine in Jpan's engine.

ApocalypticAnarchist October 24th, 2015 9:54 AM

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?

Blah October 24th, 2015 2:08 PM

Quote:

Originally Posted by ApocalypticAnarchist (Post 8975194)
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?

1) You don't want to use a hex editor
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!

DraconianWing October 24th, 2015 9:52 PM

While exploring Emerald through Item Manager, I noticed that indexes E2 to FD are "blank":

Is it safe to use them to create new items for the game, or will doing so cause some undesired side-effects or bugs?

Spherical Ice October 25th, 2015 12:34 AM

Quote:

Originally Posted by DraconianWing (Post 8975672)
While exploring Emerald through Item Manager, I noticed that indexes E2 to FD are "blank":

Is it safe to use them to create new items for the game, or will doing so cause some undesired side-effects or bugs?

It's safe!

NewDenverCity October 25th, 2015 5:30 AM

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:
Code:

#dynamic 0x720000
#freespacebyte 0xFF

#org @start
attackcanceler
accuracycheck 0x1D695E 0x0
attackstring
ppreduce
calculatedamage
setbyte 0x02023E85 0x1
attackanimation
waitanimation
cmd5C 0x0
waitstate
datahpupdate 0x0
graphicalhpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
seteffectwithchancetarget
goto 0x1D694E



GamerChief222 October 25th, 2015 6:52 AM

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.

DraconianWing October 25th, 2015 8:04 AM

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.

Syrex October 25th, 2015 10:54 AM

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!

akihiko123 October 26th, 2015 8:12 AM

Hey~ anyone knows where to download A-Trainer? I accidentally deleted mine :/

Vendily October 26th, 2015 12:17 PM

Quote:

Originally Posted by akihiko123 (Post 8976928)
Hey~ anyone knows where to download A-Trainer? I accidentally deleted mine :/

Here you go, under Trainer Editing.

EDIT: For the record, I don't use A-Trainer. I use Unnamed Trainer Editor.

GoGoJJTech October 26th, 2015 12:18 PM

Quote:

Originally Posted by Vendily (Post 8977122)

Um, please don't use A-Trainer ever again..

It's not correct
Use Jambo's Trainer Editor (Or Lost Heart's if that works)

kleenexfeu October 26th, 2015 12:25 PM

Quote:

Originally Posted by NewDenverCity (Post 8975891)
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:
Code:

#dynamic 0x720000
#freespacebyte 0xFF

#org @start
attackcanceler
accuracycheck 0x1D695E 0x0
attackstring
ppreduce
calculatedamage
setbyte 0x02023E85 0x1
attackanimation
waitanimation
cmd5C 0x0
waitstate
datahpupdate 0x0
graphicalhpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
seteffectwithchancetarget
goto 0x1D694E



You shouldn't totally replace an old effect with a new one. You can branch similar effect, that way the AI can more or less handle it.

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

Cobalt_000 October 26th, 2015 5:00 PM

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:
Spoiler:
#org 0x81658D9
'-----------------------------------
setworldmapflag 0x891
compare 0x4051 0x0
if == call 0x8165920 ' Equal To
compare 0x4051 0x1
if == call 0x816590F ' Equal To
compare 0x4051 0x2
if >= call 0x8165909 ' Larger Than or Equal To
compare 0x405A 0x0
if == call 0x8165931 ' Equal To
end

#org 0x8165920
'-----------------------------------
setvar 0x4010 0x22
movesprite2 0x4 0x15 0xB
spritebehave 0x4 0x8
return

#org 0x816590F
'-----------------------------------
setvar 0x4010 0x20
movesprite2 0x4 0x15 0x8
spritebehave 0x4 0x1
return

#org 0x8165909
'-----------------------------------
setvar 0x4010 0x20
return

#org 0x8165931
'-----------------------------------
checkflag FR_BADGE_2
if false jump 0x81A77A9 ' Flag is unset
checkflag FR_BADGE_3
if false jump 0x81A77A9 ' Flag is unset
checkflag FR_BADGE_4
if false jump 0x81A77A9 ' Flag is unset
checkflag FR_BADGE_5
if false jump 0x81A77A9 ' Flag is unset
checkflag FR_BADGE_6
if false jump 0x81A77A9 ' Flag is unset
checkflag FR_BADGE_7
if false jump 0x81A77A9 ' Flag is unset
setvar 0x405A 0x1
return

#org 0x81A77A9
'-----------------------------------
return

EdgeZard X October 27th, 2015 8:57 AM

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.)

Cobalt_000 October 28th, 2015 5:28 AM

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?

PurpleOrange October 28th, 2015 6:52 AM

Quote:

Originally Posted by Cobalt_000 (Post 8978730)

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?

could be a map connection error

Cobalt_000 October 28th, 2015 9:27 AM

Quote:

could be a map connection error
How would I go about fixing that?

Imherefortheromhacks October 28th, 2015 3:26 PM

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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