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

azurile13 January 2nd, 2016 7:25 PM

Quote:

Originally Posted by SofiaVallen (Post 9060649)
I'm hoping to give rom hacking a shot, but the problem is that I have a mac. To run boot camp I would need to buy a windows license and I don't want to spend that money right now. I've heard that people have made hacking tools for mac, but are there enough of them that I will be able to do a basic rom hack with them, or is it not worth trying?

Well. Exactly what can you not do because of your mac? I have a mac and I don't really feel handicapped. The only tool that I can even think of using right now that is not native would be A-Map (and wine deals with that).

Lunacrest January 2nd, 2016 9:17 PM

How do you change the Trainer Battle music that plays during the actual battle? I made my first Gym Leader script today, and it works perfectly; I just want there to be the correct battle music. I've tried changing the Intro music in both Hopeless Trainer Editor and the G3T tools, but it hasn't changed anything. Help?

Lance32497 January 3rd, 2016 7:06 AM

Does anyone here know what is the offset of Badges' palette? Firered anyway

SofiaVallen January 3rd, 2016 7:21 AM

Quote:

Originally Posted by azurile13 (Post 9060942)
Well. Exactly what can you not do because of your mac? I have a mac and I don't really feel handicapped. The only tool that I can even think of using right now that is not native would be A-Map (and wine deals with that).

What tools do you use, then? Most of the ones I've encounter have been .exe files. I'm trying to work with wine/winebottler but I don't know if I'm doing it correctly; I managed to get Advance Map working but I haven't been able to open XSE with it. I also got YAPE open but it's not reading any of my firered ROMs (it says there's an error reading base stats).

azurile13 January 3rd, 2016 11:50 AM

Quote:

Originally Posted by SofiaVallen (Post 9061566)
What tools do you use, then? Most of the ones I've encounter have been .exe files. I'm trying to work with wine/winebottler but I don't know if I'm doing it correctly; I managed to get Advance Map working but I haven't been able to open XSE with it. I also got YAPE open but it's not reading any of my firered ROMs (it says there's an error reading base stats).

Maybe that wasn’t the right phrasing; I didn’t mean the tools themselves. YAPE for example. Not even PC owners use it anymore. You can use Gen III Hacking Suite instead, and there are various other non-mac tools that open with wine, all of which are more flexible than YAPE. For scripting, I used PKSV in the past but I was told it was bad, so there’s also Red Alien Script Editor. Yeah, there are a lot of exe tools, but a lot of tools aren’t even very useful and can be done more easily by hex. In terms of things I wanted to actually do, nothing has been prevented by me having a mac.

Zef January 3rd, 2016 2:37 PM

has a less tedious method of inserting trainer sprites been discovered, or do we still need to use NSE?

RomanFlare January 3rd, 2016 2:51 PM

Quote:

Originally Posted by RomanFlare (Post 9036228)
Does anyone know the palette location for the Status Screen at 0xE9A460 in FireRed?

Quoting to ask again. Didn't see an answer and thought it might've been overlooked.

Edit: Or better yet, can anyone direct me to a tutorial to edit the status screens? I've seen hacks with them changed, but I can't find anything on it when searching.

chrunch January 3rd, 2016 3:40 PM

Quote:

Originally Posted by Zef (Post 9061965)
has a less tedious method of inserting trainer sprites been discovered, or do we still need to use NSE?

It's really not very tedious. As long as you have an indexed image, it takes under 30 seconds to insert. But to answer your question, yes, you still have to use NSE.

SofiaVallen January 3rd, 2016 5:41 PM

Quote:

Originally Posted by azurile13 (Post 9061833)
Maybe that wasn’t the right phrasing; I didn’t mean the tools themselves. YAPE for example. Not even PC owners use it anymore. You can use Gen III Hacking Suite instead, and there are various other non-mac tools that open with wine, all of which are more flexible than YAPE. For scripting, I used PKSV in the past but I was told it was bad, so there’s also Red Alien Script Editor. Yeah, there are a lot of exe tools, but a lot of tools aren’t even very useful and can be done more easily by hex. In terms of things I wanted to actually do, nothing has been prevented by me having a mac.

Ah, okay. I'll check those out. I wish I could find a centralized and updated list of all the useful tools that people are using these days. It's hard to know what's outdated and what isn't, especially when beginner tutorials written a while ago are recommending old tools. Thanks!

Uncommon January 3rd, 2016 8:08 PM

Quote:

Originally Posted by RomanFlare (Post 9061974)
Quoting to ask again. Didn't see an answer and thought it might've been overlooked.

Edit: Or better yet, can anyone direct me to a tutorial to edit the status screens? I've seen hacks with them changed, but I can't find anything on it when searching.

Check out this post. It’s in Spanish but Google Translate does a pretty good job (plus it's mostly images anyway).

TL;DR version - there are five palettes: 0xE9B310, 0xE9B330, 0xE9B350, 0xE9B370, and 0xE9B390. The post demonstrates what each one controls.

LCCoolJ95 January 4th, 2016 9:11 AM

How do you use Battle Script Pro with abilities? I'm trying to insert this script into the game (CCCCCC for LightningRod):

#dynamic 0x000000
#freespacebyte 0xFF

#org @Main
ppreduce
attackstring
pause DELAY_HALFSECOND
jumpifstat BANK_TARGET B_= 0x4 0xC 0x082DB596
setbyte 0x202448F 0x0
playstatchangeanimation BANK_TARGET 0x10 0x0
setbyte 0x202448E 0x14
statbuffchange 0x80 false 0x00000000
setword 0x203E320 0x9033060
printstring 0x184
pause DELAY_1SECOND
waitmessage DELAY_1SECOND
orbyte 0x202427C 0x8
goto 0x82D8A4E

But whenever I hit the compile button, I get two errors saying:

SQL logic error or missing database
no such table: commands.

and

An item with the same key has already been added.

What am I doing wrong? This is from MrDollSteak's explanation with editing LightningRod, which is found here: http://www.pokecommunity.com/showpos...&postcount=116

Andrewjessica January 4th, 2016 12:21 PM

Im trying to add a few more pokemon into my hack(essentially expand the pokedex). I do not know how to do that. I have tried the Hacking suite but it wont work.

PurpleOrange January 4th, 2016 2:13 PM

Quote:

Originally Posted by Andrewjessica (Post 9063019)
Im trying to add a few more pokemon into my hack(essentially expand the pokedex). I do not know how to do that. I have tried the Hacking suite but it wont work.

for FireRed HERE
for Emerald HERE

Desert Stream~ January 4th, 2016 5:10 PM

How do I make it so i can run inside?

flowseidon January 4th, 2016 5:22 PM

what do i need to download to play glazed on, and where can i download it?

destinedjagold January 4th, 2016 5:32 PM

Quote:

Originally Posted by MUDKIP!!! (Post 9063350)
How do I make it so i can run inside?

Here's a tutorial by HackMew.

Quote:

Originally Posted by flowseidon (Post 9063368)
what do i need to download to play glazed on, and where can i download it?

Follow this tutorial.
And then download Visual Boy Advance so you can play ROMs on your computer. Or MyBoy so you can play ROMs on your smartphone.

Pavel$ January 5th, 2016 12:19 AM

Hello.I have a problem - I can not download attachments files.If I clicking on the attached file, I open a new tab, through which I do I can not download.What can I do,to download file?

destinedjagold January 5th, 2016 12:46 AM

Quote:

Originally Posted by Pavel$ (Post 9063827)
Hello.I have a problem - I can not download attachments files.If I clicking on the attached file, I open a new tab, through which I do I can not download.What can I do,to download file?

The PokéCommunity forum was hacked a few months ago. Attached files were affected, or to be more specific, were deleted. The staff have made an effort to fix them, but of course, not all attached files will be fixed.

You can report these missing attachment files in this thread -> clicky~

Andrewjessica January 5th, 2016 6:29 AM

I am looking for a Dark Ho-oh spite(like Shadow Lugia or XD001),but have not found one. Just wondered if anyone could let me know how or where to get one? Its for my hack which surrounds Dark Lugia and Hooh

Aethestode January 5th, 2016 11:51 PM

How can I prevent Running Away from a Wild Pokemon Battle?
I've tried MrDollSteak Toggle Runaway ASM code, but it doesn't seem to work (it freezes) [http://www.pokecommunity.com/showpost.php?p=8530762&postcount=244]

Vendily January 6th, 2016 4:26 AM

Quote:

Originally Posted by Aethestode (Post 9065258)
How can I prevent Running Away from a Wild Pokemon Battle?
I've tried MrDollSteak Toggle Runaway ASM code, but it doesn't seem to work (it freezes) [http://www.pokecommunity.com/showpost.php?p=8530762&postcount=244]

Did you remember to +1 the offset of the ASM?
As in, you inserted the ASM at 0x800000 so the inserted bytes at 0801687E would be 01 48 00 47 00 00 01 00 80 08
And if you did do all that, I don't know what would be wrong.

Andrewjessica January 6th, 2016 4:42 AM

Is there a way to make an item that can give a pokemon Pokerus?

Aethestode January 6th, 2016 8:36 AM

Quote:

Originally Posted by Vendily (Post 9065470)
Did you remember to +1 the offset of the ASM?
As in, you inserted the ASM at 0x800000 so the inserted bytes at 0801687E would be 01 48 00 47 00 00 01 00 80 08
And if you did do all that, I don't know what would be wrong.


I did exactly that. I've inserted it in the correct location and stuff (I even tried it in a vanilla FIreRed Rom). The only thing that might be wrong is if I complied it incorrectly.

This is the compiled code I got.
05480078002805D104490548007808700449054805480047B8700302E23B0202CC3B02028A3E0202896801088D680108

5qwerty January 6th, 2016 10:12 AM

Hi all, I have a very weird problem.

Spoiler:
I made a script that is supposed to do a series of message boxes and applymovements on the player, the camera, and 3 NPCs.

What is weird is that the last movement command (walking a path) for the 2nd NPC (originally facing up) doesn't go off (the previous applymovements work as intended), while the last movement command (similar path) for the 3rd NPC does go off. If I move the 2nd NPC's starting position in AdvanceMap right of the position it was originally, the applymovement goes off. Also if I swap the person event with another NPC, the same error occurs unless it's not facing up or something.

It should also be noted that the 2nd and 3rd NPC's last movements are right after a camera applymovement. If I put the camera applymovement right after the NPC movements, then the 2nd NPC's movement works as intended.

Bottom Line: 2nd NPC's applymovement doesn't work unless I shift the NPC's original position right, change the direction that the NPC is facing in, or I move the Camera applymovement right after the 2nd NPC's applymovement.

Does anyone have an explanation for this? Is there something obvious that I'm missing? I'm sure that my script works, but I don't know what's wrong with this situation.

Thanks. I'll post the script if needed.


FrozenInfernoZX January 6th, 2016 1:07 PM

Does anybody know how to make a daily event happen once a week? Like the way it was in G/S/C and R/S/E where the event would not repeat itself during the same day. The command from R/S/E doesn't work for FRLG since those games originally didn't have RTC.
I know how to script time based events already, I just want to know how to make them occur only once a day. For instance I have a Bug Catching Contest occuring on Wednesday and Fridays, but if the player did the event then were to save their game on Wednesday and resume their game on Friday, the event would just be reading the "day of week byte" and the event would not occur on Friday unless I manually reset the flag, which is obviously not ideal or a true daily event.

esperance January 6th, 2016 1:20 PM

Quote:

Originally Posted by 5qwerty (Post 9065706)
Hi all, I have a very weird problem.

Spoiler:
I made a script that is supposed to do a series of message boxes and applymovements on the player, the camera, and 3 NPCs.

What is weird is that the last movement command (walking a path) for the 2nd NPC (originally facing up) doesn't go off (the previous applymovements work as intended), while the last movement command (similar path) for the 3rd NPC does go off. If I move the 2nd NPC's starting position in AdvanceMap right of the position it was originally, the applymovement goes off. Also if I swap the person event with another NPC, the same error occurs unless it's not facing up or something.

It should also be noted that the 2nd and 3rd NPC's last movements are right after a camera applymovement. If I put the camera applymovement right after the NPC movements, then the 2nd NPC's movement works as intended.

Bottom Line: 2nd NPC's applymovement doesn't work unless I shift the NPC's original position right, change the direction that the NPC is facing in, or I move the Camera applymovement right after the 2nd NPC's applymovement.

Does anyone have an explanation for this? Is there something obvious that I'm missing? I'm sure that my script works, but I don't know what's wrong with this situation.

Thanks. I'll post the script if needed.


The only reason I can think of is that the NPC was moved too far off camera, which can cause issues. I've encountered the problem before because of that. Wish I could explain it better.

5qwerty January 6th, 2016 1:25 PM

Quote:

Originally Posted by Hopeless Masquerade (Post 9065945)
The only reason I can think of is that the NPC was moved too far off camera, which can cause issues. I've encountered the problem before because of that. Wish I could explain it better.

Oh, that actually makes sense. I don't know why I didn't think of that.

Alright, thanks a lot!

Desert Stream~ January 7th, 2016 7:27 PM

I'm trying to add a bed for a room, what are the movement perms? I tried to do it from memory, and the results are not what they should be.

chrunch January 8th, 2016 1:54 AM

Quote:

Originally Posted by MUDKIP!!! (Post 9067536)
I'm trying to add a bed for a room, what are the movement perms? I tried to do it from memory, and the results are not what they should be.

Wouldn't it be easier just to open a Firered ROM and check for yourself?

Le pug January 8th, 2016 3:13 AM

Quote:

Originally Posted by MUDKIP!!! (Post 9067536)
I'm trying to add a bed for a room, what are the movement perms? I tried to do it from memory, and the results are not what they should be.

This makes no sense ... they should be C just like the rest of the tiles. If you mean what are the behavior bytes, then you could go into the blocks and set them to have like "Hero blocks downwards" on the tiles right above the bed or vice versa so that you don't walk up into the bed and only side ways. Or I guess if you are still hellbent on movements instead, fill the room with the movement 10. This will have the player above every image so if there are blocks you can stand behind, don't use 10 on them. Put C on the bed only and 0s where you want the player to walk to get into the bed so it should look like:

....10 10 10 10
10 00 CC CC 00 10
10 00 CC CC 00 10
....10 10 10 10

0 movement allows you to walk across two different movement codes.

Daniel Olivaw January 8th, 2016 2:22 PM

I'm just starting out with ROM hacking and getting tools set up, and I'm having an issue connecting a script editor to A-Map. When I go to "Choose Script Editor" in A-Map and select XSE.exe it tells me "the program file does not exist or is not executable." XSE works fine for me on its own and I haven't messed with the XSE files, but I keep getting this error. I've tried redownloading XSE, I've tried using PKSV instead, and I just keep getting the same error message. Any advice?

Crizzle January 9th, 2016 10:06 AM

Quote:

Originally Posted by Daniel Olivaw (Post 9068518)
I'm just starting out with ROM hacking and getting tools set up, and I'm having an issue connecting a script editor to A-Map. When I go to "Choose Script Editor" in A-Map and select XSE.exe it tells me "the program file does not exist or is not executable." XSE works fine for me on its own and I haven't messed with the XSE files, but I keep getting this error. I've tried redownloading XSE, I've tried using PKSV instead, and I just keep getting the same error message. Any advice?

I'd guess trying to redownload A-Map.

Aethestode January 9th, 2016 7:34 PM

Where can I download JPAN Save Variable Patch and JPAN's save block recycling

Both the original attachment to the original posts are broken

Nakasu January 10th, 2016 12:40 PM

How do I stop a script from happening more than once. I have it so the script wont start again when im in the same area. but when I go out the area and activate the script. It plays over again.

Uncommon January 10th, 2016 12:55 PM

Quote:

Originally Posted by Nakasu (Post 9070892)
How do I stop a script from happening more than once. I have it so the script wont start again when im in the same area. but when I go out the area and activate the script. It plays over again.

Not sure if you're using a level script or a script tile/event, but in either case, when you set it up in A-Map, you specify a variable and a value. The script runs if the variable currently has the specified value. If you want it to stop after one instance, make the script increment that variable. So let's say you picked var 4011 and a value of 0x0 in A-Map. You'd need to add a line of "setvar 0x4011 0x1" in your script to change the value of the variable.

Nakasu January 10th, 2016 1:16 PM

Quote:

Originally Posted by Uncommon (Post 9070905)
Not sure if you're using a level script or a script tile/event, but in either case, when you set it up in A-Map, you specify a variable and a value. The script runs if the variable currently has the specified value. If you want it to stop after one instance, make the script increment that variable. So let's say you picked var 4011 and a value of 0x0 in A-Map. You'd need to add a line of "setvar 0x4011 0x1" in your script to change the value of the variable.

Its an Event Script. Yes ive done 0x1 always at the end of my script. Does 0x0 need to be in the script somewhere? I always keep the var value blank (0000) on Advance Map. When I leave a route, then enter back in, the script begins a new.

For Example:

Spoiler:
#org 0x71C58C
lock
special 0x113
msgbox 0x871C64F MSG_NORMAL
applymovement MOVE_PLAYER 0x871C67E
waitmovement 0x0
msgbox 0x871C681 MSG_NORMAL
applymovement MOVE_CAMERA 0x871C692
waitmovement 0x0
applymovement MOVE_PLAYER 0x871C69B
waitmovement 0x0
msgbox 0x871C6A5 MSG_NORMAL
playsong 0x13B 0x0
applymovement 0x3 0x871C75A
waitmovement 0x0
msgbox 0x871C75D MSG_NORMAL
applymovement MOVE_PLAYER 0x871C773
waitmovement 0x0
msgbox 0x871C776 MSG_NORMAL
trainerbattle 0x1 0x1 0x0 0x871C605 0x871C615 0x871C621
special 0x114
end

'---------------
#org 0x71C621
applymovement MOVE_PLAYER 0x871C7BC
waitmovement 0x0
applymovement 0x3 0x871C7BF
waitmovement 0x0
msgbox 0x871C7C2 MSG_NORMAL
fadescreen 0x1
setflag 0x600
hidesprite 0x3
fadescreen 0x0
setvar 0x49C0 0x1
release
end

Uncommon January 10th, 2016 2:19 PM

Quote:

Originally Posted by Nakasu (Post 9070926)
Its an Event Script. Yes ive done 0x1 always at the end of my script. Does 0x0 need to be in the script somewhere? I always keep the var value blank (0000) on Advance Map. When I leave a route, then enter back in, the script begins a new.

For Example:

Spoiler:
#org 0x71C58C
lock
special 0x113
msgbox 0x871C64F MSG_NORMAL
applymovement MOVE_PLAYER 0x871C67E
waitmovement 0x0
msgbox 0x871C681 MSG_NORMAL
applymovement MOVE_CAMERA 0x871C692
waitmovement 0x0
applymovement MOVE_PLAYER 0x871C69B
waitmovement 0x0
msgbox 0x871C6A5 MSG_NORMAL
playsong 0x13B 0x0
applymovement 0x3 0x871C75A
waitmovement 0x0
msgbox 0x871C75D MSG_NORMAL
applymovement MOVE_PLAYER 0x871C773
waitmovement 0x0
msgbox 0x871C776 MSG_NORMAL
trainerbattle 0x1 0x1 0x0 0x871C605 0x871C615 0x871C621
special 0x114
end

'---------------
#org 0x71C621
applymovement MOVE_PLAYER 0x871C7BC
waitmovement 0x0
applymovement 0x3 0x871C7BF
waitmovement 0x0
msgbox 0x871C7C2 MSG_NORMAL
fadescreen 0x1
setflag 0x600
hidesprite 0x3
fadescreen 0x0
setvar 0x49C0 0x1
release
end

So I assume you are using var 49C0 in A-Map (as the “Var number”)? That variable may be temporary or unsafe. As a quick test, try it with something like 4011 (4011-40FF are known to be safe, according to this reference).

No, you don’t need 0x0 in the script, just the 0000 in A-Map like you said.

Nakasu January 10th, 2016 3:14 PM

Quote:

Originally Posted by Uncommon (Post 9070981)
So I assume you are using var 49C0 in A-Map (as the “Var number”)? That variable may be temporary or unsafe. As a quick test, try it with something like 4011 (4011-40FF are known to be safe, according to this reference).

No, you don’t need 0x0 in the script, just the 0000 in A-Map like you said.

Oh I see, ok one last thing.
Would there be a problem if I use the same variable with more than one Script in the area or the whole game?

Uncommon January 10th, 2016 3:37 PM

Quote:

Originally Posted by Nakasu (Post 9071029)
Oh I see, ok one last thing.
Would there be a problem if I use the same variable with more than one Script in the area or the whole game?

No, that’s actually ok, as long as you use a different var value for each one (Ex. var 4011, first script has a var value of 0000 in A-Map and the script sets it to 0x1, then the next script has a value of 0001 in A-Map and the script sets it to 0x2, etc.).

Nakasu January 10th, 2016 3:50 PM

Quote:

Originally Posted by Uncommon (Post 9071058)
No, that’s actually ok, as long as you use a different var value for each one (Ex. var 4011, first script has a var value of 0000 in A-Map and the script sets it to 0x1, then the next script has a value of 0001 in A-Map and the script sets it to 0x2, etc.).

Ok so to wrap this up

Using something like

setvar 0x4060 0x1 will conflict if i have setvar 0x4060 0x1 anywhere else in the game?

But something like
setvar 0x4060 0x1 will not conflict if i have setvar 0x4060 0x2 anywhere else in the game?

Uncommon January 10th, 2016 4:12 PM

Quote:

Originally Posted by Nakasu (Post 9071089)
Ok so to wrap this up

Using something like

setvar 0x4060 0x1 will conflict if i have setvar 0x4060 0x1 anywhere else in the game?

But something like
setvar 0x4060 0x1 will not conflict if i have setvar 0x4060 0x2 anywhere else in the game?

The short answer is yes.

The longer answer is that it’s not a “conflict" per se, but it will cause you to end up in the wrong state at the wrong time. The value of each variable is stored in the game, and used to describe the current state of events. As an example, in vanilla FR, var 4055 is used to describe the state of many events involving Prof. Oak. When it’s set to 0x0 (0000 in A-Map), that means you haven’t met the professor yet. It’s set to 0x1 while he’s escorting you to the lab, then 0x2 while you’re choosing a starter. There are script tiles with var number 4055 and value 0002 that prevent you from leaving without choosing a starter, and they’re disabled when you choose one because the script for choosing a starter sets var 4055 to 0x3. That then activates the script tiles for the rival battle in Oak’s lab (var number 4055, var value 0003), and so on and so forth. You should keep a document listing all the vars and values you’re using and what state each combination means.

So if you use the same "0x4060 0x1" twice, it's not like the game will crash or anything, but when you get to the second event, var 4060 will already have a value of 0x1, meaning you will need to change the value in A-Map if you want to recognize it.

BadEgg~ January 11th, 2016 5:44 AM

Does anybody know if the last location visited is stored in a variable? I'm trying to replicate something I saw in another hack where if you end up in map 0 bank 0, you'll be able to be warped back to the previous map you were in.

DoctorKitsune January 11th, 2016 6:12 AM

This is probably a stupid question, but does anyone know if it would be possible to swap the player models in Omega Ruby with the ones in X? I know the data is still in the game since it's used in battles between the two. I would imagine Ruby doesn't store customization data for the trainer like it does in X, but I don't know the first thing about 6th gen hacking.

Raltshugger January 11th, 2016 5:15 PM

So I've been tinkering with Emerald for some time, just to make a new, challenging experience for myself, and although things are going pretty smoothly overall, I've encountered a strange problem. I altered the TMs with an item editor to change up some of the more boring moves to use in single player (Ex. Roar -> Yawn), and everything seemed to work smoothly until I got to the part with the TM in my playtest. The TM still taught the old move nothing had changed whatsoever (I even tried teaching it to one of my Pokemon just to check if it was an error in the text alone)

So figuring the item editor hadn't done its job, I tried to change the TMs "manually" with a hex editor and a tutorial, but to my confusion, the TMs already had their updated hex numbers (TM03 having been changed from Water Pulse to Hydro Pump in this case). So my question is, what has gone wrong? I'm pretty sure it's not because of the item editor, because I booted up a clean ROM, tinkered with the hex editor, and TM09 was still Bullet Seed. Is there just some kind of weird disconnect that's happening here or what is going on?


Edit: Nevermind, apparently changing the name in G3T fixed the problem

Aethestode January 12th, 2016 2:23 AM

How do I edit animations in the doanimation command (e.g. animation 19 for Pokemon Centre), and the animation for PC Storage System?

Andrewjessica January 12th, 2016 4:35 AM

I have got some tools for both GBA and NDS. I do not know which to start my hack on. Any ideas?

Blah January 14th, 2016 11:52 AM

Quote:

Originally Posted by Aethestode (Post 9072838)
How do I edit animations in the doanimation command (e.g. animation 19 for Pokemon Centre), and the animation for PC Storage System?

Interesting question. It's actually not possible using standard programs I think. Each animation in the animation table at 081D96AC is uniquely programmed and the executions is very specific.

In the case of the animation 0x19, it does everything from the music which plays to the animation of the backscreen in the center. Instead of editing it, it would be far more feasible to just make your own animation if you ask me. 0x19 is a table of routines (in which the callback for the OAM has it's own table of routines, so it is kinda complicated).

Incase you wanted to dive further:
08083B8C



Quote:

Originally Posted by Andrewjessica (Post 9072899)
I have got some tools for both GBA and NDS. I do not know which to start my hack on. Any ideas?

?
It depends what you want to accomplish in your hack. There's things in Gen 3 hacking we've figured out which we haven't figured out for NDS hacking. On the flip side, the hardware and certain aspects of NDS games cannot be matched by the GBA at all. Figure out what you want to do.

Leòmhann teine January 15th, 2016 1:48 PM

Ok I need to edit the very beginning of my rom (the title screen and boot screen) but some of the tools I need to do it are missing. I need APE but hackmew's link isn't working so does anyone know a safe download I can use or something that does the same stuff as APE?

Vendily January 15th, 2016 5:03 PM

1 Attachment(s)
Quote:

Originally Posted by Obsideon (Post 9077485)
Ok I need to edit the very beginning of my rom (the title screen and boot screen) but some of the tools I need to do it are missing. I need APE but hackmew's link isn't working so does anyone know a safe download I can use or something that does the same stuff as APE?

The link's dead? I don't know about an alternate download but here's the original zip i still have on my computer, if that helps.

Leòmhann teine January 15th, 2016 5:06 PM

Quote:

Originally Posted by Vendily (Post 9077777)
The link's dead? I don't know about an alternate download but here's the original zip i still have on my computer, if that helps.

Thank you! Now I can continue with my hack!

Aron548 January 15th, 2016 9:06 PM

Hey, Anyone can give me the link to download Unnamed Trainer Editor?

chrunch January 15th, 2016 9:28 PM

Quote:

Originally Posted by Aron548 (Post 9078107)
Hey, Anyone can give me the link to download Unnamed Trainer Editor?

https://www.mediafire.com/?vi4q77crtuuvuvn

Crizzle January 16th, 2016 9:26 AM

Does anyone know anything about forcing the female gender in Pokemon Firered?

Joexv January 16th, 2016 9:33 AM

Quote:

Originally Posted by Crizzle (Post 9078698)
Does anyone know anything about forcing the female gender in Pokemon Firered?

I dont believe anyones done it, BUT you could just force male and edit the sprites and such. I don't see why you would want to spend the time to remake the force male hack.

Crizzle January 16th, 2016 11:12 AM

Quote:

Originally Posted by Joexv (Post 9078706)
I dont believe anyones done it, BUT you could just force male and edit the sprites and such. I don't see why you would want to spend the time to remake the force male hack.

Fair enough. You're right. There's no real difference between choosing the male or female character, so I should just change the male characters sprite into that of a female.

C me January 16th, 2016 2:10 PM

Does anyone know how to remove the animation played when using an HM. That black/blue band across the screen with white lines and a Pokemon sprite.

I want to remove it and the cries that play with it but I haven't been able to find the graphics data/where the cry is called from so I can't find the animation.

Any ideas? Thanks

GoGoJJTech January 16th, 2016 2:59 PM

I was browsing through the Emerald database when I found this:
http://i.snag.gy/vL06r.jpg
http://i.snag.gy/vL06r.jpg

I have no idea what this is since I've never played Emerald, but it's a 48x96 uncompressed image at 0x8617294.

C me January 16th, 2016 3:03 PM

Quote:

Originally Posted by GoGoJJTech (Post 9079067)
I was browsing through the Emerald database when I found this:
http://i.snag.gy/vL06r.jpg
http://i.snag.gy/vL06r.jpg

I have no idea what this is since I've never played Emerald, but it's a 48x96 uncompressed image.

That's Mirage Tower, the sand tower from the desert route. The palette is wrong. Although what you have found may not be the tiles from the map but the sprite from the special where it sinks into the ground.

GoGoJJTech January 16th, 2016 3:05 PM

Quote:

Originally Posted by C me (Post 9079069)
That's Mirage Tower, the sand tower from the desert route. The palette is wrong. Although what you have found may not be the tiles from the map but the sprite from the special where it sinks into the ground.

Well I know the pal is wrong since I didn't find it and I just used a placeholder, but that's interesting I guess ._.

Blah January 17th, 2016 3:09 AM

Quote:

Originally Posted by C me (Post 9079028)
Does anyone know how to remove the animation played when using an HM. That black/blue band across the screen with white lines and a Pokemon sprite.

I want to remove it and the cries that play with it but I haven't been able to find the graphics data/where the cry is called from so I can't find the animation.

Any ideas? Thanks

Yeah, I know everything. jk :D
Please expand, for which HM are you trying to remove the animation for?

C me January 17th, 2016 4:04 AM

Quote:

Originally Posted by FBI (Post 9079736)
Yeah, I know everything. jk :D
Please expand, for which HM are you trying to remove the animation for?

All of them except dig and teleport. This is for Emerald btw.

FrozenInfernoZX January 17th, 2016 6:49 AM

I inserted a new encounter music (via the extended encounter ASM). When a trainer comes up to me, the encounter music plays perfectly but the map music still plays in the background. Why does this happen?

Skystrike January 18th, 2016 6:57 PM

Is it okay to use AdvanceMap 1.92's feature to add new maps to map banks or could that cause unforeseen corruption?

Leòmhann teine January 18th, 2016 7:16 PM

I inserted Dedenne in to my hack of fire red but I can't find it in Advanced map to make it show up in the wild. How do I fix this?

Joexv January 19th, 2016 11:51 AM

Quote:

Originally Posted by Delta Stream (Post 9082518)
Is it okay to use AdvanceMap 1.92's feature to add new maps to map banks or could that cause unforeseen corruption?

Really with A-Map there are no guarantees, I would backup your ROM, and try it. Just make sure that you do NOT let A-Map find its own offsets.

Quote:

Originally Posted by Obsideon (Post 9082582)
I inserted Dedenne in to my hack of fire red but I can't find it in Advanced map to make it show up in the wild. How do I fix this?

http://www.pokecommunity.com/showthread.php?p=8271873#post8271873
http://www.pokecommunity.com/showthread.php?p=8278234#post8278234
http://www.pokecommunity.com/showpost.php?p=8274572&postcount=498

Leòmhann teine January 19th, 2016 7:14 PM

I am trying to make a-map show gen IV-VI Pokemon but after I changed 9C 01 at D027C to 08 70 when I try to open my fire red 870 rom in it a-map won't respond. It does the same thing for a clean emerald rom. How do I fix this?

chrunch January 19th, 2016 7:48 PM

Quote:

Originally Posted by Obsideon (Post 9083849)
I am trying to make a-map show gen IV-VI Pokemon but after I changed 9C 01 at D027C to 08 70 when I try to open my fire red 870 rom in it a-map won't respond. It does the same thing for a clean emerald rom. How do I fix this?

"08 70" isn't correct, you need to add +26 to your number to account for the empty slots between 251 - 277, convert that number to hex then reverse it. In your case it should be 0896 which is 0380 in hex. You then split that up into two and reverse it like this:

03 80
80 03

Also you realise there's a lot more to expanding Pokemon than making them show up in A-map, right? Here's a link to the full tutorial.

Leòmhann teine January 19th, 2016 7:51 PM

Quote:

Originally Posted by chrunch (Post 9083883)
"08 70" isn't correct, you need to add +26 to your number to account for the empty slots between 251 - 277, convert that number to hex then reverse it. In your case it should be 0896 which is 0380 in hex. You then split that up into two and reverse it like this:

03 80
80 03

Also you realise there's a lot more to expanding Pokemon than making them show up in A-map, right? Here's a link to the full tutorial.

I know but I wanted to see how the sprite worked for dedenne in a wild encounter.

Edit: And thanks!

Le pug January 21st, 2016 6:10 PM

Quote:

Originally Posted by Delta Stream (Post 9082518)
Is it okay to use AdvanceMap 1.92's feature to add new maps to map banks or could that cause unforeseen corruption?

Quote:

Originally Posted by Joexv (Post 9083373)
Really with A-Map there are no guarantees, I would backup your ROM, and try it. Just make sure that you do NOT let A-Map find its own offsets.

Yeah, it's safe to add your own maps. Just make sure to do as Joexv recommended. Go to Settings and uncheck Automatically look for offsets. If you're hacking FR, offsets you find and use should be fine but if it's EM I'd change the .ini to have:

"SuchByte=$FF
SuchBeginn=$9C0000"

and let it search from offsets from there. Anything past that should be fine. I haven't had any problems. Though I also usually add my maps using 1.95

The Black Prince January 22nd, 2016 8:12 AM

Hi, I'm new to rom hacking and I was just wondering:

Is there a way to change the IVs and EVs of other trainer's pokemon? I experimented a bit with trainer editors and found that hopeless trainer editor can change the IVs of the opponent's pokemon. But there is only one problem - the IVs of all the stats are the same. And I didn't find anything about changing the EVs. What I'm essentially asking is how to customize the trainer pokemon's stats without changing the level.

I have an idea for a hack where the trainers battle more competitively, especially the gym leaders, elite four, champion and the villainous team. Making the usual random trainers on the routes more difficult would be nice as well. I know that it's impossible for a programmed trainer to battle competitively like normal humans but at least making them half as decent would be a great step as we can give them competitive moves and items. I have also seen some trainers battling almost competitively in other hacks who have very high stats and AI.

Another thing - how to change the AI of trainers. I didn't see any difference when I changed it in trainer editors except that it change the IVs as I mentioned before.

Thanks in advance!

Vendily January 22nd, 2016 9:12 AM

Quote:

Originally Posted by The Black Prince (Post 9086864)
Hi, I'm new to rom hacking and I was just wondering:

Is there a way to change the IVs and EVs of other trainer's pokemon? I experimented a bit with trainer editors and found that hopeless trainer editor can change the IVs of the opponent's pokemon. But there is only one problem - the IVs of all the stats are the same. And I didn't find anything about changing the EVs. What I'm essentially asking is how to customize the trainer pokemon's stats without changing the level.

I have an idea for a hack where the trainers battle more competitively, especially the gym leaders, elite four, champion and the villainous team. Making the usual random trainers on the routes more difficult would be nice as well. I know that it's impossible for a programmed trainer to battle competitively like normal humans but at least making them half as decent would be a great step as we can give them competitive moves and items. I have also seen some trainers battling almost competitively in other hacks who have very high stats and AI.

Another thing - how to change the AI of trainers. I didn't see any difference when I changed it in trainer editors except that it change the IVs as I mentioned before.

Thanks in advance!

I think that THIS R&D might help you.

The Black Prince January 22nd, 2016 8:07 PM

Quote:

Originally Posted by Vendily (Post 9086922)
I think that THIS R&D might help you.

I have already read through that thread. As I mentioned, I am new to hacking and I thought there would be a simple way. Well, everything can't be easy, can it? It looks like I'll have to learn ASM. I briefly went through the tutorials which was linked to your signature. Will it be enough to learn the things in those tutorials; especially ASM? or is there anything else about ASM that I should learn before diving into the tutorials?

Thanks Vendily :)

azurile13 January 22nd, 2016 8:27 PM

Quote:

Originally Posted by The Black Prince (Post 9087691)
I have already read through that thread. As I mentioned, I am new to hacking and I thought there would be a simple way. Well, everything can't be easy, can it? It looks like I'll have to learn ASM. I briefly went through the tutorials which was linked to your signature. Will it be enough to learn the things in those tutorials; especially ASM? or is there anything else about ASM that I should learn before diving into the tutorials?

Thanks Vendily :)

That is the simple way. And you won't need to learn ASM, you'll only need to learn to insert it, which is very easy. Follow FBI's tutorial. Without ASM knowledge, you'll have no clue what you're actually inserting, but if you follow it step by step, it will work.

Exodrake January 23rd, 2016 1:35 PM

I want to use the code that makes Mew disobedient to intentionally make a very powerful monster in my game disobey you so it's a crap shoot to use, problem is that this special disobedience is more extreme than the "normal" form you'd get with an overleveled traded monster, because it NEVER attacks ever. I want the "disobedient Mew" to behave like a traded poke where it will sometimes listen or use a different attack, not play stupid every single time.

GoGoJJTech January 23rd, 2016 1:37 PM

Quote:

Originally Posted by Exodrake (Post 9088561)
I want to use the code that makes Mew disobedient to intentionally make a very powerful monster in my game disobey you so it's a crap shoot to use, problem is that this special disobedience is more extreme than the "normal" form you'd get with an overleveled traded monster, because it NEVER attacks ever. I want the "disobedient Mew" to behave like a traded poke where it will sometimes listen or use a different attack, not play stupid every single time.

There's a setobedience command in scripting situations. You can look at what it does and edit it :)

leyn09 January 23rd, 2016 7:08 PM

I used the latest version of BSP but I'm having an error everytime I tried to decompile. What's the problem? :O

http://i.imgur.com/hSV6BwJ.png

electicario January 24th, 2016 5:37 AM

I’m making a hack of Fire Red to emulate how it could have been if it was made in newer generations. Right now, I want to update the gym leaders' text to be similar to their HGSS counterparts. Do I need to script their events again or is it safe to just change their text in the original script?

esperance January 24th, 2016 6:18 AM

Quote:

Originally Posted by electicario (Post 9089510)
I’m making a hack of Fire Red to emulate how it could have been if it was made in newer generations. Right now, I want to update the gym leaders' text to be similar to their HGSS counterparts. Do I need to script their events again or is it safe to just change their text in the original script?

For the most part, it is not safe to change their text in the original script as there is no guarantee that the new text will be shorter than the original. What you should do instead is insert the text at new locations and use XSE to repoint the messages to the new locations.

electicario January 24th, 2016 2:34 PM

Quote:

Originally Posted by Lostelle (Post 9089557)
For the most part, it is not safe to change their text in the original script as there is no guarantee that the new text will be shorter than the original. What you should do instead is insert the text at new locations and use XSE to repoint the messages to the new locations.

Well, it didn't even come to my mind earlier... Thanks a lot!

crafteej January 24th, 2016 5:48 PM

I want to download Jpan's hacked version of firered, but when I click on the attachment it takes me to a white screen, and saving it to my drop box gives me "attachment.php". When I click on that it just gives me a super long script. How can I properly download it, and other files on these forums?

Vendily January 24th, 2016 7:58 PM

Quote:

Originally Posted by crafteej (Post 9090311)
I want to download Jpan's hacked version of firered, but when I click on the attachment it takes me to a white screen, and saving it to my drop box gives me "attachment.php". When I click on that it just gives me a super long script. How can I properly download it, and other files on these forums?

The server was hacked and some files are gone.
JPAN's engine has been reuploaded HERE.

crafteej January 24th, 2016 8:04 PM

Thank You!

RWB January 26th, 2016 4:48 PM

I'm kind of a newbie, so I need help with something pretty basic: If I give a pokemon both a regular level-based evolution, and happiness based evolution(which also evolves with level up), does one take priority over the other preventing it outright, or does it simply try each evolution after the other(and if so, which one goes first)?

I'm hacking Ruby, if it helps.

IceGod64 January 27th, 2016 2:22 PM

Okay, I'm doing a bit of a minihack, and there's something I want to know.

Is there a G/S/C script editor available? I'm only interested in hacking Gen II at the moment, not 3.

EDIT: Didn't know PKSV supported GBC. Cool.

chrunch January 27th, 2016 11:41 PM

Quote:

Originally Posted by RWB (Post 9092842)
I'm kind of a newbie, so I need help with something pretty basic: If I give a pokemon both a regular level-based evolution, and happiness based evolution(which also evolves with level up), does one take priority over the other preventing it outright, or does it simply try each evolution after the other(and if so, which one goes first)?

I'm hacking Ruby, if it helps.

Both should work fine.

Zeturic January 28th, 2016 7:58 AM

Quote:

Originally Posted by RWB (Post 9092842)
I'm kind of a newbie, so I need help with something pretty basic: If I give a pokemon both a regular level-based evolution, and happiness based evolution(which also evolves with level up), does one take priority over the other preventing it outright, or does it simply try each evolution after the other(and if so, which one goes first)?

I'm hacking Ruby, if it helps.

I can't promise this, because I'm more familiar with the Stone evolutions that Level-up evolutions, but I'm fairly certain that if a Pokemon meets the criteria for multiple evolutions simultaneously, it will attempt to evolve into the first one listed in the evolution table (that thing that has a 40 byte structure for every Pokemon, 5 evolutions, 8 bytes per evolution).

In other words, please don't do that. If you have them listed as [level] [happiness], then once the Pokemon reaches the required level, it will never be able to evolve via happiness; if it's [happiness] [level], if it reaches max happiness, the only way to evolve by level would be by making it dislike you (for example, bitter herbs or letting it faint).

tommzy09 January 28th, 2016 8:03 AM

http://i.imgur.com/EIiV5Xn.png

Okay, so i've created a dodgy map(will fix it later on)

Was wondering how I can change the "Hoenn" text, to preferably, "Kanto"

Thanks in advance

Pleasure January 28th, 2016 8:16 AM

Hello!

Does anybody know how to edit the .ini file of NSE? I know this can be done in Overworld Editor RE, but I'd like to use NSE instead (I'm changing the sprite dimensions to 32x32, which I don't think you can do in OE RE). I'm adding more palettes to my hack and it seems like the only way to do so is to jump between those two programs.

EDIT: Nevermind. I just created my own .ini

BluRose January 28th, 2016 1:49 PM

May I ask why it is seemingly difficult to import/export movesets?
Having done movesets for all 720 a few times over now for various reasons, it's always extremely tedious and boring...
Is it because of the freespace involved? Formatting or...?

azurile13 January 28th, 2016 3:18 PM

Quote:

Originally Posted by BluRose (Post 9095095)
May I ask why it is seemingly difficult to import/export movesets?
Having done movesets for all 720 a few times over now for various reasons, it's always extremely tedious and boring...
Is it because of the freespace involved? Formatting or...?

Iirc, some really awesome dude posted a .s file that assembles into the movesets for all 721 pokemon. All you need to do is define each move index, and it even lets you paste the movesets wherever you want, all at once.
http://www.pokecommunity.com/showthread.php?t=360730

BluRose January 28th, 2016 4:06 PM

Quote:

Originally Posted by azurile13 (Post 9095179)
Iirc, some really awesome dude posted a .s file that assembles into the movesets for all 721 pokemon. All you need to do is define each move index, and it even lets you paste the movesets wherever you want, all at once.
http://www.pokecommunity.com/showthread.php?t=360730

oh dang
i am so grateful
*hugs*

EDIT:
Real quick question:
It seems like what it does is just give a big block, no?
So, we still need to repoint, yes?
Or can you please explain te process?

azurile13 January 28th, 2016 4:49 PM

Quote:

Originally Posted by BluRose (Post 9095232)
oh dang
i am so grateful
*hugs*

EDIT:
Real quick question:
It seems like what it does is just give a big block, no?
So, we still need to repoint, yes?
Or can you please explain te process?

No, it handles the repointing by itself. There are two blocks.
There's the pointers block, which is at the offset specified by
.equ offset_ptrs_to_learnsets, 0xYYYYYYYY @don’t forget to begin 0x08 or 0x09
And there's the blocks of the actual moves and levels, which is specified by
.equ offset_learnset_data, 0xZZZZZZZZ @don’t forget to begin 0x08 or 0x09

You need to know the pointers offset already in the ROM (check the ini you were using, if you don't know it) and paste over it.
The 0xZZZZZZZZ is anywhere in free space, but by writing it in the file before assembling, all of the pointers will be corrected.

Note that this method only works for the three byte level up style; if you're still using the two byte style, you're out of luck.

RWB January 28th, 2016 5:12 PM

Quote:

Originally Posted by Sagiri (Post 9094795)
Both should work fine.

Quote:

Originally Posted by Sagiri (Post 9094795)
I can't promise this, because I'm more familiar with the Stone evolutions that Level-up evolutions, but I'm fairly certain that if a Pokemon meets the criteria for multiple evolutions simultaneously, it will attempt to evolve into the first one listed in the evolution table (that thing that has a 40 byte structure for every Pokemon, 5 evolutions, 8 bytes per evolution).

In other words, please don't do that. If you have them listed as [level] [happiness], then once the Pokemon reaches the required level, it will never be able to evolve via happiness; if it's [happiness] [level], if it reaches max happiness, the only way to evolve by level would be by making it dislike you (for example, bitter herbs or letting it faint).

Interesting, too bad you seem to clash.


I think I'll test it on another file, giving one starter happiness evolution listed first and regular level evolution second, and then reverse it for another starter. Start both at max happiness and make level 6 the evolution level to test it all!

Tested it, and the order in the table doesn't matter: Regular Level takes priority and the happiness evo is never available.

I'll edit the mons I had with this setup into stone evos instead. ;_;

destinedjagold January 28th, 2016 6:05 PM

Quote:

Originally Posted by tommzy09 (Post 9094797)
http://i.imgur.com/EIiV5Xn.png

Okay, so i've created a dodgy map(will fix it later on)

Was wondering how I can change the "Hoenn" text, to preferably, "Kanto"

Thanks in advance

A-Text, but that's a buggy tool. So I suggest you use a hex editor, like this one, and because both HOENN and KANTO have the same number of characters, you can easily just replace the words HOENN to KANTO.

Jimmy Yumia January 31st, 2016 10:35 PM

Well To Be Honest I Am New Here. I Wanted To Create A Pokemon Rom Hack. I Already Made Suitable Story But I Don't Know Anything About Spriting. I Was Trying To Make Some New Sprites From 80x80 Sprites Which I Found In Pokemon Database Website. I Want To Make 256x 64 shaped sprites. Could anyone help me which software should i use and how can i create them?

FrutistaFreeze February 1st, 2016 10:44 AM

How does one add more pokemon to Emerald itself? I was thinking of adding some more current gen pokemon to The Emerald Based hack I've started on. This is my first time.

Vendily February 1st, 2016 12:02 PM

Quote:

Originally Posted by FrutistaFreeze (Post 9100084)
How does one add more pokemon to Emerald itself? I was thinking of adding some more current gen pokemon to The Emerald Based hack I've started on. This is my first time.

This is a tutorial I found for Emerald.

FrutistaFreeze February 1st, 2016 2:22 PM

Thank you. Also, could somebody explain the connections in advance map? How do they work?

Orpheus Antony February 1st, 2016 5:20 PM

Hi, I was trying to add a symbol (A small star) next to a pokemon's name to indicate it had a special ability, and I wanted to change the names in Yape to simply [Pokemon]+ because I know I won't use + elsewhere in the ROM, and change the symbol + to look like the star, but I can't find in unLZ-GBA or elsewhere the sprites for the alphabet or punctuation.

I'm using fire red

Thanks!

esperance February 1st, 2016 5:54 PM

Quote:

Originally Posted by Orpheus Antony (Post 9100482)
Hi, I was trying to add a symbol (A small star) next to a pokemon's name to indicate it had a special ability, and I wanted to change the names in Yape to simply [Pokemon]+ because I know I won't use + elsewhere in the ROM, and change the symbol + to look like the star, but I can't find in unLZ-GBA or elsewhere the sprites for the alphabet or punctuation.

I'm using fire red

Thanks!

The images are broken but the text here should be enough to show you what you need to do to modify the font. It can be a bit tedious but it isn't very difficult.
http://www.pokecommunity.com/showthread.php?t=266885


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