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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?
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Does anyone here know what is the offset of Badges' palette? Firered anyway
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has a less tedious method of inserting trainer sprites been discovered, or do we still need to use NSE?
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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. |
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TL;DR version - there are five palettes: 0xE9B310, 0xE9B330, 0xE9B350, 0xE9B370, and 0xE9B390. The post demonstrates what each one controls. |
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 |
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.
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How do I make it so i can run inside?
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what do i need to download to play glazed on, and where can i download it?
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And then download Visual Boy Advance so you can play ROMs on your computer. Or MyBoy so you can play ROMs on your smartphone. |
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?
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You can report these missing attachment files in this thread -> clicky~ |
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
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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] |
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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. |
Is there a way to make an item that can give a pokemon Pokerus?
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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 |
Hi all, I have a very weird problem.
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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. |
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Alright, thanks a lot! |
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.
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....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. |
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?
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Where can I download JPAN Save Variable Patch and JPAN's save block recycling
Both the original attachment to the original posts are broken |
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.
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For Example: Spoiler:
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No, you don’t need 0x0 in the script, just the 0000 in A-Map like you said. |
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Would there be a problem if I use the same variable with more than one Script in the area or the whole game? |
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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? |
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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. |
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.
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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.
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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 |
How do I edit animations in the doanimation command (e.g. animation 19 for Pokemon Centre), and the animation for PC Storage System?
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I have got some tools for both GBA and NDS. I do not know which to start my hack on. Any ideas?
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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:
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. |
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?
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Hey, Anyone can give me the link to download Unnamed Trainer Editor?
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Does anyone know anything about forcing the female gender in Pokemon Firered?
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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 |
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. |
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Please expand, for which HM are you trying to remove the animation for? |
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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?
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Is it okay to use AdvanceMap 1.92's feature to add new maps to map banks or could that cause unforeseen corruption?
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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?
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http://www.pokecommunity.com/showthread.php?p=8278234#post8278234 http://www.pokecommunity.com/showpost.php?p=8274572&postcount=498 |
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?
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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. |
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Edit: And thanks! |
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"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 |
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! |
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Thanks Vendily :) |
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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.
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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 |
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?
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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?
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JPAN's engine has been reuploaded HERE. |
Thank You!
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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. |
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. |
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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). |
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 |
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 |
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...? |
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http://www.pokecommunity.com/showthread.php?t=360730 |
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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? |
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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. |
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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. ;_; |
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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?
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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.
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Thank you. Also, could somebody explain the connections in advance map? How do they work?
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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! |
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http://www.pokecommunity.com/showthread.php?t=266885 |
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