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

Cataclyptic February 1st, 2016 7:29 PM

Hey there anyone. I was wondering if anybody knew how to hex edit Pokemon Red, the gen 1 game. Specifically, I want to know how to edit the level up attacks and TM's of each pokemon.

According to the bulbapedia data structure, the TM/HM learnset is contained in a 7 byte format (which I can track) but fails to specify what this means in reagrds to what learns what. Additionally, I have searched the internet far and wide but no one seems to know just where the level up moves are located for any gen 1 game.

Please reply if you can.

azurile13 February 1st, 2016 7:46 PM

Quote:

Originally Posted by Cataclyptic (Post 9100664)
Hey there anyone. I was wondering if anybody knew how to hex edit Pokemon Red, the gen 1 game. Specifically, I want to know how to edit the level up attacks and TM's of each pokemon.

According to the bulbapedia data structure, the TM/HM learnset is contained in a 7 byte format (which I can track) but fails to specify what this means in reagrds to what learns what. Additionally, I have searched the internet far and wide but no one seems to know just where the level up moves are located for any gen 1 game.

Please reply if you can.

50 TMs, 5 HMs right? 7 bytes x 8 bits per byte = 56. Not a Red hacker at all, but I would assume each TM is one bit. & in general, if you're hacking Red, you might wanna consider using the pokered disassembly.

Cataclyptic February 1st, 2016 8:39 PM

Quote:

Originally Posted by azurile13 (Post 9100678)
50 TMs, 5 HMs right? 7 bytes x 8 bits per byte = 56. Not a Red hacker at all, but I would assume each TM is one bit. & in general, if you're hacking Red, you might wanna consider using the pokered disassembly.

Ah, that might work I'll start testing. Now all I need is the learnsets and I'm good... What does the pokered dissasembly do?

EDIT: confirming that the hypothesis is confirmed. 1 = learn TM, 0 = no learn TM and with the string of binary it matches the data shown in the game.

azurile13 February 2nd, 2016 1:04 AM

Quote:

Originally Posted by Cataclyptic (Post 9100726)
Ah, that might work I'll start testing. Now all I need is the learnsets and I'm good... What does the pokered dissasembly do?

EDIT: confirming that the hypothesis is confirmed. 1 = learn TM, 0 = no learn TM and with the string of binary it matches the data shown in the game.

Makes hacking red a lot easier.
https://github.com/pret/pokered
I haven't used it personally, but a lot of people seem to like it.

electicario February 2nd, 2016 2:42 PM

Well, it's me again... If I repoint the Dex Entries table, will I get the entries' space back? For example, I added a Pokémon's Base Stats as its entry, but I want to revert it to its regular entry (which is bigger). So, is there any way to "expand" the entries back to their normal size?
Note: It's for BPRE.

azurile13 February 2nd, 2016 3:08 PM

Quote:

Originally Posted by electicario (Post 9101705)
Well, it's me again... If I repoint the Dex Entries table, will I get the entries' space back? For example, I added a Pokémon's Base Stats as its entry, but I want to revert it to its regular entry (which is bigger). So, is there any way to "expand" the entries back to their normal size?
Note: It's for BPRE.

They're just strings. If you need more space, you repoint the strings. If you've "shrunk" the strings, you probably still have space to revert to the original length, and whatever tool you're using is utilizing the string terminating byte 0xFF to determine "length." Open your ROM in a hex editor to check.
See: bulbapedia.bulbagarden.net/wiki/Pokédex_data_structure_in_Generation_III

electicario February 2nd, 2016 3:38 PM

Quote:

Originally Posted by azurile13 (Post 9101734)
They're just strings. If you need more space, you repoint the strings. If you've "shrunk" the strings, you probably still have space to revert to the original length, and whatever tool you're using is utilizing the string terminating byte 0xFF to determine "length." Open your ROM in a hex editor to check.
See: bulbapedia.bulbagarden.net/wiki/Pokédex_data_structure_in_Generation_III

Well, will surely be checking it! Thanks a lot! :)

EdgeZard X February 3rd, 2016 3:37 AM

Hmm, I have two more questions,

1) Is it possible to create an NPC that can 'evolve' Pokémon?

Spoiler:
this will be how one will 'revert' Groudon/Kyogre, and also will be how you can obtain Mega Rayquaza

I'm not sure on the dialogue


2)I changed the moves taught by several of the TMs, however the move descriptions for the changed moves now display the new TM descriptions.

Is there a short way to fix this, or do I have to manually re-insert each description and repoint the move descriptions to those?

Aethestode February 3rd, 2016 4:36 AM

Does anyone have the "Item editor plugin" for Nameless Sprite Editor 2.X. The one on the thread doesn't work anymore (stupid hacker)

Crizzle February 3rd, 2016 11:41 AM

If I wanted to remove badge checks for all HMs in FireRed(making player able to use any HM outside of battle regardless of whether they have required badge), what's the best way I should go about doing this?

Uncommon February 3rd, 2016 12:27 PM

Quote:

Originally Posted by Crizzle (Post 9102736)
If I wanted to remove badge checks for all HMs in FireRed(making player able to use any HM outside of battle regardless of whether they have required badge), what's the best way I should go about doing this?

Check out my post on HM badge checks here.

If you change the flags for Cut, Rock Smash, Strength, Surf, and Waterfall to 0x828, they'll be allowed as soon as you have the Pokemon menu, which basically means they're automatically active. Then make sure to use the edit I quoted from karatekid552 to allow them from the Pokemon menu without badges as well.

Gintoki-Sama February 3rd, 2016 1:48 PM

Alright im getting

Error 9 "Subscript out of range" on Line 66

Here's my script: Line 66 is between the bolded scripts
(Point out anything else if you don't mind)

Spoiler:
#dynamic 0x3B662F

#org @start
lock
applymovement 0xFF @walk1
waitmovement 0xFF
playsong 0x0110 0x0
applymovement 0x10 @walk2
waitmovement 0x10
msgbox @1 0x6
applymovement 0x9 @walk3
waitmovement 0x9
msgbox @2 0x6
applymovement 0x9 @walk4
waitmovement 0x9
applymovement 0x5 @walk5
waitmovement 0x5
msgbox @3 0x6
applymovement 0x12 @walk6
waitmovement 0x12
applymovement 0x10 @walk7
waitmovement 0x10
msgbox @4 0x6
applymovement 0x11 @walk8
waitmovement 0x11
msgbox @5 0x6
applymovement 0x9 @walk9
waitmovement 0x9
msgbox @6 0x6
applymovement 0xFF @walk10
applymovement 0x13 @walk11
waitmovement 0xFF
waitmovement 0x13
msgbox @7 0x6
applymovement 0x12 @walk12
waitmovement 0x12
msgbox @8 0x6
fadescreen 0x1
fadedefault
setflag 0x3678
hidesprite 0x13
setflag 0x2345
hidesprite 0x12
fadescreen 0x0
setvar 0x4012 0x1
release
end

#org @1
= Nate: FLIPPING IDIOT!!

#org @2
= Rachael: Come on Natee, I wanna\nhug!!\prawrrr

#org @3
= Justina: (Ugh, she's so loud)\pNate: HELPP\pRachael: Hehehehehehe\pClarence: Sigh, this is why we\ncan't have nice things....\pNeville: Heh damn right


#org @4
= Nate: Dang Nabbit..!

#org @5
= Luis: RACH, enough.

#org @6
= Rachael: Okay okay, I-I was just\nkidding geez...\pNate: Couldn’t resist helping\nBuddha?\pLuis: shut it..


#org @7
= Neville: So, Clarence, Nick. You\ntwo have been leaving the area\lreally often. ...Why?\pClarence: Oh, we never told you?\nNick: We’re trying to find this\lreally cool Pokemon, it’s a\llegendary! I think…\lIt’s in Ice Fall cavern according\lto some legends.\pNeville: Articuno?\pClarence: Indeed, but we’ve heard\nit’s really dangerous over there.\lWanna come with us?\pNeville: Hmm….nah\pNick: WHY?\pNeville: I’d rather stay here and\nmake some dank kush memes\pNick: But-\pNeville: kek\pClarence: Eh, that’s fine.


#org @8
= Clarence: Nick, we should get\ngoing.\pNick: Right.

#org @walk1
#raw 0x11
#raw 0x12
#raw 0x01
#raw 0xFE

#org @walk2
#raw 0x54
#raw 0x62
#raw 0xFE

#org @walk3
#raw 0x66
#raw 0xFE

#org @walk4
#raw 0x1E
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1E
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1E
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x2
#raw 0xFE

#org @walk5
#raw 0x64
#raw 0xFE

#org @walk6
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @walk7
#raw 0x3
#raw 0xFE

#org @walk8
#raw 0x2
#raw 0x62
#raw 0xFE

#org @walk9
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1E
#raw 0x0
#raw 0xFE

#org @walk10
#raw 0x3
#raw 0xFE

#org @walk11
#raw 0x0
#raw 0xFE

#org @walk12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0xFE

Crizzle February 3rd, 2016 7:22 PM

Quote:

Originally Posted by Uncommon (Post 9102772)
Check out my post on HM badge checks here.

If you change the flags for Cut, Rock Smash, Strength, Surf, and Waterfall to 0x828, they'll be allowed as soon as you have the Pokemon menu, which basically means they're automatically active. Then make sure to use the edit I quoted from karatekid552 to allow them from the Pokemon menu without badges as well.

Thanks. Have you heard anything about Fly?

Uncommon February 3rd, 2016 7:46 PM

Quote:

Originally Posted by Crizzle (Post 9103327)
Thanks. Have you heard anything about Fly?

Since Fly is used only from the Pokemon menu, the edit I quoted from karatekid552 takes care of it.

Crizzle February 3rd, 2016 8:43 PM

Quote:

Originally Posted by Uncommon (Post 9103375)
Since Fly is used only from the Pokemon menu, the edit I quoted from karatekid552 takes care of it.

Duh! Sorry, that was a dumb question. Haha. Thanks

ultiomos February 5th, 2016 7:23 PM

Hey! Does anyone have any information regarding terrain files in gen 4/5 hacking? I'm trying to compile information on the maps and I believe the bdhc files have the height values that I'm looking for. Thanks!

Aethestode February 6th, 2016 5:12 AM

Quote:

Originally Posted by Gintoki-Sama (Post 9102846)
Alright im getting

Error 9 "Subscript out of range" on Line 66

Here's my script: Line 66 is between the bolded scripts
(Point out anything else if you don't mind)

Spoiler:
#dynamic 0x3B662F

#org @start
lock
applymovement 0xFF @walk1
waitmovement 0xFF
playsong 0x0110 0x0
applymovement 0x10 @walk2
waitmovement 0x10
msgbox @1 0x6
applymovement 0x9 @walk3
waitmovement 0x9
msgbox @2 0x6
applymovement 0x9 @walk4
waitmovement 0x9
applymovement 0x5 @walk5
waitmovement 0x5
msgbox @3 0x6
applymovement 0x12 @walk6
waitmovement 0x12
applymovement 0x10 @walk7
waitmovement 0x10
msgbox @4 0x6
applymovement 0x11 @walk8
waitmovement 0x11
msgbox @5 0x6
applymovement 0x9 @walk9
waitmovement 0x9
msgbox @6 0x6
applymovement 0xFF @walk10
applymovement 0x13 @walk11
waitmovement 0xFF
waitmovement 0x13
msgbox @7 0x6
applymovement 0x12 @walk12
waitmovement 0x12
msgbox @8 0x6
fadescreen 0x1
fadedefault
setflag 0x3678
hidesprite 0x13
setflag 0x2345
hidesprite 0x12
fadescreen 0x0
setvar 0x4012 0x1
release
end

#org @1
= Nate: FLIPPING IDIOT!!

#org @2
= Rachael: Come on Natee, I wanna\nhug!!\prawrrr

#org @3
= Justina: (Ugh, she's so loud)\pNate: HELPP\pRachael: Hehehehehehe\pClarence: Sigh, this is why we\ncan't have nice things....\pNeville: Heh damn right


#org @4
= Nate: Dang Nabbit..!

#org @5
= Luis: RACH, enough.

#org @6
= Rachael: Okay okay, I-I was just\nkidding geez...\pNate: Couldn’t resist helping\nBuddha?\pLuis: shut it..


#org @7
= Neville: So, Clarence, Nick. You\ntwo have been leaving the area\lreally often. ...Why?\pClarence: Oh, we never told you?\nNick: We’re trying to find this\lreally cool Pokemon, it’s a\llegendary! I think…\lIt’s in Ice Fall cavern according\lto some legends.\pNeville: Articuno?\pClarence: Indeed, but we’ve heard\nit’s really dangerous over there.\lWanna come with us?\pNeville: Hmm….nah\pNick: WHY?\pNeville: I’d rather stay here and\nmake some dank kush memes\pNick: But-\pNeville: kek\pClarence: Eh, that’s fine.


#org @8
= Clarence: Nick, we should get\ngoing.\pNick: Right.

#org @walk1
#raw 0x11
#raw 0x12
#raw 0x01
#raw 0xFE

#org @walk2
#raw 0x54
#raw 0x62
#raw 0xFE

#org @walk3
#raw 0x66
#raw 0xFE

#org @walk4
#raw 0x1E
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1E
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1E
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x2
#raw 0xFE

#org @walk5
#raw 0x64
#raw 0xFE

#org @walk6
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @walk7
#raw 0x3
#raw 0xFE

#org @walk8
#raw 0x2
#raw 0x62
#raw 0xFE

#org @walk9
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1E
#raw 0x0
#raw 0xFE

#org @walk10
#raw 0x3
#raw 0xFE

#org @walk11
#raw 0x0
#raw 0xFE

#org @walk12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0xFE

The apostrophe isn't the correct format in your dialogues. You must've paste the dialogues from Microsoft Word to XSE, right? MS Word, changes the Apostrophe and quotation mark into a certain style. So all you have to do is either remove the feature from MS Word to stop changing the style of 'apostrophe' and 'quoation marks", or manually write all the Apostrophe and quotation marks.

IceGod64 February 6th, 2016 6:39 PM

Can anyone link me to a good resource describing Pokemon Gold/Silver's tileset/tileset header format? I've been trying to figure it out for ages, since I want to make some changes to G/S's tileset, but I can't find any useful information about it.

BluRose February 6th, 2016 7:39 PM

How fun would it be to implement a new weather?
How much more fun would it be just to replace the current cloudy weather (which just turns everything a little darker) with a legitimate cloud system in which the clouds have their own shadows?
And, lastly, how would one go about making the lighter snow (not the one labelled "three snowflakes" in A-Map) also turn everything dark? Could it possibly be as simple as just using a command whenever the aforementioned snow is active?

Sniper February 7th, 2016 1:54 AM

Quote:

Originally Posted by IceGod64 (Post 9107541)
Can anyone link me to a good resource describing Pokemon Gold/Silver's tileset/tileset header format? I've been trying to figure it out for ages, since I want to make some changes to G/S's tileset, but I can't find any useful information about it.

We DO have the resource section, deviantart and google. Searching is quite easy, but looking the quality you ought for is not. Try searching using the given three :)

Kimonas February 7th, 2016 3:42 AM

Could someone explain to me the connection between the People Event Data and the Overworld Sprite Data?

I know that at 0x39FDB0(Fire Red) there are pointers for the OSD of each OW but I can't figure out where the People Event Data structures are stored. Are they created at the runtime, or is there a 'template' for each ow stored somewhere in the rom?

Thank you in advance :)

Aethestode February 7th, 2016 11:19 AM

So rams reset when you close/or restart your gameboy/VBA. Is there a way to reset the ram through script?

Cam February 7th, 2016 12:43 PM

Im looking for a download of FPE to edit footprints, but the only one i can find is on this page:
http://hackromtools.altervista.org/foot-print-ed/
and the 7zip is password protected for some unknown reason.

Does anyone have this program or another download somewhere where there's not a passworded 7zip?

IceGod64 February 7th, 2016 5:51 PM

Quote:

Originally Posted by Sniper (Post 9107973)
We DO have the resource section, deviantart and google. Searching is quite easy, but looking the quality you ought for is not. Try searching using the given three :)

I think you misunderstood. I'm not looking for a GSC tileset. I'm looking for coding help changing the tilesets built into the game. So, a ROM hacking guide or something for working with them.

I eventually DID find what I was looking for, which is a tileset repointing guide, thanks to a better-worded google search.

Alex Taylor February 8th, 2016 10:32 AM

First time hacker here.

I already have most tools I need, but I was wondering, for B/W hacking, is there a tool to edit items' locations?

For example, say I want to change a Revive that's just sitting on the ground, to a Hyper Potion.
Same for gift items, like on Route 3, change the gifted Heal Balls to Dusk Balls (just an example).

If not, is there an easy to follow guide on how to do this in a hex editor?

Geodude6 February 8th, 2016 7:37 PM

Quote:

Originally Posted by CloverDevteam (Post 9108711)
Im looking for a download of FPE to edit footprints, but the only one i can find is on this page:
http://hackromtools.altervista.org/foot-print-ed/
and the 7zip is password protected for some unknown reason.

Does anyone have this program or another download somewhere where there's not a passworded 7zip?

Pretty sure anything password-protected from that site has the password "HackRomTools"


A question of my own: How do I edit Oak's starting spiel in Fire Red (ie "Hi! Welcome to the world of Pokemon!")

PokéMew February 8th, 2016 8:19 PM

Is there any documentation anywhere on expanding the length of a pokemon's name? (Or if anyone happens to know themselves). It will be in a wild battle basically, and it wont be able to be captured so really it just needs to be expanded for the battle.

Uncommon February 8th, 2016 8:48 PM

Quote:

Originally Posted by Geodude6 (Post 9110702)
A question of my own: How do I edit Oak's starting spiel in Fire Red (ie "Hi! Welcome to the world of Pokemon!")

Use LockSmithArmy's Intro Text Editor.

Blah February 11th, 2016 7:56 AM

Quote:

Originally Posted by PokéMew (Post 9110763)
Is there any documentation anywhere on expanding the length of a pokemon's name? (Or if anyone happens to know themselves). It will be in a wild battle basically, and it wont be able to be captured so really it just needs to be expanded for the battle.

yes, so you need to rework the string with a hook similar to this: http://www.pokecommunity.com/showthread.php?t=352399

except for Pokemon names. The battle strings have enough space for an expanded name depending on how many characters you intend to have. I suggest reworking how the name is stored in RAM to just using a pointer to the name instead.

ASM help thread if you need more guidance.

Quote:

Originally Posted by BluRose (Post 9107636)
How fun would it be to implement a new weather?
How much more fun would it be just to replace the current cloudy weather (which just turns everything a little darker) with a legitimate cloud system in which the clouds have their own shadows?
And, lastly, how would one go about making the lighter snow (not the one labelled "three snowflakes" in A-Map) also turn everything dark? Could it possibly be as simple as just using a command whenever the aforementioned snow is active?

Those effects are created by objs moving around on the screen. Making things darker would be a little more difficult. I suggest looking into the Day and Night system source code to figure out how to darken the BGs/objs effectively. OAM manipulation for a weather effect is not trivial in my opinion. If there is more interest on the subject I can maybe help out.

Quote:

Originally Posted by Kimonas (Post 9108081)
Could someone explain to me the connection between the People Event Data and the Overworld Sprite Data?

I know that at 0x39FDB0(Fire Red) there are pointers for the OSD of each OW but I can't figure out where the People Event Data structures are stored. Are they created at the runtime, or is there a 'template' for each ow stored somewhere in the rom?

Thank you in advance :)

Person event data is in the map header for the map. It's loaded on map load, and for NPCs it references the tables which you've mentioned (for a template) to build the OAM with. It only takes an ID however, rather than a whole template.

Kimonas February 11th, 2016 8:07 AM

Quote:

Originally Posted by FBI (Post 9114437)
Person event data is in the map header for the map. It's loaded on map load, and for NPCs it references the tables which you've mentioned (for a template) to build the OAM with. It only takes an ID however, rather than a whole template.

Thank you very much! :)

Also, from looking at knizz's and touches databases the function that does this job is the rom_instanciation_something (since its first parameter is a rom_npc struct) ? If yes, the function calling it is named show_sprite. So, show_sprite is called for every sprite in the map when the map is loaded? I'm trying to understand the general process

Blah February 11th, 2016 8:51 AM

Quote:

Originally Posted by Kimonas (Post 9114449)
Thank you very much! :)

Also, from looking at knizz's and touches databases the function that does this job is the rom_instanciation_something (since its first parameter is a rom_npc struct) ? If yes, the function calling it is named show_sprite. So, show_sprite is called for every sprite in the map when the map is loaded? I'm trying to understand the general process

yes, that's correct. Showsprite will spawn the NPC given the ROM ID of the NPC.

BluRose February 11th, 2016 7:28 PM

Quote:

Originally Posted by FBI (Post 9114437)
Those effects are created by objs moving around on the screen. Making things darker would be a little more difficult. I suggest looking into the Day and Night system source code to figure out how to darken the BGs/objs effectively. OAM manipulation for a weather effect is not trivial in my opinion. If there is more interest on the subject I can maybe help out.

By the legitimate cloud system, I mean something sort of like this:
http://wahackforo.com/img/12278/326/2216.png
This isn't from an actual hack (just a concept, I believe), but credits go to Zik on WaH for making the image.
It's basically where "clouds" darken a portion of the screen with their shadows. This probably heavily complicates things...
As for making things darker, examples of weather that make it darker would be the cloudy weather effect, the rainy weather effect, the "Three snowflakes", and the rainy with thunder weather effect (don't know what they are called in A-Map). I do not believe it should be much harder to just duplicate the effect from one of the above three to the steady snow in order to make it darken the screen.
I'll have to get IDA someday, haha...

wally-217 February 12th, 2016 5:50 AM

Does anyone have a complete list of features capable of being implemented into Emerald? Or perhaps know the best order to add new functions to Emerald, for example, is it best to expand pokemon last or Add Megas after expanding for instance.
(Running indoors, GenV style TMs, DPSS, Expanded Pokemon, Working Mega/Primal Evolutions, Fairy Type, Expanded Moves, Expanded Abilities, Expanded OWs, Wild Double Battles, New Pokeballs, Expanded items, Day/Night/Seasons and any that I've missed) Thank you.

surfer treecko February 12th, 2016 7:07 AM

Can anybody link me to either a tool that does or a tutorial for doing the following things on Black?

Editing gift Pokemon (eg. pan trio in Dream Yard)
Editing the Larvesta egg
Editing overworld encounters (eg. changing the Virizion encounter to a different Pokemon)
Changing the Reshiram encounter to a different Pokemon (I'm not expecting to be able to edit the cutscenes or anything, literally just the battle where you fight and catch it)
Changing the roaming Genie to be something else

For a 3rd gen hack things like this you'd do with Advance Map and XSE, but I've no idea where to start in Black and White.

Aethestode February 12th, 2016 6:18 PM

Is it possible to make sprite fade away in a script? Sure, I could use "hidesprite", but it's kinda instant.

The0dark0one February 12th, 2016 6:38 PM

I'm planning on making a rom hack of something from gen III that includes all 721 pokemon as well as new maps, tile layouts, npc names, and text. Would it be a good idea to use Epsilon's Artificial FireRed base for this? Will tools like Advance Map and XSE be compatible with it? Should I use Advance Map 1.92 or 1.95?

Vendily February 12th, 2016 6:43 PM

Quote:

Originally Posted by The0dark0one (Post 9116473)
I'm planning on making a rom hack of something from gen III that includes all 721 pokemon as well as new maps, tile layouts, npc names, and text. Would it be a good idea to use Epsilon's Artificial FireRed base for this? Will tools like Advance Map and XSE be compatible with it? Should I use Advance Map 1.92 or 1.95?

I can't speak for the creator of the rombase but A-Map and XSE should remain compatible.
A-Map 1.92 is considered more "stable" but has no support for the other half of expanded ROMs. 1.95 does have support but apparently slowly corrupts your ROM.

The0dark0one February 12th, 2016 6:46 PM

Quote:

Originally Posted by Vendily (Post 9116478)
I can't speak for the creator of the rombase but A-Map and XSE should remain compatible.
A-Map 1.92 is considered more "stable" but has no support for the other half of expanded ROMs. 1.95 does have support but apparently slowly corrupts your ROM.

I'm pretty sure that Epsilon's Artificial FR base is an expanded 32mb ROM so that puts me in a little bit of a pickle... I'll give 1.95 a shot and see if it works. Thanks for the info.

thedarkdragon11 February 12th, 2016 8:17 PM

Quote:

Originally Posted by The0dark0one (Post 9116473)
I'm planning on making a rom hack of something from gen III that includes all 721 pokemon as well as new maps, tile layouts, npc names, and text. Would it be a good idea to use Epsilon's Artificial FireRed base for this? Will tools like Advance Map and XSE be compatible with it? Should I use Advance Map 1.92 or 1.95?

I believe Epsilon will provide an A-Map 1.92 that is compatible with his base... And I think you will only be having a problem using A-Map 1.92 when the Pokémon table is located at the 2nd half of a 32 MB ROM... As for A-Map 1.95, there are rumors that it may corrupt your ROM (though I'm not sure because I haven't tried it)...

For XSE, it is compatible for almost (haven't heard a case where it is incompatible to a ROM) every ROM...

Most updated and newer tools are flexible enough to support Epsilon's base... Though there might be some that doesn't but very minimal, and most of the time their features can be done better using hex editing...

FSBS February 14th, 2016 6:54 AM

Working on a 386 Fire Red hack with some extra features, using MrDollSteaks Attack and Decap patch as a base. I googled this and didn't really find any answers but I got this when I booted up the Rom:
http://i.imgur.com/fuvxKSC.png
I have it set on 64 bit save or whatever. Can I ignore it, or will it cause long term problems? Also, my base is Fire Red (U) but when I start it Professor Oak pops out a Seadra. I don't think this is normal and indicative that I am working with a previously patched rom. Thanks in advance for the help.

King Arrow Siham February 14th, 2016 7:22 AM

About removal of the intro video and the title screen
 
Hello Guys! I am about to start making a hack of Pokemon Ruby version. But I am bored of the same intro style and also I always failed in editing the Title Screen.

So, I was wondering if there is a way of removing those functions. I need your help.

Thank you.

chrunch February 15th, 2016 3:29 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9118237)
Working on a 386 Fire Red hack with some extra features, using MrDollSteaks Attack and Decap patch as a base. I googled this and didn't really find any answers but I got this when I booted up the Rom:
http://i.imgur.com/fuvxKSC.png
I have it set on 64 bit save or whatever. Can I ignore it, or will it cause long term problems? Also, my base is Fire Red (U) but when I start it Professor Oak pops out a Seadra. I don't think this is normal and indicative that I am working with a previously patched rom. Thanks in advance for the help.

It shouldn't be an issue, I believe you have to change the save type to 128k to fix it but it has nothing to do with the game itself just the emulators settings

Again, I don't think that would be a problem either. Chances are your previously patched ROM changed the intro Pokemon already

FSBS February 15th, 2016 8:27 AM

I need a little help with movement permission tiles. This is the issue:
http://i.imgur.com/Ctrp5Bn.png
As you can see, the PC stands over the treetop where he should stand under. I'm using the green 10 tile for the plateau so that the PC can stand on the northern edge instead of not being able to access it at all. Unfortunately, this leads to the relevant issue. Using the green 2 and 11 tiles and the violet C tile on this are equivalent to the red 1 tile.
Thanks in advance for the help.

Joexv February 15th, 2016 8:31 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9119538)
I need a little help with movement permission tiles. This is the issue:
http://i.imgur.com/Ctrp5Bn.png
As you can see, the PC stands over the treetop where he should stand under. I'm using the green 10 tile for the plateau so that the PC can stand on the northern edge instead of not being able to access it at all. Unfortunately, this leads to the relevant issue. Using the green 2 and 11 tiles and the violet C tile on this are equivalent to the red 1 tile.
Thanks in advance for the help.

It would help to see you're current movement perms for that area.

But the issue in the picture is most likely just caused by your tile being set to be covered by the player, open up amaps block editor and take a look and make sure that the 4th value isn't set to 20

BluRose February 15th, 2016 11:28 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9119538)
I need a little help with movement permission tiles. This is the issue:
http://i.imgur.com/Ctrp5Bn.png
As you can see, the PC stands over the treetop where he should stand under. I'm using the green 10 tile for the plateau so that the PC can stand on the northern edge instead of not being able to access it at all. Unfortunately, this leads to the relevant issue. Using the green 2 and 11 tiles and the violet C tile on this are equivalent to the red 1 tile.
Thanks in advance for the help.

i've done this a lot before, basically by being on the green "10" it places your character above the tree
one thing that i always do for this is simply put blue "0" tiles around it and then put the "C" or the "8" on the tiles i want to be under
this is personally how i do benches haha

PokéMew February 15th, 2016 11:30 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9118237)
Working on a 386 Fire Red hack with some extra features, using MrDollSteaks Attack and Decap patch as a base. I googled this and didn't really find any answers but I got this when I booted up the Rom:
http://i.imgur.com/fuvxKSC.png
I have it set on 64 bit save or whatever. Can I ignore it, or will it cause long term problems? Also, my base is Fire Red (U) but when I start it Professor Oak pops out a Seadra. I don't think this is normal and indicative that I am working with a previously patched rom. Thanks in advance for the help.

Like crunch said, it shouldn't be a problem, however all you need to do is set it to 128k. As for Seadra, your pokedex order must be mixed up. The game throws out a pokemon based on the pokedex number, not the pokemon itself, so you could simply use a sprite editor or something along those lines to check where seadra is located, then change it.

Joexv February 15th, 2016 3:24 PM

Does anybody happen to know where the byte that controlls what Overworld sprite is shown on the name rival screen? I dug through IDA and those routines, but I cant seem to find it. Found the one that controlls the player though.

FSBS February 16th, 2016 4:11 AM

Quote:

Originally Posted by BluRose (Post 9119764)
i've done this a lot before, basically by being on the green "10" it places your character above the tree
one thing that i always do for this is simply put blue "0" tiles around it and then put the "C" or the "8" on the tiles i want to be under
this is personally how i do benches haha


I'll try this, sounds like a good work around.

Quote:

Originally Posted by PokéMew (Post 9119772)
Like crunch said, it shouldn't be a problem, however all you need to do is set it to 128k. As for Seadra, your pokedex order must be mixed up. The game throws out a pokemon based on the pokedex number, not the pokemon itself, so you could simply use a sprite editor or something along those lines to check where seadra is located, then change it.


I was only concerned that this may be cause for some issue down the line, and I did set it to 128k and never saw the message again.

FSBS February 16th, 2016 6:08 AM

Sorry to flood this thread with my day to days, but I ran into a bug.
I was testing my hack and when I went into Viridian Forest, after the second battle I had my PC would be paralyzed and moving up and down only made the camera move one tile down and then up; however, random battles still occurred. I started with a new character and didn't run into this bug at all.
It only happened in one spot in VF (sorry, didn't screen as I was rushing through trying to furiously solve the issue.)
I checked the movement permissions and everything was in order there, scripts apparently working fine according to A-Map. I'm thinking this was caused by using an older save when I needed a clean one?
I saw this problem posted on the reddit hacking sub a long time ago, so I know it's happened before to others.

Blah February 16th, 2016 11:05 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9120928)
Sorry to flood this thread with my day to days, but I ran into a bug.
I was testing my hack and when I went into Viridian Forest, after the second battle I had my PC would be paralyzed and moving up and down only made the camera move one tile down and then up; however, random battles still occurred. I started with a new character and didn't run into this bug at all.
It only happened in one spot in VF (sorry, didn't screen as I was rushing through trying to furiously solve the issue.)
I checked the movement permissions and everything was in order there, scripts apparently working fine according to A-Map. I'm thinking this was caused by using an older save when I needed a clean one?
I saw this problem posted on the reddit hacking sub a long time ago, so I know it's happened before to others.

For people who need to look down, give them the "no movement" option rather than "look down".

Gintoki-Sama February 16th, 2016 12:00 PM

back with another problem. im trying to use the Warp script, but everytime i get warped it takes me into a black space.

I noticed that the warp script changed to warpteleport2:

Spoiler:

'---------------
#org 0x726461
lock
applymovement MOVE_PLAYER 0x87268DD
applymovement 0x6 0x87268E4
applymovement 0x13 0x87268EB
waitmovement 0xFF
waitmovement 0x6
waitmovement 0x13
applymovement MOVE_PLAYER 0x87268F2
waitmovement 0xFF
msgbox 0x87264EC MSG_NORMAL '"Nick: WHAT\pIt was a Jigglypuff......"
playsong 0x13B 0x0
applymovement 0x6 0x87268F5
waitmovement 0x6
msgbox 0x87265E1 MSG_NORMAL '"Servana: WAI-\pNick: You two take ..."
closeonkeypress
fanfare 0x100
special 0x0
waitfanfare
msgbox 0x872663C MSG_NORMAL '"Clarence: Alright, Pokemon are\nhe..."
cry 0x27 0x0
wildbattle 0x27 0x69 0x8B
fadescreen 0x1
fadescreen 0x0
hidesprite 0x12
setflag 0x472A
msgbox 0x872680C MSG_NORMAL '"Nick: Heh, that thing didn't stand..."
setflag 0x402C
hidesprite 0x6
setflag 0x231A
hidesprite 0x13
setflag 0x672B
setvar 0x401D 0x1
warpteleport 0x5 0xC8 0xDD 0xDFD7 0xF0
warpteleport2 0xC2 0xBB 0xCE 0xC3FB 0xE8

'---------
' Strings
'---------
#org 0x7264EC
= Nick: WHAT\pIt was a Jigglypuff...this whole\ntime...\pClarence: ...Why\pServana: It makes sense,\nJigglypuff have exceptional\lHypnosis skills.\pIt may have thrown the Cubone off\nthe loop with such an ability.\pWe should Catc-\pNick: IM GONNA KILL IT

#org 0x7265E1
= Servana: WAI-\pNick: You two take the Cubone,\ni'll be the one to murder this\labomination.

#org 0x72663C
= Clarence: Alright, Pokemon are\nhealed!\pSave your game MATE.\pNick: KYAH!

#org 0x72680C
= Nick: Heh, that thing didn't stand\na chance.\pServana: thank you for your\nassistance, it will take time to\lrestore the city, but as to be\lexpected.\pNick: No problem.\pServana: Mind joining me for Tea\nyou two?


'-----------
' Movements
'-----------
#org 0x7268DD
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0xFE 'End of Movements

#org 0x7268E4
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0xFE 'End of Movements

#org 0x7268EB
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0xFE 'End of Movements

#org 0x7268F2
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x7268F5
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements


Original Script:
Spoiler:
#dynamic 0x726461

#org @start
lock
applymovement 0xFF @walk1
applymovement 0x6 @walk2
applymovement 0x13 @walk3
waitmovement 0xFF
waitmovement 0x6
waitmovement 0x13
applymovement 0xFF @walk4
waitmovement 0xFF
msgbox @1 0x6
applymovement 0x6 @walk5
waitmovement 0x6
msgbox @2 0x6
closeonkeypress
fanfare 0x100
special 0x0
waitfanfare
msgbox @3 0x6
cry 0x27 0x0
wildbattle 0x27 0x69 0x8B
fadescreen 0x1
fadescreen 0x0
hidesprite 0x12
setflag 0x472A
msgbox @4 0x6
setflag 0x402C
hidesprite 0x6
setflag 0x231A
hidesprite 0x13
setflag 0x267B
warpmuted 0x5 0x0 0xFF 0x7 0x5
release
end

#org @1
= Nick: WHAT\pIt was a Jigglypuff...this whole\ntime...\pClarence: ...Why\pServana: It makes sense,\nJigglypuff have exceptional\lHypnosis skills.\pIt may have thrown the Cubone off\nthe loop with such an ability.\pWe should Catc-\pNick: IM GONNA KILL IT

#org @2
= Servana: WAI-\pNick: You two take the Cubone,\ni'll be the one to murder this\labomination.

#org @3
= Clarence: Alright, Pokemon are\nhealed!\pSave your game MATE.\pNick: KYAH!

#org @4
= Nick: Heh, that thing didn't stand\na chance.\pServana: thank you for your\nassistance, it will take time to\lrestore the city, but as to be\lexpected.\pNick: No problem.\pServana: Mind joining me for Tea\nyou two?

#org @walk1
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @walk2
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @walk3
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @walk4
#raw 0x62
#raw 0xFE

#org @walk5
#raw 0x62
#raw 0xFE

whitemagehealu February 16th, 2016 5:06 PM

How can I go about editing the stats/evolution levels of Pokemon in hacks? Specifically Blaze Black 2. I just want to change a few things if that's possible

destinedjagold February 16th, 2016 6:17 PM

Quote:

Originally Posted by Gintoki-Sama (Post 9121316)
back with another problem. im trying to use the Warp script, but everytime i get warped it takes me into a black space.

I noticed that the warp script changed to warpteleport2:

Spoiler:

'---------------
#org 0x726461
lock
applymovement MOVE_PLAYER 0x87268DD
applymovement 0x6 0x87268E4
applymovement 0x13 0x87268EB
waitmovement 0xFF
waitmovement 0x6
waitmovement 0x13
applymovement MOVE_PLAYER 0x87268F2
waitmovement 0xFF
msgbox 0x87264EC MSG_NORMAL '"Nick: WHAT\pIt was a Jigglypuff......"
playsong 0x13B 0x0
applymovement 0x6 0x87268F5
waitmovement 0x6
msgbox 0x87265E1 MSG_NORMAL '"Servana: WAI-\pNick: You two take ..."
closeonkeypress
fanfare 0x100
special 0x0
waitfanfare
msgbox 0x872663C MSG_NORMAL '"Clarence: Alright, Pokemon are\nhe..."
cry 0x27 0x0
wildbattle 0x27 0x69 0x8B
fadescreen 0x1
fadescreen 0x0
hidesprite 0x12
setflag 0x472A
msgbox 0x872680C MSG_NORMAL '"Nick: Heh, that thing didn't stand..."
setflag 0x402C
hidesprite 0x6
setflag 0x231A
hidesprite 0x13
setflag 0x672B
setvar 0x401D 0x1
warpteleport 0x5 0xC8 0xDD 0xDFD7 0xF0
warpteleport2 0xC2 0xBB 0xCE 0xC3FB 0xE8

'---------
' Strings
'---------
#org 0x7264EC
= Nick: WHAT\pIt was a Jigglypuff...this whole\ntime...\pClarence: ...Why\pServana: It makes sense,\nJigglypuff have exceptional\lHypnosis skills.\pIt may have thrown the Cubone off\nthe loop with such an ability.\pWe should Catc-\pNick: IM GONNA KILL IT

#org 0x7265E1
= Servana: WAI-\pNick: You two take the Cubone,\ni'll be the one to murder this\labomination.

#org 0x72663C
= Clarence: Alright, Pokemon are\nhealed!\pSave your game MATE.\pNick: KYAH!

#org 0x72680C
= Nick: Heh, that thing didn't stand\na chance.\pServana: thank you for your\nassistance, it will take time to\lrestore the city, but as to be\lexpected.\pNick: No problem.\pServana: Mind joining me for Tea\nyou two?


'-----------
' Movements
'-----------
#org 0x7268DD
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0xFE 'End of Movements

#org 0x7268E4
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0xFE 'End of Movements

#org 0x7268EB
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0xFE 'End of Movements

#org 0x7268F2
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x7268F5
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements


Original Script:
Spoiler:
#dynamic 0x726461

#org @start
lock
applymovement 0xFF @walk1
applymovement 0x6 @walk2
applymovement 0x13 @walk3
waitmovement 0xFF
waitmovement 0x6
waitmovement 0x13
applymovement 0xFF @walk4
waitmovement 0xFF
msgbox @1 0x6
applymovement 0x6 @walk5
waitmovement 0x6
msgbox @2 0x6
closeonkeypress
fanfare 0x100
special 0x0
waitfanfare
msgbox @3 0x6
cry 0x27 0x0
wildbattle 0x27 0x69 0x8B
fadescreen 0x1
fadescreen 0x0
hidesprite 0x12
setflag 0x472A
msgbox @4 0x6
setflag 0x402C
hidesprite 0x6
setflag 0x231A
hidesprite 0x13
setflag 0x267B
warpmuted 0x5 0x0 0xFF 0x7 0x5
release
end

#org @1
= Nick: WHAT\pIt was a Jigglypuff...this whole\ntime...\pClarence: ...Why\pServana: It makes sense,\nJigglypuff have exceptional\lHypnosis skills.\pIt may have thrown the Cubone off\nthe loop with such an ability.\pWe should Catc-\pNick: IM GONNA KILL IT

#org @2
= Servana: WAI-\pNick: You two take the Cubone,\ni'll be the one to murder this\labomination.

#org @3
= Clarence: Alright, Pokemon are\nhealed!\pSave your game MATE.\pNick: KYAH!

#org @4
= Nick: Heh, that thing didn't stand\na chance.\pServana: thank you for your\nassistance, it will take time to\lrestore the city, but as to be\lexpected.\pNick: No problem.\pServana: Mind joining me for Tea\nyou two?

#org @walk1
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @walk2
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @walk3
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @walk4
#raw 0x62
#raw 0xFE

#org @walk5
#raw 0x62
#raw 0xFE

Add the "waitstate" command after the warp command.

Versil February 16th, 2016 11:57 PM

Hi, I have a sprite-related question. Or rather two similar ones.

The first one is, I want to edit the protagonist sprites in Platinum. Preferably, all of them - overworld, back, front, mugshot, intro gender choice (although due to the nature of the project, front sprite and the running sprite from choosing the gender are lower priority). What would the best method to do that be, and which .narc files have the sprites in question? I used Overworld Editor DS from HackRomTools for HeartGold once, but now I realized I don't know the correct .narc. I tried using PokeTEX, but the version I found has a nasty tendency to crash almost immediately.

The second one is of similar nature, but for FireRed. I needed to replace all alt forms of all Pokémon that have them with something, but I was getting one of the two results - either replacing the alt form reverted the sprite of the regular form, although with the new palette, or it outright failed. The thing is, I took a break from that project a month ago out of necessity and I don't remember what I exactly did, I only know I used both G3HS and Advanced Sprite, one after seeing the other didn't work. Another thing for FireRed, what are the offsets for the credits sprites of the starters and Pikachu? Those too I want to edit, as their replacements have different colour palettes aaaaaaand I think you can guess how awful it looks right now.

Meister G. Rool February 17th, 2016 7:08 PM

Does anyone know of a Gen 1 trainer editor? Or a program that would let me edit trainers in Gen 1?

Max Elixir February 17th, 2016 7:13 PM

How would one go about altering the species of the Red Gyarados at Lake of Rage in Pokemon Crystal? Is there an easy way? Because this isn't for a super serious project.

surfer treecko February 19th, 2016 1:19 AM

Is there a complete list of all the narc files and their functions in black and white?

Also I am trying to find the script for the Foongus on Route 6 (so I can change them into Voltorb), however according to luascript Route 6 uses script file number 662, and the only script narcs I know (0/0/2 and 0/0/3) don't even have a file 662. Are there any other narc files containing scripts?

FSBS February 19th, 2016 11:26 AM

First of all I want to thank everyone here for helping me with my problems so far.
First, I've encountered some bugs in my latest test:
http://i.imgur.com/r0MUg1D.png
The problem pictured is a red clone. It should be one of two 'cut' trees in Cerulean; the other appears as normal, but this one appears as a Red clone. I found a temporary solution by doing this:
http://i.imgur.com/w8wQ3il.png
That is, making both obstacles inaccessible.
The obvious border tile issues are something I'm solving myself.
The other problem is this:
http://i.imgur.com/cF9tRVI.png
This person and her Slowpoke are placed on the other side of the map when uploaded in A-Map but instead show up here, embedded in the house.
http://i.imgur.com/iVXJMZO.png
And last but not least, the cop is not in front of the door, not next to it, but here in the middle of the water like Officer Christ.
I'm providing a link to download both an IPS of the current build of my hack with two saves and the relevant screens in case anyone interested in helping me solve them needs a deeper look. Note that the current build is in an unfinished testing stage and as such there are likely to be rampant cosmetic discrepancies and level 100 Mewtwos on route 4.
http://www.mediafire.com/download/uhoczuk7my2azmp/Kanto_Roads_Cerulean_Bugtesting_%281%29.rar

King Arrow Siham February 19th, 2016 11:33 AM

Quote:

Originally Posted by BluRose (Post 9119764)
i've done this a lot before, basically by being on the green "10" it places your character above the tree
one thing that i always do for this is simply put blue "0" tiles around it and then put the "C" or the "8" on the tiles i want to be under
this is personally how i do benches haha

Are you using Advance Map for this? Go to edit blocks and click on the tile that you are having problem with (the tip of the tree).

On the right hand side there are the tilesets and there are two 16x16 box near (up-right) it. Those are what used to make a tile (16x16). The tiles are two layer tiles and the right hand side box is the upper layer. So, draw the tip of the tree on the upper layer and on the left box (lower layer) draw the green ground. Drawing tiles are simple. Just select the correct pallet and take the 8x8 tiles from the tilesets and draw! :-)

BluRose February 19th, 2016 4:48 PM

Quote:

Originally Posted by firestarterbeststarter! (Post 9125556)
Spoiler:
First of all I want to thank everyone here for helping me with my problems so far.
First, I've encountered some bugs in my latest test:
http://i.imgur.com/r0MUg1D.png
The problem pictured is a red clone. It should be one of two 'cut' trees in Cerulean; the other appears as normal, but this one appears as a Red clone. I found a temporary solution by doing this:
http://i.imgur.com/w8wQ3il.png
That is, making both obstacles inaccessible.
The obvious border tile issues are something I'm solving myself.
The other problem is this:
http://i.imgur.com/cF9tRVI.png
This person and her Slowpoke are placed on the other side of the map when uploaded in A-Map but instead show up here, embedded in the house.
http://i.imgur.com/iVXJMZO.png
And last but not least, the cop is not in front of the door, not next to it, but here in the middle of the water like Officer Christ.
I'm providing a link to download both an IPS of the current build of my hack with two saves and the relevant screens in case anyone interested in helping me solve them needs a deeper look. Note that the current build is in an unfinished testing stage and as such there are likely to be rampant cosmetic discrepancies and level 100 Mewtwos on route 4.
http://www.mediafire.com/download/uhoczuk7my2azmp/Kanto_Roads_Cerulean_Bugtesting_%281%29.rar

I can't seem to find why the tree one is occuring, but the second one is simple:
The girl, her Slowbro and the Cop are all moved by the Header script upon entering the map unless if a certain flag is set. The solution? Open up the header script (or just decompile location 0x08166477 (or just 166477 to most script editors, including XSE) in whatever script editor)
I've only been looking around Cerulean for 5ish minutes, I might go further into the tree thing...
EDIT:

The settings shown work~
You also might want to assign a different "Person ID." "00FF" was just used as a "filler" of sorts, haha; I don't think that "0000" works.

Quote:

Originally Posted by King Arrow Siham (Post 9125570)
Spoiler:
Are you using Advance Map for this? Go to edit blocks and click on the tile that you are having problem with (the tip of the tree).

On the right hand side there are the tilesets and there are two 16x16 box near (up-right) it. Those are what used to make a tile (16x16). The tiles are two layer tiles and the right hand side box is the upper layer. So, draw the tip of the tree on the upper layer and on the left box (lower layer) draw the green ground. Drawing tiles are simple. Just select the correct pallet and take the 8x8 tiles from the tilesets and draw! :-)

Thanks much!, but I was answering a question in which the solution was able to be achieved via editing movement permissions. I don't know from where you got that I needed help with making new 16x16 blocks given the 8x8 default tiles, but thanks anyways!

FSBS February 19th, 2016 5:38 PM

Quote:

Originally Posted by BluRose (Post 9125898)
I can't seem to find why the tree one is occuring, but the second one is simple:
The girl, her Slowbro and the Cop are all moved by the Header script upon entering the map unless if a certain flag is set. The solution? Open up the header script (or just decompile location 0x08166477 (or just 166477 to most script editors, including XSE) in whatever script editor)
I've only been looking around Cerulean for 5ish minutes, I might go further into the tree thing...
EDIT:

The settings shown work~
You also might want to assign a different "Person ID." "00FF" was just used as a "filler" of sorts, haha; I don't think that "0000" works.



Thanks, that worked! Maybe I hit something on the sidebar while dragging tiles and got to this point. I appreciate the help. I don't understand the decompile script? I opened the script in the header tab and clicked decompile but nothing changed. It's not a gamebreaking bug though, I think it's something I can afford to look at later when I have a better understanding of scripting. The red clone was my primary concern and I felt had to be dealt with before moving forward. Thanks again!

omeha February 21st, 2016 12:59 AM

Black 'thingy' showing when moving on grass using applymovement...

http://imageshack.com/a/img921/1396/xDiNoC.png
Help..plz...:(

Pokeslapper February 22nd, 2016 2:20 AM

Sorry for asking but I cant find the document with all pokemon locations

Joexv February 22nd, 2016 11:25 AM

Quote:

Originally Posted by omeha (Post 9127698)
Black 'thingy' showing when moving on grass using applymovement...

http://imageshack.com/a/img921/1396/xDiNoC.png
Help..plz...:(

Looks like the animation got messed up. You can edit it in NSE or revert it back to normal by importing it from a clean ROM. NSE classic has it bookmarked btw.

thedarkdragon11 February 22nd, 2016 11:32 AM

Hello! Are there 16x16 Whirlpool and Rock Climb tiles that can be used for FR? Thanks!

Joexv February 22nd, 2016 11:53 AM

Quote:

Originally Posted by thedarkdragon11 (Post 9129553)
Hello! Are there 16x16 Whirlpool and Rock Climb tiles that can be used for FR? Thanks!

Rock Climb
http://www.pokecommunity.com/showpost.php?p=8228015&postcount=2

thedarkdragon11 February 22nd, 2016 11:55 AM

Quote:

Originally Posted by Joexv (Post 9129579)

Thanks a lot! ^^

omeha February 23rd, 2016 11:14 PM

Joexv , thnx buddy it worked. :)

lesleyrs February 24th, 2016 11:30 AM

Looking for some help with 2 issues, the unlimited nuggets from nugget bridge one and the roaming pokemon using roar

Im aware you can do a workaround with the roamers and change moveset but is there an option to fix it the real way?

BluRose February 24th, 2016 12:34 PM

Quote:

Originally Posted by random321 (Post 9132150)
Looking for some help with 2 issues, the unlimited nuggets from nugget bridge one and the roaming pokemon using roar

Im aware you can do a workaround with the roamers and change moveset but is there an option to fix it the real way?

you can put a simple flag check in his script in order to fix the nuggets

http://www.pokecommunity.com/showthread.php?t=348657
this claims to fix the roaming iv and roaming roar, but idk how, you also might be unable to use it if you've been extensively hacking and it uses free space or smh

FSBS February 24th, 2016 1:11 PM

I'm having trouble with Brock's gym. I changed the tileset to Mt. Moons, enlarged the map, and moved the scripts. When I attempt to enter the gym I get a black screen. I've tried starting a new game but the same issue occurs.

Here are relevant pictures.
[IMAGE]http://i.imgur.com/RD8HejA.png[IMAGE]


[IMAGE]http://i.imgur.com/e7h1umD.png[IMAGE]


[IMAGE]http://i.imgur.com/TSEa8EQ.jpg[IMAGE]

PurpleOrange February 24th, 2016 1:31 PM

Quote:

Originally Posted by firestarterbeststarter! (Post 9132276)
I'm having trouble with Brock's gym. I changed the tileset to Mt. Moons, enlarged the map, and moved the scripts. When I attempt to enter the gym I get a black screen. I've tried starting a new game but the same issue occurs.

Here are relevant pictures.
[IMAGE]http://i.imgur.com/RD8HejA.png[IMAGE]


[IMAGE]http://i.imgur.com/e7h1umD.png[IMAGE]


[IMAGE]http://i.imgur.com/TSEa8EQ.jpg[IMAGE]

it has something to do with enlarging the map, not sure how to fix it though, try a-map 1.95?

BluRose February 24th, 2016 5:07 PM

Quote:

Originally Posted by firestarterbeststarter! (Post 9132276)
Spoiler:
I'm having trouble with Brock's gym. I changed the tileset to Mt. Moons, enlarged the map, and moved the scripts. When I attempt to enter the gym I get a black screen. I've tried starting a new game but the same issue occurs.

Here are relevant pictures.
[IMAGE]http://i.imgur.com/RD8HejA.png[IMAGE]


[IMAGE]http://i.imgur.com/e7h1umD.png[IMAGE]


[IMAGE]http://i.imgur.com/TSEa8EQ.jpg[IMAGE]

can we see the warp "settings" really quickly? like, click on the warp, screenshot the part to the right on a-map? did you make sure to put the three in front of the door originally in the same order below?

it shouldn't be a size issue, and a-map 1.95 certainly wouldn't fix it; it might make it worse because of its reputation of being buggy af

EDIT: try making the door itself impassible

mrmostlymittens February 24th, 2016 5:25 PM

I have a simple question, and I apologize in advance if the answer is posted elsewhere.

I want to play through Glazed with a Mienshao on my team, but I want it to be fighting/fairy. Is there a program I can use to edit its typing?

omeha February 25th, 2016 1:40 AM

PurpleOrange , check the post given AkameTheBulbasaur in the following thread, hope it helps you :) ->
http://www.pokecommunity.com/showthread.php?t=331969

omeha February 25th, 2016 1:49 AM

mrmostlymittens , sorry to say but you can't edit the hack since it's not yours, you can however request redriders180 (glazed's creator) to add fairy typing into his hack

FSBS February 25th, 2016 3:35 AM

Quote:

Originally Posted by BluRose (Post 9132535)
can we see the warp "settings" really quickly? like, click on the warp, screenshot the part to the right on a-map? did you make sure to put the three in front of the door originally in the same order below?

it shouldn't be a size issue, and a-map 1.95 certainly wouldn't fix it; it might make it worse because of its reputation of being buggy af

EDIT: try making the door itself impassible



Making the door impassable? I put a 1 tile over it but still got the same screen.
http://i.imgur.com/WX9wY8r.png

Biogoji February 25th, 2016 4:05 AM

So I'm working on a Yellow hack of Fire Red and wanted to know how I go about changing my rival's eevee to evolve into it's final form depeneding on which battles are won and lost.

Shortiesgaming February 25th, 2016 4:29 AM

Hey is there anyway of changing what items a pokemart has not using A-Mart since for some reason my computer isn't allowing me to register comctl32 at all

Shortiesgaming February 25th, 2016 4:36 AM

Quote:

Originally Posted by Biogoji (Post 9133157)
So I'm working on a Yellow hack of Fire Red and wanted to know how I go about changing my rival's eevee to evolve into it's final form depeneding on which battles are won and lost.

Probably the Best way is to fiddle with the flags since each encounter has a flag set to it and when its time for eevee to evolve it checks which flags have been set and go from there sorry for not saying how to do it exactly but theres tutorials on how to set flags :) hope this helps in anyway

BluRose February 25th, 2016 6:17 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9133128)
Spoiler:
Making the door impassable? I put a 1 tile over it but still got the same screen.
http://i.imgur.com/WX9wY8r.png

oh, that's how you spell it? haha
it was actually a size issue lol
sorry PurpleOrange if i sounded rude
make the height divisible by 2 (25x36 works)
i can't explain why it works but it does :)
and, also, if you are going to make said door work in the best aesthetically pleasing way possible (aka how it is done in vanilla), you need to arrange it in a way such that
http://i.imgur.com/H1RsdLU.png
and
http://i.imgur.com/vGZIsqp.png

FSBS February 25th, 2016 12:41 PM

Quote:

Originally Posted by BluRose (Post 9133276)
oh, that's how you spell it? haha
it was actually a size issue lol
sorry PurpleOrange if i sounded rude
make the height divisible by 2 (25x36 works)
i can't explain why it works but it does :)
and, also, if you are going to make said door work in the best aesthetically pleasing way possible (aka how it is done in vanilla), you need to arrange it in a way such that
http://i.imgur.com/H1RsdLU.png
and
http://i.imgur.com/vGZIsqp.png


Fantastic, BluRose, you're a great help! I'll be sure to credit you specifically if I finish this project in any way!

thedarkdragon11 February 25th, 2016 8:31 PM

I just want to ask who made the Whirlpool tile used by zel for his Shiny Gold hack? And where can I contact the author? Thanks!

chrunch February 25th, 2016 10:20 PM

Quote:

Originally Posted by thedarkdragon11 (Post 9134290)
I just want to ask who made the Whirlpool tile used by zel for his Shiny Gold hack? And where can I contact the author? Thanks!

looking at the shiny gold thread it was probably fangking omega or gridiron. profiles here:
http://www.pokecommunity.com/member.php?u=8153
http://www.pokecommunity.com/member.php?u=15078

all it takes is 1 minute to find out, maybe try figuring it out yourself next time

thedarkdragon11 February 26th, 2016 1:04 AM

Quote:

Originally Posted by chrunch (Post 9134402)
looking at the shiny gold thread it was probably fangking omega or gridiron. profiles here:
http://www.pokecommunity.com/member.php?u=8153
http://www.pokecommunity.com/member.php?u=15078

all it takes is 1 minute to find out, maybe try figuring it out yourself next time

Thanks and I'm very sorry... The reason why I asked because I haven't saw the Whirlpool from their tilesets...

lesleyrs February 26th, 2016 1:38 AM

One thing thats been putting me off with rom hacking is how theres many old links which are long dead like advanced pallette editor on hackmews post

lesleyrs February 26th, 2016 2:17 AM

I guess the question is, does anyone have a reupload or something

FSBS February 26th, 2016 6:24 AM

I created a new map in Advance Map and can't add wild pokemon data, or at least don't know how. Google comes up with nothing.
http://i.imgur.com/TqHKymu.png

destinedjagold February 26th, 2016 6:31 AM

Quote:

Originally Posted by random321 (Post 9134597)
I guess the question is, does anyone have a reupload or something

http://www.mediafire.com/download/ob0wt7nk7l6uit9/a-palette-edit_1.3.3_.zip

Quote:

Originally Posted by firestarterbeststarter! (Post 9134783)
I created a new map in Advance Map and can't add wild pokemon data, or at least don't know how. Google comes up with nothing.
http://i.imgur.com/TqHKymu.png

http://i.imgur.com/THm59Hq.png

FSBS February 26th, 2016 7:54 AM


This doesn't help me because the Creat new wild Pokémon data button does not show up.

LCCoolJ95 February 26th, 2016 8:49 AM

Hey, two things:

1. Is there a tutorial on how to expand the number of items in Emerald?

2. Is there a tutorial on how to get a "bigger bag" in Emerald? Like, is there a way to have more items in your bag?

FSBS February 26th, 2016 10:05 AM

Unrelated to my Advance Map question, how do I go about making the Kanto legendaries roaming encounters like the Johto trio (the birds and Mew/Mewtwo)?

INDIAN MEW(ARAZI) February 26th, 2016 10:52 AM

where can I get all 1-6 gen POKEMON sprites with form forme megas all should be in fire red format and all should be animated.

Vendily February 26th, 2016 11:27 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9135547)
Unrelated to my Advance Map question, how do I go about making the Kanto legendaries roaming encounters like the Johto trio (the birds and Mew/Mewtwo)?

This is a post from the quick ASM thread.
Don't forget the prerequisites (also on thread).
http://www.pokecommunity.com/showpost.php?p=8533235&postcount=269

Leelue February 26th, 2016 12:48 PM

I have one small question

Can I make more moves with dual typing (like flying press)? I have been fascinated by this idea for moves like thunder fang and thunder punch to make them dark/electric or fighting/electric.

Thanks a lot

Crizzle February 26th, 2016 1:34 PM

Quote:

Originally Posted by Shortiesgaming (Post 9133185)
Hey is there anyway of changing what items a pokemart has not using A-Mart since for some reason my computer isn't allowing me to register comctl32 at all

Pretty sure you can change them using XSE(or whatever scripting editor) and just change the hex values for the items into the items you want. A-Mart just makes it more convenient, you don't really need it.

Shortiesgaming February 26th, 2016 3:41 PM

Quote:

Originally Posted by Crizzle (Post 9136019)
Pretty sure you can change them using XSE(or whatever scripting editor) and just change the hex values for the items into the items you want. A-Mart just makes it more convenient, you don't really need it.

follow up question im using the 870 Patch i was wondering what are the hex values of the 4th, 5th & 6th Gen items

azurile13 February 26th, 2016 5:09 PM

Quote:

Originally Posted by Shortiesgaming (Post 9136265)
follow up question im using the 870 Patch i was wondering what are the hex values of the 4th, 5th & 6th Gen items

What? Don't use the 870 patch. It is broken. I'm pretty sure that not even the PC works.

Shortiesgaming February 27th, 2016 3:42 AM

Quote:

Originally Posted by azurile13 (Post 9136395)
What? Don't use the 870 patch. It is broken. I'm pretty sure that not even the PC works.

everything works fine for me although im using Epsilions updated version of the 870 patch still was wondering what are the Hex Codes for the 4th, 5th & 6th gen items are

BluRose February 27th, 2016 4:19 AM

Quote:

Originally Posted by omeha (Post 9137066)
Hey guys it's me again !!
Today I have a very weird type of problem, see while testing a event of my in-progress hack I stumbled upon a very weird yet mind boggling (for me) trouble
You see I had set applymovement script to the player where he has to show a exclamation mark along with some other text, the problem is that everything worked correctly however instead of showing a exclamation mark the player just turned toward right !!.....I did everything I was capable but nothing happened...
So (again), can anyone help this n00b...:P


Pic for clarity ->
http://imageshack.com/a/img921/914/SRthcx.png
INSTEAD OF SHOWING A EXCLAMATION MARK PLAYER TURN RIGHT

in your applymovement script, does "0x62" or "0x65" appear anywhere when viewing in xse/red alien/whatever scripting tool?


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