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So, about the "hidesprite" command, do I put the person ID number after it? For example, "hidesprite 0x003E."
If that is the case, it seems that most of the person events on my map all share the same person ID number. If this question doesn't make any sense, does anyone at least know of a guide to this command? I can't seem to figure it out from the Diego XSE guide. |
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suppose, you set a person id's no. is 99(hex) and I want to hide it after an event so my script would be like this -> setflag 0x99 hidesprite 0xperson's event no. here similarly, for showing the person again-> clearflag 0x99 showsprite 0xperson's event no. here ....Hope it clears all your doubt :) |
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Alright, that solved my problem. Thank you very much.
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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.
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http://pokecommunity.info/showthread.php?t=314422 http://www.pokecommunity.com/showthread.php?t=336945 |
turns out nameless tile map editor link is also death, does anyone have a reupload?
I think itd be pretty cool if there was just 1 big posts including links of all/most gba tools |
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Alright, is it possible to use:
trainerbattle 0x1 0x001 0x0 @before @after @later A second time in the same script? Lets say i have the script appear in the @later command for another battles to start after some message boxes, will it work? |
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ok so im using trainer battle 0x1 and for some reason the first @later script wont begin.
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where can I get darth tile map editor
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unlz gba numbers for the 3 sevii islands maps anyone? not asking for kanto
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Hello Everyone can i ask a favor? can someone make me an edited pokemon emerald rom.
the edited rom that i want is just very simple i cant find away to do it myself but i really appreciate your help. i want a pokemon emerald rom with starting trainer is Cynthia from Platinum and Lucy from Emerald at BAttle frontier. just that kind of ROM since i can change the pokemons in emerald but i cant change the trainer. thank you in advance i hope someone will give me a help thanks again. |
Okay, so I've been out of hacking for a good number of years now, and I just had some questions since things have changed so much.
First off, does expanding a ROM with JPAN's hacked engine run stably? Also, on the same token, how much more space does it add? And another question about the hacked engine, I'm not 100% sure what you can change. Is the main jist of it the new specials? And then, my final question, is there an easy/stable way to insert new pokemon? Like over the ? ones I suppose. I don't want to replace any older pokemon if I don't have to. EDIT: Oh, and after applying the hacked engine patch, pallet town is completely glitched. Any ideas why? Oh, I changed the warp to warp to Viridian city, and after I fainted, I was transported to a location outside the map in the pokemon center, and was stuck in the black void that is the wall. |
^ I can't say anything for the expansion, but to add more Pokemon you can use this tutorial. It's pretty time-consuming, but it works. Alternatively, G3HS has an Expand Pokedex tool, but I've heard that it can cause some bugs.
Is there any way to make Shedinja's slot not have 1 HP? |
For advance map, how would you add tilesets without replacing?
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Is it possible to change the pokemon sold at Route 4 pokemon center in Fire Red? If so I'd appreciate a link to the relevant documentation.
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In Emerald: 08068DF4 to 00 00 00 00 In Fire Red: 0803E564 to 00 00 00 00 |
^ This allowed Shedinja's maximum HP to be higher, but when the game actually loads one it still has 1 HP. I received one from Professor Oak in the tutorial to test, and it had 1/35 HP. The same happens in the wild. Is there anything else that could help fix this?
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Emerald: 08068DF4 to 00 00 00 00 08068FCC to 00 00 00 00 Fire Red: 0803E564 to 00 00 00 00 0803E73C to 00 00 00 00 |
Let's say I was working on a very ambitious project (32x32 OWs, expanded OW count, expanded OW palettes, larger maps, more scripts, etc). How likely would it be that I would run out of free space down the road?
I'm not working on any such project, but I'm curious to know just how much we can pack into a ROM without expanding it. If anybody could give me a gauge, it would be much appreciated. |
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Now, taken all together, if you manage your free space well, you can add a lot of what you want without having to expand the ROM at all. I remember replacing all sprites for the 386 Pokemon on FireRed once and it took around 0x20000 bytes (from around 0x800000 to 0x820000) (very rough estimate). So that's just an example of how much space can be taken up by graphics. So, that might seem like a lot but you can also consider that you still have from 0x830000 through 0x8FFFFF for free space left after, and that's not even considering areas such as 0x900000 to 0xAFFFFF. So really, you have a lot more space to work with than you think if you aren't using Emerald. |
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To expand the overworld palette table in FireRed, is it as simple as expanding the table at 0x3A5158, or is anything else involved? And will NTME recognize the newly added palette slots (as long as I edit the ini)? I'm just making sure because I feel like it isn't as simple as that, being that the small amount of overworld palettes in FireRed was the most annoying thing imaginable and such an easy fix couldn't be that simple lol.
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For some reason when inserting gen IV and V pokemon icons they look messed up, but the gen VI ones from mrdollsteak look fine. Does any1 have working icons for gen 4/5 64x32?
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Still no word on why my later script wont start? After the first trainer battle the script just stops and i can move around
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So, if I ever get around to hacking again, one of my ideas is for a somewhat branching storyline. Really not much difference than speech options and different trainer battles and events. Anyway, I planned on using a system of flags. Now with all of these flags being set I could theoretically run out of them(not likely, but hey, who knows). So, I never really got into using variables, and I'm not 100% sure how they're used. My question is, would there be any options that would work better than a flag system?
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Is there any simple way of editing the world map in Pokemon Fire Red? I can't for the life of me figure this out, and it's something I need to get figured out for school. If someone could point me in the direction of a reliable guide for this I'd love you forever. All I need to do is change the image of the world map, not the any of the data or anything like that, I already have that part figured that out.
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Route 22 is deleted.
I've been adding several new maps, first with 0.0 and 0.5 (because I didn't know what I was doing) and then into the 43 bank. Did I screw up somewhere? Because when I try to get into Route 22 in A-Map it tells me invalid pointer to map footer. edit: I'm starting over on my project utilizing what I've learned about hacking and what I'm wanting to do. I have a couple more questions now: How many maps can an unexpanded Fire Red rom hold? Should I apply the 32mb base anyways? What to apply first-32mb or MrDollSteaks? What can I do to prevent a map from deleting itself in the future? Also, my now-current process will be to edit a map, edit the wild pokemon, edit the trainers, edit the scripts, and then add whatever new scripts/warps I need. Is this the best and/or safest way to go about this? Thanks everyone for the help so far and the help I'm sure to need in the future. edit 2: I tried patching MrDollSteaks base onto a base that adds a set of maps for Johto in Fire Red and came up with the invalid pointer to map footer issue with Pallet Town. A base with only MDS patch works fine, as does one with only the Johto maps patched in. I've been googling the issue for an hour and come up with no solutions. Does this have something to do with resizing the maps? Does it have something to do with adding too many maps? I guess I'll just restart in the morning and hope for the best if no answers. |
Two quick questions about AdvanceMap.
1. How do I move the wild pokemon data from one map to another? One had wild pokemon when I don't want it to and one doesn't have any but I want it to. TRather than switching entire maps around, how do I swap the data? 2. I expanded and remapped Altering Cave but now the map thinks it is an indoors map (no running, trainer battles have the indoor background). What do I have to change so it becomes a cave map so I can run and have proper battle backgrounds? |
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Quick question for anybody that's willing to answer. I would like to turn the usual selection of HMs into TMs. Would this be as simple as a byte change or is ASM required?
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here's a sample of script Spoiler:
if you want to sell only once, use flags. I didn't inlcude nicknaming or showing money. You could learn it all by reading scripting tutorials. As much as possible, try learning them instead of editing from default scripts. It's more fun that way. Hope that helps! |
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Fire Red: 083C9CB8 Emerald: 08552D48 Its entries are enumerated like this: Spoiler:
What you want to do is: open a hex editor, go to the start of the table and look for the map you want to copy(make sure you find forward). So, you take map bank and number and look for those two bytes. After you've found it, copy the 0x14 bytes, look for the map you want to edit, and paste them there. |
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Can anyone please teach me how to change trainer i got cynthia sprites that i got from google but i cant replace them.
is there a specific size of prites to import in a ROM? Emerald Version |
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Hi, I wanted to get back to hacking, but everytime I start XSE, error 380 shows up. I've been sitting on this problem for 2 hours and still couldn't find solution...
The error looks like this (in Windows 10): Spoiler:
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does anyone have a good resource of 2 frame pokemon icons? The ones I found only have 1 frame and look messed up ingame
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Hi, I'm having trouble with my ROM Hack of Pokémon Emerald. Every time a dialogue box opens up the red arrow at the bottom right has random pixels floating under it that bob up and down with the arrow. Is this because I changed the pallets for the trainer sprites? Can it be fixed? If so, how? Any help is greatly appreciated. See the image in the spoiler below.
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How do you edit rgcn and rlcn files?
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- I've been out of hacking forever, thus I forgot about most of the data I had accumulated. What flags are free & safe to use? Oh, and I saw something before about replacing all instances of 00 with FF. Is there a link to how to accomplish this, or is it simple enough to just tell me? lol im so rusty. |
Hi there. I just downloaded Fire Red's IDA from knizz's signature and tried opening it using "File -> Open" it gives the following message:
You can't disassemble file with such an extension: C:\...\firered.idb It seems that "Open" disassembles a file, whereas knizz's IDB is actually a database, so how do I use it? |
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is it possible to add more frames (forms) to pokemon in g3hs for example deoxys? or what do i have to change for it to let me do this?
also whats the best item editor |
I have 2 questions using Pokemon Ruby:
1) I can't fly to Fallarbor Town, Fortree City, or any map after Fortree. Their Pokecenters still have their own respective sethealingplace in the level script which I haven't touched, and I've gone in them and healed my Pokemon in game. When I go to the fly map they're still greyed out and unselectable. What could cause this? 2) I can't figure out how to set the national dex; from what I've seen it needs to be set after you've received the standard Pokedex. I have a script box just outside of the Prof's lab that looks like this: Code:
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I made levelscripts which just activate the respective flags and it works fine now. Still unsure about activating the national dex. |
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Which palette slot are safe to replace in FR tilesets without damaging all other tilesets? Thanks!
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Ruby is weird and uses writebytetooffset instead of a special to activate the national dex. I just figured out my script did work, you just have to hit select in game when viewing the pokedex to switch it over to national mode. |
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Two questions, Fire Red base.
Am I limited to what I find in trainer editor lists (using Hopeless Trainer Editor) for adding new trainers? If not, how do I make/add new trainers without a trainer editor? Second question; how many new maps can I make in A-Map? |
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2. You can pretty much make as many maps as you'll need. I believe the theoretical maximum number of maps is 255 banks with 255 maps each (over 60,000), though certainly nobody has ever tried making that many. Just use the bank editor to create space for new maps or replace existing ones. |
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Thanks for answering my questions.
I now have an issue with a new trainer battle dialogue. The first time I made it, everything went smoothly. I tried adding a new pokemon to the new trainer with Hopeless Trainer Editor and it froze every time. I then deleted the trainer and remade it with the same script but a different offset. Then I tried doing it with A-Trainer, which works for the most part. The problem is that the dialogue is all mixed up, as seen in this album; http://imgur.com/a/Op9qP Here's my script http://i.imgur.com/d6Wr0zI.jpg |
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I'm not sure, I've been trying to keep track of my offsets. Maybe I should start fresh again (I'm not very far into it) and this time keep meticulous track of things. But I did go back through, debug religiously, compile, and save and now the messages work but concerned this will bite me down the road.
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looking for some advice on how I would go about editing the Red Gyarados event in Crystal, specifically the species of the encounter.
i don't really need it explained to me like i'm five, i just have no idea where to go to edit that or how to find that information out for myself. |
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It's not going to come and bite you, but I think organisation would definitely aid you in keeping track of certain things. Anyways, I don't think you should concern yourself with running out of space for scripts, or having to worry how many bytes was written where. I don't think you should restart, unless there's a big change that'll happen if you do. In general it's not worth restarting and wasting the time. Best of luck. |
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Thanks again, FBI. Another set of questions I came up with-I'm trying to change NPC dialogue. Opening their script in XSE with A-Map, highlighting their dialogue lines, pressing ctrl+T, typing what I want, and then debugging and compiling the script before saving. Sometimes this works, sometimes I get the same problem as before with weird dialogue box glitches. So when I'm replacing NPC dialogue, should I just delete the dialogue script altogether and then replace it with a new one with what I want them to say? And another thing-does deleting events have a negative effect? Such as if there is a cut tree native to a map and I don't want to use it or incorporate it at all and delete it, will that cause problems down the line? |
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For example, if the text is :"KAPPA" and you'd like to replace it with: "CAT", then nothing wrong happens. However if you'll try to replace it with "KAPPA21" then you'd be overwriting data after that text and that's never good. So if new text is longer, create it with #org and replace the pointer to it to the new one. As for deleting events on map, I'm not sure. I usually replace all events and sometimes create more. You could always give unwanted events, movement type 'hidden', so they're invisible. |
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Alternatively, you can just change the text pointer (which in the case of a decompiled script would be in the format "0x8YYYYYY", so you'd change this 'YYYYYY" into some other address you identify using a free space finder or some equivalent. Quote:
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Thanks again, DizzyEgg and FBI. You guys are the best!
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Ok something is going wrong with my code. For some reason it is always defaulting to the "pushedno" option regardless of if I clicked yes or no in the message box. I followed some tutorial and used their same code, but the tutorial's code isn't working either, and I can't find another tutorial. Does anyone know what's going wrong?
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Try adding in a "compare LASTRESULT 0x1" between callstd MSG_YESNO and if 0x1 jump @pushedyes.
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Ok so adding that in made the "Yes" option work, but now when I click the "No" option random characters would start appearing and the message wouldn't show. I can't post a link to a picture because I don't have enough posts, though.
Any other ideas for fixing the code? |
Does anyone have an upload of Advance Trader I could get? Searching google has given me nothing except one download my computer says is unsafe.
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So what's causing this graphical snafu? It occurs only when entering from the Route 2 exit of Viridian forest. Entering any door causes it to correct itself, as does walking away from it. I can enter and exit the warp at the house with no problem.
http://i.imgur.com/AK4o2c9.png |
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Try changing Route 2s second tileset to the one you use in Pewter, or build the houses farther away from the Route. Edit: Ninja'd |
My @later script still wont start for some reason can anyone help me? Right after the first battle ends it releases me and doesnt start the @later script
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Is there any way with PKSV to make a multiple choice box? I want to make an NPC that plays rock paper scissors with you (Fire Water Grass, really). I have the random numbers worked out, but I havent found a way to let you choose out of three options that I've named. Is this possible?
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Could someone explain to me what an OAM is in terms of GBA hacking? I keep hearing it a lot in some threads but dont exactly know what it is or what its used for.
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how many pokemon can i expand with g3hack suite
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Is it ok to post indexed item icon sprites in the Quick Resource thread or make a separate thread for that? Because I would like to share those sprites to those who can't and who are lazy to index them...
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Is there any specific required reading in regards to removing the Sevii Islands, or do I just delete the related events?
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Does anyone know the location of the HP bar during battle for FireRed? Also looking for the EXP bar in battle. Thanks
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Does anyone know how to take quality screenshots of your rom? I have been using screencapture on the VBA and saving as PNG's, but the shots quality looks like garbage. What do you guys use to take screenshots of your hacks? Thanks for any answers!
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By the way, when zooming in in IrfanView, it by default resamples them with something other than Nearest. That's just visual. |
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