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

kgsell April 25th, 2016 8:20 AM

I want to change the opening where PRO. OAK is telling you about POKEMON. Where is the script for this does anyone know?

Ayonn- April 25th, 2016 11:12 AM

Quote:

Originally Posted by Squeetz (Post 9215615)
What do you mean "fixed" version?
Is there something wrong with 1.1 outside of these quirks: http://pokemonhackersonline.com/showthread.php?t=14184 ?

I didn't tested it but I heard that there was a lot of bugs... O.o

Joexv April 25th, 2016 12:13 PM

Quote:

Originally Posted by Ayonn- (Post 9215744)
I didn't tested it but I heard that there was a lot of bugs... O.o

Nope thats the closest you're gonna get. But there are a few unofficial bug fixes over at PHO.
Just remember nothing in Rom hacking is bug free.

PerpetuallyShortOnSleep April 25th, 2016 4:42 PM

I'm currently working with a fire red hack and I have a weather problem.
If I use
setweather 0x8 ~sandstorm
doweather
and then later
setweather 0x5~rain
doweather
the rain is brown. This also happens with fog and with snow.
does anyone know how to fix this?

Joexv April 25th, 2016 4:48 PM

Quote:

Originally Posted by bethsong (Post 9215996)
I'm currently working with a fire red hack and I have a weather problem.
If I use
setweather 0x8 ~sandstorm
doweather
and then later
setweather 0x5~rain
doweather
the rain is brown. This also happens with fog and with snow.
does anyone know how to fix this?

AFAIK thats a bug that's in vanilla Fire Red, check out this patch though: http://www.pokecommunity.com/showthread.php?t=359685

It fixes that issue along with quite a few others.

PerpetuallyShortOnSleep April 25th, 2016 7:34 PM

Quote:

Originally Posted by Joexv (Post 9216002)
AFAIK thats a bug that's in vanilla Fire Red, check out this patch though:

It fixes that issue along with quite a few others.

Awesome. I'll definitely check that out. Thanks for the help.

Ayonn- April 26th, 2016 4:58 AM

Quote:

Originally Posted by Joexv (Post 9215785)
Nope thats the closest you're gonna get. But there are a few unofficial bug fixes over at PHO.
Just remember nothing in Rom hacking is bug free.


okay np

Arlaxeon April 26th, 2016 6:06 AM

Okay this has been bothering me so I've decided to just ask.

I can't open any attachments on Pokecommunity... Been trying to fetch rombases/files/patches from threads but when I click an attachment it's just a blank page that appears.

Is that me doing something wrong or...?

Logan April 26th, 2016 6:33 AM

Quote:

Originally Posted by Arlaxeon (Post 9216472)
Okay this has been bothering me so I've decided to just ask.

I can't open any attachments on Pokecommunity... Been trying to fetch rombases/files/patches from threads but when I click an attachment it's just a blank page that appears.

Is that me doing something wrong or...?

If they don't download it's likely the links are broken, PC was hacked a little while back and we lost a lot of saved files. Might be easier to google for them or ask in the thread if anyone has it.

C me April 26th, 2016 11:21 AM

How do I make the minimize and protect effects able to work on anyone and not just the user in a double battle? There's no bank define after the command so I can't change it via the battle script. I've tried changing all the 01's to 00 one at a time to see if they're controlling the bank but usually nothing happens.

The attacks targeting byte is 2 so I can target an ally but the effect will happen on the user. This si for Emerald.

Thanks

DizzyEgg April 26th, 2016 12:24 PM

Quote:

Originally Posted by C me (Post 9216720)
How do I make the minimize and protect effects able to work on anyone and not just the user in a double battle? There's no bank define after the command so I can't change it via the battle script. I've tried changing all the 01's to 00 one at a time to see if they're controlling the bank but usually nothing happens.

The attacks targeting byte is 2 so I can target an ally but the effect will happen on the user. This si for Emerald.

Thanks

Won't just changing the target byte work?

C me April 26th, 2016 2:06 PM

Quote:

Originally Posted by DizzyEgg (Post 9216776)
Won't just changing the target byte work?

I mentioned that, it always affects the user regardless of the target byte (you mean the one in attack editors right?). The animation will play on the target but the user will be the one to take the effects. It must be in the battle routines.

DizzyEgg April 27th, 2016 6:00 AM

Quote:

Originally Posted by C me (Post 9216871)
I mentioned that, it always affects the user regardless of the target byte (you mean the one in attack editors right?). The animation will play on the target but the user will be the one to take the effects. It must be in the battle routines.

I see. Decompile minimize using battle script pro and change statbuffchange 0x41 to 0x1. You'll change the bank from the attacker to the target that way.
As for protect, it will always choose the attacking bank. I suggest you create a callasm routine that's called before the setprotect command that saves the attacker byte to be the same as the target and after the setprotect, another command that reverts it to whatever bank it had been.

pokefreak890 April 28th, 2016 3:41 PM

Okay hello there Pokecommunity I'm trying to insert new evolutions for my base and I keep getting stuck at step 2

Spoiler:

bl decrypt

decrypt: push {r0-r7}
mov r1, #0x##
ldr r2, decryptpoke
bx r2

decryptpoke: .word 0x0803FBE9


Spoiler:


Check for appropriate level: levelcheckloc: .word 0x08043017
Go straight to the evolution (no levelcheck): evolutionloc: .word 0x0804310D



Once you are done assemble the .asm file and place it in your ROM somewhere. Now go to your table and add another entry pointing to the assembled code (you do NOT need +1). Now

So I have 3 questions

1. What do I put in for the "##"
2. Do I compile what's in the second spoiler and if yes what do I have to do to get it working is it just a simple paste write and nothing more or do I have to do more to it
3.so once I put the assembled routine in for the first spoiler do I have to go back to my reprinted evolution table and write the pointer down? And if so is it the first pointer or would that be somewhere else

Thanks for taking the time to answer these questions

Goblin the Cat April 30th, 2016 2:04 AM

[Fire Red] Hello everyone, I was wondering if there was a script to completely wipe a player's inventory. Pokeballs, items, moves, etc.

Goblin the Cat April 30th, 2016 2:49 AM

[Fire Red] Is there a maximum number of events (persons/signposts/warps/scripts) per map?

chrunch April 30th, 2016 4:13 AM

Quote:

Originally Posted by Goblin the Cat (Post 9221341)
[Fire Red] Hello everyone, I was wondering if there was a script to completely wipe a player's inventory. Pokeballs, items, moves, etc.

A simple script, no. This ASM routine is probably what you're looking for.
Quote:

Originally Posted by Goblin the Cat (Post 9221358)
[Fire Red] Is there a maximum number of events (persons/signposts/warps/scripts) per map?

I'd assume the cap would be 255 each, but why you'd need more than that is beyond me. It is worth noting however that there is a limit to how many OWs you can have on screen at once.

Trinsdar April 30th, 2016 5:30 AM

can you extend the number of pokemon pc boxes in emerald?

SpanishAdam April 30th, 2016 6:03 AM

Hello again, everyone.

I am using Crystal Map and the One GSC Trainer editor to change the battle tower. Editing the maps is easy enough, but not sure how to create new trainers. These trainers will act like in-game trainers and not the Battle Tower ones.

I have built events to create the number of trainers I want, and can alter which sprite they use using the 'picture number' selection. However, I am not sure how to link them to particular trainers. One GSC Trainer Editor allows me to add trainers (in this case, I have added the trainers to the Champion category), but I don't know how to sync them up.

I have tried making their function and text block / bank the same as a random trainer for testing purposes but it always fails. One time it loaded the end credits, another time it loaded up a strange screen, and another it crashed.

Any idea on what is going wrong?

Thanks

Gelatino April 30th, 2016 7:15 AM

Advance Map problem: When I rename one of my maps, it changes the name of all maps in the bank. I'm hacking emerald now but I've had this same problem with fire red and I don't know how to fix it. Anybody know what's going on?

EDIT: I fixed this by replacing the name of one of the other maps I wasn't using. I guess the game can only store a limited number of names, or I need to make space for more? If someone could explain that would be great

Also while I'm at it, does anybody know how to remove surfing music? I just want the default background music to continue playing whenever I surf (this is for emerald, I believe there are some maps that don't have surfing music so that might help?)

miksy91 April 30th, 2016 11:38 PM

Quote:

Originally Posted by SpanishAdam (Post 9221519)
Hello again, everyone.

I am using Crystal Map and the One GSC Trainer editor to change the battle tower. Editing the maps is easy enough, but not sure how to create new trainers. These trainers will act like in-game trainers and not the Battle Tower ones.

I have built events to create the number of trainers I want, and can alter which sprite they use using the 'picture number' selection. However, I am not sure how to link them to particular trainers. One GSC Trainer Editor allows me to add trainers (in this case, I have added the trainers to the Champion category), but I don't know how to sync them up.

I have tried making their function and text block / bank the same as a random trainer for testing purposes but it always fails. One time it loaded the end credits, another time it loaded up a strange screen, and another it crashed.

Any idea on what is going wrong?

Thanks

The "function" should match that of any trainer like person to make the person event function as a trainer and so possibly see you and challenge to you a battle. The "text block / bank" part should point to "trainer script" structure as seen here (https://hax.iimarck.us/files/scriptingcodes_eng.htm#Eventaufbau) under Color|Function part 02. If you take a look there, you will find this kind of a structure:

Code:

[Bit no. (2byte)][Trainer group][Trainer][2byte pointer to Text when seen]
[2byte pointer to text when trainer beaten][2byte pointer to script when lost (0000=Blackout)][2byte pointer to script if won/talked to again]


In other words, you need to use those "text block / bank" values to point to this kind of a structure. That is a wrong notation and for example JohtoMap describes those two values together as "Script Pointer". The values show up in decimal, but they are handled as a 2-byte pointer.

In case you don't know what this means, I'd advise taking a look at some of the tutorials in Skeetendo Inc. (hax.iimarck.us) or for example take a look at my videos in youtube which I have linked in my signature. But you can also edit pokemon crystal with disassembly (https://github.com/pret/pokecrystal) which is practically the easiest way to hack crystal once you know how to play around with it.

SpanishAdam May 1st, 2016 2:50 AM

Thanks Miksy. I think I know what to do now to get it sorted. If in doubt, I'll give your video a watch!

Not really too keen on using the disassembly. I've almost finished my romhack now and all I have left are my updated Battle Tower trainers, and then the alteration of a couple of trainer sprites (only in the battle sequence, not the overworld). Starting from scratch using the disassembly just to make a couple of things easier doesn't really seem like a good option at this stage :p

I'll play around and see what I can do.

Thanks again.

TrainerOfHope May 1st, 2016 8:30 AM

Okay please help me out here, I am kind of frustrated doing this a million time and failing.

Okay here's what I am trying to insert in A-map 1.9.5
as Pallet town tileset 2
http://i.imgur.com/07qcYhz.png

I am using Advance tile helper for A-MAP 1.9.5 Palette, converted it into 16 color BMP and matched the background transparent color but all I get is this:

http://i.imgur.com/NqBlZ3J.png

Honestly, it's the same story for everything I try with, I have followed every single guide I could but that's all I get, Now I have been trying this from like 4 weeks or so but all I get is a messed up image with non-existant

INDIAN MEW(ARAZI) May 1st, 2016 9:14 AM

Quote:

Originally Posted by TrainerOfHope (Post 9222964)
Okay please help me out here, I am kind of frustrated doing this a million time and failing.

Okay here's what I am trying to insert in A-map 1.9.5
as Pallet town tileset 2
http://i.imgur.com/07qcYhz.png

I am using Advance tile helper for A-MAP 1.9.5 Palette, converted it into 16 color BMP and matched the background transparent color but all I get is this:

http://i.imgur.com/NqBlZ3J.png

Honestly, it's the same story for everything I try with, I have followed every single guide I could but that's all I get, Now I have been trying this from like 4 weeks or so but all I get is a messed up image with non-existant

did you inserted and using correct pallet.

TrainerOfHope May 1st, 2016 9:27 AM

Quote:

Originally Posted by INDIAN MEW(ARAZI) (Post 9223005)
did you inserted and using correct pallet.

As I mentioned, I indeed did.

INDIAN MEW(ARAZI) May 1st, 2016 9:49 AM

try re-inserting the pallets

TrainerOfHope May 1st, 2016 9:53 AM

Quote:

Originally Posted by INDIAN MEW(ARAZI) (Post 9223038)
try re-inserting the pallets

argh, I said I've been trying to do the same for almost 4 weeks. Just for a reference this is what I have been following: http://thelegacyv2.weebly.com/the-tile-insertion-tutorial.html

Vendily May 1st, 2016 11:29 AM

Quote:

Originally Posted by TrainerOfHope (Post 9222964)
Okay please help me out here, I am kind of frustrated doing this a million time and failing.

Okay here's what I am trying to insert in A-map 1.9.5
as Pallet town tileset 2
http://i.imgur.com/07qcYhz.png

I am using Advance tile helper for A-MAP 1.9.5 Palette, converted it into 16 color BMP and matched the background transparent color but all I get is this:

http://i.imgur.com/NqBlZ3J.png

Honestly, it's the same story for everything I try with, I have followed every single guide I could but that's all I get, Now I have been trying this from like 4 weeks or so but all I get is a messed up image with non-existant

What palette are you using?
If a colour doesn't appear in a palette, it uses the last colour instead.
Did you remember to apply the palette to the image after creating it?
The tutorial uses MS Paint XP, later versions of Paint don't really work.

C me May 1st, 2016 5:01 PM

Quote:

Originally Posted by DizzyEgg (Post 9217657)
I see. Decompile minimize using battle script pro and change statbuffchange 0x41 to 0x1. You'll change the bank from the attacker to the target that way.
As for protect, it will always choose the attacking bank. I suggest you create a callasm routine that's called before the setprotect command that saves the attacker byte to be the same as the target and after the setprotect, another command that reverts it to whatever bank it had been.

Haha, I've managed to solve the protect thing. Changed one of the commands ram pointers from the attacker to the target byte. That got it working but I couldn't figure out why the text would still say the user is protected. That's because I had the text as [user] instead of [target].

I'm asking about the minimize thing because I've had this move effect which I thought worked for a long time, but actually didn't work properly. The effect is that the target becomes marked, marked targets take double damage from certain moves. I thought using minimize or defence curl would work but neither did.

Edit: No point making another post but I have another question. Is there a targeting bank that selects the whole party?

robinjea May 1st, 2016 10:29 PM

Quick question! Customizable secret bases in Fire Red, POSSIBLE or NOT? :D

Master of Memes May 2nd, 2016 1:47 PM

Quick question. Does anybody know of a tool for BW that lets you add new Pokémon?

Substitute Doll May 2nd, 2016 2:50 PM

Anyone know which variables are safe to use?
thxs

Substitute Doll May 2nd, 2016 2:50 PM

Anyone know which variables are safe to use?
thxs

Vendily May 2nd, 2016 3:15 PM

Quote:

Originally Posted by Deltakirby (Post 9224677)
Anyone know which variables are safe to use?
thxs

For FR, this is the closest thing to a complete list of variables. The general rule is between 0x4011-0x40FF though.

im_mega May 2nd, 2016 4:12 PM

Quote:

Originally Posted by TrainerOfHope (Post 9222964)
Okay please help me out here, I am kind of frustrated doing this a million time and failing.

Okay here's what I am trying to insert in A-map 1.9.5
as Pallet town tileset 2
http://i.imgur.com/07qcYhz.png

I am using Advance tile helper for A-MAP 1.9.5 Palette, converted it into 16 color BMP and matched the background transparent color but all I get is this:

http://i.imgur.com/NqBlZ3J.png

Honestly, it's the same story for everything I try with, I have followed every single guide I could but that's all I get, Now I have been trying this from like 4 weeks or so but all I get is a messed up image with non-existant

Hey! So I had this same problem for a while, so I checked to see what your problem was myself. I put your image though InfranView, and lo and behold, the problem is the image has too much colour depth. Here is your image after being run through InfranView.

http://i.imgur.com/qiVz5v0.png

So yeah, you can see the difference on top of the building with the lines. You can either use that, or change it in some other way to decrease colour depth.

Here's some tips before you try to import a tileset.

a) Make sure you have 15 colors + transparency! Put it through InfranView to be sure.

b) Make sure in Paint XP, you are saving as a 16-bit color DIB! I was saving as a 24-bit color DIB which did that to mine, because it can't read more than 16 colours.

c) If you need more depth, you can always make another palette and use transparency to put it on top of the other (you can do this here, probably.) Note, this may cause problems if takes up a spot that is needed for something else, use mindfully.

If you have any questions, hit me up.

Khalil61198 May 3rd, 2016 5:39 PM

what tools do I need to make pokemon nds game?

Etherion May 4th, 2016 6:12 AM

When I load a FireRed ROM in advance maps, two errors occur. Something about CityAmount... or something?

Trinsdar May 4th, 2016 9:08 AM

Quote:

Originally Posted by Khalil61198 (Post 9225971)
what tools do I need to make pokemon nds game?

here is a link to a bunch of nds hacking tools:

http://hackromtools.altervista.org/hack-tools-nds/

Khalil61198 May 4th, 2016 7:22 PM

Quote:

Originally Posted by Trinsdar (Post 9226782)
here is a link to a bunch of nds hacking tools

:
can I upload my sprite and new pokemon and gyms using the tools?

and thanks

SpanishAdam May 5th, 2016 5:24 AM

I would like to include the unused Kimono girl (she appears on OGCSTE as NAOKO with two Skiplooms and a Vulpix). After researching her, it appears she does not exist in the game (even though her trainer data is stored in the coding).

I would like to place her somewhere in the game (not decided where yet) with a full Eeveelution team. Is it possible to insert her in using Crystal Map? If so, what function, character, etc would I need to link to make her appear?

It would be nice if there was an unused text entry that I could link to her, but if not then perhaps I could give her the same text file as Red (just "...").

Can this be feasibly done using the CrystalMap tool?

Thanks!

Tapan681 May 5th, 2016 5:40 AM

I want to edit the script of oak giving pokemon in fire red. So,using pksv, I decomplile the script.Now, that script is very very large and I have no idea what to do next...should I edit the strings that are at the end of script?

Vendily May 5th, 2016 6:01 AM

Quote:

Originally Posted by Tapan681 (Post 9227908)
I want to edit the script of oak giving pokemon in fire red. So,using pksv, I decomplile the script.Now, that script is very very large and I have no idea what to do next...should I edit the strings that are at the end of script?

I explained the script's variables in this post, just repoint the text strings at the end with the right pokemon names and put in the numbers. (I decompiled with XSE though.)
http://www.pokecommunity.com/showpost.php?p=8981263&postcount=1912

Tapan681 May 5th, 2016 6:31 AM

Quote:

Originally Posted by Vendily (Post 9227926)
I explained the script's variables in this post, just repoint the text strings at the end with the right pokemon names and put in the numbers. (I decompiled with XSE though.)
http://www.pokecommunity.com/showpost.php?p=8981263&postcount=1912

Thank you.
We can change the pokemon by A-starter.And how do I change the dialogues of oak and gary?

Logan May 5th, 2016 7:04 AM

Quote:

Originally Posted by Tapan681 (Post 9227956)
Thank you.
We can change the pokemon by A-starter.And how do I change the dialogues of oak and gary?

Use dynamic offsets to repoint the msgbox commands and then just use whatever text you want.

Tapan681 May 5th, 2016 7:14 AM

Quote:

Originally Posted by hashtag (Post 9227997)
Use dynamic offsets to repoint the msgbox commands and then just use whatever text you want.

Thanks!!
Also, I wanted to ask that how can I set warp on a particular object like signpost.

Logan May 5th, 2016 7:19 AM

Quote:

Originally Posted by Tapan681 (Post 9228007)
Thanks!!
Also, I wanted to ask that how can I set warp on a particular object like signpost.

You'd need to write a new script utilising the 'warp' (and its parameters) command. Check out a scripting tutorial in the tutorials section for a more in-depth explanation! :)

koro5656 May 5th, 2016 7:28 AM

I don't know what to say, I want to remove this frame around the sprite.
I changed sprite(window type). But I could not...
Please tell me what can I do?
image: ttp://i.imgur.com/G5YpIbS.png

Tapan681 May 5th, 2016 7:38 AM

Quote:

Originally Posted by hashtag (Post 9228012)
You'd need to write a new script utilising the 'warp' (and its parameters) command. Check out a scripting tutorial in the tutorials section for a more in-depth explanation! :)

Ok.I have seen some warp tutorials.
I think I wouldn't have problem for it.but the problem is each time I edit a script, I need to check each offset in a-map to know which is the new offset. Is there any way to fix this?

Logan May 5th, 2016 7:50 AM

Quote:

Originally Posted by Tapan681 (Post 9228043)
Ok.I have seen some warp tutorials.
I think I wouldn't have problem for it.but the problem is each time I edit a script, I need to check each offset in a-map to know which is the new offset. Is there any way to fix this?

I'm sorry but I don't really understand your question. :(

SpanishAdam May 6th, 2016 1:49 AM

stuff
 
Another quick question to add on top of my last one, which I think got hidden under more questions.

My new question is:
How can I stop the Berserk Gene from disappearing after use? It seems like a quick tweak in the right part of the code would probably solve it, but not sure
where/how.

My other question was:
Can I insert the unused Kimono girl (she appears on OGCSTE as NAOKO with two Skiplooms and a Vulpix). After researching her, it appears she does not exist in the game (even though her trainer data is stored in the coding).
I would like to place her somewhere in the game. Is it possible to insert her in using Crystal Map? If so, what function, character, etc would I need to link to make her appear?

Thanks guys. I'm so close to finishing now, so just have little bits to do now before the final testing :)

miksy91 May 6th, 2016 6:21 AM

Quote:

Originally Posted by SpanishAdam (Post 9228995)
Another quick question to add on top of my last one, which I think got hidden under more questions.

+ stuff...

Have you tried doing what I replied to your other message? A similar thing would apply for adding a new trainer in the game. You would have to make one map have yet another event, and change the properties of that event so that it would act like a trainer who you could battle against. Then, you'll have to change the script of that trainer to make that kimono girl battle you (of which trainer data you'll have to write from scratch I believe).

What comes to changing functionality of berserk gene, it might work out if you changed the properties of that item to match one of the hold items that's not taken away after the battle ends even if they react. If that doesn't work out, you would have to recode parts of the functionality how berserk gene works in battle. This kind of stuff would require knowing how to read and write asm code. pokecrystal disassembly is a resource how the routine of functionality of berserk gene can be found though.

Doing this kind of stuff doesn't unfortunately get any easier than this. If you want to change something that cannot be done by playing around with editors, you practically have to be familiar with hex and asm editing. In case you're not yet, then you'll have to take some time learning.

SpanishAdam May 6th, 2016 6:42 AM

Quote:

Originally Posted by miksy91 (Post 9229256)
Have you tried doing what I replied to your other message? A similar thing would apply for adding a new trainer in the game. You would have to make one map have yet another event, and change the properties of that event so that it would act like a trainer who you could battle against. Then, you'll have to change the script of that trainer to make that kimono girl battle you (of which trainer data you'll have to write from scratch I believe).

Ah ok. I have done what you mentioned before, however I imagined that her trainer data was actually included somewhere, since she appears in the editor with a trainer name and a selection of three pokemon. This seemed to indicate that perhaps the data I was after already existed, and it was just a matter of finding out which number to apply to the function to make that battle play out.

Quote:

Originally Posted by miksy91 (Post 9229256)
What comes to changing functionality of berserk gene, it might work out if you changed the properties of that item to match one of the hold items that's not taken away after the battle ends even if they react. If that doesn't work out, you would have to recode parts of the functionality how berserk gene works in battle. This kind of stuff would require knowing how to read and write asm code. pokecrystal disassembly is a resource how the routine of functionality of berserk gene can be found though.

Hmm, sounds a bit trickier than the stuff I've done. I have done a small amount of hex editing outside of the tools I have, but I've thankfully not needed to do a lot. And it seemed to have worked without breaking the game (at least, based on my testing so far). I've not needed to use the dis-assembly and I hope I can find (or hire the services of :p ) someone to do the few sprite changes I need to do, which would require more advanced knowledge / ability than I presently have.

It may just be simpler to make it available in larger quantities in one of the dept stores. It has a low sell price, indicating that the price to buy would also be pretty cheap. It would have just been nicer if there was a quick edit that could be done to avoid having to re-equip the gene every time you use it for a battle.

Never mind. Thanks.

Tapan681 May 6th, 2016 6:45 AM

I want to add inbuilt spirit to a particular map.For example:- Brock in Pallet town. how can I do that?

Logan May 6th, 2016 7:25 AM

Quote:

Originally Posted by Tapan681 (Post 9229290)
I want to add inbuilt spirit to a particular map.For example:- Brock in Pallet town. how can I do that?

Just add a new person event in A-Map and change the picture.

Etherion May 6th, 2016 8:37 PM

http://i.imgur.com/cVrheBg.png
Help! these errors keep showing up in AM

Tapan681 May 7th, 2016 1:43 AM

I added new events(person) and I gave them the script offsets but they are not working. I stand aside them,pressed A button, I only hear the sound that plays when u try to talk with someone,but the scripts arenot working. I tried it on inbuilt game spirit,but they are working fine. help

miksy91 May 7th, 2016 7:09 AM

Quote:

Originally Posted by SpanishAdam (Post 9229285)
Ah ok. I have done what you mentioned before, however I imagined that her trainer data was actually included somewhere, since she appears in the editor with a trainer name and a selection of three pokemon. This seemed to indicate that perhaps the data I was after already existed, and it was just a matter of finding out which number to apply to the function to make that battle play out.

You're apparently right. There is a trainer called NAOKO in the game that's not used and it has those two Skiplooms and Vulpix in the team. I just took a look at the disassembly and it's shown right here: https://github.com/pret/pokecrystal/blob/master/trainers/trainers.asm
You can find two trainers with name NAOKO there.

Anyway, to make any person function like you could battle against that unused NAOKO trainer, you would have to change the script of that person, so that it would contain trainer group and trainer number of that unused NAOKO trainer.

Quote:

Originally Posted by SpanishAdam (Post 9229285)
Hmm, sounds a bit trickier than the stuff I've done. I have done a small amount of hex editing outside of the tools I have, but I've thankfully not needed to do a lot. And it seemed to have worked without breaking the game (at least, based on my testing so far). I've not needed to use the dis-assembly and I hope I can find (or hire the services of :p ) someone to do the few sprite changes I need to do, which would require more advanced knowledge / ability than I presently have.

It may just be simpler to make it available in larger quantities in one of the dept stores. It has a low sell price, indicating that the price to buy would also be pretty cheap. It would have just been nicer if there was a quick edit that could be done to avoid having to re-equip the gene every time you use it for a battle.

You could try changing the properties of berserk gene with a hex editor based on the information that is shown here (https://github.com/pret/pokecrystal/blob/master/items/item_attributes.asm), and how Mateo's item editor shows the bytes of attributes of Berserk Gene: https://hax.iimarck.us/topic/4/

Don't use the editor to edit the Berserk Gene item itself though. If you take a look at the discussion in that thread starting at the the middle part of page 2, you'll notice that while you can use the editor for hacking gold and silver, it doesn't support editing crystal. But you can use it to find out, where the attributes of Berserk Gene are located though by using search function of a hex editor with the values the editor shows (if they're indeed shown correctly with it - I'd assume they are though).

DorkyTryhard May 8th, 2016 7:34 AM

So, I imported some sprites to my Fire Red hack, namely a new sprite for Ninetales, I imported the palette, and the normal front and back sprite look perfect, but the shiny versions look all messed up.

BluRose May 8th, 2016 8:29 AM

Quote:

Originally Posted by DorkyTryhard (Post 9231846)
So, I imported some sprites to my Fire Red hack, namely a new sprite for Ninetales, I imported the palette, and the normal front and back sprite look perfect, but the shiny versions look all messed up.

Did you import the shiny palette?

TrainerOfHope May 8th, 2016 9:55 AM

Quote:

Originally Posted by im_mega (Post 9224742)
Hey! So I had this same problem for a while, so I checked to see what your problem was myself. I put your image though InfranView, and lo and behold, the problem is the image has too much colour depth. Here is your image after being run through InfranView.

http://i.imgur.com/qiVz5v0.png

So yeah, you can see the difference on top of the building with the lines. You can either use that, or change it in some other way to decrease colour depth.

Here's some tips before you try to import a tileset.

a) Make sure you have 15 colors + transparency! Put it through InfranView to be sure.

b) Make sure in Paint XP, you are saving as a 16-bit color DIB! I was saving as a 24-bit color DIB which did that to mine, because it can't read more than 16 colours.

c) If you need more depth, you can always make another palette and use transparency to put it on top of the other (you can do this here, probably.) Note, this may cause problems if takes up a spot that is needed for something else, use mindfully.

If you have any questions, hit me up.

Okay, First off thank you so much for taking out time and trying to help me, meant a lot to me!

Now, I may try doing irfaan veiw method and then individually adding each color to a-map, but as I said I used tile helper advance :/
The only problem I see here is I used ms Paint for win 7 but well, tile helper converts the image right?
Over that, whenever I try to save the image as 16 color DIB In aint one of the two things occur
a. Either the image is totally messed up and repasting the original image ( with decreased color depth ) does not work or,
b. A-Map simply puts up the error "Invalid DIB".

Anyways, I would try doing all that again and if something comes up, I will hit you with a PM :)

im_mega May 10th, 2016 5:06 PM

Quote:

Originally Posted by TrainerOfHope (Post 9232070)
Okay, First off thank you so much for taking out time and trying to help me, meant a lot to me!

Now, I may try doing irfaan veiw method and then individually adding each color to a-map, but as I said I used tile helper advance :/
The only problem I see here is I used ms Paint for win 7 but well, tile helper converts the image right?
Over that, whenever I try to save the image as 16 color DIB In aint one of the two things occur
a. Either the image is totally messed up and repasting the original image ( with decreased color depth ) does not work or,
b. A-Map simply puts up the error "Invalid DIB".

Anyways, I would try doing all that again and if something comes up, I will hit you with a PM :)

Yeah, windows 7 paint doesn't save as DIB (correctly, atleast), so download Paint XP here. I haven't used Tile Helper, so I can't help you there, sorry. I personally use just use the built in pallette editor in A-Map.

HamtaroTumin May 11th, 2016 3:04 AM

As this a quick Question and answer thread I would expect the answer quicker,

I want to change the region map,
1) I want to change the palate from the real palate of Fr/Lg's region map
2) I have saw a thread on the beginners lounge asking that how to change the other region's map too like the sevi islands other than The kanto.
3) Like I have saw in tuts that at first I have to make the map in a messed up palate like the city will be yellow etc. can I change the map without making the map in that palate so I can add new palate in them as I have said the point 1.

And if you know any thing I can add in my region map, you can suggest me.

klaww May 12th, 2016 3:46 AM

Hello everybody, quick question; i'm working on a simple hack of fire red that begins immediately with the pokemon league. I was wondering if someone knows if is possible to put a PC with pokemons already inside the storage system in the first room as the game begins, thank you :D

Logan May 12th, 2016 6:07 AM

Quote:

Originally Posted by HamtaroTumin (Post 9236501)
As this a quick Question and answer thread I would expect the answer quicker,

I want to change the region map,
1) I want to change the palate from the real palate of Fr/Lg's region map
2) I have saw a thread on the beginners lounge asking that how to change the other region's map too like the sevi islands other than The kanto.
3) Like I have saw in tuts that at first I have to make the map in a messed up palate like the city will be yellow etc. can I change the map without making the map in that palate so I can add new palate in them as I have said the point 1.

And if you know any thing I can add in my region map, you can suggest me.

http://www.pokecommunity.com/showthread.php?t=284306&highlight=world+map There's other threads on world map hacking in the tutorials section, as well as palette hacking, if this isn't sufficient.

HamtaroTumin May 12th, 2016 6:22 AM

Quote:

Originally Posted by klaww (Post 9238471)
Hello everybody, quick question; i'm working on a simple hack of fire red that begins immediately with the pokemon league. I was wondering if someone knows if is possible to put a PC with pokemons already inside the storage system in the first room as the game begins, thank you :D

You can make the game that begins after the league, with some setflags in the scripts but as you saying that a game will start with a pc full of pokemons, sorry this cant be happen, as you already know that a pokemon will be stored in the pc A-F-T-E-R your team is full so if you need a box full of pokemons, "I think that will take 36 givepokemon commands to fullfill that" sorry I was joking. So your last question's answer have no answer for me.

klaww May 12th, 2016 7:17 AM

Understood :( Basically the rom starts in a room, then as you exit it warps you directly at the league to fight the elite four. The stuff that bothers me is how to quickly obtain a team of six pokemons to fight, ant tips to achieve a similar effect?

Tapan681 May 12th, 2016 9:29 AM

Quote:

Originally Posted by klaww (Post 9238898)
Understood :( Basically the rom starts in a room, then as you exit it warps you directly at the league to fight the elite four. The stuff that bothers me is how to quickly obtain a team of six pokemons to fight, ant tips to achieve a similar effect?

Try this-
Create 6 people (make them look like officials). With the help of applymovement and givepokemon, create a map script (which will start just when the main char enters the map). or create 3 officials giving pokemon, 1 from rival and 2 from random people sitting there, etc like that

CynicalUnicorn May 13th, 2016 7:24 AM

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

Picture says all, I guess. I modified Route 125 and did not create a new map because, well, it's easier to not mess with the offsets. Problem is that the sign on entry is the wrong type. How can I change this to the standard land route sign rather than the sea route sign?

HamtaroTumin May 14th, 2016 1:37 AM

Quote:

Originally Posted by CynicalUnicorn (Post 9240676)
http://i.imgur.com/RSoQDWE.png

Picture says all, I guess. I modified Route 125 and did not create a new map because, well, it's easier to not mess with the offsets. Problem is that the sign on entry is the wrong type. How can I change this to the standard land route sign rather than the sea route sign?

Thats, easy, if you only want to change the name then, *Note, Advance-Map only. Open the rom in A-Map and go to this map. Then go to the "Header" tab and change the name to Route 125, IF you want to totally remove the route 47 name from the game or if the name of "route 125" is already in your rom then find that route in the pop-down option beside the Name in the "Header" tab.

CynicalUnicorn May 14th, 2016 3:48 PM

Quote:

Originally Posted by HamtaroTumin (Post 9241920)
Thats, easy, if you only want to change the name then, *Note, Advance-Map only. Open the rom in A-Map and go to this map. Then go to the "Header" tab and change the name to Route 125, IF you want to totally remove the route 47 name from the game or if the name of "route 125" is already in your rom then find that route in the pop-down option beside the Name in the "Header" tab.

Not what I meant. I meant how do I change it so it looks like this:

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

This is what I want to see displayed, but I can't figure out how to change the sign from the sea route style to the standard land route/small town type.

Vendily May 14th, 2016 4:17 PM

Quote:

Originally Posted by CynicalUnicorn (Post 9242763)
Not what I meant. I meant how do I change it so it looks like this:

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

This is what I want to see displayed, but I can't figure out how to change the sign from the sea route style to the standard land route/small town type.

Okay, in A-Map, on the map you want to change, go to the box labeled Map Options, on the Header tab. There should be a dropdown labeled Type, click it and select what you want to change the map type to.

CynicalUnicorn May 14th, 2016 5:57 PM

Quote:

Originally Posted by Vendily (Post 9242796)
Okay, in A-Map, on the map you want to change, go to the box labeled Map Options, on the Header tab. There should be a dropdown labeled Type, click it and select what you want to change the map type to.

Doesn't work for reasons I am not quite sure of. It doesn't seem to be consistent either. Routes 101 through 123 at least all use byte 03 as their type, the default route type, but at least routes 105 through 109 have the sea route sign type. Perhaps this byte is referring to something else? I really don't know. Byte 03 is the one I am using for the both routes displaying the incorrect sign (I've also recreated Route 48). If it weren't for the lack of bridges or Battle Tower, I'd probably just switch to FireRed. Maybe I should anyway. :/

I'll look under the "show name on entering" option even though only a handful are documented. Might find something there.

EDIT: Nope, nothing. I'm not sure the changes are "sticking" either, since saving and opening the ROM (yes, it is the same file) won't even apply the "do not show name on entering" option. Problem with AMap maybe? I can't imagine it would be if everything else is working.

kgsell May 15th, 2016 12:04 AM

So I have noticed on some rom hacks that the OW that appears in the game is different then the one used on the advanced map. Does anyone know how that works?

Gelatino May 15th, 2016 3:13 PM

I'm hacking emerald, and I'm making a game with a new region (not an especially huge one) and new pokemon, and I'm curious about something: Am I going to need to expand my rom? I'm worried about running out of space halfway through making the game, does anybody know about how much I can do without running out of space?

klaww May 16th, 2016 7:44 AM

Quote:

Originally Posted by Tapan681 (Post 9239130)
Try this-
Create 6 people (make them look like officials). With the help of applymovement and givepokemon, create a map script (which will start just when the main char enters the map). or create 3 officials giving pokemon, 1 from rival and 2 from random people sitting there, etc like that

what if i want the player of the hack to be able to choose which pokemon to take, is it possible to make a script where an npc gives a list of pokemon to choose from?

i0Bjhansen0 May 16th, 2016 9:50 AM

I'm working with Gold and Crystal and I have a couple questions that hopefully someone can answer.

1. I want to put the Safari Zone back in. How do I add wild Pokemon data to maps that don't have it?
2. Is there a script editor for Generation 2 games?
3. Is there a map editor that works with Crystal?

Jacrad May 16th, 2016 1:08 PM

Quote:

Originally Posted by i0Bjhansen0 (Post 9245297)
3. Is there a map editor that works with Crystal?

Look into a program called 'G2Map.' It seems to be compatible with Crystal but it's not as robust as other GBC map tools.

i0Bjhansen0 May 16th, 2016 1:46 PM

Quote:

Originally Posted by Jacrad (Post 9245525)
Look into a program called 'G2Map.' It seems to be compatible with Crystal but it's not as robust as other GBC map tools.

Nice thanks. Would you also happen to know of a map editor for Yellow?

[EDIT] Oh and possibly a Pokemon Editor that can change evolutions for Yellow

Tapan681 May 16th, 2016 7:24 PM

Quote:

Originally Posted by klaww (Post 9245187)
what if i want the player of the hack to be able to choose which pokemon to take, is it possible to make a script where an npc gives a list of pokemon to choose from?

That is possible too. Well, using givepokemon script and flags, u can do it except it wont display list of pokemon. It will ask player if he wants that pokemon and so on will ask.
If I am not wrong, Pokemon Light Platinum had this way of giving pokemon

0 May 16th, 2016 8:04 PM

Quote:

Originally Posted by Gelatino (Post 9244397)
I'm hacking emerald, and I'm making a game with a new region (not an especially huge one) and new pokemon, and I'm curious about something: Am I going to need to expand my ROM? I'm worried about running out of space halfway through making the game, does anybody know about how much I can do without running out of space?

If you want a short answer, skip to the tl;dr. If you want to know why, read the following section.

I just did a quick calculation for you. from 0x000000 to about 0x9C0B20 0xB00000 to 0xB98B30, 0XC00000 TO 0XDE4020 are non zero regions, the rest is free. This is C3D670 bytes in hex, which in decimal is approximately 13 megabytes non free. You have a remainder of approximately 3MB, which out of that, 2MB (1C309B bytes) is "FF", which in FireRed is free space, the rest is "00", which looks like it may be used by Emerald, which is a small amount, but depending on the size of your region, may work fine.

TL;DR You have at least 2, possibly 3MB free, out of 16MB, so depending on the size of your region, you may or may not need to expand. Don't forget that you are building upon an already existing engine, and that even with the lower estimate of 2MB you have quite a lot of space to work with.

King Arrow Siham May 17th, 2016 6:39 AM

Hi.. I am having trouble with a tool called "Nameless Sprite Editor". It doesn't run in my PC. Can you please tell me the solution? I am having Windows 7 (32 bit) in my PC and also I have ".net framework 4.0" installed. I am eagerly waiting for your reply!

0 May 17th, 2016 8:29 AM

Quote:

Originally Posted by King Arrow Siham (Post 9246376)
Hi.. I am having trouble with a tool called "Nameless Sprite Editor". It doesn't run in my PC. Can you please tell me the solution? I am having Windows 7 (32 bit) in my PC and also I have ".net framework 4.0" installed. I am eagerly waiting for your reply!

Alright King Arrow. I just set up a VM (Virtual Machine) with a fresh copy of windows 7. I then inserted a disk into the VM and copied the files found here at https://nse.codeplex.com/releases/view/87312. I first found that it of course needed the .NET Framework to run. So, I went to a website called ninite.com, and scrolled to the area where it says runtimes (java, flash, etc.) and I picked .NET. I then downloaded the installer, ran it and let it do its work. When it was finished, I had a working NSE. Let me know if I can help you in any other after you follow those instructions.

For an easier link with direct access to the runtime, navigate to https://ninite.com/.net4.6.1 and run it. It will automatically install. Again, hope this helps!

SpanishAdam May 17th, 2016 11:48 AM

Is scripting different for crystal? I've built a give pokemon script to apply to the sprout tower dude to replace the HM05 gift, but I can't find his existing script to repoint the if command.

I have used crystalmap to try and find the event, but that doesn't lead to anything of importance. Can someone help me please? Ideally by telling me where that offset is so I can decompile and replace that code.

Thanks!

miksy91 May 17th, 2016 12:03 PM

Quote:

Originally Posted by SpanishAdam (Post 9246653)
Is scripting different for crystal? I've built a give pokemon script to apply to the sprout tower dude to replace the HM05 gift, but I can't find his existing script to repoint the if command.

I have used crystalmap to try and find the event, but that doesn't lead to anything of importance. Can someone help me please? Ideally by telling me where that offset is so I can decompile and replace that code.

Thanks!

You can for example see where the script data is by first finding where some text string that is printed as part of the script is located. Then you simply search for the pointer to this text string, and since the pointer is part of a script code for printing text data in the same rom bank, the script code for telling to print text is one byte ahead of the text pointer. Open the rom with pksvui and decompile script data from the address where this script code for printing the text is located (or if you need to edit the whole script, check with hex editor where the script data starts in case you're able to follow the hex code of the script).

i0Bjhansen0 May 17th, 2016 2:43 PM

Is there a post about Fire Red not allowing evolutions not in the Kanto Region? Like not letting Eevee evolve into Espeon or Umbreon? I would like to include Fakemon and other region Pokemon before beating the Champion and I'm not sure that the Kanto Pokedex can get expanded when using a tool.

Crizzle May 17th, 2016 3:47 PM

Quote:

Originally Posted by i0Bjhansen0 (Post 9246841)
Is there a post about Fire Red not allowing evolutions not in the Kanto Region? Like not letting Eevee evolve into Espeon or Umbreon? I would like to include Fakemon and other region Pokemon before beating the Champion and I'm not sure that the Kanto Pokedex can get expanded when using a tool.

In order to allow all evolutions to occur, you need to have the national dex. Just use the special 0x16F in a script to activate the national dex.

i0Bjhansen0 May 17th, 2016 4:21 PM

Quote:

Originally Posted by Crizzle (Post 9246907)
In order to allow all evolutions to occur, you need to have the national dex. Just use the special 0x16F in a script to activate the national dex.

And that won't affect anything major related to anything with the Pokedex? No nasty side effects? And I just have to do "special 0x16f" in a script? Nothing else?

SpanishAdam May 18th, 2016 12:25 AM

Quote:

Originally Posted by i0Bjhansen0 (Post 9246936)
And that won't affect anything major related to anything with the Pokedex? No nasty side effects? And I just have to do "special 0x16f" in a script? Nothing else?

No. The FR hack I'm working on at the moment includes pokes from all 6 gens, but you will need to have the National Dex. In mine, I just have the guy give you the national dex at the start instead of the kanto pokedex.

i0Bjhansen0 May 18th, 2016 8:17 AM

Quote:

Originally Posted by SpanishAdam (Post 9247420)
No. The FR hack I'm working on at the moment includes pokes from all 6 gens, but you will need to have the National Dex. In mine, I just have the guy give you the national dex at the start instead of the kanto pokedex.

Ah ok. And if the starters were not in the Kanto Pokedex, would I need to have a script give the National Pokedex before getting them? Or would that be fine with what you said?

Crizzle May 18th, 2016 9:08 AM

Quote:

Originally Posted by i0Bjhansen0 (Post 9246936)
And that won't affect anything major related to anything with the Pokedex? No nasty side effects? And I just have to do "special 0x16f" in a script? Nothing else?

That's pretty much it. Special 0x16F activates the national dex. There's nothing else to it.
There shouldn't be any side effects because that's the way the game itself does it, it just does it later on.

i0Bjhansen0 May 18th, 2016 11:04 AM

Quote:

Originally Posted by SpanishAdam (Post 9247420)
No. The FR hack I'm working on at the moment includes pokes from all 6 gens, but you will need to have the National Dex. In mine, I just have the guy give you the national dex at the start instead of the kanto pokedex.

Quote:

Originally Posted by Crizzle (Post 9247905)
That's pretty much it. Special 0x16F activates the national dex. There's nothing else to it.
There shouldn't be any side effects because that's the way the game itself does it, it just does it later on.

This is to either of you. What special is used to give the player the Kanto Pokedex? That way I know what to replace with the National Pokedex.

ImperialMeatbag May 18th, 2016 11:40 AM

There are a couple of features I've seen in multiple Firered hacks that I would be interested in implementing, and I was wondering if they were part of a base or something.

-Reusable TMs (On that note, how do I change what moves are TMs?)
-Running Shoes available from the start and can be used everywhere, even indoors
-Natures highlight the increased and decreased stat
-I've seen some hacks have a letter, such as A+ or E- by each stat, which I believe is an approximation of IVs?
-Improved Sturdy
-Repel message asks if you would like to use another repel, like in BW2

ImperialMeatbag May 18th, 2016 11:41 AM

There are a couple of features I've seen in multiple Firered hacks that I would be interested in implementing, and I was wondering if they were part of a base or something.

-Reusable TMs (On that note, how do I change what moves are TMs?)
-Running Shoes available from the start and can be used everywhere, even indoors
-Natures highlight the increased and decreased stat
-I've seen some hacks have a letter, such as A+ or E- by each stat, which I believe is an approximation of IVs?
-Improved Sturdy
-Repel message asks if you would like to use another repel, like in BW2

Crizzle May 18th, 2016 12:49 PM

Quote:

Originally Posted by i0Bjhansen0 (Post 9248083)
This is to either of you. What special is used to give the player the Kanto Pokedex? That way I know what to replace with the National Pokedex.

It's not a special. Rather it's a flag that gives the Kanto Pokedex. Setflag 0x829 will turn on the Kanto Dex.

Quote:

Originally Posted by ImperialMeatbag (Post 9248141)
There are a couple of features I've seen in multiple Firered hacks that I would be interested in implementing, and I was wondering if they were part of a base or something.

-Reusable TMs (On that note, how do I change what moves are TMs?)
-Running Shoes available from the start and can be used everywhere, even indoors
-Natures highlight the increased and decreased stat
-I've seen some hacks have a letter, such as A+ or E- by each stat, which I believe is an approximation of IVs?
-Improved Sturdy
-Repel message asks if you would like to use another repel, like in BW2

A lot(if not all) of this stuff can be quickly found by just looking through these forums, especially the resource threads.
I'll point out of some(not all) of this:
Setflag 0x82F will activate runningshoes. You just do that at the beginning of the game.
BW2 Repels: http://www.pokecommunity.com/showthread.php?t=291023
Abilities thread(for your Sturdy issue): http://www.pokecommunity.com/showthread.php?t=343264

i0Bjhansen0 May 18th, 2016 1:35 PM

Quote:

Originally Posted by Crizzle (Post 9248197)
It's not a special. Rather it's a flag that gives the Kanto Pokedex. Setflag 0x829 will turn on the Kanto Dex.

I thank you a lot for helping me. But I have one more question. If I have this right, all I need to do is replace "setflag 0x829" with "special 0x16f"? And that will give the National Pokedex instead of (and in addition to) the Kanto Pokedex?

[EDIT] Ok well, I replaced "setflag 0x829" with "special 0x16f" and the Pokedex didn't show up. Then I moved part of the script around and put "special 0x16f" right after the flag. That time I don't think the National Pokedex showed up so, any help where I should put the special for the Nat'l Pokedex at? Or should I make an entirely new script? Some extra help would be appreciated.

SpanishAdam May 19th, 2016 2:16 AM

I need help with Pokemon Crystal. I'm not using the disassembly as I can't get it to work. I've also altered too much now to start over, even if I could :/

What I want to do is insert the trigger for the Celebi event in my romhack.

Ideally I would like the Sprout Tower Sage to give you the GS ball instead of HM05. There are a few problems with this:

1) I can't find the HM05 giveitem event in the hex editor. I have tried looking but can't locate it.
2) The hex codes for the Crystal items doesn't include the GS Ball so I wouldn't even know what to change it to.
3) The gameshark code for the game requires two codes. One to put the GS ball in your inventory and the other to validate it. Presumably having the Sage give you the ball would not be sufficient and would require another offset to be altered to validate it.

The other option, although not really the one I'd prefer, would be the TCRF approach. TCRF advises that the save file can be edited by setting the byte at 0xBE3C in an English save file to 0x0B. This will start the event as it was intended, with the woman giving you the ball in the Goldenrod PC. I have tried altering both the save file and the rom file, but it doesn't work. If the previous method cannot be done (with the sage) can someone advise on what offset/bytes need to be altered to trigger this event in game as standard, without needing to alter individual save files?

Thanks a lot!

Crizzle May 19th, 2016 7:03 AM

Quote:

Originally Posted by i0Bjhansen0 (Post 9248228)
I thank you a lot for helping me. But I have one more question. If I have this right, all I need to do is replace "setflag 0x829" with "special 0x16f"? And that will give the National Pokedex instead of (and in addition to) the Kanto Pokedex?

[EDIT] Ok well, I replaced "setflag 0x829" with "special 0x16f" and the Pokedex didn't show up. Then I moved part of the script around and put "special 0x16f" right after the flag. That time I don't think the National Pokedex showed up so, any help where I should put the special for the Nat'l Pokedex at? Or should I make an entirely new script? Some extra help would be appreciated.

Setflag 0x829 opens up the Pokedex menu, and special 0x16F will activate(or upgrade) it to the national dex. So it's best you use both. That's how it worked for me in my hacks. You can open up my hack(Outlaw, where Oak gives you the national Pokedex) to see how I did it.
Just remember that the national dex doesn't look significantly different from the Kanto Dex, so make sure you just didn't miss it.

Teh Blazer May 19th, 2016 9:06 AM

Where is the trade table located for fire red? I would use the tools to modify trades, but Zodiac's isn't dynamic so it doesn't change after the MrDs patch and the one in PGE doesn't seem to work. So I'd rather change the thing myself with a hex editor, but I don't know where it is to change. Pls and thank you.

i0Bjhansen0 May 19th, 2016 10:04 AM

Quote:

Originally Posted by Crizzle (Post 9249056)
Setflag 0x829 opens up the Pokedex menu, and special 0x16F will activate(or upgrade) it to the national dex. So it's best you use both. That's how it worked for me in my hacks. You can open up my hack(Outlaw, where Oak gives you the national Pokedex) to see how I did it.
Just remember that the national dex doesn't look significantly different from the Kanto Dex, so make sure you just didn't miss it.

Ok. Would the script be in the same place it normally would be or did you move it to some other place?

[EDIT] Actually, I can't patch it for some reason. Not sure if it's the wrong version or something, but it keeps saying invalid checksum. If you could post the code for the script that would be nice.

M3phisto May 19th, 2016 11:21 AM

Just wondering if it is possible to use more than 16 colours for a sprite in fire red?


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