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

CoolKortmaniac March 22nd, 2015 4:33 AM

Quote:

Originally Posted by Percy (Post 8666357)
Edit the ini for FireRed.

To what, specificaly? I changed the total species to 649. What else do I do?

Percy March 22nd, 2015 5:14 AM

Quote:

Originally Posted by CoolKortmaniac (Post 8666672)
To what, specificaly? I changed the total species to 649. What else do I do?

Everything.

PokéMew March 22nd, 2015 11:31 AM

Quote:

Originally Posted by Percy (Post 8666718)
Everything.

Not really helpful :/

I have a question of my own. Does anyone know where the palette for the FireRed titlescreen flames are located in, of course, FireRed? Trying to replace the palette only using APE. And aparentally they are different from the offset used to completely replace FireRed's background.

Thanks,
PokéMew

CoolKortmaniac March 22nd, 2015 11:53 AM

Quote:

Originally Posted by PokéMew (Post 8667358)
Not really helpful :/

I have a question of my own. Does anyone know where the palette for the FireRed titlescreen flames are located in, of course, FireRed? Trying to replace the palette only using APE. And aparentally they are different from the offset used to completely replace FireRed's background.

Thanks,
PokéMew

it should be at at 0x3BF77C

PokéMew March 22nd, 2015 12:08 PM

Quote:

Originally Posted by CoolKortmaniac (Post 8667406)
it should be at at 0x3BF77C

Awesome, thanks a lot!

jToTheAvacola March 22nd, 2015 7:32 PM

Is there a working way to add a brand new region map into firered? Without replacing any of the maps already in the game. As in a new region that will have it's own fly screen and map screen.

chrunch March 22nd, 2015 11:05 PM

Does anyone know what the flags from 0x700 to 0x7FF control, if anything? There's nothing on them in this thread, I couldn't find what they do anywhere. :/

Percy March 23rd, 2015 1:20 AM

Quote:

Originally Posted by PokéMew (Post 8667358)
Not really helpful :/

Oh, don't worry, he PM'ed me, already.

azurile13 March 23rd, 2015 7:38 PM

Quote:

Originally Posted by FBI agent (Post 8657831)
If you're planning on using existing moves, then there's less hex expansion needed. You will not be able to avoid some ASM though (particularly to get the BRM working). I did some documentation about how the current HMs work, but I haven't done anything about adding HMs. I'll release my field moves routines in the near future (maybe). The only reason that's a maybe is because I'm getting super lazy when it comes to instructions/explanations, new things just require a lot of explanation to be useful.

Also, I don't understand why you are assuming the ASM solution is harder than potentially repointing X amount of tables, finding limiting bytes, and fixing everything too. People are too intimidated I find. If you take the time to read some tutorials, maybe in more than 1 sitting, I think anyone can wrap their heads around the concept. It's a low level programming language, where most of the complicating concepts aren't even widely used. (Well, actually in this case it is harder). Though, if your new HM is to even do anything in the overworld, you would need ASM.

Anyways, I think you're right. This probably isn't the right section for your question, but in hindsight I was able to address the source of some of my laziness. :)

Late reply because I didn't realize you responded, but thanks for the suggestion. Unfortunately, the reason I didn't want an ASM method wasn't perceived difficulty. It was actually that I don't (yet) have a way to use ASM whether I learn it or not. I'm on a Mac and I haven't been able to find an assembler that even opens for me. I have Wine. That manages to open most tools like Advance Map (weirdly the mac version of MEH doesn't even work for me), Unnamed Trainer, various Hex Editors, and PKSV (I haven't gotten XSE to work). For whatever reason, I've been unable to find a compatible assembler.

I also didn't think I'd need assembly for the overworld because the HMs I planned to use were similar to existing scripts like Whirlpool being similar to Cut. Regardless, I've decided that a ton of HMs (requiring HM slaves) is annoying, so I'll probably try to pack most of them into key items (even if the items don't actually *do* anything and are just there for show).

PokéMew March 24th, 2015 4:43 PM

Does anyone happen to know the offset for IMG#426 in UNLZ, trying to replace its palette in APE. Btw, IMG#426 is this Image (nest ball):

http://oi57.tinypic.com/53kd94.jpg

Joexv March 24th, 2015 4:54 PM

Quote:

Originally Posted by PokéMew (Post 8671585)
Does anyone happen to know the offset for IMG#426 in UNLZ, trying to replace its palette in APE. Btw, IMG#426 is this Image (nest ball):

http://oi57.tinypic.com/53kd94.jpg

If you want to get the image offset and the pallet offset just log sci in vba and do a pallet view then search for what you see in ape. Cause just giving us a unlz number is reletively useless since its different per rom.

Edit: just relized you gave the image too.:P
Just open the bitmap in infranview and look at the pallet that way and search for it in ape.

PokéMew March 24th, 2015 6:49 PM

Quote:

Originally Posted by joexv (Post 8671612)
If you want to get the image offset and the pallet offset just log sci in vba and do a pallet view then search for what you see in ape. Cause just giving us a unlz number is reletively useless since its different per rom.

Edit: just relized you gave the image too.:P
Just open the bitmap in infranview and look at the pallet that way and search for it in ape.

Wow, I have no idea why but I wasn't aware that APE had a search function *facepalm*


00D01E65 :)

Thanks.

MarisaK March 25th, 2015 11:40 PM

Would anyone happen to know if there is a tool to edit the species names of Pokémon in BW (e.g. changing "Bulbasaur" to "BULBASAUR")? I've tried downloading several different tools, but none of them seem to be capable of doing this.

Also, sorry if this is in the wrong thread/section/something; I looked through this thread and it seems to all be Gen III hacking questions :s

daniilS March 26th, 2015 2:19 AM

Quote:

Originally Posted by PokéMew (Post 8671797)
Wow, I have no idea why but I wasn't aware that APE had a search function *facepalm*


00D01E65 :)

Thanks.

If you can see the image in unlz, then why wouldn't you simply get the pal from there?
The 'Pokéballs' link in my sig contains information on the graphics and palette tables by the way.

PokéMew March 26th, 2015 4:37 AM

Quote:

Originally Posted by daniilS (Post 8673866)
If you can see the image in unlz, then why wouldn't you simply get the pal from there?
The 'Pokéballs' link in my sig contains information on the graphics and palette tables by the way.

Because UNLZ gives the wrong offsets.. I've tried it for various images and they all lead me to a different offset.

daniilS March 26th, 2015 6:11 AM

Quote:

Originally Posted by PokéMew (Post 8673951)
Because UNLZ gives the wrong offsets.. I've tried it for various images and they all lead me to a different offset.

For me that used to happen when navigating backwards. Either going to a number directly or navigating forward should work.

DarkPsychic March 26th, 2015 7:44 PM

Can someone help me out with a Bank/ATM Script?
Now I have been working on it using another as a base but its just not working out...

If someone can simple explain how money can be deposited, withdrawn and balance checked with in var say 0x40FF for example.
Also what is making it so hard is trying to get it to store $999,999,999,999.

I don't expect anyone to do it for me but a simple draft with an explanation would be amazing help at this point....

GoGoJJTech March 27th, 2015 3:12 AM

Quote:

Originally Posted by DarkPsychic (Post 8675048)
Can someone help me out with a Bank/ATM Script?
Now I have been working on it using another as a base but its just not working out...

If someone can simple explain how money can be deposited, withdrawn and balance checked with in var say 0x40FF for example.
Also what is making it so hard is trying to get it to store $999,999,999,999.

I don't expect anyone to do it for me but a simple draft with an explanation would be amazing help at this point....

A var is two bytes. Max it can store is 0xFFFF (65535)
What you're trying to do is impossible with a var, so use four bytes (0xFFFFFFFF[65535^2]). This means you'll need a free space in the save data ram.

YZ-Rum March 27th, 2015 5:45 AM

I have a question. Which tool do I use to edit the character icon on the World Map for Pokemon Emerald? I wanna replace Brendan's Character Icon with Red's

PokéMew March 27th, 2015 10:57 AM

Quote:

Originally Posted by daniilS (Post 8674044)
For me that used to happen when navigating backwards. Either going to a number directly or navigating forward should work.

Hmm. Makes no difference, still gives off the wrong offests.

Quote:

Originally Posted by YZ-Rum (Post 8675504)
I have a question. Which tool do I use to edit the character icon on the World Map for Pokemon Emerald? I wanna replace Brendan's Character Icon with Red's

You would need to use UNLZ-GBA to edit this. I'm not aware of the location, however. But once you do find it, you need to import your indexted Icon over the old one. Finally you must find it's palette offset, which you can edit using APE.

cyanidebaby March 28th, 2015 5:46 AM

Is firered overworld sprite 111 on advancemap a cubone or a marowak? I would post a picture but my post count isn't high enough, sorry.

Spherical Ice March 28th, 2015 5:56 AM

Quote:

Originally Posted by cyanidebaby (Post 8677546)
Is firered overworld sprite 111 on advancemap a cubone or a marowak? I would post a picture but my post count isn't high enough, sorry.

It's a Cubone! You can tell this from its lack of white nails, the exposed eyes, less defined skull and underbelly which does not extend all the way up its body.

cyanidebaby March 28th, 2015 6:27 AM

Thanks, that's perfect then. I need a Cubone overworld sprite for my Pokemon Blood Moon hack :)

ssj March 29th, 2015 5:30 AM

Hi All,

What is the best way to test scripts out ?
Reloading the rom and playing up to the script insertion/change is a tedious task.

Are there any quick ways of testing out scripts?

PokéMew March 29th, 2015 10:36 AM

Quote:

Originally Posted by ssj (Post 8679313)
Hi All,

What is the best way to test scripts out ?
Reloading the rom and playing up to the script insertion/change is a tedious task.

Are there any quick ways of testing out scripts?

If you're using XSE, I'd suggest debugging your script with the debug button before inserting it, that way it'll save a lot of time in case there are any spelling mistakes or any lines messed up in your script. Then I'd just make a save state next to where you plan to insert your script, so that you can just load the state and test it out. Thats how I do it, at least :/


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