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

leyn09 April 9th, 2015 5:15 AM

Quote:

Originally Posted by azurile13 (Post 8697734)

Thanks a bunch!

There's one more thing that's been bugging me... How does Advance Map 1.95 corrupt rom? Even if I'm just using it for editing map? Advance Map 1.92 is a pain to edit maps. :O Thanks again. :D

Joexv April 9th, 2015 8:02 AM

Quote:

Originally Posted by leyn09 (Post 8698390)
Thanks a bunch!

There's one more thing that's been bugging me... How does Advance Map 1.95 corrupt rom? Even if I'm just using it for editing map? Advance Map 1.92 is a pain to edit maps. :O Thanks again. :D

It will corrupt it by overwriting important bytes. A lot of the time it will start by over writting scripts, but then once it fills up the space at the end of the rom it'll go to the beginning and mess up stuff there.

Quote:

Originally Posted by chrunch (Post 8698089)
Would I be correct in assuming that movesprite2 permanently moves the sprite? If so, would it be used after applymovement? (if I want the sprite to stay where I move it)

Yes it does move the sprite for good. Where you put it in your script all depends on when you want them moved.

reshilegend April 9th, 2015 9:29 AM

Quote:

Originally Posted by joexv (Post 8697562)
I think the only way to fix that is to start with a new animation table for that tileser or maybe just add a new animation and just set that one to an unused tile area.

Adding a new animation didn't change anything, I still got the error. I've decided to just use 9 frames which works for whatever reason.
Can you maybe explain how I would change the animation table? I'm guessing it's hex editing, although there doesn't seem to be any documentation on how the tool's routine actually works.

Joexv April 9th, 2015 10:19 AM

Quote:

Originally Posted by reshilegend (Post 8698648)
Adding a new animation didn't change anything, I still got the error. I've decided to just use 9 frames which works for whatever reason.
Can you maybe explain how I would change the animation table? I'm guessing it's hex editing, although there doesn't seem to be any documentation on how the tool's routine actually works.

I dont know if this will work, but it would probably just be as easy as inserting an animation tbale into a backup and then copying the data over to where your current animation table is. or insert it into freespace and repoint as needed,

I have another question!! Yay.:)
For pokemon emerald, is adding new overworld pallets as simple as just repointing and adding a new pallet pointer to the table? Or is there some sort of limiter that keeps me from that.

Xencleamas April 10th, 2015 7:42 AM

Can anyone help me with the implementation of Pre-Battle Mugshots to Emerald? I have almost found the correct offsets to be used in the routine and changed some bytes in the routine too (e.g. the index number of Champion class and Elite Four class). When I implement the current routine (which is listed below), tested it but the mugshot doesn't still appear (only the normal pokeball pre-battle fade out animates). With this implementation, it removes the aqua/magma pre-battle entry animation. Alright! Here is the routines I have modified. Hope that expert Emerald hackers can help me with this one. I have been desperate making this work but still no success. Please help guys. :3

Routine 1:
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global mugshothackone
main:
ldrb r5, [r4, #0x3]
lsl r5, r5, #0x18
lsr r5, r5, #0x18
cmp r5, #0x0
beq normalchecks
mov r1, #0x26 /*champion class*/
ldr r5, returnone
bx r5
normalchecks: cmp r1, #0x1F /*elite four class*/
bne later
add r1, r2, #0x0
mov r0, #0xCD
ldr r5, returntwo
bx r5
later: ldr r5, returnone
bx r5
.align
returntwo: .word 0x080B0F3D /*not sure*/
returnone: .word 0x080B0F95 /*sure*/


Routine 2:
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global mugshothacktwo
main:
cmp r0, #0x47 /*male player sprite*/
beq there
cmp r0, #0x48 /*female player sprite*/
beq there
ldr r4, ramoffset
ldrh r4, [r4, #0x0]
lsl r5, r4, #0x2
add r5, r4, r5
lsl r4, r5, #0x3
ldr r5, place
ldr r5, [r5, #0x0]
add r0, r4, r5
ldrb r0, [r0, #0x3]
there: add r4, r0, #0x0
add r5, r1, #0x0
add r6, r2, #0x0
mov r9, r3
ldr r7, [sp, #0x34]
ldr r0, return
bx r0
.align
place: .word 0x0806E4C4 /*sure*/
ramoffset: .word 0x02038BCA /*sure*/
return: .word 0x080B5E81 /*sure*/


Routine 3:
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global mugshotpallethack
main:
ldr r1, ramoffset
ldrh r1, [r1, #0x0]
lsl r0, r1, #0x2
add r0, r0, r1
lsl r1, r0, #0x3
ldr r0, trainertable
ldr r0, [r0, #0x0]
add r1, r0, r1
ldrb r1, [r1, #0x1]
cmp r1, #0x26 /*champion class*/
beq oldway
cmp r1, #0x1F /*elite four class*/
beq oldway
ldr r1, ramoffset
ldrb r1, [r1, #0x3]
sub r1, #0x1
lsl r1, r1, #0x2
ldr r0, table2
add r1, r1, r0
ldr r0, [r1, #0x0]
b back
oldway: ldr r1, table
mov r2, r8
mov r3, #0x26
ldrh r0, [r2, r3]
lsl r0, r0, #0x2
add r0, r0, r1
ldr r0, [r0, #0x0]
back: ldr r1, return
bx r1
.align
ramoffset: .word 0x02038BCA /*sure*/
trainertable: .word 0x0806E4C4 /*sure*/
table: .word 0x085C8FDC /*sure*/
table2: .word 0x08FFFFFF /*later in the hack*/
return: .word 0x08147C51 /*sure*/


Bytes to be changed:
Spoiler:

Musghot Hack One:
Insert at 0x080B0F44 *sure*
004A1047XXXXXX08

Mugshot Hack Two:
Insert at 0x080B5E76 *sure*
014C20470000XXXXXX08

Mugshot Pallet Hack:
Insert at 0x08147C52 *sure*
014908470000XXXXXX08

As always, the XXXXXX08s represent your pointer to the routine's insert location plus 1 for thumb mode.
Finally, change the byte at 0x080B13FD *sure* to 78.


Here's the original thread if you need references: http://www.pokecommunity.com/showthread.php?t=240183

Mystelex April 10th, 2015 8:24 AM

How can I recruit people to hack help me with my ?

Spherical Ice April 10th, 2015 8:57 AM

Quote:

Originally Posted by ShinyQuilava97(Gold) (Post 8700075)
How can I recruit people to hack help me with my ?

Post in the Recruitment & Team Building Thread following the syntax of the first post of that thread and hope people contact you.

Mystelex April 10th, 2015 9:39 AM

Quote:

Originally Posted by Spherical Ice (Post 8700148)
Post in the Recruitment & Team Building Thread following the syntax of the first post of that thread and hope people contact you.

Thanks , but I've already done that. I just how to wait now. XD

colonelsalt April 10th, 2015 1:55 PM

Does anyone know if there is a way to make text appear slower than the default speed at a particular point in a script? I would like to make a textbox consisting of an ellipsis that appears slowly dot-by-dot, and I think I remember seeing this effect in a Pokémon game at one point.

chrunch April 10th, 2015 5:56 PM

Quote:

Originally Posted by colonelsalt (Post 8700620)
Does anyone know if there is a way to make text appear slower than the default speed at a particular point in a script? I would like to make a textbox consisting of an ellipsis that appears slowly dot-by-dot, and I think I remember seeing this effect in a Pokémon game at one point.

Yes, you can use \c\h08ó which will create a little delay in the message.

Splash April 10th, 2015 10:14 PM

Hi is there a safe way to increase trainer amount by lets say 10? Ive found a way but I dont wanna mess up my hack lol

colonelsalt April 11th, 2015 6:30 AM

Quote:

Originally Posted by chrunch (Post 8700842)
Yes, you can use \c\h08ó which will create a little delay in the message.

Awesome; just what I needed. Thanks!

Volt-Ikazuchi April 11th, 2015 8:14 AM

I'm trying to change some battles, moves and base stats in Stadium 2. Y'know, to spice up the difficulty and have it work alongside a hack of Crystal I'm planning to make if this works.

Thing is, while Hex Editing worked fine on the trainers, the base stats and moves went crazy and threw the rom into an "permanent loop" or at least that's what PJ64 says.

I double checked the offsets and whether or not I was hacking the right move. Apparently nothing wrong. Except for the fact that the rom thinks that changing Pound into a 50BP move is an heresy.

Can someone help me?

DoctorKoolMan April 11th, 2015 6:23 PM

Hi, Im curious if there is a way to move around the order of the pokemon

I am using MrDS rombase, patched with the 64x64 sprites. But I dont wish to include all the pokemon in my game. Is there a tool that allows me to shift their order around? or swap two of them? Or am I going to be stuck adding in each pokemon I wish to include one by one - stats and all.

Alternatively, is there a resource/base that has all Pokemon through gen 5 added that would work on top of MrDS rombase?

chrunch April 11th, 2015 6:41 PM

Quote:

Originally Posted by DoctorKoolMan (Post 8702358)
Hi, Im curious if there is a way to move around the order of the pokemon

I am using MrDS rombase, patched with the 64x64 sprites. But I dont wish to include all the pokemon in my game. Is there a tool that allows me to shift their order around? or swap two of them? Or am I going to be stuck adding in each pokemon I wish to include one by one - stats and all.

Alternatively, is there a resource/base that has all Pokemon through gen 5 added that would work on top of MrDS rombase?

For your first question, I believe PGE has a pokedex order editor you can use.

DoctorKoolMan April 11th, 2015 6:51 PM

Quote:

Originally Posted by chrunch (Post 8702379)
For your first question, I believe PGE has a pokedex order editor you can use.

thanks for the info, but I am not familiar with what tool that is :D I just skimmed the tools section and didnt notice one that fit

chrunch April 11th, 2015 7:12 PM

Quote:

Originally Posted by DoctorKoolMan (Post 8702398)
thanks for the info, but I am not familiar with what tool that is :D I just skimmed the tools section and didnt notice one that fit

https://github.com/Gamer2020/PokemonGameEditor/releases

DoctorKoolMan April 11th, 2015 7:27 PM

Quote:

Originally Posted by chrunch (Post 8702416)

thanks again!

Uskius April 12th, 2015 10:33 PM

Hi! Complete hacking newb here. I looked around and saw that you can mix and match existing move effects when editing a new move, and I was wondering if you could do something similar to Pursuit, but it would trigger on an item being used on the Pokemon instead of switching out.

chestertagat April 13th, 2015 2:24 AM

Hi , do anyone know how to replace the in battle HP-Bars? cause when i searched for it nothing appears . If someone do know it would be very helpful for as Newbie Hackers . Thanks . :)

mariomaniac432 April 13th, 2015 6:17 PM

The solution to my problem may or may not be quick or easy to fix, but we'll see. And if this is not the right section to post this in, then please direct me to where I should.

I have a major problem in my ROM hack that hopefully someone can help me with, as I can't find the solution anywhere. I'm hacking Fire Red, and the problem happens here:
http://i979.photobucket.com/albums/ae277/mariomaniac432/Screen1.png
After battling the Bug Catcher, for some reason you lose control of the player character, and gain control of the Camper, and you can only move with a 2x2 area after doing so. The Bug Catcher's script is a simple trainer battle, and his offset is actually one that already exists within the game, and belongs to a Bug Catcher in Viridian Forest. I was just using it as a placeholder. All I did was modify the data for what Pokemon he has in Ultimate Trainer Editor, nothing else. I figured that this was just some random glitch, and I'd fix it later, as the Bug Catch is able to be skipped, and thus did not prevent me from progressing to test other parts of my hack. This does not happen with other trainers on this Route. I believe I tried a while ago to fix this by taking the Camper's sprite off the screen, but I still lost control of the player character. This same problem also occurs in the Gym in the next town, where defeating the last trainer results in gaining control of another trainer in the Gym.
http://i979.photobucket.com/albums/ae277/mariomaniac432/Screen2.png
The character I gained control of also happens to be located on the left side of the screen, and, similar to the Bug Catcher, the trainer I battled that initiated the glitch was also facing upwards. The only difference was his script was not a copy/paste a script for him, I made a trainer battle script for him. I tried to fix this by moving the trainer I battled so that he was facing left instead of up (as shown in the screen shot), but this resulted in me instead gaining control of the trainer in the top right of the screen, but I could move within a larger area than before (I think it was 13x13 instead of 2x2). Then, going back to the previous image, I noticed that the same problem occurs if you battle a Wild Pokemon in one of the two patches of tall grass withinin the screen shot. There are five patches of grass on this Route, but it only happens with those two. This led me to believe it is not a problem with the scripting, but something else. There are no map scripts for either of the maps this happens on. Also, I'm using MrDollSteak's Decap/PSS/Fairy-Type ROM Base. This may or may not be a factor.

Teh Blazer April 13th, 2015 6:32 PM

Quote:

Originally Posted by mariomaniac432 (Post 8706241)
The solution to my problem may or may not be quick or easy to fix, but we'll see. And if this is not the right section to post this in, then please direct me to where I should.

I have a major problem in my ROM hack that hopefully someone can help me with, as I can't find the solution anywhere. I'm hacking Fire Red, and the problem happens here:
http://i979.photobucket.com/albums/ae277/mariomaniac432/Screen1.png
After battling the Bug Catcher, for some reason you lose control of the player character, and gain control of the Camper, and you can only move with a 2x2 area after doing so. The Bug Catcher's script is a simple trainer battle, and his offset is actually one that already exists within the game, and belongs to a Bug Catcher in Viridian Forest. I was just using it as a placeholder. All I did was modify the data for what Pokemon he has in Ultimate Trainer Editor, nothing else. I figured that this was just some random glitch, and I'd fix it later, as the Bug Catch is able to be skipped, and thus did not prevent me from progressing to test other parts of my hack. This does not happen with other trainers on this Route. I believe I tried a while ago to fix this by taking the Camper's sprite off the screen, but I still lost control of the player character. This same problem also occurs in the Gym in the next town, where defeating the last trainer results in gaining control of another trainer in the Gym.
http://i979.photobucket.com/albums/ae277/mariomaniac432/Screen2.png
The character I gained control of also happens to be located on the left side of the screen, and, similar to the Bug Catcher, the trainer I battled that initiated the glitch was also facing upwards. The only difference was his script was not a copy/paste a script for him, I made a trainer battle script for him. I tried to fix this by moving the trainer I battled so that he was facing left instead of up (as shown in the screen shot), but this resulted in me instead gaining control of the trainer in the top right of the screen, but I could move within a larger area than before (I think it was 13x13 instead of 2x2). Then, going back to the previous image, I noticed that the same problem occurs if you battle a Wild Pokemon in one of the two patches of tall grass withinin the screen shot. There are five patches of grass on this Route, but it only happens with those two. This led me to believe it is not a problem with the scripting, but something else. There are no map scripts for either of the maps this happens on. Also, I'm using MrDollSteak's Decap/PSS/Fairy-Type ROM Base. This may or may not be a factor.

Hmm, usually when that happens to me is because on AdvanceMap I set that person's movement to "face down" or whatever, try setting it to "no movement" and see if it still persists.

mariomaniac432 April 13th, 2015 6:50 PM

Awesome, it worked! Thanks a lot!

Mana April 14th, 2015 1:44 AM

Has anyone documented what the risks of using AMap 1.95 are other than 'corrupting your ROM'?

I haven't had any problems, but wonder if I'm just not using the dangerous part or something.

CoolKortmaniac April 14th, 2015 1:06 PM

Does anyone know how to expand A-Starter to include added pokemon?


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