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FrozenInfernoZX August 15th, 2015 4:52 PM

Is it okay to allow a Pokemon to give you more than 3 EVs in a stat upon being defeated in G3HS?

esperance August 15th, 2015 8:19 PM

Quote:

Originally Posted by FrozenInfernoZX (Post 8891984)
Is it okay to allow a Pokemon to give you more than 3 EVs in a stat upon being defeated in G3HS?

Because of the way EVs are stored in the ROM, it is impossible for more than 3 EVs to be given for a specific stat (although you could give 3 for every stat if you felt like it).

The Legacy of The Legends Creator :D August 15th, 2015 10:52 PM

I have a question, do the pokemon sprites have to be 16 full shades, like 15 for the pokes, 1 for the background, or can it be like 9 shades for the poke if its all it needs, and 1 shade for the background and still work??

And the map tiles, is there a palette limit?

chrunch August 15th, 2015 11:58 PM

Quote:

Originally Posted by The Legacy of The Legends Creator :D (Post 8892282)
I have a question, do the pokemon sprites have to be 16 full shades, like 15 for the pokes, 1 for the background, or can it be like 9 shades for the poke if its all it needs, and 1 shade for the background and still work??

And the map tiles, is there a palette limit?

Yes it still works.

Yes, you can have 2 tilesets for a single map (primary and secondary), and each tileset uses 6 palettes of 16 colors.

The Legacy of The Legends Creator :D August 16th, 2015 12:13 AM

thank you very much~

The Legacy of The Legends Creator :D August 16th, 2015 8:03 AM

Im getting furious, ive been indexing this damn title screen for over 2 hours, and unzl says they are not indexed out of noowhere ive been following multiple guides to the damn point. Wth Is going on?

heres what ive used:


I have gotten passed this part but i do not understand what the hell is going on all the sudden. ive deleted files i made and started from scratch on clean roms as well. nothing changes this forsaken outcome

Sayuri August 16th, 2015 2:52 PM

Is there a way to assign the player's money balance to a var upon entering a map, then comparing it to itself later (to see if the balance is different)? Or a similar method of something like this?

Le pug August 16th, 2015 3:25 PM

Quote:

Originally Posted by DogPolice (Post 8893036)
Is there a way to assign the player's money balance to a var upon entering a map, then comparing it to itself later (to see if the balance is different)? Or a similar method of something like this?

If you're just looking for a specific amount of money, then use checkmoney. Like if you are just checking to see if the person has 5000 bucks then

checkmoney 5000 0
compare LASTRESULT 1
if 0x1 goto @HasMoney

or if you type your commands in hex ...

checkmoney 0x1388 0x0
compare 0x800D 0x1
if 0x1 goto @HasMoney

Sayuri August 16th, 2015 3:40 PM

Quote:

Originally Posted by Le pug (Post 8893066)
If you're just looking for a specific amount of money, then use checkmoney. Like if you are just checking to see if the person has 5000 bucks then

checkmoney 5000 0
compare LASTRESULT 1
if 0x1 goto @HasMoney

or if you type your commands in hex ...

checkmoney 0x1388 0x0
compare 0x800D 0x1
if 0x1 goto @HasMoney

Alright, thank you for telling me about checkmoney. What I meant more specifically, though, was: is it possible to retrieve the player's current balance and then remember that amount for later?

Meister G. Rool August 17th, 2015 11:33 AM

In Fire Red, why are there two Saffron City maps, and which one should I use for editing? Or should I just make a new map with four exits and overwrite the old one?

esperance August 17th, 2015 11:41 AM

Quote:

Originally Posted by Meister G. Rool (Post 8894128)
In Fire Red, why are there two Saffron City maps, and which one should I use for editing? Or should I just make a new map with four exits and overwrite the old one?

There are two Saffron City maps because one is used for map connections, while the second is the one you actually interact with. If you want to make a new map you could edit either one, but if you want to keep the map the same except the events, just edit the one that has events already. :)

azurile13 August 17th, 2015 2:12 PM

Does anyone know a way to create an NPC that, rather than being assigned a specific overworld, looks at a specific byte in ram and uses that byte to load images from a list of pointers? Think GSC daycare.

Sayuri August 17th, 2015 5:38 PM

I'm at a loss as to why this script isn't working. I assigned the var 0x402B and value to 0 to the script tile but I freeze up every time I step on it. Can anyone help me? I'm not good at proofreading my own scripts...
Spoiler:
#dynamic 0x800600

#org @main
lockall
applymovement 1 @lookdown
applymovement 0xFF @lookup
waitmovement 0
checkflag 0x350
if 0x1 goto @stillneed
msgbox @1 0x6
applymovement 0xFF @goup
applymovement 1 @lookleft
waitmovement 0
setflag 0x350
releaseall
end

#org @1
= [red_fr]MOM: Oh! Before you go, the package\non the floor is for you.\pIt just came this morning.

#org @2
= [red_fr]Where are you going\nYou didn't open the package yet!

#org @lookdown
#raw 0x0
#raw 0xFE

#org @lookup
#raw 0x1
#raw 0xFE

#org @goup
#raw 0x11
#raw 0xFE

#org @lookleft
#raw 0x2
#raw 0xFE

#org @stillneed
applymovement 1 @lookdown
applymovement 0xFF @lookup
waitmovement 0
msgbox @2 0x6
applymovement 1 @lookleft
applymovement 0xFF @goup
waitmovement 0
releaseall
end

Meister G. Rool August 17th, 2015 6:09 PM

Thank you, Lost Heart, for the answer about Saffron.

After a little bit I've begun to have my tile-insertion problem once more. However, this time I've narrowed the problem down to a specific point. When I take a tileset from the game (what I mean by "tileset" is the thing called Palette 7, 8, etc.) and either delete what was on it originally or have my tiles cover the picture, the map becomes glitchy. Does anyone know how to add large images onto these tilesets without breaking the game this way?

Sayuri August 17th, 2015 7:59 PM

Quote:

Originally Posted by Meister G. Rool (Post 8894584)
Thank you, Lost Heart, for the answer about Saffron.

After a little bit I've begun to have my tile-insertion problem once more. However, this time I've narrowed the problem down to a specific point. When I take a tileset from the game (what I mean by "tileset" is the thing called Palette 7, 8, etc.) and either delete what was on it originally or have my tiles cover the picture, the map becomes glitchy. Does anyone know how to add large images onto these tilesets without breaking the game this way?

Not sure if you saw it, but look back a page or two at my reply to your original post about that. I'm assuming that's what happened to you. If not, I'm not sure, then; my knowledge of mapping and sprites is very limited.

Edit: Either it didn't post or I'm overlooking it. Anyway, what I had said was that I ran into the same tileset problem as you had. Assuming you're hacking FireRed, don't overwrite these tiles or any like them (these ones, for example, are animated, and the game doesn't like you overwriting animated tiles; it will act as if the animated tiles are still there when you go in game):

http://i.imgur.com/AV5ddk4.png

Hopefully that can help.

DonSems August 18th, 2015 10:18 AM

Hi, I am new to PC and I am working on my first hack. Its a hack of fire red and I've entered a givepokemon script which works fine but once I leave that map and go back there is changes to the map(SS Anne appears in the house with the givepokemon script and the person event is no longer there). Also I have noticed that maps I have not yet altered have blacked out. I was going to change these anyway but is this a problem? Will this make the rom unplayable in the future?

Another question. I would like to upload the rom if someone was willing to check the rom for any errors but am I allowed to post hacked roms?

Sayuri August 18th, 2015 7:52 PM

Quote:

Originally Posted by DonSems (Post 8895438)
Hi, I am new to PC and I am working on my first hack. Its a hack of fire red and I've entered a givepokemon script which works fine but once I leave that map and go back there is changes to the map(SS Anne appears in the house with the givepokemon script and the person event is no longer there). Also I have noticed that maps I have not yet altered have blacked out. I was going to change these anyway but is this a problem? Will this make the rom unplayable in the future?

Another question. I would like to upload the rom if someone was willing to check the rom for any errors but am I allowed to post hacked roms?

You are not allowed to post a direct link to the rom, but ips/ups patches are allowed.
Have you tried replacing the person event? The SS Anne is actually a person sprite I believe, so it sounds like that part is just something with the person itself. If replacing it doesn't/didn't work, would you mind posting the script?

chestertagat August 19th, 2015 8:21 AM

Hello guys just asking if anyone here has already edited the background at Proffesor Oaks Intro in Firered if you do . Can you please share the pallete offsets of It . I found the BG image and the RAW by using Unlz it is on 338 and 339 (if you didnt do anything to your ROM that would make it move or be repointed ), and now i succesfully found the first Pallete offset , the bg i inserted is correct when there is no sprite in the screen like when prof.oak asks you if your a boy or a girl, im guessing that the bg image has 2 pallete offset the one without any Sprites and the one with a sprite , If anyone could help me with these i will share it to others too and will give credit to the one who helped . and if you do have the pallete offset for Prof.Oak and Rival Big sprite at intro I will post a tutorial about Replacing the Intro Big Sprites and as well as the background and of course giving credits to the one who helped . Thanks in advance and sorry for the long question :)
(Please qoute this if you want to reply so i will be notified ;) thanks again )

chestertagat August 19th, 2015 8:27 AM

Quote:

Originally Posted by The Legacy of The Legends Creator :D (Post 8892668)
Im getting furious, ive been indexing this damn title screen for over 2 hours, and unzl says they are not indexed out of noowhere ive been following multiple guides to the damn point. Wth Is going on?

heres what ive used:


I have gotten passed this part but i do not understand what the hell is going on all the sudden. ive deleted files i made and started from scratch on clean roms as well. nothing changes this forsaken outcome

Spoiler:
Im guessing that you are using Windows 7 paint? am i right ? if you dont can you give a screenshot of it?

DonSems August 19th, 2015 9:20 AM

3 Attachment(s)
Quote:

Originally Posted by DogPolice (Post 8895967)
You are not allowed to post a direct link to the rom, but ips/ups patches are allowed.
Have you tried replacing the person event? The SS Anne is actually a person sprite I believe, so it sounds like that part is just something with the person itself. If replacing it doesn't/didn't work, would you mind posting the script?

Hi thanks for helping! This is my script:
Spoiler:
'---------------
#org 0x801038
lock
faceplayer
checkflag 0x1297
if 0x1 goto 0x8801061
msgbox 0x880109D MSG_YESNO '"Can I tell you a secret?\pI have a..."
compare LASTRESULT 0x1
if 0x1 goto 0x880106C
msgbox 0x8801123 MSG_NORMAL '"Oh ok. I'm gonna be in big trouble..."
release
end

'---------------
#org 0x801061
msgbox 0x88011C1 MSG_NORMAL '"How are you and mudkip doing?"
release
end

'---------------
#org 0x80106C
msgbox 0x8801159 MSG_NORMAL '"Thats great!\nHere you go!"
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x88011A9 MSG_NORMAL '"[player] recieved a MUDKIP!"
waitfanfare
setflag 0x1297
msgbox 0x8801175 MSG_NORMAL '"Thanks again. You saved me from\ns..."
release
end


'---------
' Strings
'---------
#org 0x80109D
= Can I tell you a secret?\pI have a pokemon but i'm too young\nand my dad doesn't know.\pWould you take it before I get in\nbig trouble?

#org 0x801123
= Oh ok. I'm gonna be in big trouble\nif he finds out.

#org 0x8011C1
= How are you and mudkip doing?

#org 0x801159
= Thats great!\nHere you go!

#org 0x8011A9
= [player] recieved a MUDKIP!

#org 0x801175
= Thanks again. You saved me from\nsome big trouble.


Ive also noticed that the lock and faceplayer commands stops working after I receive the pokemon.
Quick question is it best to create and insert new maps rather than edit old ones?
Also this is the script for player name \v\h01. what is it for rival name? Is there list of these I can get from somewhere or is it just these 2?
Here are some screenshots.

I have worked what the problem was if anyone is interested.
I was setting the person id as the setflag as you would if you wanted to hidesprite but without the hidesprite command. That's what was causing the error.

chestertagat August 19th, 2015 9:34 AM

Quote:

Originally Posted by DonSems (Post 8896436)
Hi thanks for helping! This is my script:
Spoiler:
'---------------
#org 0x801038
lock
faceplayer
checkflag 0x1297
if 0x1 goto 0x8801061
msgbox 0x880109D MSG_YESNO '"Can I tell you a secret?\pI have a..."
compare LASTRESULT 0x1
if 0x1 goto 0x880106C
msgbox 0x8801123 MSG_NORMAL '"Oh ok. I'm gonna be in big trouble..."
release
end

'---------------
#org 0x801061
msgbox 0x88011C1 MSG_NORMAL '"How are you and mudkip doing?"
release
end

'---------------
#org 0x80106C
msgbox 0x8801159 MSG_NORMAL '"Thats great!\nHere you go!"
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x88011A9 MSG_NORMAL '"[player] recieved a MUDKIP!"
waitfanfare
setflag 0x1297
msgbox 0x8801175 MSG_NORMAL '"Thanks again. You saved me from\ns..."
release
end


'---------
' Strings
'---------
#org 0x80109D
= Can I tell you a secret?\pI have a pokemon but i'm too young\nand my dad doesn't know.\pWould you take it before I get in\nbig trouble?

#org 0x801123
= Oh ok. I'm gonna be in big trouble\nif he finds out.

#org 0x8011C1
= How are you and mudkip doing?

#org 0x801159
= Thats great!\nHere you go!

#org 0x8011A9
= [player] recieved a MUDKIP!

#org 0x801175
= Thanks again. You saved me from\nsome big trouble.


Ive also noticed that the lock and faceplayer commands stops working after I receive the pokemon.
Quick question is it best to create and insert new maps rather than edit old ones?
Also this is the script for player name \v\h01. what is it for rival name? Is there list of these I can get from somewhere or is it just these 2?
Here are some screenshots.

As far as i know , you cant insert new maps you can only edit old ones resize it and etc..

And for the rival and player name script . if you are using XSE latest version i guess you can use this instead :
Spoiler:

[Rival]

in game it will show :

Gary (Or whatever name you put for your rival)

Meister G. Rool August 19th, 2015 1:30 PM

Quote:

Originally Posted by DogPolice (Post 8894717)
Not sure if you saw it, but look back a page or two at my reply to your original post about that. I'm assuming that's what happened to you. If not, I'm not sure, then; my knowledge of mapping and sprites is very limited.

Edit: Either it didn't post or I'm overlooking it. Anyway, what I had said was that I ran into the same tileset problem as you had. Assuming you're hacking FireRed, don't overwrite these tiles or any like them (these ones, for example, are animated, and the game doesn't like you overwriting animated tiles; it will act as if the animated tiles are still there when you go in game):

http://i.imgur.com/AV5ddk4.png

Hopefully that can help.

Yes, this was the answer to my problem. Thank you very much, Dog Police.
I've added a few buildings to the map that I'm editing, but now I seem to have run out of room on my palette. Is there a way to add new buildings to a palette without covering up your old ones?

The Legacy of The Legends Creator :D August 19th, 2015 5:40 PM

Quote:

Originally Posted by chestertagat (Post 8896386)
Spoiler:
Im guessing that you are using Windows 7 paint? am i right ? if you dont can you give a screenshot of it?

No im not, and both quides that work for many others and i have gotten farther than i currently am stuck at, say to use paint, Im on win 8, my thing isnt that it doesnt work, its why all the sudden its stopping me from getting to the step i have been previously able to get to, but all the sudden cant by following the same EXACT steps, to the dot that got me further before.

destinedjagold August 19th, 2015 6:03 PM

Quote:

Originally Posted by The Legacy of The Legends Creator :D (Post 8896904)
No im not, and both quides that work for many others and i have gotten farther than i currently am stuck at, say to use paint, Im on win 8, my thing isnt that it doesnt work, its why all the sudden its stopping me from getting to the step i have been previously able to get to, but all the sudden cant by following the same EXACT steps, to the dot that got me further before.

Instead of using the Windows 8 version of MS Paint, try using Windows XP's version of MS Paint.

Sayuri August 19th, 2015 6:24 PM

Quote:

Originally Posted by DonSems (Post 8896436)
Hi thanks for helping! This is my script:
Spoiler:
'---------------
#org 0x801038
lock
faceplayer
checkflag 0x1297
if 0x1 goto 0x8801061
msgbox 0x880109D MSG_YESNO '"Can I tell you a secret?\pI have a..."
compare LASTRESULT 0x1
if 0x1 goto 0x880106C
msgbox 0x8801123 MSG_NORMAL '"Oh ok. I'm gonna be in big trouble..."
release
end

'---------------
#org 0x801061
msgbox 0x88011C1 MSG_NORMAL '"How are you and mudkip doing?"
release
end

'---------------
#org 0x80106C
msgbox 0x8801159 MSG_NORMAL '"Thats great!\nHere you go!"
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x88011A9 MSG_NORMAL '"[player] recieved a MUDKIP!"
waitfanfare
setflag 0x1297
msgbox 0x8801175 MSG_NORMAL '"Thanks again. You saved me from\ns..."
release
end


'---------
' Strings
'---------
#org 0x80109D
= Can I tell you a secret?\pI have a pokemon but i'm too young\nand my dad doesn't know.\pWould you take it before I get in\nbig trouble?

#org 0x801123
= Oh ok. I'm gonna be in big trouble\nif he finds out.

#org 0x8011C1
= How are you and mudkip doing?

#org 0x801159
= Thats great!\nHere you go!

#org 0x8011A9
= [player] recieved a MUDKIP!

#org 0x801175
= Thanks again. You saved me from\nsome big trouble.


Ive also noticed that the lock and faceplayer commands stops working after I receive the pokemon.
Quick question is it best to create and insert new maps rather than edit old ones?
Also this is the script for player name \v\h01. what is it for rival name? Is there list of these I can get from somewhere or is it just these 2?
Here are some screenshots.

For the Rival's name it's \v\h06. Your best bet would probably be to check diegoisawesome's scripting tutorial http://www.pokecommunity.com/showthread.php?t=164276.
Your script looks fine, but just make sure you add another lock/faceplayer under #org 0x80106C. Also, change the first message's type under there to MSG_KEEPOPEN and add closeonkeypress after waitfanfare to make it a bit more like the official games. Not necessary, but a nice little addition if you wanted.
Also, it's best just to edit pre-existing maps rather than insert new ones.

As for the player sprite glitch, I'm not sure. That seems like an Advance Map error, which I don't know much about, unfortunately. Sorry about that :/

Quote:

Originally Posted by Meister G. Rool (Post 8896619)
Yes, this was the answer to my problem. Thank you very much, Dog Police.
I've added a few buildings to the map that I'm editing, but now I seem to have run out of room on my palette. Is there a way to add new buildings to a palette without covering up your old ones?


Great to hear! Do you mean you've run out of space to use palettes, or you've run out of space on the tileset? If the latter is the case, there's not much you can do about that. Just rearrange some of the tiles on there or use another tileset as far as I know.


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