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Sayuri August 23rd, 2015 5:09 PM

Quote:

Originally Posted by LilBueno (Post 8901934)
I don't know if this is the right place to post this, but it is just a quick question:
For someone completely new to hacking that just started learning the VERY basics: what's the best way to plan out a hack and work on it? I know the overall story I want, basic features, and some of the things I want to do.
However, I'm not sure if I should start with maps, sprites, events, etc.
Should I work little by little (map the first few locations, script the events for those areas so they're playable/testable)
or
Get as many of the maps done as possible, then events, and so on and fill in the gaps later?
I figured I should save the graphics stuff for later and simply work on the "skeleton" of the hack first.

I know most people will have their own process, but I'm stuck on where to start.



EDIT: Also, for planning purposes: what's a good number of locations assuming one route (or dungeon) between Cities/Towns?

I would check out Lost Heart's tutorial that he's writing; it should answer some of your questions.
As for what to do first, I usually (I'm new to hacking as well, mind you) create a map and script the events in that one map first, then move on to the connecting maps. Like you said, though: most people have their own way of doing it, so it's up to you to decide how you think it will work best.

Uncommon August 23rd, 2015 8:25 PM

Quote:

Originally Posted by LilBueno (Post 8901934)
For someone completely new to hacking that just started learning the VERY basics: what's the best way to plan out a hack and work on it?

Quote:

Originally Posted by DogPolice (Post 8902152)
I would check out Lost Heart's tutorial that he's writing; it should answer some of your questions.

Seconding this answer. Here’s a link to Lost Heart’s tutorial.

Quote:

Originally Posted by LilBueno (Post 8901934)
EDIT: Also, for planning purposes: what's a good number of locations assuming one route (or dungeon) between Cities/Towns?

I personally feel that FireRed had great pacing/density of events, so I try to mirror its number of significant locations, major events, etc.

chestertagat August 23rd, 2015 9:24 PM

Quote:

Originally Posted by Megamctaco (Post 8901140)
Hacking Red version.

1. Is there a way to bypass trade evolutions and make them level up evolutions instead? (eg. Haunter evolves into Gengar by leveling up instead of trading).

2. Is there a way to make every move into a TM, thus having 161 TMs? (Yes, even Splash)

What are you hacking? FireRed(gba) or Red(gbc)

chestertagat August 24th, 2015 1:37 AM

Guys Hello again its a problem regarding G3hs When i test my newly added mon in my game and catch it the screen hangs at Grassland Unknown Pokemon ??????????????????? .

Anybody who knows how to fix these ? TIA

chrunch August 24th, 2015 3:32 AM

Quote:

Originally Posted by chestertagat (Post 8902537)
Guys Hello again its a problem regarding G3hs When i test my newly added mon in my game and catch it the screen hangs at Grassland Unknown Pokemon ??????????????????? .

Anybody who knows how to fix these ? TIA

This is just a total guess because I've never expanded Pokemon, but perhaps your new Pokemon don't have a habitat?

chestertagat August 24th, 2015 4:32 AM

Quote:

Originally Posted by chrunch (Post 8902602)
This is just a total guess because I've never expanded Pokemon, but perhaps your new Pokemon don't have a habitat?

That is what i suspect . Cause in G3hs i don't see any Add new Habitat page or Repoint for new Habitat , The only method i see is removing an habitat from an existing old Mon and replace it with the new ones (If i do these the same thing will happen in the old mons that i removed the habitat . if only someone can help me with these . I don't know how they do it (649 patch) giving Expanded mon individual habitats .
Please somebody and thanks Crunch . Do you know any method to fix these ? from Tools to Hex Editing (cause i can't deal with ASM yet. I'm planning on adding 770 Pokemons on my hack (That's the total number of pokemons + Mega's up to now) Thanks in Advance.

Megamctaco August 24th, 2015 1:53 PM

Quote:

Originally Posted by chestertagat (Post 8902366)
What are you hacking? FireRed(gba) or Red(gbc)

Red GBC.

I've worked it out though.

Next up is how do I make 161 TMs with all moves instead of the standard 50 TMs?

awipe1 August 24th, 2015 2:58 PM

Hello

I'm adding new tilesets right now and I'm having issues with the palettes. Few Questions:
1) Are there any tilesets I should not be changing? I'm asking this on the off chance that there is a tileset that I change and that ruins the whole game, kinda like accidently using certain flags and vars that you shouldnt be using.
2) From what I can tell, there are some palette numbers that are connected to tileset 0 and some that are not connected to tileset 0, can I get a list of which palettes are connected to which tilesets and vise versa. The reason why I asked is because I changed palette 5 on tileset 3, then that also changed palette 5 for tileset 0 so I want to know what's up.
3) Is there anyway to add new palettes? If no it's not he biggest deal as long as I can figure out question 2.
4) Anyone just have a sold tutorial for making new tilesets? That would be a great help!

Please reply if you can answer any of these questions!

reshilegend August 25th, 2015 1:57 AM

Quote:

Originally Posted by awipe1 (Post 8903337)
Hello

I'm adding new tilesets right now and I'm having issues with the palettes. Few Questions:
1) Are there any tilesets I should not be changing? I'm asking this on the off chance that there is a tileset that I change and that ruins the whole game, kinda like accidently using certain flags and vars that you shouldnt be using.
2) From what I can tell, there are some palette numbers that are connected to tileset 0 and some that are not connected to tileset 0, can I get a list of which palettes are connected to which tilesets and vise versa. The reason why I asked is because I changed palette 5 on tileset 3, then that also changed palette 5 for tileset 0 so I want to know what's up.
3) Is there anyway to add new palettes? If no it's not he biggest deal as long as I can figure out question 2.
4) Anyone just have a sold tutorial for making new tilesets? That would be a great help!

Please reply if you can answer any of these questions!

1) You can change pretty much anything. Animations are a bit tricky, so I'd keep doors etc. for later. When it comes to outdoor tiles, you can change everything, I haven't messed with Pokemon center tiles yet so maybe there are issues with the blinking effect there, but that definitely has been changed before.

2) Palettes 0-6 are for your primary tileset, 7-12 for the secondary tilesets which are used for individual maps. If you change pal 0-6, it affects all outdoor maps that use tiles from the primary tileset.

3) As far as I know, you have to work with these 12.

Lycanroc August 25th, 2015 4:44 PM

I'm helping make the maps for Shadow Hoothoot's hack, can someone help me find some New Bark Town tiles (and preferably other parts of Johto) in third-generation style? Google didn't help. Thanks.

Oppenheimer August 25th, 2015 6:47 PM

Quote:

Originally Posted by chestertagat (Post 8902654)
That is what i suspect . Cause in G3hs i don't see any Add new Habitat page or Repoint for new Habitat , The only method i see is removing an habitat from an existing old Mon and replace it with the new ones (If i do these the same thing will happen in the old mons that i removed the habitat . if only someone can help me with these . I don't know how they do it (649 patch) giving Expanded mon individual habitats .
Please somebody and thanks Crunch . Do you know any method to fix these ? from Tools to Hex Editing (cause i can't deal with ASM yet. I'm planning on adding 770 Pokemons on my hack (That's the total number of pokemons + Mega's up to now) Thanks in Advance.

Hi this is Oppenheimer here and I think I can help you.

Right now im in the middle of adding 233 new pokemon and increasing the dex to 569, but before I tell you how to add and edit the habitat lists there are some fundementals about expanding pokemon and G3HS that you might not know.

-------------------------
Exapanding Pokemon|
-------------------------
1. DoesntKnowHowToPlay was the first to acheve expanded pokemon. His tutorial is found here http://www.pokecommunity.com/showthread.php?t=318569
*In my opinion this tutorial is difficult and made for Intermediate and Advanced hackers.

2. If your expanding pokemon for emerald a tutorial made by Chaos Rush can be found here: http://www.pokecommunity.com/showthread.php?t=324892

3. Jambo51 did some pioneering research for the pokedex it can be found here: http://www.pokecommunity.com/showthread.php?t=249530

4. Expanding the pokedex works on any FR v1.0, from fresh to done.

5. You can not add more than 1020 mons.

6. Since Generation VI is a full 3D graphics, footprints of Pokemon have finally discontinued. If you want to remove footprints completely you can use this tutorial by Sky High here: http://www.pokecommunity.com/showthread.php?t=337650

-------
G3HS|
-------
1. This program will conveniently expand the pokedex for you so you dont have to use the difficult tutorial by DoesntKnowHowToPlay. By pressing the "expand pokemon" button in the right upper corner, and when the dialog box comes up you will have to enter 2 numbers. The first is the total number, how many Pokemon you want to add in total (which means including alternate forms and mega evolutions). The second is the dex number, the size of the Pokedex when complete (excluding alternate forms and mega evolutions).

2. But there are 2 limits to this feature:
A) It does not expand the main cry table or the secondary cry table. But it does however expand the hoenn auxiliary table, which is used to index the cries starting from Treecko.
B) It does not expand the pokemon for emerald, you have to do this manually.

3. To my understanding the habitat editor in this program is broken. After I edited the habitats for Turtwig I wasnt able to open my ROM again with this program, it would just give me errors. These errors stoped when I regressed to an older ROM (I keep multiple backups) before I edited the habitats. You have to edit habitats manually.

4. This program does not have a pokedex order editor. To my understanding, when the total number of new pokemon is larger than the pokedex number, all of the slots after the pokedex number will get no entry to the pokedex. This basically means add your alternate forms and mega evolutions in the last slots.

For Example:
If the total Number of New Pokemon I add is 233 (Math: 439 + 233 = 672)
And The total Pokedex Size is 569 (Math: 387 + 182)
(Math: 233-182=51) That means 51 pokemon will not get a pokedex entry, I will use these slots for alternates and megas.

--------------------------------
How To Edit Habitat Entries|
--------------------------------
Now that stuff is out the way, you can start adding habitat entries.

1. colcolstyles posted information about how to edit the habitat entries here: http://www.pokecommunity.com/showpost.php?p=6263014&postcount=75
*The information he gives is very detailed.

Heres a small tutorial I made using colcolstyles post. Use this if his post is hard to understand.
Spoiler:
To change the habitat lists there are three tables that control it.
*There are 9 habitats in total.
*In the first table the pointers are arranged in the order that they appear in-game, so Grassland comes first.
*If you dont edit the habitat lists the expanded pokemon you catch will display from ratatta, but will it will register the expanded pokemon you caught.



The first table controls the classification of pokémon habitats (e.g., Grassland, Mountain, Rough-Terrain, etc.) as displayed in the PokéDex.
The data is located at the address 0x452c4c. Each entry is 8 bytes long. The first 4 bytes are a pointer and the other 4 bytes is a 32-bit number (I assume this is to keep the alignment consistent).
The pointer points to the secondary table, the first byte after that pointer specifies how many pages that table has, the last three bytes are filler and used for alignment.

Example: D4 27 45 08 1B 00 00 00
*This is the glassland habitat data.

The secondary tables specify which pokémon will appear on each page in the PokéDex. The first 4 bytes are a pointer and it points to the third table, the byte after specifes how many pokemon will be on that page, the last three bytes are filler and used for alignment.

Example: D0 24 45 08 04 00 00 00
*This is the first page for grassland.

The third tables are "raw" data, it corresponds to a page, and will have the pokemon index numbers in hex and reversed.

Example: 13 00 14 00 A1 00 A2 00
*These numbers correspond to Rattata, Raticate, Sentret, and Furret. The 4 pokemon in the first grassland page.


2. After that you will have to repoint and extend the tables (I have not done this yet).
Information about repointing and extending the habitat tables are in DoesntKnowHowToPlay tutorial, in the "Step 4: Misc. repointing" spoiler.

Vendily August 25th, 2015 8:37 PM

How do you insert custom hp bars in battle? I'm using FireRed.

Oppenheimer August 25th, 2015 9:06 PM

Quote:

Originally Posted by Vendily (Post 8904735)
How do you insert custom hp bars in battle? I'm using FireRed.

Im currently trying to find a tutorial on how to do this. So far ive only found a HP/EXP box patch made by LeiAlcantara025 in the "Ultimate Resource/Patches" thread.
Heres the link: http://www.pokecommunity.com/showthread.php?t=341174

Vendily August 25th, 2015 10:05 PM

Quote:

Originally Posted by Oppenheimer (Post 8904752)
Im currently trying to find a tutorial on how to do this. So far ive only found a HP/EXP box patch made by LeiAlcantara025 in the "Ultimate Resource/Patches" thread.
Heres the link: SCRUBED LINK

In UnLz, the offset for the opposing pokemon Hp Box is 576. Son't know the pal, will continue tomorrow.

chestertagat August 26th, 2015 2:05 AM

Quote:

Originally Posted by Oppenheimer (Post 8904635)
Hi this is Oppenheimer here and I think I can help you.

Right now im in the middle of adding 233 new pokemon and increasing the dex to 569, but before I tell you how to add and edit the habitat lists there are some fundementals about expanding pokemon and G3HS that you might not know.

-------------------------
Exapanding Pokemon|
-------------------------
1. DoesntKnowHowToPlay was the first to acheve expanded pokemon. His tutorial is found here http://www.pokecommunity.com/showthread.php?t=318569
*In my opinion this tutorial is difficult and made for Intermediate and Advanced hackers.

2. If your expanding pokemon for emerald a tutorial made by Chaos Rush can be found here: http://www.pokecommunity.com/showthread.php?t=324892

3. Jambo51 did some pioneering research for the pokedex it can be found here: http://www.pokecommunity.com/showthread.php?t=249530

4. Expanding the pokedex works on any FR v1.0, from fresh to done.

5. You can not add more than 1020 mons.

6. Since Generation VI is a full 3D graphics, footprints of Pokemon have finally discontinued. If you want to remove footprints completely you can use this tutorial by Sky High here: http://www.pokecommunity.com/showthread.php?t=337650

-------
G3HS|
-------
1. This program will conveniently expand the pokedex for you so you dont have to use the difficult tutorial by DoesntKnowHowToPlay. By pressing the "expand pokemon" button in the right upper corner, and when the dialog box comes up you will have to enter 2 numbers. The first is the total number, how many Pokemon you want to add in total (which means including alternate forms and mega evolutions). The second is the dex number, the size of the Pokedex when complete (excluding alternate forms and mega evolutions).

2. But there are 2 limits to this feature:
A) It does not expand the main cry table or the secondary cry table. But it does however expand the hoenn auxiliary table, which is used to index the cries starting from Treecko.
B) It does not expand the pokemon for emerald, you have to do this manually.

3. To my understanding the habitat editor in this program is broken. After I edited the habitats for Turtwig I wasnt able to open my ROM again with this program, it would just give me errors. These errors stoped when I regressed to an older ROM (I keep multiple backups) before I edited the habitats. You have to edit habitats manually.

4. This program does not have a pokedex order editor. To my understanding, when the total number of new pokemon is larger than the pokedex number, all of the slots after the pokedex number will get no entry to the pokedex. This basically means add your alternate forms and mega evolutions in the last slots.

For Example:
If the total Number of New Pokemon I add is 233 (Math: 439 + 233 = 672)
And The total Pokedex Size is 569 (Math: 387 + 182)
(Math: 233-182=51) That means 51 pokemon will not get a pokedex entry, I will use these slots for alternates and megas.

--------------------------------
How To Edit Habitat Entries|
--------------------------------
Now that stuff is out the way, you can start adding habitat entries.

1. colcolstyles posted information about how to edit the habitat entries here: http://www.pokecommunity.com/showpost.php?p=6263014&postcount=75
*The information he gives is very detailed.

Heres a small tutorial I made using colcolstyles post. Use this if his post is hard to understand.
Spoiler:
To change the habitat lists there are three tables that control it.
*There are 9 habitats in total.
*In the first table the pointers are arranged in the order that they appear in-game, so Grassland comes first.
*If you dont edit the habitat lists the expanded pokemon you catch will display from ratatta, but will it will register the expanded pokemon you caught.



The first table controls the classification of pokémon habitats (e.g., Grassland, Mountain, Rough-Terrain, etc.) as displayed in the PokéDex.
The data is located at the address 0x452c4c. Each entry is 8 bytes long. The first 4 bytes are a pointer and the other 4 bytes is a 32-bit number (I assume this is to keep the alignment consistent).
The pointer points to the secondary table, the first byte after that pointer specifies how many pages that table has, the last three bytes are filler and used for alignment.

Example: D4 27 45 08 1B 00 00 00
*This is the glassland habitat data.

The secondary tables specify which pokémon will appear on each page in the PokéDex. The first 4 bytes are a pointer and it points to the third table, the byte after specifes how many pokemon will be on that page, the last three bytes are filler and used for alignment.

Example: D0 24 45 08 04 00 00 00
*This is the first page for grassland.

The third tables are "raw" data, it corresponds to a page, and will have the pokemon index numbers in hex and reversed.

Example: 13 00 14 00 A1 00 A2 00
*These numbers correspond to Rattata, Raticate, Sentret, and Furret. The 4 pokemon in the first grassland page.


2. After that you will have to repoint and extend the tables (I have not done this yet).
Information about repointing and extending the habitat tables are in DoesntKnowHowToPlay tutorial, in the "Step 4: Misc. repointing" spoiler.

Big thanks to you Heimer . This is a very large help . Now i understand the Habitat Table , i will soon try to repoint it and see what happens . I will give you a big credit if this works out . Thank you again . BTW, is there a limiter in the rom for habitat? Thanks again such a big help :) Thank you for taking your time to answer my question Thumbs Up!

chestertagat August 26th, 2015 2:20 AM

Quote:

Originally Posted by Vendily (Post 8904735)
How do you insert custom hp bars in battle? I'm using FireRed.

I've been wondering too how've theyve change their in-battle exp bars and hp bars , Yep in a post that i've read there's the Unlz Numbers for them . But i want to know if there's a Raw data for it . and the exact pallete offset for this (even if i can find it myself) . Thanks in advance Guys this will help us improve on Hacking :D

Pucciogaeshi August 26th, 2015 4:59 AM

Would it be possible to mess with pointers and expand the Pokedex in 4th generation games too?

Vendily August 26th, 2015 9:09 AM

Quote:

Originally Posted by chestertagat (Post 8904916)
I've been wondering too how've theyve change their in-battle exp bars and hp bars , Yep in a post that i've read there's the Unlz Numbers for them . But i want to know if there's a Raw data for it . and the exact pallete offset for this (even if i can find it myself) . Thanks in advance Guys this will help us improve on Hacking :D

Where's this post you've mentioned? I'm using the offsets UnLz gives me in NSE 2.
The Image offset for the opposite bar in NSE 2 is D1F604. Still don't have the pallete but it's a start.

EDIT: I found a thread with NSE offsets! :D
/showthread.php?t=352079
Can't post links yet.

AkameTheBulbasaur August 26th, 2015 10:39 AM

Does anyone know where the animation that plays when you use in item in Fire Red (the one where it shows the Pokemon using the item on another screen before going to the actual item's effect) is stored?

I want to include it in the custom item scripts I'm doing to make those items be more like the regular items.

Sayuri August 26th, 2015 3:30 PM

Whenever I open my map and go to the Events tab, I get the error box "Index of the scanning line exceeded the range. (816)" Is there any way to fix this?

chestertagat August 27th, 2015 6:03 AM

Quote:

Originally Posted by Vendily (Post 8905324)
Where's this post you've mentioned? I'm using the offsets UnLz gives me in NSE 2.
The Image offset for the opposite bar in NSE 2 is D1F604. Still don't have the pallete but it's a start.

EDIT: I found a thread with NSE offsets! :D
/showthread.php?t=352079
Can't post links yet.

Thanks Mate! This is what i have been searching for ! REally big help ! Thank you very much! If you ever need help too you can Drop a message in my wall anytime you like! Thanks again. :D

C me August 28th, 2015 2:03 AM

Anyone know how to count steps in Emerald for a script? I want to have something to show the passage of time, so you'd have to walk a number of steps before something happens.

Cobalt_000 August 28th, 2015 5:50 PM

On Advance Map, what do I put for the Trainer box? All the tutorials I've seen put a check there, but my version has a 2-digit offset instead.
When I try with $01, it is some glitch trainer, but if I use $00 and walk up and talk to him (his view radius doesn't work), then I get the scripted battle.
Also, my trainer's view radius is set to 3 and can see me from 3 tiles, but only walks 2 of the tiles before initiating the battle.

DonSems August 28th, 2015 6:29 PM

Quote:

Originally Posted by Cobalt_000 (Post 8908302)
On Advance Map, what do I put for the Trainer box? All the tutorials I've seen put a check there, but my version has a 2-digit offset instead.
When I try with $01, it is some glitch trainer, but if I use $00 and walk up and talk to him (his view radius doesn't work), then I get the scripted battle.
Also, my trainer's view radius is set to 3 and can see me from 3 tiles, but only walks 2 of the tiles before initiating the battle.

Sounds like your using A Maps 1.95 although I was using that for a while and never had any glitches with trainer battles. I recommend you use A Maps 1.92 a lot less bugs. I switched because I was unable to expand wild pokemon In A Maps 1.95 without getting an error so if your planning on doing that as well it's definitely worth switching to A Maps 1.92

I have a Question?
I've been working on my first hack for a Cpl of weeks using fire red us 1.1
I've recently noticed that some tools aren't working for this version so I have to switch to 1.0
Is there any way I can patch what I've done so far or can you only patch to the same version?

Vendily August 28th, 2015 7:36 PM

Quote:

Originally Posted by DonSems (Post 8908353)
I have a Question?
I've been working on my first hack for a Cpl of weeks using fire red us 1.1
I've recently noticed that some tools aren't working for this version so I have to switch to 1.0
Is there any way I can patch what I've done so far or can you only patch to the same version?

From what I understand from using LIPS, it doesn't stop you from patching from one version to another but the game might fail to run.
Tested with a Firered patch on Emerald.


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