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I was actually hoping to get some help regarding this topic: http://www.pokecommunity.com/showthread.php?p=7550436#post7550436
I wanted to change the cry of the Pokemon Oak releases at the intro but am not sure what hack program to use. The offsets provided on the tutorial above aren't found in Hex Workshop so I was wondering what program I'd need to change that Pokemon's cry? |
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Anyway, the reason you can't find the offset is because you are going to an offset that doesn't exist, lest, not in its current state. The 08 in 0812FB38 means that the offset 12FB38 is found in the rom. Take off the initial 08 for an 8-digit offset to get the actual offset in the rom. |
hey, whats the go-to emerald text editing tool? not for scripts, but for gym leaders messages etc.
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It goes from [00 12 FB 2E:] D0 F8 00 20 03 21 D4 F6 F4 F9 1D 20 00 21 42 [00 12 FB 3D:] F7 58 F9 04 B0 30 BC 01 BC 00 47 08 B1 03 02 with now 12FB38 between the [00 12 FB 2E:] and [00 12 FB 3D:] |
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I don't use HexWorkshop so you'll have to find these steps on your own program.
so for the offset 12FB38, we will find: Code:
Code:
I hope I've answered your question! |
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I was actually hoping ask if anyone knew how to change the multiple choice options at the Boat Ferryman. I changed NAVEL ROCK in my game to FARAWAY ISLAND, but despite the map title head change in advance map, when I present the ticket to the Ferryman, the options SEVII ISLANDS and NAVAL ROCK appear now SEVII ISLANDS and FARAWAY ISLAND. Any idea how access/change these text? EDIT: FOUND IT! - http://www.pokecommunity.com/showthread.php?t=335308 a tool for such a problem fix here |
is there a way to port my current progress on my ROM hack onto a newer ROM base? it's mostly just trainers and some small scripts.
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Hmm, has anyone tried/been successful at adding in new status effects or changing properties of the existing ones (in battle?). Curious.
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Some tools, such as Hopeless Trainer Editor and G3HS, display a series of automatically selected pointers to chose from when one applies certain changes (for example editing a Trainer to give them six Pokémon instead of one, thus requiring more space than the original). Now, where do these pointers come from? In the beginning I thought they were those which contain enough free space to contain the new data without corrupting the game, but I see something bad happens every time I use them
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The game freezes whenever I reach some point. It changes any time I try to edit the ROM. The first time it was whenever I wanted a Pokémon to forget a move, the second whenever Wally sent out Zigzagoon to catch Ralts and the third whenever the first Youngster on Route 102 (I edited him) tried to have his Bulbasaur use Leech Seed on one of my Pokémon. Since this always happens when I select one of those pointers, I was wondering if by doing so I mistakenly deleted some existing data, since automatic stuff is very comfortable to use but not always reliable. |
Hi there, I'm pretty new to scripting and I have a kind of general/simple question. My apologies if I'm overlooking something very basic here, but when it comes to editing a script in AdvanceMap, how do you take an existing script with a specific offset and edit it without having to directly alter the post-compiled script? I have tried making a new script with the same offset within the ROM with the modifications, but that didn't appear to work. I know it's a very generic kind of issue, but I can't imagine making a new script taking up new memory every single time I want to make significant edits to a script. I feel like that would be the perfect formula for running out of space. If anyone could clarify it, I'd really appreciate the help. Thanks!
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To repoint it, open it in your scripting program and delete the existing offset and use a dynamic. You do not need to change all offsets, only the ones that you have increased the size of. Make sens? :) |
Is it possible with standard scripting to check a value in the memory and run a script if it's less than, greater than, etc. to a set?
I have a DNS installed and know where to find the byte where the hour is stored. I was thinking about having an OW battle where it only happens at Night, like how Drifloon acts in DPP (albeit it only appears on Fridays). I figure this is either an easy command that I somehow missed or would be some sort of ASM (in which case I'll have to take my question to the other thread). |
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Is there a known way to change which palette is used during the flying animation in FireRed?
The original animation, of course, uses palette #0, which is Red's normal palette, but I'd like to avoid having to change the actual values contained in that. |
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comparefarbytetobyte 0x03005542 0x10 if 0x2 @night comparefarbytetobyte 0x3005542 0x06 if 0x0 @night goto @day would work? That should trigger it before 6am and after 6pm, right? Edit: My apologizes, I thought I had posted this in the scripting help thread. My fault. I'll start posting there if this isn't the solution. Edit 2: It worked! Although I got my times mixed up (0x10 would be 4pm, not 6pm. Derp.) Thanks! |
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But yeah you should be good! :) |
Has anyone looked into or managed to change the PC Box wallpapers [Emerald, preferably]?
I have come across the unique items for custom box wallpapers (the sick kid in Rustboro) for Emerald in unLZ although that's not really sufficient. It seems to be one thing that keeps crossing my mind that I've never seen mentioned before. |
Looking for some help for my hack. Anyone good at making title screens? Anyone would like to help make one? You will ofcourse be credited when the Demo comes out.
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Anyone know how the Mach or Acro Bike is called in Emerald? Danny says it is ASM but I think it is a script ... tried opening the item's Field Usage but it is just mumbo jumbo and when I do a callasm to th field usage offset, doesn't work for me.
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Does anyone know how FR handles the "cloudy" weather, aka darkening the screen? I would like to increase that since it's not really that dark.
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