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

Xcisor December 26th, 2015 3:07 PM

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?

Vendily December 26th, 2015 4:18 PM

Quote:

Originally Posted by Xcisor (Post 9051027)
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?

I remember screwing up offsets. (Fun times.)
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.

Zef December 26th, 2015 4:38 PM

hey, whats the go-to emerald text editing tool? not for scripts, but for gym leaders messages etc.

Xcisor December 26th, 2015 5:02 PM

Quote:

Originally Posted by Vendily (Post 9051118)
I remember screwing up offsets. (Fun times.)
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.

Ahh ok that makes more sense now. Would I still locate it in HexWorkshop? I can't seem to find that particular offset in that program still, nor the 12FB42 ... Or are there other programs to edit the Pokemon's cry? Just trying to change the FR one from Nidoran♀ to Pikachu.

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:]

Vendily December 26th, 2015 5:40 PM

Quote:

Originally Posted by Xcisor (Post 9051149)
Ahh ok that makes more sense now. Would I still locate it in HexWorkshop? I can't seem to find that particular offset in that program still, nor the 12FB42 ... Or are there other programs to edit the Pokemon's cry? Just trying to change the FR one from Nidoran♀ to Pikachu.

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:]

I don't know about a dedicated program that changes the cry.
I don't use HexWorkshop so you'll have to find these steps on your own program.
  1. Open "Go to Offset"
  2. Type in the offset, minus the initial 08 and any spaces.
  3. Ensure you're using hexadecimal (not decimal or binary).
  4. Click "Goto".
Now when we reach our offset, select the bytes after the colon.
so for the offset 12FB38, we will find:
Code:

1D 20


and we'll replace it with:
Code:

02 48


Make sure to double check your offsets.
I hope I've answered your question!

Xcisor December 26th, 2015 6:24 PM

Quote:

Originally Posted by Vendily (Post 9051184)
I don't know about a dedicated program that changes the cry.
I don't use HexWorkshop so you'll have to find these steps on your own program.
  1. Open "Go to Offset"
  2. Type in the offset, minus the initial 08 and any spaces.
  3. Ensure you're using hexadecimal (not decimal or binary).
  4. Click "Goto".
Now when we reach our offset, select the bytes after the colon.
so for the offset 12FB38, we will find:
Code:

1D 20


and we'll replace it with:
Code:

02 48


Make sure to double check your offsets.
I hope I've answered your question!

Yeah in HexWorkshop the offset 12FB38 takes you to 1D 20 but I simply had to change the 1D to 19 and the Pikachu cry appeared for me in the VBA so I got the results I was looking for anyway so thank you so much!!

Uncommon December 26th, 2015 7:42 PM

Quote:

Originally Posted by Xcisor (Post 9051149)
Or are there other programs to edit the Pokemon's cry?

It sounds like you’ve got this under control (and actually it’s better that you figured it out this way since you learned more), but in terms of a tool to do this easily, diegoisawesome’s GBA Intro Manager changes the cry as well. I think it limits you to the first 251 Pokemon, though, so, again, it's better that you learned to do it through hex.

Xcisor December 26th, 2015 8:13 PM

Quote:

Originally Posted by Uncommon (Post 9051267)
It sounds like you’ve got this under control (and actually it’s better that you figured it out this way since you learned more), but in terms of a tool to do this easily, diegoisawesome’s GBA Intro Manager changes the cry as well. I think it limits you to the first 251 Pokemon, though, so, again, it's better that you learned to do it through hex.

Sweet thanks for the link to the tool.

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

Zef December 26th, 2015 11:33 PM

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.

Mana December 27th, 2015 9:14 AM

Hmm, has anyone tried/been successful at adding in new status effects or changing properties of the existing ones (in battle?). Curious.

ByakuFubuki December 27th, 2015 11:52 AM

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

esperance December 27th, 2015 5:52 PM

Quote:

Originally Posted by ByakuFubuki (Post 9052039)
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

What you're seeing should be valid offsets to free space within the ROM. What do you mean something bad happens?

ByakuFubuki December 27th, 2015 11:48 PM

Quote:

Originally Posted by Hopeless Masquerade (Post 9052411)
What you're seeing should be valid offsets to free space within the ROM. What do you mean something bad happens?

Thanks for answering. I forgot to specify I'm using Emerald, by the way.
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.

HodgePodgeNine December 28th, 2015 1:57 PM

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!

Mana December 28th, 2015 2:08 PM

Quote:

Originally Posted by HodgePodgeNine (Post 9053529)
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!

If you are adding to a script in any way, adding commands or a single letter to a string of text, you need to repoint it. If your change does not alter the number of bytes in total then you do not need to repoint.

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? :)

RomanFlare December 28th, 2015 2:09 PM

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).

Mana December 28th, 2015 2:28 PM

Quote:

Originally Posted by RomanFlare (Post 9053544)
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).

I'm 99% certain that you can use copyfarbyte and compare in conjunction with the DNS system. I would have thought this is mentioned somewhere in the patch's documentation or their discussion thread?

colonelsalt December 28th, 2015 2:34 PM

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.

RomanFlare December 28th, 2015 2:37 PM

Quote:

Originally Posted by Mana (Post 9053556)
I'm 99% certain that you can use copyfarbyte and compare in conjunction with the DNS system. I would have thought this is mentioned somewhere in the patch's documentation or their discussion thread?

So we're thinking

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!

HodgePodgeNine December 28th, 2015 2:50 PM

Quote:

Originally Posted by Mana (Post 9053542)
If you are adding to a script in any way, adding commands or a single letter to a string of text, you need to repoint it. If your change does not alter the number of bytes in total then you do not need to repoint.

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? :)

Ah, that makes sense. So when I want to repoint the script, I'm just changing its offset to an available one, correct? If that's the case, would doing this many times consume a lot of available space on the ROM? Thanks again

Mana December 28th, 2015 3:09 PM

Quote:

Originally Posted by HodgePodgeNine (Post 9053575)
Ah, that makes sense. So when I want to repoint the script, I'm just changing its offset to an available one, correct? If that's the case, would doing this many times consume a lot of available space on the ROM? Thanks again

Most scripts take up only a handful of bytes; the problem of filling up a ROM just isn't an issue :). If you're making frequent changes to fix a script you could always delete the old bytes (fill them with FF) as you go.

But yeah you should be good! :)

wally-217 December 28th, 2015 3:10 PM

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.

Andrewjessica December 29th, 2015 5:20 AM

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.

Le pug December 29th, 2015 3:04 PM

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.

reshilegend December 29th, 2015 4:15 PM

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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