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Guys what helped me the most was the rom hack planner
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HOW DO I USE IT.
I AM NEW TO ROM BASE PLEASE HELP |
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Hey, had any luck fixing your problem? I'm having the same one and it's really, really weird. It's not just the first move you add, too. Every single new one transforms into Breakneck Blitz for some reason.
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Sorry i have commented wrong Now i am watching tutorials for this |
No, no luck so far.
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Is step
03D. Paste this immediately after and before [ITEM_EXPERT_BELT]: [ITEM_RUSTED_SWORD] = ITEM_TYPE_HELD_ITEM, [ITEM_RUSTED_SHIELD] = ITEM_TYPE_HELD_ITEM, In itemtables necessary? (It already exists) |
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Can someone please help me...
I've followed all of the steps up until you're meant to run the make.py through cmd... Problem is, a black screen flashes but literally nothing happens. I'm thinking the files are simply in the wrong directory, or the command does not know which files to start compiling. Can someone please let me know where the DPE master folder ought to be when running make.py? Alternatively - I really just want a version of the rom base that has all the mons with the .ini. That's really all I'm wanting - but I'm kinda stuck right now |
I set the asm_defines correctly as well, is there any other stuff i need to configure to fully setup new moves.
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my pokemons don't evol, how to fix?
and how to activate mega ev? |
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Does anyone know why this CFRU compiling errors show up? I didn't change the overworld.c file or anything with "HM05_Dive".
I tried to apply CFRU to the previously successfully compiled test.gba (DPE compile) and also to a vanilla Fire Red. https://i.imgur.com/mpLKBi0.png Errors: Quote:
EDIT: I solved the problem by disabling (commenting out) the following line in src/config.h : Quote:
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Alright I'm still having the problem, others had with the damage calculation and trainer_secret_base being undeclared.
I've got everything else going but that, I followed guides, got dpe going, I just need this to work so I can get CFRU patched to it. Attachment 95377 |
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Go to src config.h and make sure to carefully read through the requirements of the things you're commenting, like 1 line required I put a value in, based on the value I had in another field but +8. After I got that all in line things ran smoothly. I recommend anyone trying this to get familiar with the repo i.e look around through the folders read through the files in notepad, before they actually try anything. Doing that will greatly help you figure out where you've gone wrong as you'll understand what links to what a bit better. Also when making your paths, copy the pathway to your arm45 bin folder. then in windows go to control panel, system, advance system settings, then environmental variables. In the system variables window at the bottom, click path and edit. When everyone says "add your path to the end" what you need to do is click new, then paste in the path to the bin folder you copied at the start. That's it, then just click ok on all the windows to confirm and close them out. The final and most important thing you need to do is RESTART YOUR COMPUTER. Then you'll (should) be able to compile no problem. |
is this base compatible with dynamic overworld palettes?
or should i add dynamic overworld first? since the patch offset when I put the DPE is already in use. |
Forgive me for bothering, but I'm using this ROM Base, and the Intro Editor is missing 3 offsets in the .ini, file, being "Pokemon Names", "PokemonImageTable", "PokemonPaletteTable". If anyone is able to help me find the offsets, let me know.
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@Mc Roger
Dynamic Overworld Palettes is one of the features that is already present in the CFRU iirc. |
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One thing I'm confused about that hopefully someone more knowledgeable can clear up. The guides say to do all scripting and trainer editing before adding CFRU. But for me none of the pokemon moves show up until after CFRU is added.
Attachment 95509 Is it alright to edit trainer data after CFRU or have I done something wrong? |
I've run into a slight roadblock trying to figure out how to use this. I managed to get the patch installed (not intending to use DPE/CFRU. just the ROM Base itself, since the post seems to make it clear that DPE/CFRU are not mandatory?) and using the INIs provided, G3T cannot read really anything correctly. Specifically, it doesn't show proper names for Pokémon past Chimecho, and attempting to load any of them throws a ton of errors, causing G3T itself to basically have its own little panic attack. Other comments in this thread have been saying that the INIs need to be manually edited, but how do I find the offset values I need to replace the ones in the INI with? I would think the INI being provided specifically for the ROM base would mean it'd at least be configured for the base (that is, not requiring DPE or CFRU?)? This is quite confusing.
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Is there any way to get that without needing to learn an entire new coding language? |
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Although I have enabled the necessary flags in src / config.h and have Dynamax Band (including the trainer), Dynamax still doesn't work. Can someone help me? Thanks in advance.
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I seem to be having issues with the HGSS music patches. I can apply the base UPS and then inject DPE and CFRU just fine, game appears fully functional. If I apply the base UPS, then patch in the HGSS music, then inject DPE and CFRU (after making the required edits to songs.h and music_tables.c in CFRU and cleaning/recompiling), I end up having issues. Sometimes, notes from the first song in Palett Town hang indefinitely, even after the music gets changed. Then, some of the OW tiles are in day mode, whilst others are in night mode. Then, the game resets after the first rival battle starts.
I feel like I'm missing a step somewhere (I did follow the instructions of the music patches, including manually paste-writing in the data it asks at the specified offsets)? |
What ROM should I apply this to?
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@pokehacker101
CFRU = Complete Fire Red Upgrade. |
Rom Base has just updated!
Check out the post and my discord server for more info! https://discord.gg/N46NeqS |
Nice update. I also like the new organized planner, and the video tuts
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Dude, you're a godsend. I'm really new to hacking, and, after seeing Unbound and CFRU realized that despite starting not so long ago, I was doing so with tools and tutorials some 5 years outdated already, guess I should have given the forums a thorough search but I always feel intimidated by forums and communities like this. I've decided to shelf all the stuff I've been working on and starting fresh with your base, I only wish I had found this earlier.
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Would anyone here know how to edit the type matchup chart in a CFRU rom? I want to play Unbound with a custom type chart though I believe the process for editing the type matchups is a bit different than other roms I've played (I'm talking about Gaia).
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You can try copying old hex parts of a vanilla type chart and finding them in a CFRU rom If you built cfru yourself, it should be in the offsets ini file |
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Go open HMA and goto the offset You should see this: https://i.ibb.co/BLGxmrP/Type-Matchupp-Unbound.png |
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The first screenshot is from HxD, second from HMA (not that it should really matter). Check out line 961B0C on HMA. I have Bug on Fairy is neutral 06 17 0A. For some reason that interaction remains vanilla ingame. I cant get these images to upload to save my life, with either imgur or imgbb. Anyway, on 961B0A on your screenshot you have the Bug-Fairy interaction. Mine says 06 17 0A. That change isn't refelcted in gameplay. |
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I seem to be having an issue with the extended pokes in wild battles.
If I use advance map to edit wild pokes and use any of the pokes added in by the rom. The game freezes after my pokemon appears. I've followed the edit docs etc. Can anyone advise on what to try here? Edit#1 - this only seems to be pokemon with alternate forms/new evolutions (e.g mewtwo, charizard, giratina etc) |
Hi, I'm having a problem when it comes to the gen 8 pokemon - I inserted all of the proper indexed sprites for 25 gen 8 pokemon for my hack according to the instructions, but they don't appear in-game when tested. I didn't include sprites for all of them (the sprites start at Rookidee instead of Grookey), but I made sure to number the sprites in the order they would appear in if I had included all of them (Rookidee is listed as 1113 instead of 1102). Is there anything else I should do to fix this?
EDIT: I also defined the sprites in all of the tables in sprite_data.h, and they still don't show up in-game. EDIT 2: I looked through the notes and saw that I can use the Advance Sprite tools to add the Gen 8 sprites, but I can't find all of the offsets to fill in the .ini. The DPE offsets don't line up with the .ini descriptions, so I'm not too sure what to look for (such as the enemy altitude table) |
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Greetings to all, maybe this is not the correct post but hey I wanted to ask about some problems I have with the Rom or I think it is the CFRU I do not know precisely what is happening is that this happens
First I use Leon's Rom (that is, his patch) and the following happens 1: when I try to include a song from the patch that comes with your pack, either hgss or Kanto, after making your changes, the rom starts all normal until a combat starts, which is when it locks up and the rom restarts 2: it also happens that after the mega evolution I made it work this to be more specific When Level Up The pokemon during the mega evolution this freezes the game, that is, it stays frozen in half battle (it only happens when it levels up while it is in mega evolution). 3: This happens (tested only with Tangela) When this level Up This evolves makes its evolution animation and others but when it finishes doing it the game is frozen, that is, the notice that tangela evolved but does not allow the rom to advance more than is there someone can help me? |
Hi, I had a problem about compiling and it says that there is a problem with devkitarm, c:\devkitpro\devkitarm\lib\bfd-plugins\libdep.dll.a isn't designed to run on windows...
I've fixed the problem by deleting libdep.dll.a and now it's working. I've test some mega evolution and its working perfectly except Charizard Y that freeze the game after the mega evolution animation. I've already set variables 0x40FE and 0x40FF to 0x161. |
I found out that Mega Charizard Y's pop up ability which is Drough is making the game freeze. I think pop up ability is the issue.
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Hi there. I just installed this awesome ROM Base. I followed the video tutorials and the instalation/compilation was suceful, but when during the tests I found a issue with the ability pop-ups. Whenever a abillity pop-up shows up in the battle screen (intimidade, sturdy, levitate, etc.) the game just crashes. Does anyone knows how to fix this?
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Please can you give me your installed rom base
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Please can you give me your installed rom base davus
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Today i finally complete to patch the rom base, but when i try to level a Pokemon from other generations, the game crash. Does ayone know why?
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Hello all!
Since DPE and CFRU have recently had updates I decided to update the Rom Base in tandem. New download link is in the original post! As a result, the video tutorials are somewhat outdated and will eventually be edited to fit the new changes. |
Nice
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I'm guessing that since it got updated, the old version doesn't work anymore? because i think i have the old version, and it's giving me a error.
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overworld sprites doesn't appear in game how do I fix this glitch?
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Help, sturdy crashes when it activates
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If you did then you’re using the wrong devkit |
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Note: If you just started following this tutorial, ignore this note for now. If you see compile warnings when building a fresh CFRU or Ability Pop-Ups crash your game after the build process is finished, download from this link https://www.mediafire.com/file/br2xpo14rd2a76c/devkitPro.zip/file instead. Replace the devkitPro folder created when you installed devkitPro before (likely C:/devkitPro) with the contents of the downloaded archive. |
Mega Evolve Charizard to Y crash the game
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so outside making it easier to setup, the main features here dont seem as extensieve as your old base or adding all that much in general
but its been said that most people are likely using your base so i am going to take it there is something i am missing something? or is the initial setup for CFRU that extensive that this base has become a mainstream? |
I have been loving this ROMbase!! Some really incredible work here. However, I can't figure out how to edit the wild data for the nighty cycle, the AdvanceMap included only lets me view the daytime wild. Any insight?
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DOES IT HAS POKEGEAR OR ANY ITEM LIKE THAT
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Hi guys, can I have some help ?
I don't understand how to include the good old nature colored stats and IV ranking (vanilla summuary screen not B/W) ? Thank you for the hard work of sharing knowledges Leon ! Edit: Nvm I got it ! |
Hi! Community-available BW2 and HGSS music patches Are DPE+CFRU compatible? Sorry if already answered!
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Ok, I read the documentation and saw that BW2 patch is not recommended! Thanks...
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Can someone help me fix the Advance Sprite Series .ini?
[Advanced Series .ini = DPE Offset log] Game code = BPRE FontSpriteTable = ? BackSpriteTable = ? FrontPaletteTable = ? BackPaletteTable = ? EnemyYTable = ? PlayerYTable = ? EnemyAltitudeTable = gEnemyMonElevation IconSpriteTable = ? IconPalleteTable = ? SpeciesNames = ? TotalSpecies = 1102 |
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I didn't solve the ini problem. but I managed to configure the sprites of the 8 gen and everything is ok! Thanks.
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Now time for more questions... Is CFRU's DNS compatible with customizable tiles and backgrounds?
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@Luke111
No, that removes the whole purpose of the CFRU. If you're not able to import the CFRU into your ROM the way it is described in its extensive manual, there is also practically zero chance that you would be able to properly make use of its features. |
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So a patch would take away the point |
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I can edit in HexManiac withou any adaptation ?
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How i can make HMA recognize the moves and all the pokemons ?
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I cant find BackSpriteTable FrontPaletteTable BackPaletteTable EnemyYTable PlayerYTable EnemyAltitudeTable IconSpriteTable
IconPaletteTable IconPalettes SpeciesNames TotalSpecies in DPE ini someone can help me ? |
hey can u add this in optional patches folder https://www.pokecommunity.com/showthread.php?t=453904
i made it work with cfru and dpe with your base |
Hello all, need a quick favor.
For some legacy bugfixing on a (relatively) older rom, I need v1 of Leon's Rombase. Too afraid to ask him by PM. If anyone can send me the patch & ini privately, please do. Thanks. |
Anyone on here have issues with implementing CFRU after adding music patches? I added both Squeetz and HGSS but have NOT edited songs.h (I assume this is the root of the problem). Not sure if I should just comment out everything that's in there and add my own table 0x01--0x01xx or something else.
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In step 2 of the docs, it says "Navigate to the main folder, where you will find a very clearly marked UPS patch named DPE-CFRU ROM Base." There is no patch with this name. The only patches in the main folder are Ultimate Rom Base- Complete Package.ups and Ultimate Rom Base- No Overworld Expansion.ups. Are these what I'm supposed to patch in step 3?
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Can someone explain in actual proper english what the hell this base actually is? It's called "Leon's DPE+CFRU Base" but then he puts in the description "DPE and CFRU aren't included in this"
So WTF is this then? |
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Ok, so I;m looking to add CFRU to a test ROM in order to get move data. In the example in the docs for Recommended Insertion Steps CFRU, only 2 lines of code is copied, yet my offset for gMoveNames is 094B286C and Z_Move_1 is 094B4E00. This is hundreds and hundreds of lines. Is this normal considering the screenshot in the example only copied 2 lines??
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Im having problems trying to fill the ini of advance sprite to add gen 8, i cant find the offsets..... someone can help me ?
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I'm having issues with Icon sprites. My regular front/back/shiny sprites all work as expected, however the palettes for my icon sprites are all distorted. I'm using the exact same icon sheet that I used for my Binary hack, and it works great over there. The palette bank is also the same (0x0) for both.
Here is the distorted icon: https://i.imgur.com/tBfqSaJ.png This is what it's supposed to look like: https://i.imgur.com/Ur7ndqc.png Edit: I was able to solve this by exporting my palettes from advance icon, and then importing the bitmap to the sprite in the DPE folder. |
Hello, I just want to say that the tool I created (Move Animation Creator) could be of use to people who want to create their own move animations: https://www.pokecommunity.com/showthread.php?t=457087
It doesn't take full advantage of the new backgrounds that CFRU adds in (will probably add in a future update), but it's still useful and very easy to create animations |
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