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ssj August 20th, 2006 4:17 AM

1 Attachment(s)
Ive made text for the offsets of 71E067,71E078,71E089 and complied them then I compiled the script that you posted and put the trainer on the map ive shown below with the event number of 7 and still when I talk to him nothing happens.

Pazuzu August 20th, 2006 4:23 AM

Quote:

Originally Posted by ssj (Post 2228198)
Ive made text for the offsets of 71E067,71E078,71E089 and complied them then I compiled the script that you posted and put the trainer on the map ive shown below with the event number of 7 and still when I talk to him nothing happens.

That happens because you set the Event to the wrong Script offset.
As I told you (and as you should've noticed by yourself), the Script will be inserted at offset 800000, which is what you have to enter in the Event's "Script offset" box, in order for it to call the correct Script. (Remember to keep the leading "$" symbol.)

ssj August 20th, 2006 4:50 AM

Ive dont that as ive changed the 800000 offset with 71e066 in this script

#org 0x71e066
trainerbattle 0 0x5 0x0 0x71e067 0x71e078
message 0x71e089
boxset 4
end

#org 0x71e067
= Text 1

#org 0x71e078
= Text 2

#org 0x71e089
= Text 3

Pazuzu August 20th, 2006 5:03 AM

Quote:

Originally Posted by ssj (Post 2228238)
Ive dont that as ive changed the 800000 offset with 71e066 in this script

#org 0x71e066
trainerbattle 0 0x5 0x0 0x71e067 0x71e078
message 0x71e089
boxset 4
end

#org 0x71e067
= Text 1

#org 0x71e078
= Text 2

#org 0x71e089
= Text 3

Well, by doing that, you made the 1st text overwrite the rest of your Script, as you have calculated the offsets wrong again.
If you adjust the Script offset (71e066) back a few bytes, let's say to 71e056, it should work fine again. (Or just use 800000, as before.)

When picking offsets, always look carefully, and make sure that they don't interfere with eachother.

natty777 August 20th, 2006 11:28 AM

1) how can you change the name of the pokemon, eg. i want a wild zigzagoon to be called a racoomat.

Pazuzu August 20th, 2006 11:38 AM

Quote:

Originally Posted by natty777 (Post 2228583)
1) how can you change the name of the pokemon, eg. i want a wild zigzagoon to be called a racoomat.

There are 3 ways to edit a Pokémon's name in the Advance-Games.

The first one would be, using a Hex-Editor + Table file to edit the texts. (A tutorial has been posted in the Documents section.)

The 2nd way would be to use Advance-Text. Search for the name, add it to the INI, and edit it.

And last but not least, the 3rd way, by using N-E-A. (You can get it in the Tools Showcase.)
Just pick a Pokémon name from the list, doubleclick on it, and edit it.

However, this question has been asked and answered before, so please use the search function before asking, as it is stated in the thread title.

Informatik. August 20th, 2006 3:55 PM

Ah, thanks for the help Scizz.

i have another question for you, how would one be able to change the starting point of a town, yet still have Pallet town as the place where you get starters? Like making Viridian the start.

Pazuzu August 21st, 2006 3:55 AM

Quote:

Originally Posted by Informatik. (Post 2228794)
Ah, thanks for the help Scizz.

i have another question for you, how would one be able to change the starting point of a town, yet still have Pallet town as the place where you get starters? Like making Viridian the start.

There are 2 ways to change the starting position.
The first, and easier way, would be to just edit the Warps in the Player's house, so they Warp you to Viridian, instead of Pallet Town.

The second way is a bit harder, as it involves Hex-Editing.
There, you change the Map-Bank and Map-Number of the Player's room to the ones you want to start on instead.
The structure of the Start-Position data, as well as what the values for FR/LG are, has been posted here. (3rd quote)

basketballa August 21st, 2006 7:39 AM

i dont how i get the hacks from the computer to my gba game. and how would i make my own town? (i cant find this on here)

Pazuzu August 21st, 2006 7:45 AM

Quote:

Originally Posted by basketballa (Post 2229721)
i dont how i get the hacks from the computer to my gba game. and how would i make my own town? (i cant find this on here)

In order to play GBA-Games from the computer in your real GBA, you need 3 things:
- A Flash Cartridge (To hold the game)
- A Flash Linker (To transfer the game from the computer on the cartridge)
- A GBA

Simply connect the Linker with your computer, put the blank cartridge in, and transfer the game using the included software.
After that is complete, you can put the cartridge in your GBA, and play it as usual.
(Places where to buy those things can be found via Google. And if you're having problems on how to use the Linker, you can always have a look in it's manual.)

How to make your own places in the games can be found using the search function, which you should have used before asking here, as it is stated in the thread title.
Also reading the stickied threads will help.

basketballa August 21st, 2006 7:50 AM

Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 131072 bytes) in /home/pokecomm/public_html/search.php on line 923

thats what i get when i search.

Pazuzu August 21st, 2006 7:55 AM

Quote:

Originally Posted by basketballa (Post 2229749)
Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 131072 bytes) in /home/pokecomm/public_html/search.php on line 923

thats what i get when i search.

Nonetheless, you could have read the stickied threads, as they are located at the top of the forums for a reason.
The FAQ in this forum, for example, tells you that you can find useful documents that will be helpful to you in the Tutorial forum.

Such as these:
http://www.pokecommunity.com/showthread.php?t=72127
http://www.pokecommunity.com/showthread.php?t=66001

DoomKitty August 21st, 2006 7:34 PM

Due to frustration over hex editing, I'm switching to PokeText. So here's my question. In Poketext, under what file and folder is Oak's intro?

Micklo August 22nd, 2006 12:18 AM

How do you make your own region's Pokédex? For example, put Abra at no1 then machop at no4 etc.

Thanks in advance

:t131:Micklo

Blazichu August 22nd, 2006 2:17 AM

Quote:

Originally Posted by DoomKitty
Due to frustration over hex editing, I'm switching to PokeText. So here's my question. In Poketext, under what file and folder is Oak's intro?

Oak's intro is under Intro 2\Shops, Block 2 to 7. Hopefully you can find it.
I would recommend hex editting though, you can do alot more.

Pazuzu August 22nd, 2006 5:49 AM

Quote:

Originally Posted by Micklo (Post 2230836)
How do you make your own region's Pokédex? For example, put Abra at no1 then machop at no4 etc.

Thanks in advance

:t131:Micklo

You can't make a PokéDEX for a new region with out ASM hacking knowledge, however, you can modify the listings of the PokéDEX modes that are already integrated in the game.

To do that, open the ROM in your Hex-Editor, and search for the Pokémon Hex values, in the order as they appear in the PokéDEX.
(For example, [010002000300] and so on, for the order of Bulbasaur to Venusaur. Of course without the brackets.)
Once you found what you were searching for, you can easily modify the listing, by replacing those values, with the ones of the Pokémon that you want to have there instead.

You can find a list of Pokémon Hex values in this thread.

DoomKitty August 22nd, 2006 2:42 PM

Quote:

Originally Posted by Blazichu (Post 2230944)
Oak's intro is under Intro 2\Shops, Block 2 to 7. Hopefully you can find it.
I would recommend hex editting though, you can do alot more.

I can't find it ._. Mebbe I'm using a different version of PokeText?

Leo~chan August 23rd, 2006 7:50 AM

Hello! How do I edit the faces of hero in maps? (ex: http://img201.imageshack.us/img201/5714/nuevocornabf3.png)
Thanks a lot ^WWWWWWWWW^
Please help me is very important ;OOOOOOOOO;
(My Bad English >_>"""!)
It's okie, sweetie.

ssj August 23rd, 2006 2:03 PM

I have changed a trainers pokemon using PET and when I battled him it worked perfectly but when I changed the text my game crashes.
'-----------------------
#org 0x1A9407
trainerbattle 0x0 0x5A 0x0 0x8183786 0x81837BD
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 jump 0x1A942E
msgbox 0x81837CF '"Hey! You're a team..."
callstd 0x6
end

'-----------------------
#org 0x1A942E
trainerbattle 0x5 0x5A 0x0 0x81C1588 0x81837BD
msgbox 0x81837CF '"Hey! You're a team..."
callstd 0x6
end


'---------
' Strings
'---------
#org 0x183786
= Hey! You're a team rocket member!\nfight me?
#org 0x1837BD
= Lost!\nLost! Lost!
#org 0x1837CF
= Well done young one\nWe shall meet again.
#org 0x1C1588
= Want more?\nFoolish child!
#org 0x1837BD
= Lost!\nLost! Lost!
#org 0x1837CF
= Well done young one\nWe shall meet again...

zel 2.0 August 23rd, 2006 7:50 PM

Hi everyone! I need the help of an "hexpert".

I'm hacking FR, and I wanted to know how can I edit the move taught by a TM. Because I hex-searched the TM, and I found it together with the rest of TMs and items, and it has the structure stated by Scizz in his site. However, TMs don't seem to have the info about the move to be teached (not even a pointer, but it has the pointer to the move's description). Is it stored somewhere else?, if so, where?

My second idea, since I couldn't edit the TM, was to modify the move taught by a Move Tutor, so I had a look into the various Move tutors scripts, and they seem to be the same (with the text as exception). And I realized that this is basically how a move is teached:

setvar 0x8005 0x"Number between 0 and 11,in hex"
special 0x18D

So, changing the value of var 8005 you can switch between the tutors, but, how can I change the move taught?

Well, thanks in advance to whoever helps (which means, thanks Scizz?)

-Sasuke- August 24th, 2006 2:36 AM

ok i made this script. It's working and all but i want it to be able to give a nickname to the pokemon you get. so can someone help me out?


#org 0x7B2B00
checkflag 0x10A
if 0 0x7B0A54
message 0x7B2C00
boxset 0x2
end

#org 0x7B0A54
setflag 0x10A
setflag 0x828
checkgender
compare LASTRESULT 1
if 0 0x7B1D54
if 1 0x7B0D54
end

#org 0x7B1D54
message 0x7B1A54
boxset 0x02
givepokemon 0x04 0x05 0xD7
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
end

#org 0x7B0D54
message 0x7B1B90
boxset 0x02
givepokemon 0x07 0x05 0xD1
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
end

#org 0x7B1A54
= Hello? And you are...?\pOh ok. So it's\v.\pWell welcome to my lab.\nI'm PROF. IVY.\pPlease don't leave the mess\nscare you.\pWell it looks like you\nare a trainner am i right?\pGood then I guess this\nCHARMANDER will be better\pof traveling with you.\pPlease take good care of it.

#org 0x7B1B90
= Hello? And you are...?\pOh ok. So it's\v.\pWell welcome to my lab.\nI'm PROF. IVY.\pPlease don't leave the mess\nscare you.\pWell looks like you\nare a trainner am i right?\pGood then I guess this\nSQUIRTLE will be better\pof traveling with you.\pPlease take good care of it.

#org 0x7B2C00
= Well since BROCK came\nhere. My lab has been in tip top\pshape. And he can really cook\pWell any way I hope that\nyou're taking good care of\pthat Pokémon.

Pazuzu August 24th, 2006 4:17 AM

Quote:

Originally Posted by Hack The Master (Post 2232634)
Hello! How do I edit the faces of hero in maps? (ex: http://img201.imageshack.us/img201/5714/nuevocornabf3.png)
Thanks a lot ^WWWWWWWWW^
Please help me is very important ;OOOOOOOOO;
(My Bad English >_>"""!)
It's okie, sweetie.

Those graphics are most likely uncompressed, so you can edit them with TLP.
Carefully scroll through the ROM until you find them, as they're small, and might easily be overseen.

Quote:

Originally Posted by ssj (Post 2233003)
I have changed a trainers pokemon using PET and when I battled him it worked perfectly but when I changed the text my game crashes.

It looks like you kept the default offsets for the texts.
That, however, can result in overwriting of other data, causing the game to crash, if you have made your texts longer than they were before.
Try changing the text offsets. (In both, the Text-, and the #org-commands.)

Quote:

Originally Posted by zel (Post 2233370)
Hi everyone! I need the help of an "hexpert".

I'm hacking FR, and I wanted to know how can I edit the move taught by a TM. Because I hex-searched the TM, and I found it together with the rest of TMs and items, and it has the structure stated by Scizz in his site. However, TMs don't seem to have the info about the move to be teached (not even a pointer, but it has the pointer to the move's description). Is it stored somewhere else?, if so, where?

My second idea, since I couldn't edit the TM, was to modify the move taught by a Move Tutor, so I had a look into the various Move tutors scripts, and they seem to be the same (with the text as exception). And I realized that this is basically how a move is teached:

setvar 0x8005 0x"Number between 0 and 11,in hex"
special 0x18D

So, changing the value of var 8005 you can switch between the tutors, but, how can I change the move taught?

Well, thanks in advance to whoever helps (which means, thanks Scizz?)

Currently it's not known where the TM data is stored, which means that you can't edit it, yet.

For the Move Tutors, it is currently not known where the byte of the teached move is located.
All of the script seem to use the same routine (as you already said), and only differ in a few texts used.
Therefore, editing them correctly is not possible, yet.

Quote:

Originally Posted by -Sasuke- (Post 2233586)
ok i made this script. It's working and all but i want it to be able to give a nickname to the pokemon you get. so can someone help me out?

A sample Nickname-Script has been provided in this post.
You should easily be able to modify it for your needs.

Jonny Buuz August 27th, 2006 8:09 PM

Every time I compile a script into my Fire Red rom, I get an error message that states:

Quote:

Run-time error '53':

File not found.
Now I understand that that usually means that there is a run-time file missing or whatever. I have all of the needed DLLs and OCXs and God knows what else. So I move my Fire Red rom to my desktop. I hit compile, select the ROM that is now on the desktop, and I have an empty command database.

Also, I can't search the forums, for whatever reason, as I posted a few days ago.

Someone help me with either problem?

EDIT: Still on FR. FontEd says that the font offset is unspecified, but supported. What?

pokedeoxys August 27th, 2006 10:42 PM

when you talk to the sailer in vermillion,it say where you want to go:
1 - 7 island. how do i change the island names?

HackMew August 28th, 2006 1:54 AM

Quote:

Originally Posted by Jonny Buuz (Post 2234181)
Every time I compile a script into my Fire Red rom, I get an error message [...]

Now I understand that that usually means that there is a run-time file missing or whatever. I have all of the needed DLLs and OCXs and God knows what else. So I move my Fire Red rom to my desktop. I hit compile, select the ROM that is now on the desktop, and I have an empty command database.

Also, I can't search the forums, for whatever reason, as I posted a few days ago.

Someone help me with either problem?

EDIT: Still on FR. FontEd says that the font offset is unspecified, but supported. What?

You are missing some needed files for ScriptEd. The complete list is:
+ rkc.exe - RubiKon compiler
+ rubikon.dat - RubiKon command database
+ scripted.exe - Script editor
+ std.rbh - General RubiKon header
+ stditems.rbh - Items header
+ stdpoke.rbh - Pokémon header

You can find them in the EliteMap pack. And make sure that the ROM you are compiling is in the same directory of the ScriptEd.

For the second question, it means that FR is a supported ROM but in the PokeRoms.ini the offsets for the font aren't specified. So, you have to find by yourself or wait for someone that make it for you. Otherwise you can use TLP. The offset for the font should be 2320C0.


Quote:

Originally Posted by pokedeoxys (Post 2234245)
when you talk to the sailer in vermillion,it say where you want to go:
1 - 7 island. how do i change the island names?

You can change by using program like Thingy32/Translhextion that support table files or usign A-Text. Once you have chosen the program you want to use, just use the search function to find the word you want to replace.

Hiidoran August 28th, 2006 3:17 PM

I have a question:
I am hacking Leaf-Green and you recieve your first pokemon by someone giving it to you. I only have one problem with this, how do you get "Pokemon" as a selection on your menu? When I talk to the person, he gives you your pokemon, but the "Pokemon" option does not appear. Now I have tried putting in "setflag MENU_PARTY" but that makes my menu have Pokedex and the Retire option from the safari zone.

So if anyone knows what to do please tell me, I'm sooooooo stuck! Thanks in advance!

Pazuzu August 28th, 2006 4:06 PM

Quote:

Originally Posted by BlainesApprentice (Post 2234522)
I have a question:
I am hacking Leaf-Green and you recieve your first pokemon by someone giving it to you. I only have one problem with this, how do you get "Pokemon" as a selection on your menu? When I talk to the person, he gives you your pokemon, but the "Pokemon" option does not appear. Now I have tried putting in "setflag MENU_PARTY" but that makes my menu have Pokedex and the Retire option from the safari zone.

So if anyone knows what to do please tell me, I'm sooooooo stuck! Thanks in advance!

That is, because the "MENU_PARTY" variable is made for Pokémon Ruby/Sapphire.
Therefore, it won't work on any other game but these.

To enable the Party menu in Leaf-Green, you will have to use this command:
Code:

setflag 0x828



willypiggy August 29th, 2006 12:34 PM

Hey Scizz, I read your Guide on changing the pokemon and i'm looking to change the starters in LG to the D/P Starters (I have the sprites) But I don't know how to change the pallet's so that it looks better. Could you tell me how? Thanks in advance!

Pazuzu August 29th, 2006 12:47 PM

Quote:

Originally Posted by willypiggy (Post 2234914)
Hey Scizz, I read your Guide on changing the pokemon and i'm looking to change the starters in LG to the D/P Starters (I have the sprites) But I don't know how to change the pallet's so that it looks better. Could you tell me how? Thanks in advance!

You can find tutorials about palette editing in the Documents forum.
Mainly to name these three:
http://www.pokecommunity.com/showthread.php?t=69928
http://www.pokecommunity.com/showthread.php?t=54389
http://www.pokecommunity.com/showthread.php?t=31153

willypiggy August 29th, 2006 1:04 PM

Thanks, I don't know why but my computer has been taking ages to load pokecommunity pages since the server went down, It takes like 5 mins after you click on something to laod it.

Jonny Buuz August 29th, 2006 3:33 PM

I'm not missing any of those files. Only thing is, since I have Nero Showtime, it recognizes that database file as a movie, so it opens with Nero (but it doesn't actually show anything). I tried reinstalling and whatnot, and... no go. Doesn't work on any rom, clean ones too.

Any suggestions, at all? I can't delete Nero, and I doubt that is changing anything; all of my scripts are to be opened with notepad, too.

Smarties-chan August 30th, 2006 11:55 PM

I'm planning a new hack of Pokémon Emerald and there are a couple of things I'd like to know:

1. Where do the offsets for Pokémon Emerald's gym battles start?

2. Where do the offsets for the normal battles start?

3. Where do the offsets for the frontier brains start?

I'd search for the offsets myself, but finding offsets isn't really my strong point.

Thanks in advance.

Pazuzu August 31st, 2006 3:49 AM

Quote:

Originally Posted by Jonny Buuz (Post 2234963)
I'm not missing any of those files. Only thing is, since I have Nero Showtime, it recognizes that database file as a movie, so it opens with Nero (but it doesn't actually show anything). I tried reinstalling and whatnot, and... no go. Doesn't work on any rom, clean ones too.

Any suggestions, at all? I can't delete Nero, and I doubt that is changing anything; all of my scripts are to be opened with notepad, too.

ScriptED will recognize and use the command-database file, even if it's file extension is associated with another program.
A simple way to remove the extension from opening with Nero, would be to either, uncheck a Box in Nero Showtime's "File associations" dialog, or to remove the "*.dat" extension handler from the filetype list. (Folder -> Folder Properties -> Filetypes).
The easiest way would be to cope with it, since ScriptED does not need to be associated to the *.dat filetype.

Quote:

Originally Posted by Smarties-kun (Post 2235542)
I'm planning a new hack of Pokémon Emerald and there are a couple of things I'd like to know:

1. Where do the offsets for Pokémon Emerald's gym battles start?

2. Where do the offsets for the normal battles start?

3. Where do the offsets for the frontier brains start?

I'd search for the offsets myself, but finding offsets isn't really my strong point.

Thanks in advance.

Every battle is stored in a table that contains the all of the Trainer-data.
In Emerald, this table starts at offset 310059 (Hex).
You can find the structure for each data type in this thread if needed, as it has been posted before.

zel 2.0 August 31st, 2006 6:27 AM

Hey, I'm here again asking some questions. This time would be mainly about scripting.

Probably they'll have a negative answer, but, it doesn't hurt to ask.
First, is it possible to remove a certain amount of a certain item? (I'd check if the player has the certain item, and then remove "1" of that item, most likely key items)
Second, is it possible to remove a Pokemon in a certain slot? (because I want to make a wildbattle script, then check if the player caught the Pokemon, and if he did, then he would have the option to keep it or not)
And the last one is about flight positions, is it possible to ADD new flight positions? (i think i know what's gonna be the answer to this one...)

That's all, for now. Thanks!

Pazuzu August 31st, 2006 6:55 AM

Quote:

Originally Posted by zel (Post 2235650)
Hey, I'm here again asking some questions. This time would be mainly about scripting.

Probably they'll have a negative answer, but, it doesn't hurt to ask.
First, is it possible to remove a certain amount of a certain item? (I'd check if the player has the certain item, and then remove "1" of that item, most likely key items)
Second, is it possible to remove a Pokemon in a certain slot? (because I want to make a wildbattle script, then check if the player caught the Pokemon, and if he did, then he would have the option to keep it or not)
And the last one is about flight positions, is it possible to ADD new flight positions? (i think i know what's gonna be the answer to this one...)

That's all, for now. Thanks!

It is possible to remove a certain amount of an item, by using the following command:
Code:

[45][Item (2 bytes)][Amount (2 bytes)]


There probably is a way to remove a Pokémon from a certain slot, but the command for that is currently unknown.

You can add new Flight data, by extending the location table. (Repoint the the table to free space with your Hex-Editor, and add your new position at the bottom.)

willypiggy August 31st, 2006 7:11 AM

I'm back with more problams :)
1. Does anyone know the unlz gba number(s) for the venasuar in the fg title screen?
2. I added an event in advancemap using the tutorial and I copyed everything form the eevee (eg offset, people ID) But all it has done is removed all the events from the map!
All help is appreciated!

Pazuzu August 31st, 2006 8:22 AM

Quote:

Originally Posted by willypiggy (Post 2235662)
I'm back with more problams :)
1. Does anyone know the unlz gba number(s) for the venasuar in the fg title screen?
2. I added an event in advancemap using the tutorial and I copyed everything form the eevee (eg offset, people ID) But all it has done is removed all the events from the map!
All help is appreciated!

1. The unLZ-GBA number for the Venusaur on the Titlescreen of Leaf-Green is 2013.

2. You have probably repointed the Events to a bad offset.
Try adding another Event to the Map, and choose a different offset for re-pointing, this should fix your problem.

If it, for some reason, is still occouring, you should go back to your backup-copy, and re-do the changes you made.

willypiggy August 31st, 2006 9:58 AM

Thanks for that but when I try and play the game after changing the pic all I see is the video at the start then the screen goes black, any tips?

Pazuzu August 31st, 2006 10:26 AM

Quote:

Originally Posted by willypiggy (Post 2235699)
Thanks for that but when I try and play the game after changing the pic all I see is the video at the start then the screen goes black, any tips?

If your screen goes black/the game crashes after editing, then you have corrupted something in your editing process.
The easiest way to fix it, is to go back to your backup-copy, and re-do your changes.

Prof. 9 September 1st, 2006 11:28 PM

I made this script:
Quote:

#org 0x800000
checkflag 0x800
if 1 0x8C86B0
applymovement 0x00 0x800050
pause 0x30
message 0x800300
boxset 0x2
applymovement 0xFF 0x800100
pause 0x10
applymovement 0x00 0x800150
pause 0x50
message 0x800350
boxset 0x2
applymovement 0x00 0x800200
pause 0x50
applymovement 0x00 0x800250
pause 0x10
applymovement 0xFF 0x800200
pause 0x50
message 0x800400
boxset 0x2
release
end

#org 0x800050
#binary 56 FE

#org 0x800100
#binary 3 FE

#org 0x800150
#binary 6 6 6 6 FE

#org 0x800200
#binary 7 7 7 7 FE

#org 0x800250
#binary 2 FE

#org 0x800300
= AAA

#org 0x800300
= BBB

#org 0x800350
= CCC
(I will change the AAA, BBB and CCC later with Advance Text)
Anyway, when I input it in my rom, and input the script in Advance map (new script event, enter offset), and start my rom, and walk on the event, it says BBB, then it pauses, then it says CCC, then the player walks one block left, and then the game chrashes (character can't move anymore, altough music keeps playing).

I don't know why this is happening, it might be an error in my script or it might be something in the rom (I edited Pallet town but that annoying signpost girl is still there)

Can anyone solve my problem?

willypiggy September 2nd, 2006 2:40 AM

Can the male and female charecters pic (the one just after you have selected gender) be changed in unlz.gba and if so what are the numbers?
Scizz, I think it was that the image was too large so I tryed instering a smaller one and this is what happened:
http://img48.imageshack.us/img48/9341/pokemonleafgreennv5.png
Any help?

Pazuzu September 3rd, 2006 6:49 AM

Quote:

Originally Posted by Prof. 9 (Post 2236292)
I made this script:

(I will change the AAA, BBB and CCC later with Advance Text)
Anyway, when I input it in my rom, and input the script in Advance map (new script event, enter offset), and start my rom, and walk on the event, it says BBB, then it pauses, then it says CCC, then the player walks one block left, and then the game chrashes (character can't move anymore, altough music keeps playing).

I don't know why this is happening, it might be an error in my script or it might be something in the rom (I edited Pallet town but that annoying signpost girl is still there)

Can anyone solve my problem?

The problem with your Script was probably, that you have used a bad offset.
I adjusted the Script offset, and fixed a text offset for you.
A test compile showed, that the Script is working just as desired.

Try this version of the Script, and see if it works for you.

Code:

#org 0x800500
checkflag 0x800
if 1 0x8C86B0
applymovement 0x00 0x800050
pause 0x30
message 0x800300
boxset 0x2
applymovement 0xFF 0x800100
pause 0x10
applymovement 0x00 0x800150
pause 0x50
message 0x800350
boxset 0x2
applymovement 0x00 0x800200
pause 0x50
applymovement 0x00 0x800250
pause 0x10
applymovement 0xFF 0x800200
pause 0x50
message 0x800400
boxset 0x2
release
end

#org 0x800050
#binary 56 FE

#org 0x800100
#binary 3 FE

#org 0x800150
#binary 6 6 6 6 FE

#org 0x800200
#binary 7 7 7 7 FE

#org 0x800250
#binary 2 FE

#org 0x800300
= AAA

#org 0x800350
= BBB

#org 0x800400
= CCC


Quote:

Originally Posted by willypiggy (Post 2236345)
Can the male and female charecters pic (the one just after you have selected gender) be changed in unlz.gba and if so what are the numbers?
Scizz, I think it was that the image was too large so I tryed instering a smaller one and this is what happened:
http://img48.imageshack.us/img48/9341/pokemonleafgreennv5.png
Any help?

The questions about the pictures has been asked and answered multiple times now, you can easily find that answer by browsing through the thread, or using the search function.
(If you have problems using the search function, you can always use your browsers search feature on the Archived version of this thread.)

Again, you have overwritten important data while inserting your image.
Go back to your backup-copy, and when inserting a new image, enter an offset to free space in the "Image offset" text field.
Then check the "Repoint" and uncheck the "Abort" box, and click OK.

-Sasuke- September 17th, 2006 10:44 AM

i need some help with this script:


#org 0xEB0000
lock
faceplayer
checkflag 0x10A
if 1 jump 0xEB0050
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0xEB0100
callstd 0x6
waitfanfare
release
end

#org 0xEB0050
msgbox 0xEB0070
callstd 0x6
release
end

#org 0xEB0070
= I noticed you had older\nversion of the POKéDEX.\pSo I upgraded it for you.\pNow you can evolve POKéMON\nthat are not from Kanto.

#org 0xEB0100
= Hello there. I'm a POKéDEX\nProgrammer.\pLet me see your POKéDEX\nfor a sec..\p.............\n.......Click!\pYour POKéDEX was upgraded!

It was working at first, but then it wasn't. Can some1 help me out?

willypiggy September 17th, 2006 10:48 AM

ok, heres a question. Insted of inserting a new map and creating warps etc etc I decided to turn a house into a cave and I have mapped everything and in elitemap I have changed the warp locations and the event locations etc etc and when I walk into the cave entrance its fine and everything is how it should be but then when you try and get back out of the cave the charecter just keeps walking into the entrance as if it where a wall any help? And also in the cave I am trying to amke an event where you fight an unown and I have copyed moltreses event and started changing the picture etc etc but when I go to battle it it isnt there, any help its greatley appreciated thanks!

Pazuzu September 17th, 2006 10:50 AM

Quote:

Originally Posted by -Sasuke- (Post 2236803)
i need some help with this script:


#org 0xEB0000
lock
faceplayer
checkflag 0x10A
if 1 jump 0xEB0050
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0xEB0100
callstd 0x6
waitfanfare
release
end

#org 0xEB0050
msgbox 0xEB0070
callstd 0x6
release
end

#org 0xEB0070
= I noticed you had older\nversion of the POKéDEX.\pSo I upgraded it for you.\pNow you can evolve POKéMON\nthat are not from Kanto.

#org 0xEB0100
= Hello there. I'm a POKéDEX\nProgrammer.\pLet me see your POKéDEX\nfor a sec..\p.............\n.......Click!\pYour POKéDEX was upgraded!

It was working at first, but then it wasn't. Can some1 help me out?

The script looks correct. It would be nice if you would tell us the ROM you used, and what exactly isn't working in your Script.

Quote:

Originally Posted by willypiggy (Post 2236809)
ok, heres a question. Insted of inserting a new map and creating warps etc etc I decided to turn a house into a cave and I have mapped everything and in elitemap I have changed the warp locations and the event locations etc etc and when I walk into the cave entrance its fine and everything is how it should be but then when you try and get back out of the cave the charecter just keeps walking into the entrance as if it where a wall any help? And also in the cave I am trying to amke an event where you fight an unown and I have copyed moltreses event and started changing the picture etc etc but when I go to battle it it isnt there, any help its greatley appreciated thanks!

Check the Movement permissions of your cave near the Warp area.
Also make sure that you have used the correct "door" tiles.

In order to make a new wild Pokémon Event, you will have to copy the Script as well, and add it to your new Event.
Just changing the picture does not work.
The search function will help you here.

-Sasuke- September 17th, 2006 11:34 AM

i used a Pokemon Fire Red (U). I toke a closer look and saw that it was before i got the first badge it worked but after i got it it wasn't.

Pazuzu September 18th, 2006 2:04 PM

Quote:

Originally Posted by -Sasuke- (Post 2236852)
i used a Pokemon Fire Red (U). I toke a closer look and saw that it was before i got the first badge it worked but after i got it it wasn't.

The first thing you can try, is using a different Flag.
The one your have used might be related to the Badge in some way.

pokeant September 19th, 2006 1:14 AM

anyone knows any tools that can change crystal's map?

Pazuzu September 19th, 2006 4:14 AM

Quote:

Originally Posted by pokeant (Post 2238252)
anyone knows any tools that can change crystal's map?

The Maps in a Pokémon Crystal game can be edited by using Crys-Map, which can be obtained from a download site, listed in the Hacking Tools Reference.

SephirothX September 20th, 2006 10:57 AM

I did search, and couldn't find an answer, so I'll ask: Is there any known way to ensure that a scripted Pokémon is Shiny? (a wildpokemon or givepokemon script) Any help is appreciated.

Green Charizard September 20th, 2006 11:52 AM

I presume it's the GBA series? It's virtually imposible to do, but here's how I'd get around it. Let's say it was a shiny Gyrados (sp?) you wanted. Open up a program like rsball copy down the graphic and pallette details. Repoint to these under a new pokemon, enter the attack location etc. With the same code as the normal ones, edit all the evolutions and all and you have a shiny, without the spinning stars... If you need help PM me, but Scizz taught me how to do this with normal pokemon origoanlly.

Informatik. September 22nd, 2006 1:01 PM

I've searched and searched for an answer but I can't seem to find an answer, so I hope you can help..

img70.image1shack.us/img70/4279/completejohto4yhk5tjog5.png (Remove the '1') I wish to add that tileset to my FireRed hack, but I hack no idea how to or what tool to use. A detailed explanation would be wonderful. =]

Pazuzu September 22nd, 2006 1:06 PM

Quote:

Originally Posted by Informatik. (Post 2239789)
I've searched and searched for an answer but I can't seem to find an answer, so I hope you can help..

img70.image1shack.us/img70/4279/completejohto4yhk5tjog5.png (Remove the '1') I wish to add that tileset to my FireRed hack, but I hack no idea how to or what tool to use. A detailed explanation would be wonderful. =]

You can use Advance-Map to export the Tilesets of a Pokémon Advance game, then easily edit it with any image editing program.

How to do this exactly, has been explained on many occasions.
You can have a look at the Advance-Map release thread, or search through this thread to find the instructions.

Giratina Brain September 22nd, 2006 2:39 PM

[QUOTE=Scizz;1892586]Starters: For R/S: The level byte is hardcoded somewhere inside the Bag/Lab script.
For FR/LG see here.

There's no link there, and I really want to know how to do that. Could you explain/post the link?

EDIT: Nevermind, I did some googling and found a page... on this site that explains it.

pokeant September 23rd, 2006 3:04 AM

is there any tools that can change map's header other than amap?

Pazuzu September 23rd, 2006 3:15 AM

Quote:

Originally Posted by pokeant (Post 2240356)
is there any tools that can change map's header other than amap?

There currently is no tool that allows you to edit a Map's header as much as Advance-Map, for the Advance-Games.
EliteMap offers some basic header editing functionality, though.

Giratina Brain September 23rd, 2006 9:21 AM

OK, I am having a problem. I am currently hacking FR, and I added a person in Veridian City and gave him your National-dex activatin sample code:

#org 0x800000
lock
faceplayer
checkflag 0x10A
if 1 jump 0x800050
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0x800100
callstd 0x6
waitfanfare
release
end

#org 0x800050
msgbox 0x800070
callstd 0x6
release
end

#org 0x800070
= Like your new POKéDEX?

#org 0x800100
= Your POKéDEX was upgraded!

But when my character talks to him, nothing happened. So I thought it was because I needed to change the person offset, so I did, and I made the person's offset $800000 in Adancemap. But still, nothing happened. Can you tell me what I did wrong?

ssj September 23rd, 2006 10:38 AM

Ive made this trainer script can anyone tell me if its all right

#org 0x895bfc
trainerbattle 0x0 0x5A 0x0 0x7c2cf6 0x96f982
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 jump 0x9917e8
msgbox 0x81837CF '"Hey! You're a team..."
callstd 0x6
end

'-----------------------
#org 0x991ase
trainerbattle 0x5 0x5A 0x0 0x7c2cf6 0x96f982
msgbox 0x7c2cf6 '"Hey! You're a team..."
callstd 0x6
end


'---------
' Strings
'---------
#org 0x7c2cf6
= Hey! You're a team rocket member!\nfight me?
#org 0x96f982
= Lost!\nLost! Lost!
#org 0x9917e8
= Well done young one\nWe shall meet again.
#org 0xa8d6bs
= Want more?\nFoolish child!
#org 0x96f982
= Lost!\nLost! Lost!
#org 0x9917e8
= Well done young one\nWe shall meet again...

Pazuzu September 24th, 2006 3:50 AM

Quote:

Originally Posted by deadlymind (Post 2240545)
OK, I am having a problem. I am currently hacking FR, and I added a person in Veridian City and gave him your National-dex activatin sample code:

#org 0x800000
lock
faceplayer
checkflag 0x10A
if 1 jump 0x800050
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0x800100
callstd 0x6
waitfanfare
release
end

#org 0x800050
msgbox 0x800070
callstd 0x6
release
end

#org 0x800070
= Like your new POKéDEX?

#org 0x800100
= Your POKéDEX was upgraded!

But when my character talks to him, nothing happened. So I thought it was because I needed to change the person offset, so I did, and I made the person's offset $800000 in Adancemap. But still, nothing happened. Can you tell me what I did wrong?

A few things for you to check and try:
- Make sure that you compile the Script to the ROM, without having any other programs running. (Advance-Map loads the whole ROM into the RAM, and saves it from there, so any changes made while Advance-Map was running will be gone.)
- Make sure the offset you entered is correct.
- Try changing the offset of the Main Script (the first part). It's possible that the ROM doesn't like the offset 800000.

Quote:

Originally Posted by ssj (Post 2240607)
Ive made this trainer script can anyone tell me if its all right

#org 0x895bfc
trainerbattle 0x0 0x5A 0x0 0x7c2cf6 0x96f982
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 jump 0x9917e8
msgbox 0x81837CF '"Hey! You're a team..."
callstd 0x6
end

'-----------------------
#org 0x991ase
trainerbattle 0x5 0x5A 0x0 0x7c2cf6 0x96f982
msgbox 0x7c2cf6 '"Hey! You're a team..."
callstd 0x6
end


'---------
' Strings
'---------
#org 0x7c2cf6
= Hey! You're a team rocket member!\nfight me?
#org 0x96f982
= Lost!\nLost! Lost!
#org 0x9917e8
= Well done young one\nWe shall meet again.
#org 0xa8d6bs
= Want more?\nFoolish child!
#org 0x96f982
= Lost!\nLost! Lost!
#org 0x9917e8
= Well done young one\nWe shall meet again...

No, it's not.
First of all, the Hexadecimal system only goes up to the value F. There is nothing beyond that. Offsets like "8d6bs" are invalid, and will not work.
The second thing is, you should really practice to work with offsets.
I've seen quite a few in your script that were incorrect, and would have caused your script to crash, simply because they overwrite other parts of your script.

I corrected most of it from scratch, so there's no guarentee that it's error-less. Try compiling it and see if it works.
If it doesn't, try changing the offsets.

Code:

#org 0x895bfc
trainerbattle 0x0 0x5A 0x0 0x7c2cf6 0x96f982
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 jump 0x9917e8
msgbox 0x9A17e8 '"Hey! You're a team..."
callstd 0x6
end

'-----------------------
#org 0x9917e8
trainerbattle 0x5 0x5A 0x0 0x7c2cf6 0x96f982
msgbox 0x9A17e8 '"Hey! You're a team..."
callstd 0x6
end

'---------
' Strings
'---------
#org 0x7c2cf6
= Hey! You're a team rocket member!\nfight me?
#org 0x96f982
= Lost!\nLost! Lost!
#org 0x9A17e8
= Well done young one\nWe shall meet again.
#org 0xa8d6b0
= Want more?\nFoolish child!



acemaster101 September 24th, 2006 10:38 AM

***I SEARCHED THE FORUM BEFORE POSTING THIS QUESTION***

How do I change the battle scene of the old man and the Weedle in Viridian City, FireRed (mainly changing the Pokemon)?

Pazuzu September 24th, 2006 10:49 AM

Quote:

Originally Posted by acemaster101 (Post 2241581)
***I SEARCHED THE FORUM BEFORE POSTING THIS QUESTION***

How do I change the battle scene of the old man and the Weedle in Viridian City, FireRed (mainly changing the Pokemon)?

That battle scene is hardcoded, which means that it is not possible to edit it directly.
It is stored somewhere in the game core, though, it is unknown where exactly it is stored at the moment.

ssj September 24th, 2006 1:59 PM

I tried the new script when I talk to the trainer nothing happens.

Hiroki September 27th, 2006 11:26 AM

In 3rd Gen games, how many Pokemon can be inserted into the PokeDex//Is it possible to add more than 386 Pokemon?
Is it possible to add more than 50 TMs?
and
Would I be able to add attacks, if so, how?

Pazuzu September 27th, 2006 11:34 AM

Quote:

Originally Posted by Hiroki (Post 2244402)
In 3rd Gen games, how many Pokemon can be inserted into the PokeDex//Is it possible to add more than 386 Pokemon?
Is it possible to add more than 50 TMs?
and
Would I be able to add attacks, if so, how?

After you repointed the list data, you can, theoretically, add as many new Pokémon to it as you want.
However, practically, there probably is a limit to the list entries.
Just add the ones you want to the list, and if the game crashes, you know you added too many, so just remove a few until it works again.

You can add a new Pokémon for each of the unused "?" slots.
How has been described several times, so just use the search function.

It is not possible to add more than 50 TMs, and you can not add new attacks without ASM hacking.

pokeant September 28th, 2006 5:40 AM

how to edit mirage island? i cannot find the map in advanced map and elite map...

Pazuzu September 28th, 2006 7:14 AM

Quote:

Originally Posted by pokeant (Post 2245149)
how to edit mirage island? i cannot find the map in advanced map and elite map...

Mirage Island does not have an actual map.
It is formed on route 130 by the level script, that changes blocks on the Map in order to display it.
If you want to change it's appearence, you will have to edit the script.

Krobelus September 28th, 2006 7:51 AM

Quote:

Originally Posted by pokeant (Post 2245149)
how to edit mirage island? i cannot find the map in advanced map and elite map...

You know, if ya want to, you could always create an island where mirage island should be, (because chances are, you'll probably never actually unlock mirage island,) and fill your custom island with grass, then open up the wildpokemoneditor (or some tool name with wild in it((if your using elitemap however))), and change which pokemon encounter in those grasses.

pokeant September 28th, 2006 11:52 PM

hmm if you are making two region, how to add two elite four? btw, how to add more box or change wallpaper for PC?

Pazuzu September 29th, 2006 6:04 AM

Quote:

Originally Posted by pokeant (Post 2246052)
hmm if you are making two region, how to add two elite four? btw, how to add more box or change wallpaper for PC?

By copying the scripts of the original Elite Four, modifying the needed variables (like trainer battle, flags, texts), and inserting them.

It's not possible to add more Wallpapers for the Boxes without ASM hacking, however, you can easily edit the Graphics, by using TLP (in combination with unLZ-GBA, if they're compressed).

slog September 30th, 2006 3:34 AM

Ive looked at the refennce but where can i download the tools,i can't click on them.

Pazuzu September 30th, 2006 3:47 AM

Quote:

Originally Posted by slog (Post 2247207)
Ive looked at the refennce but where can i download the tools,i can't click on them.

As you might have noticed, the Hacking Tools Reference contains a list of Tools, as well as several sites that offer them for download.
Vist the sites that have been linked there, then download the tools from them.

ssj September 30th, 2006 4:30 AM

How can I convert into hex for example 12=C or something like that I am still hacking Fire Red.

Hiroki September 30th, 2006 2:44 PM

I have changed the starters in Gold, and when I'm selecting those new starters, the cry of the Pokemon is still Chikorita/Cyndaquil/Totodile's. How do i fix that?
(the Starter is a Pikachu for my hack)

Pazuzu October 1st, 2006 3:47 AM

Quote:

Originally Posted by ssj (Post 2247247)
How can I convert into hex for example 12=C or something like that I am still hacking Fire Red.

There are many programs on the internet, that can convert Decimal values to Hexadecimal value for you. (Even the Windows calculator can do that.)
If you want to do it manually, you can have a look here:
http://en.wikipedia.org/wiki/Hexadecimal

Quote:

Originally Posted by Hiroki (Post 2247952)
I have changed the starters in Gold, and when I'm selecting those new starters, the cry of the Pokemon is still Chikorita/Cyndaquil/Totodile's. How do i fix that?
(the Starter is a Pikachu for my hack)

You have to modify the Cry values for the starter Pokémon as well.
They are located in the Pokéball scripts. Just search for the Pokémon value in them.
It should appear twice, one being the Pokémon you receive, and one being the Cry.

slog October 1st, 2006 4:38 AM

Ok have found a english trainer modifier,but it only reads gbc not gb,ive been makeing a gold hack,but its gb,is there a converter,or another better english trainer mod?

Pazuzu October 1st, 2006 4:43 AM

Quote:

Originally Posted by slog (Post 2248631)
Ok have found a english trainer modifier,but it only reads gbc not gb,ive been makeing a gold hack,but its gb,is there a converter,or another better english trainer mod?

Since Pokémon Gold can be played on both, the GB and GBC, you can just rename your Gold ROM from the extention .gb to .gbc.
That way, you can edit the ROM, and continue playing it on the Emulator.

ssj October 1st, 2006 5:15 AM

Ive got this script to make a trainer dissappear after you battle him but I dont what to do now.(Hacking Fire Red)

#org 0x73aa72
message 0x73ab90
boxset 0x2
#raw 0x5C
setflag 0xA125
trainerbattle 0x9 0x05 0x0 0x73ad6d 0x7bbfae
message 0x7bc253
boxset 0x2
applymovement 0x9 0x7bc377
pause 0x20
release
end

Can someone please give me a link to a movement list for fire red :).

Hiroki October 1st, 2006 5:48 AM

Quote:

Originally Posted by Scizz (Post 2248571)
You have to modify the Cry values for the starter Pokémon as well.
They are located in the Pokéball scripts. Just search for the Pokémon value in them.
It should appear twice, one being the Pokémon you receive, and one being the Cry.

If this is involving Hex stuff, whats the best program for it?

Pazuzu October 1st, 2006 10:05 AM

Quote:

Originally Posted by Hiroki (Post 2248738)
If this is involving Hex stuff, whats the best program for it?

All Hex-Editors offer the same basic functionality, which is enough to change the values.
Just look around, and choose the one you can work best with.

Grifstar October 2nd, 2006 11:36 AM

Sprite project
 
Yes, I know this has virtually nothing to do with rom hacking, but it's almost on the same topic.

For probably over a year now I been wanting to make a full-blown Pokemon RPG through RM2k(or 2k3). In the end it would probably be almost exactly like how the PMDs are right now: basically an RPG with nothing but pokemon.

Anyways, I was very thrilled when I discovered about the Mysterious Dungeon games, because of the fact it featured every pokemon that currently existed, and they were the perfect style of sprites that could be used in an oldskool Final Fantasy-ish format of a game. So now my current problem is..... getting those sprites.

Those who have done "chara hunting" before for RM programs should know what I need: basically rips of sprites walking up, down, and to the sides. I tempted it before with a Japanese rom of the red game and doing it from scratch(by using screenshots). I almost got it, but it'll take forever if I continued this way. Or just by myself at least =/


So... What I ask is: Does anyone know of a site that has already gone through the painful hassle of doing complete sprite rips? Or if maybe a possible hack out there that could export the sprites completely from the rom itself? ..... Nothing else is there at least gameshark codes out there so that I can try to get all of them x_x

Pazuzu October 2nd, 2006 11:53 AM

Quote:

Originally Posted by Grifstar (Post 2250631)
Yes, I know this has virtually nothing to do with rom hacking, but it's almost on the same topic.

For probably over a year now I been wanting to make a full-blown Pokemon RPG through RM2k(or 2k3). In the end it would probably be almost exactly like how the PMDs are right now: basically an RPG with nothing but pokemon.

Anyways, I was very thrilled when I discovered about the Mysterious Dungeon games, because of the fact it featured every pokemon that currently existed, and they were the perfect style of sprites that could be used in an oldskool Final Fantasy-ish format of a game. So now my current problem is..... getting those sprites.

Those who have done "chara hunting" before for RM programs should know what I need: basically rips of sprites walking up, down, and to the sides. I tempted it before with a Japanese rom of the red game and doing it from scratch(by using screenshots). I almost got it, but it'll take forever if I continued this way. Or just by myself at least =/


So... What I ask is: Does anyone know of a site that has already gone through the painful hassle of doing complete sprite rips? Or if maybe a possible hack out there that could export the sprites completely from the rom itself? ..... Nothing else is there at least gameshark codes out there so that I can try to get all of them x_x

A site offering the Mystery Dungeon sprites on a few sheets, is The Spriters Resource.
If you go to their site, click the "Nintendo" link, and "Mystery Dungeon", you will find a list of sprites from the game.
Alternatively, you can just click here.
Another site, would be PE2K, which offers some sprites as well.

pokeant October 3rd, 2006 4:10 AM

if you are adding more that 8 gym leaders, how do you create the badge for them? (i search b4 postin)

Pazuzu October 3rd, 2006 4:13 AM

Quote:

Originally Posted by pokeant (Post 2251390)
if you are adding more that 8 gym leaders, how do you create the badge for them? (i search b4 postin)

Badges in the games, are nothing more than Flags.
You can easily add a new Badge, by using a different Flag value.

However, you can not add a new Badge-Graphic for it, as that would require a lot of ASM modifications.

Miralci October 3rd, 2006 12:03 PM

First of all, sorry for my possibly bad English...

Well, I'm hacking Sapphire, and this is my problem:

I want you can only take 1 starter (Pichu), it can stay whit the bag and stuff nothing special, but now, if you an "empty" POKéBaLL, you get the question mark POKéMON, and you always white out after battle.
Is there any way to make it say "You can't take an empty POKéBALL!" or something like that, so you are forced to take Pichu?

I'm a super newbie so I hope someone can explain it to me in an easy way...

Thanks already!

Ai-Chan October 3rd, 2006 4:00 PM

I tried reading as many pages of this topic as I could, so I wouldn't really be repeating a question. ^o^;; But I gave up eventually, so I apologize in advance if this is a repeat of a question.

I am working on a hack of Ruby.
I'm having slight issues with the main trainer overworld sprites. I can change the hex and all, and I have TLP, and S.P.R.E.A.D. and Overworld... but for those programs, do I have to redraw everything for the sprites?
I've already drawn in the sprites & saved them as BMP files, but I am having trouble importing them to replace the Brendan/May sprites.

My second question is I would like to have a second trainer sprite follow the first.
Like...the main hero/heroine having a travel companion. [Like in Pokemon Yellow except you would replace Pikachu with a trainer.]
I realize this will require me to script a good bit, but if someone would be so kind as to help me get started, I'd appreciate it! ^o^

Thank you very much for your time in advance.

Majikku October 3rd, 2006 4:19 PM

I'm pretty sure this has already been asked, but i am just too lazy to read 60 pages so here it goes *SUPER NOOB QUESTION* When i load pokemon emerald.gba (English into elitemap it shows nothing other than a black square and says at the top "BPEE - Pok?n Emerald (E) No Level loaded." How do i fix this? If possible. THanks!

calumoh October 3rd, 2006 9:17 PM

cracking gold
 
hey i was just wondering if anyone knows the format for what level pokemon learn attacks and what level they evolve in gold version because i am 90% of the way towards figuring it out and a little help would be appreciated
i know that x4368D is where chikorita/bayleef is and after a while i worked out how it works...sort-of...the evolution level is there as well but im still slightly confused about the format...i have a screenshot of a chikorita that knows beat up through my editing but i cant post it coz i havent posted 15 times yet...lol

Pazuzu October 4th, 2006 6:07 AM

Quote:

Originally Posted by Miralci (Post 2251682)
First of all, sorry for my possibly bad English...

Well, I'm hacking Sapphire, and this is my problem:

I want you can only take 1 starter (Pichu), it can stay whit the bag and stuff nothing special, but now, if you an "empty" POKéBaLL, you get the question mark POKéMON, and you always white out after battle.
Is there any way to make it say "You can't take an empty POKéBALL!" or something like that, so you are forced to take Pichu?

I'm a super newbie so I hope someone can explain it to me in an easy way...

Thanks already!

You can realize this concept, by using Trigger events on the path that you want to block.
In the script for them, check if a certain Flag (in your case, a Flag that determines if you have received a Pokémon) has been set, and if so, let the Player pass.
If it's not set, just let the player sprite move one step backwards.

Some examples have been given here in this thread, the search function helps.

Quote:

Originally Posted by Ai-Chan (Post 2251971)
I tried reading as many pages of this topic as I could, so I wouldn't really be repeating a question. ^o^;; But I gave up eventually, so I apologize in advance if this is a repeat of a question.

I am working on a hack of Ruby.
I'm having slight issues with the main trainer overworld sprites. I can change the hex and all, and I have TLP, and S.P.R.E.A.D. and Overworld... but for those programs, do I have to redraw everything for the sprites?
I've already drawn in the sprites & saved them as BMP files, but I am having trouble importing them to replace the Brendan/May sprites.

My second question is I would like to have a second trainer sprite follow the first.
Like...the main hero/heroine having a travel companion. [Like in Pokemon Yellow except you would replace Pikachu with a trainer.]
I realize this will require me to script a good bit, but if someone would be so kind as to help me get started, I'd appreciate it! ^o^

Thank you very much for your time in advance.

The new version of the Overworld Editor offers an import function. With that function, you can import BMP pictures, so that you don't have to re-draw the sprites.
It can be found in the Tools Showcase.

If you're still having trouble importing them, the easiest way would be to re-draw them.

For the second Trainer sprite following you, that is "kind of" possible.
You would have to add a new person event to every map, and put Trigger events on every exit of the maps, which activate the script that handles the "follow" routine.
However, that is a lot of work, as you have already said.

Quote:

Originally Posted by Majikku (Post 2251995)
I'm pretty sure this has already been asked, but i am just too lazy to read 60 pages so here it goes *SUPER NOOB QUESTION* When i load pokemon emerald.gba (English into elitemap it shows nothing other than a black square and says at the top "BPEE - Pok?n Emerald (E) No Level loaded." How do i fix this? If possible. THanks!

Just select a Level and Bank number from the boxes, next to where you loaded the ROM.

Quote:

Originally Posted by calumoh (Post 2252248)
hey i was just wondering if anyone knows the format for what level pokemon learn attacks and what level they evolve in gold version because i am 90% of the way towards figuring it out and a little help would be appreciated
i know that x4368D is where chikorita/bayleef is and after a while i worked out how it works...sort-of...the evolution level is there as well but im still slightly confused about the format...i have a screenshot of a chikorita that knows beat up through my editing but i cant post it coz i havent posted 15 times yet...lol

The basic structure for the Evolutions and Attacks is the following:
Code:

[Evolution #1] [Attacks #1] [Evolution #2] [Attacks #2]


Now, the Evolution and Attack data used the following structure:

Evolutions:
Code:

[01=Level-Evolution] [Level] [Pokémon] [00]
[02=Item-Evolution] [Item] [Pokémon] [00]
[03=Trade-Evolution] [Item (FF=None)] [Pokémon] [00]
[04=Happyness-Evolution] [Daytime (01=N/A, 02=Day, 03=Night)] [Pokémon] [00]
[05=Stats-Evolution] [Level] [01 ATT > DEF, 02 ATT < DEF, 03 ATT = DEF] [Pokémon] [00]


Attacks:
Code:

[Level #1] [Attack #1] [Level #2] [Attack #2] ... [00]



calumoh October 4th, 2006 8:59 PM

Quote:

Originally Posted by Scizz (Post 2252527)
The basic structure for the Evolutions and Attacks is the following:
Code:

[Evolution #1] [Attacks #1] [Evolution #2] [Attacks #2]


Now, the Evolution and Attack data used the following structure:

Evolutions:
Code:

[01=Level-Evolution] [Level] [Pokémon] [00]
[02=Item-Evolution] [Item] [Pokémon] [00]
[03=Trade-Evolution] [Item (FF=None)] [Pokémon] [00]
[04=Happyness-Evolution] [Daytime (01=N/A, 02=Day, 03=Night)] [Pokémon] [00]
[05=Stats-Evolution] [Level] [01 ATT > DEF, 02 ATT < DEF, 03 ATT = DEF] [Pokémon] [00]


Attacks:
Code:

[Level #1] [Attack #1] [Level #2] [Attack #2] ... [00]



thx a lot scizz, also would you happen to know the same thing for emerald version?
is it the same format (except obviously with more kinds of evolution methods)?

ssj October 5th, 2006 9:55 AM

When the trainer says "Much anger you have" then when hes ment to say "so young one you want to battle I get a load of Strange letters appearing in the message box with pre-battle music playing.
#org 0x73aa72
message 0x73ab90
boxset 0x2
#raw 0x5C
setflag 0xA125
trainerbattle 0x8 0x05 0x0 0x73ad6d 0x7bbfae
message 0x7bc253
boxset 0x2
applymovement 0x9 0x7bc377
pause 0x20
release
end

#org 0x73ab90
= Much anger you have

#org 0x73ad6d
= So young one you want to fight me.

#org 0x7bbfae
= You have learnt well

#org 0x7bc253
= It is time I moved on.

#org 0x7BC377
#binary 13 13 13 13 13 60 1D 1D 1D 1D FE

http://img217.imageshack.us/img217/6365/pkmnnw6.jpg

Pazuzu October 6th, 2006 5:19 AM

Quote:

Originally Posted by calumoh (Post 2253228)
thx a lot scizz, also would you happen to know the same thing for emerald version?
is it the same format (except obviously with more kinds of evolution methods)?

For the advance-games, the data is stored in a similar way. Yet, it's a bit different.

I have posted it in this thread some time ago, so you might want to have a look for it.

Quote:

Originally Posted by ssj (Post 2253556)
When the trainer says "Much anger you have" then when hes ment to say "so young one you want to battle I get a load of Strange letters appearing in the message box with pre-battle music playing.
#org 0x73aa72
message 0x73ab90
boxset 0x2
#raw 0x5C
setflag 0xA125
trainerbattle 0x8 0x05 0x0 0x73ad6d 0x7bbfae
message 0x7bc253
boxset 0x2
applymovement 0x9 0x7bc377
pause 0x20
release
end

#org 0x73ab90
= Much anger you have

#org 0x73ad6d
= So young one you want to fight me.

#org 0x7bbfae
= You have learnt well

#org 0x7bc253
= It is time I moved on.

#org 0x7BC377
#binary 13 13 13 13 13 60 1D 1D 1D 1D FE

[/URL]

Code:

#org 0x73aa72
message 0x73ab90
boxset 0x2
setflag 0x125
trainerbattle 0x0 0x05 0x0 0x73ad6d 0x7bbfae
message 0x7bc253
boxset 0x2
applymovement 0x9 0x7bc377
pause 0x20
release
end

#org 0x73ab90
= Much anger you have

#org 0x73ad6d
= So young one you want to fight me.

#org 0x7bbfae
= You have learnt well

#org 0x7bc253
= It is time I moved on.

#org 0x7BC377
#binary 13 13 13 13 13 60 1D 1D 1D 1D FE


Try this one. I did a test compile, and it's working fine.

ssj October 6th, 2006 10:02 AM

That script doesnt seem to work for me all that happenes it that the trainer says "much anger you have" thats it.

Cy-Chan October 7th, 2006 5:58 AM

#org 0x801000
applymovement APPLYMOVE_PLAYER 0x801500

#org 0x801500
#binary 6

- It's supposed to move you left one step, but, it does nothing, then, when you enter a house, the animation goes left and up... can anyone fix it?

Pazuzu October 7th, 2006 6:04 AM

Quote:

Originally Posted by ssj (Post 2254605)
That script doesnt seem to work for me all that happenes it that the trainer says "much anger you have" thats it.

You should try changing the offsets, or try it out on a clean ROM.
Since the script is tested and working, the problem must be on your end.

Quote:

Originally Posted by Cy-Chan (Post 2255615)
#org 0x801000
applymovement APPLYMOVE_PLAYER 0x801500

#org 0x801500
#binary 6

- It's supposed to move you left one step, but, it does nothing, then, when you enter a house, the animation goes left and up... can anyone fix it?

Code:

#org 0x801000
applymovement APPLYMOVE_PLAYER 0x801500
end

#org 0x801500
#binary 6
#raw FE 'End


Try this code, it's untested, but should work.

Cy-Chan October 7th, 2006 6:16 AM

Still doesn't work... When I open the script after compiling, it views it incorrectly:

'-----------------------
#org 0x801000
applymovement APPLYMOVE_PLAYER 0x8801500
end


'-----------
' Movements
'-----------
#raw 6 'Left1
#raw FE 'Exit

8801500... Any ideas on what I could do about it?

Pazuzu October 7th, 2006 6:21 AM

Quote:

Originally Posted by Cy-Chan (Post 2255642)
Still doesn't work... When I open the script after compiling, it views it incorrectly:

'-----------------------
#org 0x801000
applymovement APPLYMOVE_PLAYER 0x8801500
end


'-----------
' Movements
'-----------
#raw 6 'Left1
#raw FE 'Exit

8801500... Any ideas on what I could do about it?

The Script shows up correctly. The "8" before the offset is there, because it is a pointer.
When you assign the Script to an Event, said Event will move to the left.

Cy-Chan October 7th, 2006 6:34 AM

Oh, I see... It's a trigger I'm using. The player steps on it, player moves left... would it work differently, in that case?

Pazuzu October 7th, 2006 6:41 AM

Quote:

Originally Posted by Cy-Chan (Post 2255670)
Oh, I see... It's a trigger I'm using. The player steps on it, player moves left... would it work differently, in that case?

Assigning the Script to a Trigger Event will not make a difference.
It will work just like any other Event type.
However, be sure to activate the Trigger, else, your Script won't be executed.
How, has been posted in this thread before.

Cy-Chan October 7th, 2006 7:00 AM

Well, I checked... Changing the second flag to &H0003? If so, it still does the same thing. It moves left, when you enter a house... sorry for being a nuisance...

Frankollini October 7th, 2006 7:58 AM

I need some help! I have been trying to change Treecko's sprite in ruby to its DP sprite. However, everytime I "paste" the dp sprite over the normal treecko background (as indicated in scizz's basic gba hacking for beginners thread and also because I don't know how to index images in phosotshop :()
it gets some weird purple spots everywhere! Anyway, I've tried to get it in the game even like this and (I would show you the screenshot I took, but I need more 14 posts) it has an horrible quality.

Is there any way to get treecko's dp sprite with a better quality in the game? Do I have to edit palettes or something?

EDIT; if someone could help me through msn, that'd be fantastic. pm me if you can :x


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