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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.
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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.) |
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 |
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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. |
1) how can you change the name of the pokemon, eg. i want a wild zigzagoon to be called a racoomat.
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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. |
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. |
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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) |
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)
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- 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. |
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. |
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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 |
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?
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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 |
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I would recommend hex editting though, you can do alot more. |
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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. |
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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. |
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... |
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?) |
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. |
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Carefully scroll through the ROM until you find them, as they're small, and might easily be overseen. Quote:
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:
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:
You should easily be able to modify it for your needs. |
Every time I compile a script into my Fire Red rom, I get an error message that states:
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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? |
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? |
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+ 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:
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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! |
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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:
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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!
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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 |
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.
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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. |
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. |
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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:
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. |
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! |
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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.) |
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! |
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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. |
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?
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The easiest way to fix it, is to go back to your backup-copy, and re-do your changes. |
I made this script:
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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? |
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? |
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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:
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(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. |
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? |
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!
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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. |
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.
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The one your have used might be related to the Badge in some way. |
anyone knows any tools that can change crystal's map?
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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.
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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.
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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. =] |
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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. |
[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. |
is there any tools that can change map's header other than amap?
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EliteMap offers some basic header editing functionality, though. |
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? |
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... |
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- 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:
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:
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***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)? |
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It is stored somewhere in the game core, though, it is unknown where exactly it is stored at the moment. |
I tried the new script when I talk to the trainer nothing happens.
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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? |
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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. |
how to edit mirage island? i cannot find the map in advanced map and elite map...
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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. |
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hmm if you are making two region, how to add two elite four? btw, how to add more box or change wallpaper for PC?
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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). |
Ive looked at the refennce but where can i download the tools,i can't click on them.
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Vist the sites that have been linked there, then download the tools from them. |
How can I convert into hex for example 12=C or something like that I am still hacking Fire Red.
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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) |
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If you want to do it manually, you can have a look here: http://en.wikipedia.org/wiki/Hexadecimal Quote:
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. |
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?
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That way, you can edit the ROM, and continue playing it on the Emulator. |
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 :). |
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Just look around, and choose the one you can work best with. |
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 |
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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. |
if you are adding more that 8 gym leaders, how do you create the badge for them? (i search b4 postin)
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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. |
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! |
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. |
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!
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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 |
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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:
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:
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Evolutions: Code:
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is it the same format (except obviously with more kinds of evolution methods)? |
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 |
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I have posted it in this thread some time ago, so you might want to have a look for it. Quote:
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That script doesnt seem to work for me all that happenes it that the trainer says "much anger you have" thats it.
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#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? |
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Since the script is tested and working, the problem must be on your end. Quote:
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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? |
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When you assign the Script to an Event, said Event will move to the left. |
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?
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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. |
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...
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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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