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-   -   [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) (https://www.pokecommunity.com/showthread.php?t=79614)

Prof. 9 January 31st, 2007 7:25 AM

1. What command do I have to use to make the Safari game end while I'm in the Safari Zone?
2. While I'm in the Safari Zone, do scripts and events still work? For example, can I make the player battle a trainer in the Safari Zone?
3. When I'm using a movement script to move the player, can I move him/her into for example a tree, or a rock, or any other tile that is made "Solid, not passable" or "1" in the Movement permissions view in Advance Map (sorry for the long sentence)?

Christos January 31st, 2007 7:38 AM

Quote:

Originally Posted by Prof. 9 (Post 2371739)
1. What command do I have to use to make the Safari game end while I'm in the Safari Zone?
2. While I'm in the Safari Zone, do scripts and events still work? For example, can I make the player battle a trainer in the Safari Zone?
3. When I'm using a movement script to move the player, can I move him/her into for example a tree, or a rock, or any other tile that is made "Solid, not passable" or "1" in the Movement permissions view in Advance Map (sorry for the long sentence)?

1. All the commands for the steps and stuff is in the main script where you pay to get in the Safari Zone.

2. I think they work, since gettting into houses and talking to people doesn't end the script.

3. With the "applymovement" command you can move the player or sprite anywhere.

Colin January 31st, 2007 8:06 AM

I wonder if I was the trouble that closed the other thread...
Anyway, how do I make commands in scripted, 'cuz, thats the only commands thing I have...
For example, I want to make something where you battle Brendan with text before the battle.
How can I create trainer battles?

Christos January 31st, 2007 8:35 AM

1 Attachment(s)
Quote:

Originally Posted by Colin (Post 2371761)
I wonder if I was the trouble that closed the other thread...
Anyway, how do I make commands in scripted, 'cuz, thats the only commands thing I have...
For example, I want to make something where you battle Brendan with text before the battle.
How can I create trainer battles?

trainerbattle
trainerbattle bKind iBattle ptrIntro ptrDefeat
Starts a trainer battle.

bKind is 0x00 for normal battles, 0x04 for 2-on-2 and 0x05 for rematches
bKind is double/normal/gym, iBattle is the number of the trainer.
Ptr Intro/Defeat is for the text the person says when the battle starts and when you defeat him, just put an offset for the text

And for some Rubikon commands download the attachment.

Prof. 9 January 31st, 2007 9:08 AM

How do I, for example, give the palette of Lapras's battle sprite to another Pokémon?

Colin January 31st, 2007 9:08 AM

Thanks but, I don't have Rubikon...
Anyway in the other thread you said to change tiles to kyledoves I should edit the pallet.
How do I do that?

Christos January 31st, 2007 9:13 AM

Quote:

Originally Posted by Prof. 9 (Post 2371793)
How do I, for example, give the palette of Lapras's battle sprite to another Pokémon?

In unLZ, find Lapras's sprite and copy the palette's number. Then go to the sprite you want, change the palette's number to the Lapras one and choose "Write to rom" and tick "Export palette" too.

Quote:

Originally Posted by Colin (Post 2371794)
Thanks but, I don't have Rubikon...
Anyway in the other thread you said to change tiles to kyledoves I should edit the pallet.
How do I do that?

Google for palette editing tutorials. And those Rubikon commands are for ScriptED.

.-'Infernal Hylian'-. January 31st, 2007 1:18 PM

I went into the toolbox resource and tried to download the newest version of advanced map but it wont download... can someone tell me where to get it??

Hat? January 31st, 2007 1:28 PM

OK don't know whether this has been answered or not but anyway...

I'm practising hacking pokemon gold and red to improve my skills but I lack knowledge of certain things... I'm using a hex editor mostly and all the other usual tools (map editors etc).I don't know if it's possible but does anybody know where there is any decent documents that explain pointers, scripts etc because I need to be able to make huge changes to my ROM - basically some good hex information.

Oh and also if anyone knows any tools/utlities/whatever that would be helpful too seeing as a lot of the ones i've found are german or spanish etc.

Blazichu January 31st, 2007 2:36 PM

Quote:

Originally Posted by .-'Infernal Hylian'-.
I went into the toolbox resource and tried to download the newest version of advanced map but it wont download... can someone tell me where to get it??

Here is a newer version of AdvanceMap: http://www.4shared.com/file/9832772/1b8aabac/AdvanceMap_1.html

Quote:

Originally Posted by Black_Phantom
OK don't know whether this has been answered or not but anyway...

I'm practising hacking pokemon gold and red to improve my skills but I lack knowledge of certain things... I'm using a hex editor mostly and all the other usual tools (map editors etc).I don't know if it's possible but does anybody know where there is any decent documents that explain pointers, scripts etc because I need to be able to make huge changes to my ROM - basically some good hex information.

Oh and also if anyone knows any tools/utlities/whatever that would be helpful too seeing as a lot of the ones i've found are german or spanish etc.

There aren't many more documents to explain pointers and scripts anymore, but I found this document which should help for scripting or texting: http://www.4shared.com/file/8741394/9cd74154/allpurpose.html

Lately I have been learning how to change pointers, but it still is kinda difficult in hex.

If you need anymore help just post here or PM me.

Colin January 31st, 2007 9:49 PM

How do I change the music in game with Sappy?
I tried to import a Midi file, but, it ruined the song track altogether!
It said I needed to use MID2AGB to convert the Midi files to s files.
Does anyone know where I can get this "MID2AGB" file?

Shiny Umbreon January 31st, 2007 10:30 PM

1. I'm hacking FR. I created Signpost events with Advance Map so they would be hidden items, but when I press A on them, you find 8 rather than 1. It's strange because hidden items that were already on the game work fine. Unless I'm wrong, the script for a hidden Potion is "$00000D"

2. Are there any tools for changing trainer's name, pokémon, etc. for FR?

_-Davie-_ February 1st, 2007 3:28 AM

Hey There,

Note: I'm Hacking Pokemon Ruby

I think I'm starting to understand how to script and i've done a few successful events, which is all great and dandy but there's one thing thats been bothering me. I'd probably get better a lot quicker if i could read some script thats already in the game e.g. the guy who takes you to the pokemon mart in Oldale Town and gives you a potion. I was under the impression that when in EliteMap if you hold ctrl and click on a person their script will then pop up, however when I do so ScriptEd opens but there is nothing there, its just blank. Does anyone know why this is happening and if so, how to sort it out?

One other thing, like I said I'm getting alright at scripting however I just want to know, how do you find free space?

Thanks In Advance,
-Davie-

Christos February 1st, 2007 4:01 AM

Quote:

Originally Posted by Shiny Umbreon (Post 2372221)
1. I'm hacking FR. I created Signpost events with Advance Map so they would be hidden items, but when I press A on them, you find 8 rather than 1. It's strange because hidden items that were already on the game work fine. Unless I'm wrong, the script for a hidden Potion is "$00000D"

2. Are there any tools for changing trainer's name, pokémon, etc. for FR?

1. When you use Adv. Map with FR all the hidden items you get will be 8 instead of 1. So you better use normal events with their movement set to "Hidden" but you won't be able to walk over it.

2. You can use PET, it comes with Elite Map.

Quote:

Originally Posted by _-Davie-_ (Post 2372334)
Hey There,

Note: I'm Hacking Pokemon Ruby

I think I'm starting to understand how to script and i've done a few successful events, which is all great and dandy but there's one thing thats been bothering me. I'd probably get better a lot quicker if i could read some script thats already in the game e.g. the guy who takes you to the pokemon mart in Oldale Town and gives you a potion. I was under the impression that when in EliteMap if you hold ctrl and click on a person their script will then pop up, however when I do so ScriptEd opens but there is nothing there, its just blank. Does anyone know why this is happening and if so, how to sort it out?

Thanks In Advance,
-Davie-

Some scripts won't load with ScriptED. Mostly normal text script load. ScriptED can't load "big" scripts, I don't know why.

_-Davie-_ February 1st, 2007 4:06 AM

Hey,

Thanks Christos, your a real help. Could you tell me how you find free space aswell please?

Much Appreicated,
-Davie-

Christos February 1st, 2007 4:47 AM

Quote:

Originally Posted by _-Davie-_ (Post 2372357)
Hey,

Thanks Christos, your a real help. Could you tell me how you find free space aswell please?

Much Appreicated,
-Davie-

Just open your ROM in a hex editor and scroll down to where there's lots of "00"s. Select one and you'll see its offset. You can use all the offsets from there for your scripts.

Prof. 9 February 1st, 2007 8:01 AM

Quote:

Originally Posted by Christos (Post 2372384)
Just open your ROM in a hex editor and scroll down to where there's lots of "00"s. Select one and you'll see its offset. You can use all the offsets from there for your scripts.

Not only 00's. Lots of FF's mean free space too.

Colin February 1st, 2007 8:35 AM

Quote:

Originally Posted by Hiroshi Sotomura (Post 2372227)
Distribution of MID2GBA is illegal.

Then, is there another way to change music?

_-Davie-_ February 1st, 2007 11:08 AM

Hey,

Thanks Christos and Prof.9,

This is to do with scripting again I'm afraid (only started learning last night).

I'm fine with getting someone to say for example:

"Here have my Charizard." and then for you to recieve a charizard however if you keep talking to them you keep getting a charizard.

So I thought I'd try and make it so you get one and thats it which i presumed flags were necessary for. I've done some script but its not right somewhere and i was just hoping that someone would be able to explain what I need to add/change.

This is the script:

#org 0x800000
setflag 0x64
checkflag 0x64
compare LASTRESULT YES
if 1 0x800200
message 0x800100
boxset 0x2
clearflag 0x64
end
#org 0x800100
= Here, take my Charizard.
#org 0x800200
givepokemon 0x06 0x1E 0x118

any help appreiciated,
-Davie-

Christos February 1st, 2007 11:26 AM

Quote:

Originally Posted by _-Davie-_ (Post 2372655)
Hey,

Thanks Christos and Prof.9,

This is to do with scripting again I'm afraid (only started learning last night).

I'm fine with getting someone to say for example:

"Here have my Charizard." and then for you to recieve a charizard however if you keep talking to them you keep getting a charizard.

So I thought I'd try and make it so you get one and thats it which i presumed flags were necessary for. I've done some script but its not right somewhere and i was just hoping that someone would be able to explain what I need to add/change.

This is the script:

#org 0x800000
setflag 0x64
checkflag 0x64
compare LASTRESULT YES
if 1 0x800200
message 0x800100
boxset 0x2
clearflag 0x64
end
#org 0x800100
= Here, take my Charizard.
#org 0x800200
givepokemon 0x06 0x1E 0x118

any help appreiciated,
-Davie-

The messages are at the end of the script, checklag is before the setflag so that the event won't be repeated. Check for the other corrections and try using it as a base for your future scripts, it'll be useful until you can do it all by yourself without mistakes.

Code:

#org 0x800000
checkflag 0x64
compare LASTRESULT 0x1
if 0x1 0x800200
setflag 0x64
givepokemon 0x06 0x1E 0x118
message 0x800100
boxset 0x6
release
end

#org 0x800200
message 0x800300
boxset 0x6
release
end

#org 0x800100
= Here, take my Charizard.

#org 0x800300
= How's that Charizard going?



_-Davie-_ February 1st, 2007 11:39 AM

Hey,
Thanks a load Christos your a real help.

Note:Sorry for posting without a question, its just thanks really was necessary

-Davie-

_-Davie-_ February 1st, 2007 1:58 PM

Hey,

Sorry to bother you AGAIN Christos.
I would be using the script as a base that you gave me earlier:
Code:

#org 0x800000
checkflag 0x64
compare LASTRESULT 0x1
if 0x1 0x800200
setflag 0x64
givepokemon 0x06 0x1E 0x118
message 0x800100
boxset 0x6
release
end

#org 0x800200
message 0x800300
boxset 0x6
release
end

#org 0x800100
= Here, take my Charizard.

#org 0x800300
= How's that Charizard going?


However I'm afraid it doesnt work. The message "Here,take my Charizard" doesnt happen, however you do recieve a Charizard. That's the second problem though, I have One Torchic in my party when i go to activate the script and I end up filling my party with Charizard's and with one in Someones PC also. If I then go to put all those Charizards in Someones PC and go back to further activate the script the process repeats and I fill my party and have one more extra Charizard In Someone's PC. The Text "How's that Charizard going?" starts coming up after I've recieved the 6 Charizards and O recieve no more(Unless I Do as mentioned previously)

Once More - I'm sorry about all this,
Thanks,
-Davie-

.-'Infernal Hylian'-. February 1st, 2007 2:43 PM

Hey Blazichu thanks dude that really helped!!

foofatron February 1st, 2007 3:32 PM

Where can I get diamond/pearl tilesets for advance map?How do you put the tilesets in the map so I can have d/p graphics?

Blazichu February 1st, 2007 3:36 PM

Quote:

Originally Posted by foofatron
Where can I get diamond/pearl tilesets for advance map?How do you put the tilesets in the map so I can have d/p graphics?

Ask Green Charizard for a patch. He has put the Diamond/Pearl tileset into a Ruby rom.

LonexWolf February 1st, 2007 6:43 PM

Two questions, which I need answered desperatly..

1. How do I change special text in Advance Text so like, for example.."Got OAK'S Parcel" is changed to.."Got WADE's Package" or something. "Obtained Boulderbadge from Brock" "Obtained Normal Badge from Normster"

2. Does anyone have a/the script which you can put in the game and it allows you to have the National Dex, because in my hack, I made the D/P starters replace the GSC ones, and they cannot evolve.


THANK YOU in advance.

Blazichu February 1st, 2007 6:52 PM

Quote:

Originally Posted by LonexWolf
Two questions, which I need answered desperatly..

1. How do I change special text in Advance Text so like, for example.."Got OAK'S Parcel" is changed to.."Got WADE's Package" or something. "Obtained Boulderbadge from Brock" "Obtained Normal Badge from Normster"

2. Does anyone have a/the script which you can put in the game and it allows you to have the National Dex, because in my hack, I made the D/P starters replace the GSC ones, and they cannot evolve.


THANK YOU in advance.

1. Use a hex editor and I think the FR/LG Japanese table file can be loaded, if you have Transhexlation go: Script > Load Thingy Table. The search for the text by going: Script> Find using Table. The RSE letter codes are the same as the FR letter codes in this document: http://www.4shared.com/file/8741394/9cd74154/allpurpose.html

2. I wouldn't know the script maybe Christos will. Maybe use a tool to make them evolve, maybe this tool will make it work: http://www.4shared.com/file/9794500/27cc7d81/pa31.html

Hopefully this helps.

Christos February 2nd, 2007 7:13 AM

Quote:

Originally Posted by LonexWolf (Post 2372993)
Two questions, which I need answered desperatly..

1. How do I change special text in Advance Text so like, for example.."Got OAK'S Parcel" is changed to.."Got WADE's Package" or something. "Obtained Boulderbadge from Brock" "Obtained Normal Badge from Normster"

2. Does anyone have a/the script which you can put in the game and it allows you to have the National Dex, because in my hack, I made the D/P starters replace the GSC ones, and they cannot evolve.


THANK YOU in advance.

1. Search for the text you want to edit, add it to the ini file, edit and save it. You can't edit in "Obtained [item] text" the item with A-text, use A-Mart and edit the item's name and the text will be changed too.

2. Put "special 0x1F3" in the script you get the Dex.

.houndoomed February 2nd, 2007 11:45 AM

How do you edit/add tiles in Advance Map?

Chiaki Shinichi February 2nd, 2007 11:50 AM

Quote:

Originally Posted by Dead Or Alive (Post 2373573)
How do you edit/add tiles in Advance Map?

Once you load your rom, you go to block editor to edit your tiles. But if you want to edit the tileset you need to have unLZ and TLP.

.houndoomed February 2nd, 2007 12:11 PM

Quote:

Originally Posted by ash2000 (Post 2373579)
Once you load your rom, you go to block editor to edit your tiles. But if you want to edit the tileset you need to have unLZ and TLP.

Thanks. Is there a way to do it in EliteMap too?

Chiaki Shinichi February 3rd, 2007 3:12 PM

1 Attachment(s)
Quote:

Originally Posted by Dead Or Alive (Post 2373601)
Thanks. Is there a way to do it in EliteMap too?

No, i dont think you can do it.

Quote:

Originally Posted by Traces3Roms (Post 2373615)
1. How do uncompress a ruby titlescreen.
2. How do you EDIT uncompressed anything? :P
3. How do you uncompress the World Map?
4. What are the ruby offsets for{In Unlz}:
Birch
Titlescreen
Worldmap
Bag
PokeGear


THANK YOU IN ADVANCED! ^___^

To uncompress you need unLZ. To edit the map you need cycloneProtype. There is a tutorial for it in help.
To edit the uncompress you need TLP.
The offsets for:
Birch :
Titlescreen :
Worldmap tiles : 136
Male Bag : 1493
Female Bag : 1494
PokeNav : 1458

The attachment has the Offsets for unLZ.

Blazichu February 3rd, 2007 3:43 PM

Quote:

Originally Posted by Dead Or Alive
How do you edit/add tiles in Advance Map?

This way is probably easier.

In AdvanceMap with your rom loaded, go to Tools > Block Editor(Ctrl + B). Now export the tileset by going, Picture > Save Tileset 1(being trees and houses) or 2(second tileset used). Then open the blocks you exported in Paint and edit them there, until done. Now go to the Block Editor again to import the tiles, go to Picture > Import Tileset 1 or 2.

Then you should have your own tiles.

_-Davie-_ February 3rd, 2007 4:59 PM

Quote:

Originally Posted by Dead Or Alive (Post 2373573)
How do you edit/add tiles in Advance Map?

If you check the archived Simple Questions, Near the end (possibly last page) you'll see i did a detailed step-by-step for this.

Hope it helps,
-Davie-

.houndoomed February 3rd, 2007 5:07 PM

Quote:

Originally Posted by Blazichu (Post 2373704)
This way is probably easier.

In AdvanceMap with your rom loaded, go to Tools > Block Editor(Ctrl + B). Now export the tileset by going, Picture > Save Tileset 1(being trees and houses) or 2(second tileset used). Then open the blocks you exported in Paint and edit them there, until done. Now go to the Block Editor again to import the tiles, go to Picture > Import Tileset 1 or 2.

Then you should have your own tiles.


It works, thanks for the help ^_^.

Superkid11 February 3rd, 2007 8:10 PM

Ok, once more I'm messing with the graphics of Fire Red for my own amusement. I want to change the rival from Gary to the FR/LG girl. Uploading the FR/LG girl's graphics over Gary's isn't going to work, so I need to tell it to use graphics from another location. I've been messing around in my hex editor making guesses at what to do... first I tried replacing the code next to the offsets, next I tried replacing the pointers that Scizz's calculator got for me. (I didn't get the pallettes just the image offsets UnLz provided me with)

Nither one worked, I entered a battle with Gary and... it was still Gary. I can replace the overworld sprite but not the in battle sprite. =/
The hex editor I use is the free version of HexEdit 2.0. Haven't really taken any tutorials on hex or anything I was just winging it.

Blazichu February 3rd, 2007 8:17 PM

Quote:

Originally Posted by Superkid11 (Post 2374007)
Ok, once more I'm messing with the graphics of Fire Red for my own amusement. I want to change the rival from Gary to the FR/LG girl. Uploading the FR/LG girl's graphics over Gary's isn't going to work, so I need to tell it to use graphics from another location. I've been messing around in my hex editor making guesses at what to do... first I tried replacing the code next to the offsets, next I tried replacing the pointers that Scizz's calculator got for me. (I didn't get the pallettes just the image offsets UnLz provided me with)

Nither one worked, I entered a battle with Gary and... it was still Gary. I can replace the overworld sprite but not the in battle sprite. =/
The hex editor I use is the free version of HexEdit 2.0. Haven't really taken any tutorials on hex or anything I was just winging it.

You could just export the FR/LG girl and insert it directly over Gary using Unlz.gba.

Superkid11 February 3rd, 2007 8:20 PM

Quote:

Originally Posted by Blazichu (Post 2374014)
You could just export the FR/LG girl and insert it directly over Gary using Unlz.gba.

Er... I thought I said that I tried that. The sprite came out either messed up ingame or too big to fit.

Blazichu February 3rd, 2007 8:29 PM

Quote:

Originally Posted by Superkid11 (Post 2374017)
Er... I thought I said that I tried that. The sprite came out either messed up ingame or too big to fit.

You might need to find a palette in Unlz.gba that is close to the FR/LG girl.

Superkid11 February 3rd, 2007 8:37 PM

Quote:

Originally Posted by Blazichu (Post 2374028)
You might need to find a palette in Unlz.gba that is close to the FR/LG girl.

The colors weren't messed up, the sprite was just in peices when it showed up ingame.

I need to be able to tell it to use sprites other than the ones it's told to use in the rival battles without overwriting Gary's sprites, because that doesn't work because the data is too big.

Blaziken626 February 4th, 2007 6:26 AM

Does anyone know where I can get a good Table file for Pokemon Ruby? None of the Table files I've used come up with the right text.

Pazuzu February 4th, 2007 6:30 AM

Quote:

Originally Posted by Blaziken626 (Post 2374484)
Does anyone know where I can get a good Table file for Pokemon Ruby? None of the Table files I've used come up with the right text.

The stickied FAQ thread in this forum contains a link to Table files for GSC, as well as for RSE/FRLG.
You might want to have a look there.

Alex February 4th, 2007 8:23 AM

Is there a program that can edit the wild pokemon in the grass for the metal generations (most preferably Crystal)? I've gotten CrystalMap but when I click Wild Pokemon View, it just says that there are no pokemon on that route. And I know for a fact that there are, since there's grass and I have encountered wild pokemon when playing the GSC games. Thanks a lot.

Deokishisu February 4th, 2007 10:46 AM

Do you need a hex editor to pallete hack? If not, are there any tools (that support Firered) released that can palette hack?

>Bent< February 4th, 2007 12:49 PM

Quote:

Originally Posted by marz (Post 2374568)
Is there a program that can edit the wild pokemon in the grass for the metal generations (most preferably Crystal)? I've gotten CrystalMap but when I click Wild Pokemon View, it just says that there are no pokemon on that route. And I know for a fact that there are, since there's grass and I have encountered wild pokemon when playing the GSC games. Thanks a lot.

I can't help you with utilities, but I can tell you how to do it with a hex editor.

There are seven Pokemon per location per time of day, and each Pokemon is shown by two bytes: level and Pokedex number (in hex). Thus, a level 10 Nidorino would be 0A21 in hex. Each location consists of 21 Pokemon (7 morning Pokemon + 7 daytime Pokemon + 7 nighttime Pokemon), then five extra bytes (XYZZZ, where Z is repeated three times -- remember that five bytes are ten digits). Then it immediately does the next location.

I've managed to edit every area in Pokemon Crystal, so nothing appears to be unsafe to hack. Be aware that there are gaps in places -- specifically, after Mount Silver (outside)'s location, there's a bunch of extra bytes before it starts Diglett's Cave.

Tin Tower starts at offset 0002ab3a in Gold and Silver, I'm not sure about Crystal.

As for hex editors, I recommend using Translhextion or Windhex.

I have a list of the locations in the order of the game's ROM at my webpage, but it appears that my severe lack of posts automatically prevents me from putting in the URL...

Alex February 4th, 2007 3:23 PM

Quote:

Originally Posted by silence (Post 2374774)
I can't help you with utilities, but I can tell you how to do it with a hex editor.

There are seven Pokemon per location per time of day, and each Pokemon is shown by two bytes: level and Pokedex number (in hex). Thus, a level 10 Nidorino would be 0A21 in hex. Each location consists of 21 Pokemon (7 morning Pokemon + 7 daytime Pokemon + 7 nighttime Pokemon), then five extra bytes (XYZZZ, where Z is repeated three times -- remember that five bytes are ten digits). Then it immediately does the next location.

I've managed to edit every area in Pokemon Crystal, so nothing appears to be unsafe to hack. Be aware that there are gaps in places -- specifically, after Mount Silver (outside)'s location, there's a bunch of extra bytes before it starts Diglett's Cave.

Tin Tower starts at offset 0002ab3a in Gold and Silver, I'm not sure about Crystal.

As for hex editors, I recommend using Translhextion or Windhex.

I have a list of the locations in the order of the game's ROM at my webpage, but it appears that my severe lack of posts automatically prevents me from putting in the URL...

Well, I have Translhextion, so since there's no actual program, this could give me some experience with hex, thanks a lot! And, as for your webpage, I'd actually really need it:\ so just post 9 more times (15 posts and then you can give links) and then come back here and post it for me, it doesn't have to be here though, it can be in a PM. My username's simple, marz lol. One question, for the level you said level 10 is 0A, can you give me a list of all level correspondents, or is there somewhere where I can find it? Thanks a whole lot, I've really been wanting to know how to do that :D
Also, I need to know what offsets correspond to what Routes in the game.

Christos February 5th, 2007 12:41 PM

Quote:

Originally Posted by tnova4 (Post 2375521)
I've seen this asked multiple times but never answered fully.

I'm trying to create an event for a legendary Pokemon - i.e., have the Pokemon initiate a wild battle, then disappear and not return when the map is reloaded. Without much experience at romhacking of any kind, I'm having some trouble.

I've thought of 2 ways so far to accomplish this:
1. Warp the sprite off the map. Easy, but I don't know how to keep the sprite there forever.
2. Change to a transparent sprite. I've seen some sprites in the list that are partially or fully transparent - I'm assuming these don't show up, or can be walked through? Either way (or if I'm totally wrong), I have no idea how I would go about doing this.

Has anyone done this before who can tell me how I could accomplish this? Zel? Anyone?

If you can warp it somewhere else then add an ID for the event with Advance Map and it'll stay there. Or you can just put "hidesprite 0x[people's nr.]" with an ID for the event.

Quote:

Originally Posted by Deokishisu (Post 2374647)
Do you need a hex editor to pallete hack? If not, are there any tools (that support Firered) released that can palette hack?

You can search in google for palette editors but you should use a Hex Editor, I think it's better.

Deokishisu February 5th, 2007 2:37 PM

Thank you. I have another question now. When I cross the border to another map, an event from the first map is duplicated. The person then disappears when I walk farther away and reappears when I go back. I don't know what happened... Can this be fixed?

Glitchfinder February 5th, 2007 5:59 PM

Attack hex numbers
 
I have an... interesting question. If I manually expand the number of bytes in a ROM, (say, double them), add data to the new area in the ROM, and then create an ips patch of that ROM, will someone be able to successfully patch that onto the original game's ROM? (For example, if I did it to Firered, would someone be able to do it to patch it to firered and play it?)

Also, I was wondering if anyone had a list of the Hex numbers of all the attacks in the Advanced generation. I can't find that anywhere, even at places with hex numbers for everything else.

Christos February 6th, 2007 7:25 AM

Quote:

Originally Posted by Deokishisu (Post 2376221)
Thank you. I have another question now. When I cross the border to another map, an event from the first map is duplicated. The person then disappears when I walk farther away and reappears when I go back. I don't know what happened... Can this be fixed?

It's the same with tilesets, you shouldn't put the events at the sides of the maps when's there's a connection or that will happen.

Quote:

Originally Posted by Glitchfinder (Post 2376420)
I have an... interesting question. If I manually expand the number of bytes in a ROM, (say, double them), add data to the new area in the ROM, and then create an ips patch of that ROM, will someone be able to successfully patch that onto the original game's ROM? (For example, if I did it to Firered, would someone be able to do it to patch it to firered and play it?)

Also, I was wondering if anyone had a list of the Hex numbers of all the attacks in the Advanced generation. I can't find that anywhere, even at places with hex numbers for everything else.

If you increase the ROM size it won't be changed if you make a patch and patch it on a Fire Red ROM. The changes under 16MB will be applied on the ROM when you patch it.

Alistair February 6th, 2007 8:31 AM

What are the behavior bytes for ledges?

Shiny_Latios February 6th, 2007 8:40 AM

Is there a way to have bigger trainer overworlds usein overworld editor

Christos February 6th, 2007 8:48 AM

Quote:

Originally Posted by Shiny_Latios (Post 2376791)
Is there a way to have bigger trainer overworlds usein overworld editor

OE can't edit sprites' sizes so if you want to make the size bigger you have to hex edit.

dreemxweever February 6th, 2007 9:05 AM

mmkay.. i need this question answered ASAP.. its a matter if hack or no hack :P
does anyone know how to change the beginning sprites with prof. elm and hero on G/S/C?
if so PM me immmeediatly.. i need to know.. just leave instructions..
we'll give you credit in the hack

dakelland12 February 6th, 2007 9:27 AM

how do i insert sprites that i have made?

Colin February 6th, 2007 11:12 AM

I've asked but before nobody answered.
How do I change the music for FR?
What is the easiest way to insert tiles?

Christos February 6th, 2007 11:35 AM

Quote:

Originally Posted by Colin (Post 2376894)
I've asked but before nobody answered.
How do I change the music for FR?
What is the easiest way to insert tiles?

1. You can use Sappy to edit the music.

2. You can insert tiles with unLZ GBA or Advance Map. It's easier with Advance Map, search for how to insert tiles with AM in the thread.

Shiny_Latios February 6th, 2007 11:37 AM

Quote:

Originally Posted by Christos (Post 2376803)
OE can't edit sprites' sizes so if you want to make the size bigger you have to hex edit.

How do you do that and pallete sprites in a hex editor as i have one but don't know how to use it and if possible a link to a tutorial for how to use a hex editor

Christos February 6th, 2007 11:46 AM

Quote:

Originally Posted by Don Patch (Post 2376785)
What are the behavior bytes for ledges?

Advance Map doesn't have behavior bytes for the blocks.

Quote:

Originally Posted by Shiny_Latios (Post 2376909)
How do you do that and pallete sprites in a hex editor as i have one but don't know how to use it and if possible a link to a tutorial for how to use a hex editor

Palette sprites? To change the size you have to go to the overworld sprite's offset find where the size is and change it. In the OE ini file there's the hero's overworld sprite offset.

Shiny_Latios February 6th, 2007 11:53 AM

Quote:

Originally Posted by Christos (Post 2376913)
Advance Map doesn't have behavior bytes for the blocks.



Palette sprites? To change the size you have to go to the overworld sprite's offset find where the size is and change it. In the OE ini file there's the hero's overworld sprite offset.

thanks what i mean is to pallete a sprite to insert with hex editor and can i have a tutorial to use a hex editor

Glitchfinder February 6th, 2007 12:21 PM

Quote:

Originally Posted by Christos (Post 2376737)
It's the same with tilesets, you shouldn't put the events at the sides of the maps when's there's a connection or that will happen.



If you increase the ROM size it won't be changed if you make a patch and patch it on a Fire Red ROM. The changes under 16MB will be applied on the ROM when you patch it.

So, you're saying that the data after the end of the original ROM won't get patched? If that's true, do you know how I can make it so that the data WILL get added?

Superkid11 February 6th, 2007 2:01 PM

ScriptED won't work for me. I try to veiw something's script in Elitemap but it doesn't show anything...

userpr February 6th, 2007 3:53 PM

yeah 1)im having problems with rs ball, when ever i try dumping the gfx bank or even look at trainer/pokemon backpicks it says: trainer/pokemon backpics location is not specified in INI. how can i fix this and if its not fixable is there another program that can do this for me.
2) In advance-map whenever i try making a new map it just overwrites already existing maps, so am I doing anything wrong or what?
thats all for now thanks in advance and if it makes any difference im working on emerald.

Deokishisu February 6th, 2007 4:29 PM

Quote:

Originally Posted by Christos (Post 2376737)
It's the same with tilesets, you shouldn't put the events at the sides of the maps when's there's a connection or that will happen.

The thing is... that event was nowhere near where it was duplicated. It wasn't near the edges of the map. (Does 10 tiles away count?) I don't know what to do but edit the map to make the connection farther away from that area and I don't want to do that unless neccessary. Is there any way it can be fixed?
Quote:

Originally Posted by Superkid11 (Post 2377010)
ScriptED won't work for me. I try to veiw something's script in Elitemap but it doesn't show anything...

Put the ROM in the same directory as Elitemap and ScriptEd. That should fix it.

dreemxweever February 6th, 2007 4:56 PM

asking again.. anyone answer plzzz
how do you change the beginning sprites in G/S/C
professor Elm, Hero, etc...
plzzz tell me

Deokishisu February 6th, 2007 5:05 PM

Quote:

Originally Posted by dreemxweever (Post 2377258)
asking again.. anyone answer plzzz
how do you change the beginning sprites in G/S/C
professor Elm, Hero, etc...
plzzz tell me

Do you mean Overworlds or Intro sprites?

dreemxweever February 6th, 2007 5:18 PM

the intro sprites.. you know, like Elm that says "welcome to the pokemon world..." bla bla bla.. the larger ones

Superkid11 February 6th, 2007 5:28 PM

Quote:

Originally Posted by Deokishisu (Post 2377231)
Put the ROM in the same directory as Elitemap and ScriptEd. That should fix it.

It IS in the same directory.

phshfe February 6th, 2007 11:29 PM

Amplifier 2006 question
 
I downloaded Amplifier 2006 from Scizz's tool site,

It has an option to select English as language.

Everytime I try to select English I get this message:

Run-time error "13"
type mismatch

Any idea what I am doing wrong.

Or how to fix it.

Looks to be a wonderful program, I just can't read German.

Chiaki Shinichi February 7th, 2007 1:11 AM

Quote:

Originally Posted by phshfe (Post 2377462)
I downloaded Amplifier 2006 from Scizz's tool site,

It has an option to select English as language.

Everytime I try to select English I get this message:

Run-time error "13"
type mismatch

Any idea what I am doing wrong.

Or how to fix it.

Looks to be a wonderful program, I just can't read German.

You have to put VB runtime in the same folder.

Christos February 7th, 2007 4:12 AM

Quote:

Originally Posted by Superkid11 (Post 2377010)
ScriptED won't work for me. I try to veiw something's script in Elitemap but it doesn't show anything...

Some scripts won't load with ScriptED. Messages and short scripts do.

Quote:

Originally Posted by userpr (Post 2377202)
yeah 1)im having problems with rs ball, when ever i try dumping the gfx bank or even look at trainer/pokemon backpicks it says: trainer/pokemon backpics location is not specified in INI. how can i fix this and if its not fixable is there another program that can do this for me.
2) In advance-map whenever i try making a new map it just overwrites already existing maps, so am I doing anything wrong or what?
thats all for now thanks in advance and if it makes any difference im working on emerald.

1. The pkmn backpics should have been extracted, you can't extract trainer backpics.

2. Create a new map with Advance Map and finish it. Then choose "Insert" and insert it in a new spot.

Quote:

Originally Posted by Deokishisu (Post 2377231)
The thing is... that event was nowhere near where it was duplicated. It wasn't near the edges of the map. (Does 10 tiles away count?) I don't know what to do but edit the map to make the connection farther away from that area and I don't want to do that unless neccessary. Is there any way it can be fixed?

Can you show me a screenshot of the duplicated event?
In the top and bottom edges 5 blocks and left and right edges 7 blocks.

Blazin February 7th, 2007 4:27 AM

Hi, I'm new at ROM Hacking and just have a couple of quick questions which have probably been answered dozens of times but I cannot find the answers most likely because their is so much to look through.

1. How do you create new pokemon sprites, both for in battle and full image.
2. How do you add the sprites into the game.

Sorry if this has been answered many times and I am just a nuisance, but I have taught myself how to use advanced map and a few others pretty effectively and have learnt from what i have read so I appreciate it.

Colin February 7th, 2007 6:53 AM

Quote:

Originally Posted by Christos (Post 2376907)
1. You can use Sappy to edit the music.

2. You can insert tiles with unLZ GBA or Advance Map. It's easier with Advance Map, search for how to insert tiles with AM in the thread.

But, how do I insert music into the game with Sappy?

Clayton XD February 7th, 2007 7:10 AM

i was wondering if there is a tool like Base Edit but worked for Fire red?
and maybe a Tool like PattEd that works for fire red

Superkid11 February 7th, 2007 8:01 AM

Quote:

Originally Posted by Christos (Post 2377575)
Some scripts won't load with ScriptED. Messages and short scripts do.

But none of them load... not even the scripts of people you talk to or something.

Christos February 7th, 2007 8:53 AM

Quote:

Originally Posted by Clayton XD (Post 2377661)
i was wondering if there is a tool like Base Edit but worked for Fire red?
and maybe a Tool like PattEd that works for fire red

Pokemon Amplifier does what both tools do. Download it here.

Quote:

Originally Posted by Blazin (Post 2377596)
Hi, I'm new at ROM Hacking and just have a couple of quick questions which have probably been answered dozens of times but I cannot find the answers most likely because their is so much to look through.

1. How do you create new pokemon sprites, both for in battle and full image.
2. How do you add the sprites into the game.

Sorry if this has been answered many times and I am just a nuisance, but I have taught myself how to use advanced map and a few others pretty effectively and have learnt from what i have read so I appreciate it.

You can use a drawing program to make them. And the second one's been asked again, you can add them with unLZ GBA.

phshfe February 7th, 2007 5:43 PM

I downloaded VB runtime 1,2,3 and put the in the AMP 2006 folder in program files.
Not sure how to put VB runtime 6 in the folder.

Everytime I try to change language to english

I get the

Run-time error "13"
type mismatch

Can someone tell me which VB runtime file I need
and which folder to put it in.
Thanks

Chiaki Shinichi February 7th, 2007 8:28 PM

Quote:

Originally Posted by phshfe (Post 2378107)
I downloaded VB runtime 1,2,3 and put the in the AMP 2006 folder in program files.
Not sure how to put VB runtime 6 in the folder.

Everytime I try to change language to english

I get the

Run-time error "13"
type mismatch

Can someone tell me which VB runtime file I need
and which folder to put it in.
Thanks

You need VB Runtime 6.0 for AMP 2006

phshfe February 7th, 2007 8:47 PM

When I load VB Run time 6.0 it does not give you an option which folder to put it in.

I m not sure how to get VB Run time 6.0 in to the Amp 2006 folder.

Chiaki Shinichi February 7th, 2007 8:53 PM

Quote:

Originally Posted by phshfe (Post 2378208)
When I load VB Run time 6.0 it does not give you an option which folder to put it in.

I m not sure how to get VB Run time 6.0 in to the Amp 2006 folder.

Use winrar and extract the thing and put it in the AMP 2006 folder

Colin February 7th, 2007 10:47 PM

I repeat this question...
Quote:

Originally Posted by Colin (Post 2377657)
But, how do I insert music into the game with Sappy?


Frostbite February 8th, 2007 9:07 AM

Back agian.

I'm starting a new ROM hack I need help on a few things.

1. Dose anyone have a list or know where I can find a list of script offsets for Items, TMs, Berries, etc. for Fire Red?

2. Is there a way to transfer music from an R/S/E ROM and apply them to a FR/LG rom?

Thats pretty much it. :s

Shiny_Latios February 8th, 2007 9:27 AM

Please can i have Pokemon Ruby tbl file nd a tutorialo hex editing

foofatron February 8th, 2007 2:33 PM

How can I change pokemon types in Ruby ex.from Flying to fire and electric.

ChaosKing February 9th, 2007 4:38 AM

scripting
 
how do you compile scripts with script ed and is there any other better script editors plz plz plz answer plz plz plz

Christos February 9th, 2007 7:51 AM

Quote:

Originally Posted by Frostbite (Post 2378416)
Back agian.

I'm starting a new ROM hack I need help on a few things.

1. Dose anyone have a list or know where I can find a list of script offsets for Items, TMs, Berries, etc. for Fire Red?

2. Is there a way to transfer music from an R/S/E ROM and apply them to a FR/LG rom?

Thats pretty much it. :s

1. Simple Script Creator had all the items, TMs and Berries hex codes. Download here.

2. You can use Sappy to extract the R/S/E music and import it in your FR/LG ROM.

Quote:

Originally Posted by foofatron (Post 2378685)
How can I change pokemon types in Ruby ex.from Flying to fire and electric.

Pokemon Amplifier.

Quote:

Originally Posted by ChaosKing (Post 2379147)
how do you compile scripts with script ed and is there any other better script editors plz plz plz answer plz plz plz

Save your script with no spaces in the name in ScriptED's folder, put your ROM in there too with no spaces and open the script with ScriptED, click compile and done.

Arashi February 10th, 2007 12:22 AM

Quote:

Originally Posted by Frostbite (Post 2378416)
Back agian.

I'm starting a new ROM hack I need help on a few things.

1. Dose anyone have a list or know where I can find a list of script offsets for Items, TMs, Berries, etc. for Fire Red?

2. Is there a way to transfer music from an R/S/E ROM and apply them to a FR/LG rom?

Thats pretty much it. :s

I can only reply to your second question.

All music from R/S in already in FR/LG. Dunno which the offsets are though. Only Emerald has a couple of new songs that do not exist in FR/LG. Other than that, you can find about everything. (You can check what songs are in with EliteMap.)

ChaosKing February 10th, 2007 12:25 AM

thanks again and the intro
 
thanks blazichu and does anyone no how to edit the pic of oak at the introduction


and finally another aussie aussie aussie aussie oi oi oi


also with the script ed thing it doesnt work

also can anyone one name any of the fire red script editors except 4 ?diamond cutter? scripted simple script editor

martijn February 10th, 2007 4:51 AM

Has anyone got updated PokeRoms.ini that has all info for FR?

foofatron February 10th, 2007 7:10 AM

Does anyone know the E4 script for a rock blocking the path until you beat the E4?Deos anyone know what scripts for a boat that you can control?

Andrew McKenzie February 10th, 2007 10:29 AM

does anybody?...
 
1.Does anybody know how to import your own pokemon sprites into your game?(e.g. Say I just created sprites for my new fakemon and want them in my game) BUT...
2.I've tried using unLZ.GBA but everytime i open a rom, the sprites come up all scrambled... I've tried this with all my roms and they are clean...ruby, sapphire, fire red and leafgreen...emerald...even the non us ones..like the uk ones...

So can anybody help me here?...

Deokishisu February 10th, 2007 11:13 AM

'nother question
Why doesn't the "overheat" weather work in Firered? It freezes the game when selected as the default weather for a map. Why is that? Is there a way to fix it?

Oh and one more.
I've heard that every R/S song is in Firered and Leafgreen. Does anyone know the offsets or the "musik de" ini file for advance map with it included? Thanks in advance.

(Christos, thanks for the advance scripting tut. It really helps!)

Christos February 10th, 2007 11:40 AM

Quote:

Originally Posted by Deokishisu (Post 2380377)
'nother question
Why doesn't the "overheat" weather work in Firered? It freezes the game when selected as the default weather for a map. Why is that? Is there a way to fix it?

Oh and one more.
I've heard that every R/S song is in Firered and Leafgreen. Does anyone know the offsets or the "musik de" ini file for advance map with it included? Thanks in advance.

(Christos, thanks for the advance scripting tut. It really helps!)


1. If it always freezes then the "Overheat" weather probably isn't in Fire Red.

2. I think White Mage posted an AM ini file with the music. It was attached in the Advance Map thread in the tutorial section but the attachment was corrupt.

Glitchfinder February 10th, 2007 12:18 PM

I have a question. (I know it's kind of obvious, but it seems that I've only had one of my questions answered. Look back in this thread for some unanswered questions on my part)

How do I make it so that the roof of a building is over the sprite of my character? I made a custom building set, but when I made some buildings out of it, and my character went behind the building (As in, into the tiles that make up the very back of the roof), he was fine until he went to a corner of the roof. Then, he was suddenly on to of the sprite, instead of behind the roof. I'll attach the picture to this post.

Christos February 10th, 2007 12:24 PM

Quote:

Originally Posted by Glitchfinder (Post 2380461)
I have a question. (I know it's kind of obvious, but it seems that I've only had one of my questions answered. Look back in this thread for some unanswered questions on my part)

How do I make it so that the roof of a building is over the sprite of my character? I made a custom building set, but when I made some buildings out of it, and my character went behind the building (As in, into the tiles that make up the very back of the roof), he was fine until he went to a corner of the roof. Then, he was suddenly on to of the sprite, instead of behind the roof. I'll attach the picture to this post.

In block editor, choose the block you step over and make it's background behavior "00". If that doesn't work, make another block somewhere else.

Andrew McKenzie February 10th, 2007 12:29 PM

hey christos?
 
Hey Christos...did you miss my question?
Anyway here it is:
Thank you in advance...
1.Does anybody know how to import your own pokemon sprites into your game?(e.g. Say I just created sprites for my new fakemon and want them in my game) BUT...
2.I've tried using unLZ.GBA but everytime i open a rom, the sprites come up all scrambled... I've tried this with all my roms and they are clean...ruby, sapphire, fire red and leafgreen...emerald...even the non us ones..like the uk ones...

Christos February 10th, 2007 12:45 PM

Quote:

Originally Posted by SuperHacker7777 (Post 2380472)
Hey Christos...did you miss my question?
Anyway here it is:
Thank you in advance...
1.Does anybody know how to import your own pokemon sprites into your game?(e.g. Say I just created sprites for my new fakemon and want them in my game) BUT...
2.I've tried using unLZ.GBA but everytime i open a rom, the sprites come up all scrambled... I've tried this with all my roms and they are clean...ruby, sapphire, fire red and leafgreen...emerald...even the non us ones..like the uk ones...

Try following this tutorial.

Andrew McKenzie February 10th, 2007 12:56 PM

I tried using unLZ.GBA but the images come up all different coloured and scrambled no matter what rom I use...
Is there another way I can do it, like with a hex editor or something but i'll need a quick tutorial to do it...

Glitchfinder February 10th, 2007 1:42 PM

Quote:

Originally Posted by SuperHacker7777 (Post 2380498)
I tried using unLZ.GBA but the images come up all different coloured and scrambled no matter what rom I use...
Is there another way I can do it, like with a hex editor or something but i'll need a quick tutorial to do it...

From what I can tell, there could be two problems.

1. You used colors not compatible with GBA. Find the GBA color picker to fix that. (It allows you to choose colors that work in the GBA by sliding different color bars around.

2. You have too many colors for a sprite. Look at the number of colors in a palette in the games. Your sprite should have no more and no less than that number. (If you have GIMP, it allows you to see what colors there are in the picture)

Andrew McKenzie February 10th, 2007 1:51 PM

Thanks glitchfinder!...
 
Thanks for the help...I sorted the problem...
Just wondering how to make an .ips patch with your hacks data on it so i can distribute it
when i finish my hack...


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