![]() |
Quote:
Thanks, this helps a lot, and with more than just this issue. :) |
im trying to figure out this "0EF clears party, erasing all pokemon. And this definitely erases them, as the code clearly only fills the places with 0's" but for emerald not fire red or ruby... how would i go about finding what special that is in emerald?
|
Quote:
|
Quote:
But the harder you try, the better the results. |
I've been learning how to script recently, and I'm having trouble with Hackmew's preprocessing directives in xse (I'm trying to use the #clean, #erase directives so I can delete scripts I've already compiled)
Problem is, I'm not sure what I'm supposed to do with these directives. Am I supposed to decompile the compiled script, add the directive somewhere, and compile it again, or am I supposed to do something else? Nothing I've done is working so far. I managed to delete my script by filling it in with FF's on my hex editor, but I want to use the directives too, to make things easier. |
Quote:
|
I managed to figure out my last question on my own, but now I have another that's got me stumped. In Emerald, does anyone know where to find the images for the type icons used while inspecting TMs? They're different from the ones displayed when looking at Poke info.
http://img42.imageshack.us/img42/4207/vc1k.png I've been through all 10k unLZ deep-scanned images (which took longer than I'd care to admit), and I didn't see any sign of them anywhere. Looking at the VBA memory viewer they all seem to use the same palette, so I'm thinking they're probably all stored together somewhere. |
As far as i know, this is only one image in the ROM, which gamefreak changes it's color
depending on the type of the attack. |
Does anybody know how to edit base stats of Deoxys? In the various editors I tried, it just showed the stats of the normal form, which is used during the battle against it I am guessing.
I opened the ROM in a hex editor and searched for the base stats of the speed form (Since my ROM is Emerald,) but it didn't find anything. |
How can I make the script wait, until the assembler code is finished?
I tried waitstate after the callasm but the script just crashes then :( |
Quote:
|
Quote:
I'm betting they'll be part of a menu tilemap or something |
Is there an overworld sprite editor for Diamond\Pearl yet?
|
How do you make a scripted loss? Like for example in the beginning of my hack I want a fight with a level 70 Giratina right after getting your starter but I want it to be when you lose the game continues instead of making you continue the battle until you win. Like right after your pokemon faint you would "wake up" in your room... How would I do this?
|
1 Attachment(s)
Quote:
In BPEE they're found at 0xDC4378 and use the palette at 0xDC4338, in case anyone else is curious. PNG attached below. |
Quote:
Maybe make it so the player's location after losing the battle(where they'll reappear, like when you lose a battle and return just outside of a pokemon center) is the bed in their room or something. If that doesn't work out, then ASM might be needed to create some alternative battle form or something... Quote:
There is only one form of deoxys in each version of the GBA games(sorta). - attack and defense go for FR and LG(forget which gets which) - R/S get speed I think - emerald gets normal. So there is only one deoxys form in emerald. (correct me if I'm wrong somebody) Now for another question of my own. I can't recall if I saw anything that helped with this or not. Okay, lets say I have a hack that's already been started a bit, but on a regular FR rom (BPRE). If I wanted to add JPAN's hacked engine, would I patch the rom with the hack followed by the engine, or would I patch the engine on first? Or (and I'd expect this) is there some other process to follow to apply the hack and hacked engine onto a rom? Or is that just not possible? I have the same question for MrDollSteak's decapped rom base. Thank you to anybody who decides to help here. |
JPAN made a hack-tool-applier, which is included in his zip-folder.
You simply choose which hacks you want to insert, it automatically searches new offsets for it. :) @karatekid: I fixed it myself, but thanks for that information :) |
Quote:
So it can be applied to a hack in progress then? And does the order they're applied matter? |
Quote:
|
Quote:
LG = Defense R/S = Normal E = Speed But that still doesn't answer how to change the stats of the one you get when you catch it. When you battle it, it uses it's normal form. =\ |
anyone know how to change the actual animation of the pokemon in emerald? like if i replace lunatone with another pokemon, the pokemon will sway back and forth like lunatone but i want the animation to be like lets say jolteon.. how would i go about doing this
|
I was inserting new indoor tiles, everything went smooth, in Advance map it shows the border to be a really dark blue, but when I go in-game it's a fluro pink. How would I go about fixing this?
|
Quote:
http://i42.*.com/lifs4.jpg In FireRed, it's this one. http://i44.*.com/i255he.jpg |
Quote:
...Yeah, that's kind of a meta question for this board. Oh well. EDIT: Quote:
|
Quote:
|
Alright, back again.(I know, annoying right?)
So basicly, I've got a program issue. I don't know why, but no matter what rom I open,, when I go into GBAPGE's pokemon editer after loading the rom it lags for a few minutes and then gives a popup for JIT debugging. If I select to continue, it lags a bit but brings up the pokemon editer pretty quick anyway. If I try to scroll even one pokemon down the selection, it stops working, as in (Not responding). If I let it wait, it doesn't do anything, just stays there like that. At first, I thought it was the hacked roms I tried(I tried with the 649 patch but gave up after several failed attempts to get PGE to work. Also tried with a hack I'm working with), but it won't even work with a clean FR US [BPRE] rom. So, any ideas on what might be messing with PGE? |
Is there a way to run advance map and other hacking programs here on a mac? I might get a mac soon, and I don't have the money to buy a windows license, so bootcamp is out of the question. Also, I heard wine doesn't support .net framework. Is there a way around this?
|
Quote:
|
Quote:
This basically covers another question I was going to ask. Here's the thing, A-Trainer keeps crashing on me once it opens. Could this be because I already edited some trainers in PET? Did the changes made in PET render the trainer data unopenable by A-Trainer or something like that? Also, I'm not even sure if editing the rival is the most effective way of handling this. Sometime after the third Gym, I plan on the protagonist getting a chance to rescue a Charmander, Bulbasaur, or Squirtle from a mad science lab. The mad scientist becomes a recurring villain, using among other things, a fully evolved fusion of the two you were unable to rescue. Do you think think it would be better to move the choose starter scripts to later in the game and repurpose the rival, or am I better making new scripts entirely?[/QUOTE] What you do, is check the starter via a var and then start a different battle based upon it. This is how GF did it. So, you create different battles for it. |
I have not had any luck finding the answer to what I am looking for XD.
How can I RIP the battle background and battle bases from the BW or BW2 ROMS? |
Does somebody know how to have standard names for your hero and rival, so you cant choose how to name them?
|
Quote:
idk lol Quote:
|
Hello, people~
Is there a way to check what weather condition is occurring at a certain time? All I really need to do is check for a condition and if the result is true, I store it to a variable for later. |
Is it possible to make the ??? type in Fire Red be a physical/special move type. I turned it into the Fairy type before realizing that if a damage dealing move was of that type, it would do minimal damage. If I can't find an answer, I'll just make Fairy type moves status only, but it would be more fun to have damage dealing moves of that type too. Thanks!
|
Quote:
|
Okay, I didn't see this answered and the thread where I could have asked about this seems to be closed?
I'm having trouble with PGE's pokemon editor. - When I start it up, it lags for a while and then brings up a popup about just-in-time (JIT) debugging. - If I continue past the JIT debugging popup, it loads with some lag. - If I try to scroll down the pokemon list even one pokemon, the program freezes, as in (not responding), and it won't continue no matter how long I give it. I tried with different roms (FR, emerald, FR with the 649 patch and the correct roms.ini...) and no matter what, I got the same results each time If anybody can provide any help here, that'd be really appreciated since this tool would be a great help with a hack I'm helping work on. ^^ Thanks in advance. |
Quote:
It works even in official games ;) For example, in Ni no Kuni you are offered to choose a name but the game carries on with the official name for the main character =) |
Can patching a rom too many times have negative consequences? What I mean is my team and I mainly use patches and now a lot of our data corrupts like cries and some other stuffs
|
Quote:
2. The second time goku loads up (after the naming) his pallete is screwed same for vegeta. 3. Vegetas mini sprite while naming is all green, |
A new Simple Questions thread is being created right now. Just hold tight for about 20 minutes. These last three posts will be moved into the new thread. Good day to you all.:)
-Locked- edit: The thread is here: http://www.pokecommunity.com/showthread.php?p=8022546 and the posts have been moved.:) ~karatekid552 |
| All times are GMT -8. The time now is 2:54 AM. |
![]()
© 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.
Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.