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

ChaosKing March 3rd, 2007 5:16 AM

Quote:

Originally Posted by speedonh (Post 2400559)
use a hex editor and a table file and search for the first line or so of what prof oak says, then highlight it and edit it. if you're not sure go to the document and turoials section and look in the old documents thread. click on the link and there is a very helpful tutorial at the very bottom (119)
hope this helps ya!

i dont want to edit wat prof oak says i want to delete that intro thingymajig

the_creator March 3rd, 2007 8:41 AM

help i need to know how to change what people in ruby and emerald says and how to change them to pokemon (e.g. make prof mew)

PikachuTrAiNeR March 3rd, 2007 8:55 AM

I've hopelessly been looking for Fire Red Title Screen numbers for unlz.GBA all over the forum.
I'd be happy if someone could just point them out... =D
And if there's a nice tutorial you've seen for changing title screen based on FR, it'd be awesome if you could linky! ^^


Thankies! ~ ^___^

foofatron March 3rd, 2007 10:54 AM

Quote:

Originally Posted by the_creator (Post 2400920)
help i need to know how to change what people in ruby and emerald says and how to change them to pokemon (e.g. make prof mew)

You could 1 use scripting or 2 the easier way use advance text.For changing the sprites use the pic # on the person.I'm not sure if mew's pic is in any games besides Emerald.

Blaziken626 March 3rd, 2007 2:19 PM

Quote:

Originally Posted by foofatron (Post 2399999)
How do I find the offset?

How can insert this with the same colors and pal into Ruby?Since I think Kyledove made this for Ruby.

The offset should be the first offset in your script. And as for inserting the sprite with that same palette, the image has to be indexed for it to keep the palette. To index it, I would suggest saving it as BMP, then converting it to GIF using the Giffy tool. Then after that, insert the GIF image into unLZ-GBA, and it should work. Anyway, I have a problem of my own. It seems that the Diamond and Pearl Pokemon cries are too advanced for Pokemon Ruby, and and every time I try to insert them using PokeCryGUI, they end up totally wrong. And I've seen videos of Pokemon Ruby that DO have the Diamond and Pearl cries perfectly. So if there's anything anyone can do to help me, that would be great.

EDIT: Now I know how to do it. If you use Sound Recorder to record the cries, then you have to go to File -> Properties. Then click on 'Convert Now'. Where it says 'Format', make sure it's PCM, and where it says 'Attributes', make it 11.025 kHz, 8 Bit, Mono. Then click OK, and it should work just fine. The only problem is I can't find a loud enough cry.

foofatron March 3rd, 2007 6:25 PM

Can someone make this type chart english this from pokemon amplifier and I don't understand this.I need the prevous one then a arow and the english name like this

Normal ->
Kampf ->
Flug ->
Gift ->
Boden ->
Stein ->
Käfer ->
Geist ->
Stahl ->
Unbekannt ->
Feuer ->
Wasser ->
Gras ->
Elektro ->
Psycho ->
Eis ->
Drache ->
Unlicht ->

Trans late that to english please!

Whisme March 3rd, 2007 6:28 PM

Babelfished:
Normally - fight - flight - poison - soil - stone - beetle - spirit - steel - unknown - fire - water - grass - electrical - Psycho - ice - Drache - Unlicht -

I think you can figure them out from that...

ChaosKing March 3rd, 2007 7:15 PM

whenever i try 2 compile this script

#org 0x71A5E0
message 0x71A310
boxset 0x4
boxset BOXSET_YESNO
compare LASTRESULT YES
givepokemon 0x01 0x05 0x00
end
compare LASTRESULT NO
end
#org 0x71A310
=Do you want Grassiga

it says "Run-time error '13':

Type mismatch



can someone plz help me pllllllllllllzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

foofatron March 3rd, 2007 7:54 PM

Is there a english verson of pokemon amplifier?Also when I adde new pokemon in and I rtied to evole them the screen turned green.How can I fix it?

O.G. Duke March 3rd, 2007 8:12 PM

Pokemon Ruby proffesor Birch offset in Pokepic please...

Irish Witch March 3rd, 2007 9:17 PM

Quote:

Originally Posted by ChaosKing (Post 2401560)
whenever i try 2 compile this script

can someone plz help me pllllllllllllzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

This belongs in the script discussion thread, and that script is a mess.

:psy copy: What the HELL are you trying?? Oh hell. take a look at the code below. and try to adjust offsetts to suit.

And take a look at the 'Simple Pokescript Tutorial' for instruction on making a working logical script.

Also there is a 'professional givepokemon script' here, again for pokescript!!


Code:

#org 0x800000
message 0x800200
boxset 0x5
compare LASTRESULT YES
if B_TRUE goto 0x800300
givepokemon 0x01 0x05 0x00
end

#org 0x800200
=Do you want Grassiga

#org 0x800300
message 0x800400
boxset 0x6
end

#org 0x800400
= Oh, Ok then!



El Diabeetus March 3rd, 2007 10:50 PM

Does Anyone know where the Pocket Monsters Logo in Japanese Ruby, I'm replacing the English one with it.

blacknightfalsh March 4th, 2007 5:15 AM

does any one know where I can get some custom tilesets for pokemon ruby

and a tool to insert them.

If you can, please tell me

thanks

foofatron March 4th, 2007 7:00 AM

4 Attachment(s)
Poke amplier won't let me change the evo of pokemonI click the pokemon I want that pokemon to evo I save and then I go back to check it and the evos are still the same why?Also ow do I edit and put new sprites overwold with all the sides and sufing and fishing ect.?Also how come when I change the name with poketronic the names come out funky and scripts mess up and stuff look at them!

AquaLeaderMatt March 4th, 2007 2:10 PM

Quote:

Originally Posted by Christos (Post 2400532)
The stats won't change however you edit them, with a gameshark, action replay or if you hack the ROM etc.

So if I hacked a Ruby ROM to make Magmar have 255 for each stat (the Magmar would have each stat go up by like 5 every level) and trade it to Diamond, Magmar would NOT be getting 5 for each stat once on the Diamond ROM?

ASHYLEGS March 4th, 2007 4:24 PM

How do you edit a Pokemon's Icon? And is it possible to change the Pokemon Motion sprite in Emerald?

shirokiryuu March 4th, 2007 10:42 PM

Quote:

Originally Posted by ASHYLEGS (Post 2402650)
How do you edit a Pokemon's Icon? And is it possible to change the Pokemon Motion sprite in Emerald?

There's a tutorial in the tutorial section on it: http://www.pkmncommunity.com/showthread.php?t=79815

*sigh* I wish someone would know the answer to my question ;_;

Christos March 5th, 2007 4:05 AM

Quote:

Originally Posted by hitme2k5 (Post 2402489)
So if I hacked a Ruby ROM to make Magmar have 255 for each stat (the Magmar would have each stat go up by like 5 every level) and trade it to Diamond, Magmar would NOT be getting 5 for each stat once on the Diamond ROM?

It wouldn't, you didn't hack Magmar, you hacked the stats Magmar will get in the ROM when it levels up.

Quote:

Originally Posted by shirokiryuu (Post 2397326)
How do I edit uncompressed sprites? I'm trying to change Professor Oak at the begining, and I found his offsets...

but now I don't know where I should start....

You can find those sprites in TLP or Tile Molester and edit them.

Quote:

Originally Posted by ASHYLEGS (Post 2402650)
How do you edit a Pokemon's Icon? And is it possible to change the Pokemon Motion sprite in Emerald?

IconED.

foofatron March 5th, 2007 4:13 AM

Didn't you have the problem with the pokemon names?Do you know how to fix it?Please answer my queston.How do you change eveltion so it works?

iTeruri March 5th, 2007 12:06 PM

Are there any tools that work on Os X in dont have windows and I want to make a hack.

Glitchfinder March 5th, 2007 1:30 PM

Quote:

Originally Posted by Whisme (Post 2401519)
Babelfished:
Normally - fight - flight - poison - soil - stone - beetle - spirit - steel - unknown - fire - water - grass - electrical - Psycho - ice - Drache - Unlicht -

I think you can figure them out from that...

You didn't need to do that. There is a thread in the tools section with tranlsated .ini files for Poekmon Amplifier. (I posted it myself)

Quote:

Originally Posted by foofatron (Post 2401584)
Is there a english verson of pokemon amplifier?Also when I adde new pokemon in and I rtied to evole them the screen turned green.How can I fix it?

Try the thread I mentioned in regard to the quote above. It's in the tools section, and it has the tranlsated .ini files for amplifier.

Quote:

Originally Posted by blacknightfalsh (Post 2402029)
does any one know where I can get some custom tilesets for pokemon ruby

and a tool to insert them.

If you can, please tell me

thanks

Get Advancemap. Open a map with a tileset you want to replace/edit, and open the block editor, and choose the "save Tileset 1" or "Save Tileset 2" in the "Picture" menu. Then, use something like paint to edit the tileset, and load it back in. Choose the pallet you want to edit it in before saving it , though, otherwise you will make an image with really messed up colors.

Quote:

Originally Posted by foofatron (Post 2402071)
Poke amplier won't let me change the evo of pokemonI click the pokemon I want that pokemon to evo I save and then I go back to check it and the evos are still the same why?Also ow do I edit and put new sprites overwold with all the sides and sufing and fishing ect.?Also how come when I change the name with poketronic the names come out funky and scripts mess up and stuff look at them!

I made a nifty little tutorial on editing the evolutions of Pokemon and posted it in the tutorials section. Sorry if it doesn't mention where to find them, I didn't find them in most of the games. (I didn't even look, actually)

The overworld sprites can be edited with several tools, such as the overworld editor.

I don't use Poketronic, so I wouldn't really know about that. Sorry.

Twilight Itachi X March 6th, 2007 2:58 PM

Alright, I have some questions....

1. How can you have both the original and shiny Pokemon colors of a Pokemon you upload look right and not one of the colors messed up? I want to put in Pachirisu, and when I put in the original color (making it indexed), it looks good, but after I import its shiny color (also indexed), the original colors mess up, then when I re-import the original color, the shiny color will mess up. Is there a way to fix that, to have both shiny and original Pokemon colors not messed up? I'm using Pokepic by the way.

2. And about Pokemon Amplifier, when I try to edit moves of a Pokemon that are the blank ones after Celebi (252-276), it won't work. It will either have no moves (forcing the Pokemon to use Struggle), or it will only have Tackle.

3. How do you change the small Pokemon icons? I'd like to put some of the D/P icons in it. If it's with IconEditor, how do you import new icons into it? If you save or load, it a file called a .iee.

Those are my questions.

foofatron March 6th, 2007 3:24 PM

Thats all you need the game constucts the non siny back and shiny front.It even does it in poke pic.Just make sure you use the same colors for the back and front sprite.

Alex March 6th, 2007 3:58 PM

I have a question. When I try to import an image into unLZ-GBA, it says "Error: Image is not indexed". How do I index the image I want to import? This is for FireRed, by the way.

EDIT: I have another. I got other images to work (I still want to know the answer to my first question though), but it can't write it to the ROM because the compressed size is too big, any idea on how to make the compressed size smaller?

Twilight Itachi X March 6th, 2007 4:41 PM

Quote:

Originally Posted by foofatron (Post 2404301)
Thats all you need the game constucts the non siny back and shiny front.It even does it in poke pic.Just make sure you use the same colors for the back and front sprite.

Oh, good then. What about my other questions:

Quote:

Originally Posted by Opal Pikachu13 (Post 2404301)
2. And about Pokemon Amplifier, when I try to edit moves of a Pokemon that are the blank ones after Celebi (252-276), it won't work. It will either have no moves (forcing the Pokemon to use Struggle), or it will only have Tackle.

3. How do you change the small Pokemon icons? I'd like to put some of the D/P icons in my hack. If it's with IconEditor, how do you import new icons into it? If you save or load, it a file called a .iee.


El Diabeetus March 6th, 2007 5:23 PM

Um.... This happens if you start a new file in my game Can someone help me:
http://i64.photobucket.com/albums/h176/Frankthesaiyan/PokemonSPHoennStories.png

foofatron March 6th, 2007 7:04 PM

You put to much in your hack therefor messing up intro tiles and scripts.

Christos March 7th, 2007 4:14 AM

Quote:

Originally Posted by marz (Post 2404332)
I have a question. When I try to import an image into unLZ-GBA, it says "Error: Image is not indexed". How do I index the image I want to import? This is for FireRed, by the way.

EDIT: I have another. I got other images to work (I still want to know the answer to my first question though), but it can't write it to the ROM because the compressed size is too big, any idea on how to make the compressed size smaller?

1. Use IrfanView to index a sprite. There's many programs for that, but that's simple and not big.

2. You have to replace another sprite because your sprite is too big or repoint the size.

Quote:

Originally Posted by Opal Pikachu13 (Post 2404354)
Oh, good then. What about my other questions:

IconED can't import icons. You can use TLP to import the icons on the pokemon without using IconED.

Quote:

Originally Posted by Furanki Pkmn Master (Post 2404403)
Um.... This happens if you start a new file in my game Can someone help me:
http://i64.photobucket.com/albums/h176/Frankthesaiyan/PokemonSPHoennStories.png

Your ROM is corrupted or it's just changed palettes.

iTeruri March 7th, 2007 6:12 AM

Quote:

Originally Posted by ShineyDragonair (Post 2403425)
Are there any tools that work on Os X in dont have windows and I want to make a hack.

No one knows the answer?
I've googled a lot for them but i couldn't find them.

Twilight Itachi X March 7th, 2007 6:25 AM

TLP, huh? That looks tricky... well, I want to replace the first question mark that's after Celebi with Pachirisu, what's the offset of the first icon of the question mark Pokemon, you know, those #252-276 unused ones that are after Celebi? I did see the Unown icons,and a piece of Seviper in TLP,but I'd like to know how I'd import the D/P icon of Pachirisu into one of those spaces, the first question mark space. The rom is a Sapphire rom. And I also need to know about the Pokemon Amplifier problem I'm having, that I asked about earlier as well:
Quote:

Originally Posted by Opal Pikachu13 (Post 2404279)
about Pokemon Amplifier, when I try to edit moves of a Pokemon that are the unused ones after Celebi (252-276), it won't work. It will either have no moves (forcing the Pokemon to use Struggle), or it will only have Tackle.

Also, following the Struggle problem, checking the Pokemon's moves results to this:
http://i4.photobucket.com/albums/y129/opalpikachu13/Other%20things/0898-Pokemon-SapphireVersionU_02.png
I said before, this happens when I try editing the move of a newly inserted Pokemon that are the 252-276 numbers after Celebi. It either will only know Tackle (without that glitchy screen), or no moves at all, resulting into the problem shown at the screen I posted.

Swimmer♂ March 7th, 2007 10:59 AM

Does anyone know the offset for the water animation in tilemolester (if thats how u edit the water animation :S) im sorry if its been asked befor but i searched nd found nothing.
Thanks in advance

Christos March 7th, 2007 11:10 AM

Quote:

Originally Posted by speedonh (Post 2404951)
Does anyone know the offset for the water animation in tilemolester (if thats how u edit the water animation :S) im sorry if its been asked befor but i searched nd found nothing.
Thanks in advance

Which game are you hacking?

Swimmer♂ March 7th, 2007 11:22 AM

Quote:

Which game are you hacking?
sorry i'm hacking ruby, can anyone help me out with where to find the water animation?
Thanks

Blaziken626 March 7th, 2007 2:27 PM

I've got another question. How come when I insert a cry using PokeCryGUI, I click Dump, and it turns out fine, but when I play the game, it is quieter. Why does that happen?

Alex March 7th, 2007 4:26 PM

Quote:

Originally Posted by Christos
1. Use IrfanView to index a sprite. There's many programs for that, but that's simple and not big.

2. You have to replace another sprite because your sprite is too big or repoint the size.

Thanks so much Christos, but I have a 2 comments; 1. On IrfanView, is there a specific button that is named "Index Image" or something, or is it more complicated than that? 2, so I have to edit a different sprite? Well I want to edit he Prof. Oak Sprite, how can I edit a different sprite and make sure that it is that one that comes up in the intro place (where Prof. Oak gets you to name yourself, your rival, and talks to you about Pokemon)?

Also, I tried replacing a Prof. Oak Sprite with a Sprite already in-game (Blaine's to be precise) and it still wouldn't let me insert it due to compressed bigness! What's up with that?

Blaziken626 March 7th, 2007 4:32 PM

Is there a resource or something that has the offsets of Pokemon in Ruby? Like, say, if I wanted to edit the TMs/HMs a Pokemon can learn with a Hex-Editor.

Glitchfinder March 7th, 2007 8:29 PM

Quote:

Originally Posted by Blaziken626 (Post 2405235)
Is there a resource or something that has the offsets of Pokemon in Ruby? Like, say, if I wanted to edit the TMs/HMs a Pokemon can learn with a Hex-Editor.

Well, depending on what you want to edit, it is in a different place. Evolution data is in one place, TMs/HMs in another, and learned moves in yet another. I would suggest looking in the tutorials here, then comparing the format for the hex data to what you find at the offsets for ruby that are below. (One should be for stats, one for evolutions, one for TMs/HMs, and the last for learnable attacks, not necessarily in that order)

059220
361221
842821
108520

Blazichu March 7th, 2007 9:25 PM

Quote:

Originally Posted by Opal Pikachu13
TLP, huh? That looks tricky... well, I want to replace the first question mark that's after Celebi with Pachirisu, what's the offset of the first icon of the question mark Pokemon, you know, those #252-276 unused ones that are after Celebi? I did see the Unown icons,and a piece of Seviper in TLP,but I'd like to know how I'd import the D/P icon of Pachirisu into one of those spaces, the first question mark space. The rom is a Sapphire rom. And I also need to know about the Pokemon Amplifier problem I'm having, that I asked about earlier as well:

Also, following the Struggle problem, checking the Pokemon's moves results to this:
http://i4.photobucket.com/albums/y129/opalpikachu13/Other%20things/0898-Pokemon-SapphireVersionU_02.png
I said before, this happens when I try editing the move of a newly inserted Pokemon that are the 252-276 numbers after Celebi. It either will only know Tackle (without that glitchy screen), or no moves at all, resulting into the problem shown at the screen I posted.

Hmm... you shouldn't really insert a sprite over one of those "?" Pokemon, the reason being it doesn't work is because those Pokemon can only learn Tackle and I don't think they can be editted, sadly.

Christos March 8th, 2007 4:03 AM

Quote:

Originally Posted by speedonh (Post 2404967)
sorry i'm hacking ruby, can anyone help me out with where to find the water animation?
Thanks

The water animations are in offset 376C00.

Quote:

Originally Posted by marz (Post 2405230)
Thanks so much Christos, but I have a 2 comments; 1. On IrfanView, is there a specific button that is named "Index Image" or something, or is it more complicated than that? 2, so I have to edit a different sprite? Well I want to edit he Prof. Oak Sprite, how can I edit a different sprite and make sure that it is that one that comes up in the intro place (where Prof. Oak gets you to name yourself, your rival, and talks to you about Pokemon)?

Also, I tried replacing a Prof. Oak Sprite with a Sprite already in-game (Blaine's to be precise) and it still wouldn't let me insert it due to compressed bigness! What's up with that?

Image -> Decrease color depth and choose to decrease the colors to 16.

Twilight Itachi X March 8th, 2007 4:05 AM

Aww..... looks like I'll have to replace an existing Pokemon then, too bad you can't edit the "?" Pokemon. Alright, I'll just replace some Johto Pokemon then. Alright, I'd like to know how to import the small D/P icon of Pachirisu http://pokemonelite2000.com/sprites/dpiconani/dpiconani417.gif over the small icon of Dunsparce http://pokemonelite2000.com/sprites/dpiconani/dpiconani206.gifusing TLP (Tile Layer Pro), since I'll be replacing Dunsparce with Pachirisu.

El Diabeetus March 8th, 2007 4:10 PM

I need help with TLP I'm trying to find the offset for the Ruby trainer Back only because I want to throw that backpic on to my FR Hack

Blaziken626 March 8th, 2007 7:19 PM

Quote:

Originally Posted by Glitchfinder (Post 2405438)
Well, depending on what you want to edit, it is in a different place. Evolution data is in one place, TMs/HMs in another, and learned moves in yet another. I would suggest looking in the tutorials here, then comparing the format for the hex data to what you find at the offsets for ruby that are below. (One should be for stats, one for evolutions, one for TMs/HMs, and the last for learnable attacks, not necessarily in that order)

059220
361221
842821
108520

None of them looks like there are a whole bunch of 1s (that would mean that they can learn that TM) in the bytes. I need to hex-edit the TMs/HMs they can learn because I can't get Amplifier to even install for some reason.

EDIT: Another question. Is there a tool for Ruby that can change the order Pokemon appear in the Hoenn Dex or National Dex or something like that? It would really help me a lot if there was.

Glitchfinder March 9th, 2007 12:02 PM

Quote:

Originally Posted by Blaziken626 (Post 2406263)
None of them looks like there are a whole bunch of 1s (that would mean that they can learn that TM) in the bytes. I need to hex-edit the TMs/HMs they can learn because I can't get Amplifier to even install for some reason.

EDIT: Another question. Is there a tool for Ruby that can change the order Pokemon appear in the Hoenn Dex or National Dex or something like that? It would really help me a lot if there was.

Actually, I didn't check. Sorry about that. (I got them from an ini file of pokemon amplifier) And actually, it would look like binary, because 0s represent TMs that can't be learned. Read my tutorial, figure out the exact sequence of 1s and 0s for the Pokemon you want to edit, (By using Serebii to find out what they learn) and search for it using the search function. (In the ROM) Also, remember the order of TMs within the sequence, otherwise you'll never find what you're looking for.

DiamondDust March 9th, 2007 1:09 PM

Yeah, everytime I play I get a blank white screen, anyone know why?

Sorry if this has been answered but I didn't know what to search.

Blaziken626 March 9th, 2007 3:21 PM

Quote:

Originally Posted by Glitchfinder (Post 2406799)
Actually, I didn't check. Sorry about that. (I got them from an ini file of pokemon amplifier) And actually, it would look like binary, because 0s represent TMs that can't be learned. Read my tutorial, figure out the exact sequence of 1s and 0s for the Pokemon you want to edit, (By using Serebii to find out what they learn) and search for it using the search function. (In the ROM) Also, remember the order of TMs within the sequence, otherwise you'll never find what you're looking for.

It's not working. I tried searching for Bulbasaur's learnable TM moves (from TM08-TM01) and there was no string for it. By the way, I used Translhextion to search for it.

Blazichu March 9th, 2007 4:08 PM

Quote:

Originally Posted by SoulBankai!
Yeah, everytime I play I get a blank white screen, anyone know why?

Sorry if this has been answered but I didn't know what to search.

In VBA, Go to Options> Save Type> Then Select Flash 128K instead of Flash 64K ;)

El Diabeetus March 9th, 2007 6:09 PM

Quote:

Originally Posted by Furanki Pkmn Master (Post 2404403)
Um.... This happens if you start a new file in my game Can someone help me:
http://i64.photobucket.com/albums/h176/Frankthesaiyan/PokemonSPHoennStories.png

I found out what that problem started from when I went to change the Female trainers Pallete wrong and it croupted the game oh well I had a back up:D

Alex March 9th, 2007 7:01 PM

Hey, I have a question. How do you know what color you should color a trainer's background?

El Diabeetus March 9th, 2007 7:07 PM

Go into RS Ball look at the colors you want find a person copy there Pallete offset than go to the trainer who's colors you want to change than insert the offset hit apply pointer changes than it should work

Boy Ruby trainer is E5A028

I changed it to his emerlad colors which are E527A4

Alex March 9th, 2007 8:53 PM

unLZ-GBA won't let me replace this sprite: http://img03.picoodle.com/img/img03/7/3/9/f_trainer087m_ea51082.png by this sprite: http://img01.picoodle.com/img/img01/7/3/9/f_MaleHerom_573cd14.png

Why? A pop up comes up after I click Write to ROM saying "Compressed size is 388. Which is too big. Aborting." How can I make the compressed size compatible?

P.S. Please don't steal the sprite. It is property of Captain Arcane. I am using it with his permission.

Blazichu March 9th, 2007 9:05 PM

Quote:

Originally Posted by marz (Post 2407497)
unLZ-GBA won't let me replace this sprite: http://img03.picoodle.com/img/img03/7/3/9/f_trainer087m_ea51082.png by this sprite: http://img01.picoodle.com/img/img01/7/3/9/f_MaleHerom_573cd14.png

Why? A pop up comes up after I click Write to ROM saying "Compressed size is 388. Which is too big. Aborting." How can I make the compressed size compatible?

P.S. Please don't steal the sprite. It is property of Captain Arcane. I am using it with his permission.

Hmm...When you click Write to Rom only have Export Palette, Export Image and Automatically fix pointers ticked and if that does not work, try maybe reducing the colours a bit.

Alex March 9th, 2007 9:21 PM

Some pretty weird stuff happened when I did that Blazichu. First of all, this happened to the sprite: http://img03.picoodle.com/img/img03/7/3/9/f_MaleHeroMesm_a9349a2.png, next, I noticed that the sprite number changed. Originally I was changing the sprite number 1634 and it turned into sprite number 1637, and When I clicked Next, that sprite would be the sprite for both 1637 and 1638.

Blazichu March 9th, 2007 9:25 PM

Quote:

Originally Posted by marz
Some pretty weird stuff happened when I did that Blazichu. First of all, this happened to the sprite: http://img03.picoodle.com/img/img03/7/3/9/f_MaleHeroMesm_a9349a2.png, next, I noticed that the sprite number changed. Originally I was changing the sprite number 1634 and it turned into sprite number 1637, and When I clicked Next, that sprite would be the sprite for both 1637 and 1638.

Maybe it is the amount of colours you have on that sprite, there might be too many in that sprite in general. About the number changing, I have never heard of that happening before.

Alex March 9th, 2007 9:27 PM

That's kind of weird that the colors would be too many because it's just a couple merged sprites to make that sprite.

El Diabeetus March 9th, 2007 9:58 PM

Oh Marz you sprite is too big you might want to shrink it a few pixels after that it should work.

Isn't it a rule that the pokemon or trainer your replacing the sprite has to be near or shorter than it to work

Alex March 9th, 2007 10:23 PM

I made sure it was small enough. If it was too big then it wouldn't even show up on unLZ-GBA in the first place. It's 64x64 pixels, which is exactly what it should be.

El Diabeetus March 9th, 2007 10:28 PM

What I meant was well this even if it is 64x64 you still gotta shrink the trainer down just a bit like this I shortend his legs:
http://i64.photobucket.com/albums/h176/Frankthesaiyan/MarzesTrainer.png

Always and Never March 9th, 2007 10:30 PM

(for G/S) Does anyone know how to change the location of where the trainer starts out in new games? Like I want to make the game start in New Bark Town, not the bedroom. Any suggestions?

Christos March 10th, 2007 1:14 AM

Quote:

Originally Posted by marz (Post 2407497)
unLZ-GBA won't let me replace this sprite: http://img03.picoodle.com/img/img03/7/3/9/f_trainer087m_ea51082.png by this sprite: http://img01.picoodle.com/img/img01/7/3/9/f_MaleHerom_573cd14.png

Why? A pop up comes up after I click Write to ROM saying "Compressed size is 388. Which is too big. Aborting." How can I make the compressed size compatible?

P.S. Please don't steal the sprite. It is property of Captain Arcane. I am using it with his permission.

The whole image must be 64x64 pixels but the trainer you're replacing the FR hero with must have the same number of pixels used for the sprite. If you want to keep the size like that you'll have to repoint the sprite's size.

foofatron March 10th, 2007 5:35 AM

Is there a way to insert music without using midi2agb.exe?

Blaziken626 March 10th, 2007 8:51 AM

Is there some way I can make Pokemon like Aipom, Chansey, or Sudowoodo appear in the Hoenn Dex in Ruby? I'll need to do that because I also want to put in their evos/prevos from DP.

Alex March 10th, 2007 9:48 AM

Quote:

Originally Posted by Christos (Post 2407750)
The whole image must be 64x64 pixels but the trainer you're replacing the FR hero with must have the same number of pixels used for the sprite. If you want to keep the size like that you'll have to repoint the sprite's size.

How do I re-point it, and what will happen to the sprite if I re-point it?

Thanks again Christos.

*Shinigami* March 10th, 2007 9:58 AM

Just a quick question, I've noticed that sometimes I'll construct a map on Fire Red and when I play it, I'll step on certain tiles and the game will just restart, I've tried re-installing Advancemap, but it still doesn't make a difference. Is it my rom, or does this happen to everybody?

Saken March 11th, 2007 4:47 AM

Well i made this script, thanks to Zel for directing me and ScriptEd seems to say Runtime Error: Type Mismatch
Could anyone please see whats wrong
Spoiler:
#org 0x800B00
checkflag 0x300
if ox1 jump 0x800C00
applymovement 0x7 0x800D00
pause 0x30
message 0x800E00
boxset 0x6
setflag 0x300
applymovement 0x7 0x800F00
pause 0x50
end

#org 0x800C00
release
end

#org 0x800D00
#raw 0x04
#raw 0x04
#raw 0xFE

#org 0x800F00
#raw 0x07
#raw 0x15
#raw 0x04
#raw 0x60
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0xFE

#org 0x800E00
= Oh! Sorry! I was too busy playing\nwith my new game Fire Red!\p Excuse me.


Thanks,
Giovanni

ASHYLEGS March 11th, 2007 4:55 AM

When you import a Pokemon Pic, why does the picture have the colors of the Pokemon? (I'm importing Turtwig into Treecko's pick and the colors don't look right. I've seen some Turtwig pics on other hacks and they look normal.)

foofatron March 11th, 2007 5:55 AM

2 Attachment(s)
You sprite is not indexed!Use these!

These sprites were indexed by Furanki Pkmn Master.

Insert by putting the front sprite in without any boxes checked and the back in shiny back.If your using unLZ then put them over the front sprite then the back sprite.

BlackRainbow* March 11th, 2007 6:03 AM

Quote:

Originally Posted by The Boss Giovanni (Post 2409069)
Well i made this script, thanks to Zel for directing me and ScriptEd seems to say Runtime Error: Type Mismatch
Could anyone please see whats wrong
Spoiler:
#org 0x800B00
checkflag 0x300
if ox1 jump 0x800C00
applymovement 0x7 0x800D00
pause 0x30
message 0x800E00
boxset 0x6
setflag 0x300
applymovement 0x7 0x800F00
pause 0x50
end

#org 0x800C00
release
end

#org 0x800D00
#raw 0x04
#raw 0x04
#raw 0xFE

#org 0x800F00
#raw 0x07
#raw 0x15
#raw 0x04
#raw 0x60
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0xFE

#org 0x800E00
= Oh! Sorry! I was too busy playing\nwith my new game Fire Red!\p Excuse me.


Thanks,
Giovanni


try this one
#org 0x800000
checkflag 0x300
if 0x1 jump 0x800300
applymovement 0x7 0x800100
pause 0x30
message 0x800400
boxset 0x6
setflag 0x300
applymovement 0x7 0x800200
pause 0x50
end

#org 0x800300
release
end

#org 0x800100
#raw 0x04
#raw 0x04
#raw 0xFE

#org 0x800200
#raw 0x07
#raw 0x15
#raw 0x04
#raw 0x60
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0xFE

#org 0x800400
= Oh! Sorry! I was too busy playing\nwith my new game Fire Red!\p Excuse me.

foofatron March 11th, 2007 6:39 AM

What size do icons of pokemon need to be?Can someone give me a indexed icon of Torterra/Dotaitos?

ASHYLEGS March 11th, 2007 9:25 AM

What do you mean by "indexed?"

Jeremy March 11th, 2007 10:08 AM

Quote:

Originally Posted by marz (Post 2408028)
How do I re-point it, and what will happen to the sprite if I re-point it?

This is how you repoint a sprite, sweetie. ^^

First look for through your ROM with a hex editor and find some empty space.
(A place full of FF). Copy that offset.

Then after that load unLZ-GBA and load the sprite you want to replace. Then when you click Write to "ROM", make sure you check "Automatically fix pointers."
Then in the Image Offset box, type in the offset you found. Everything should work. ^^

Hope that helped. Since I'm a nice sweetie, here's a random empty offset you could use: 724308. =3

Alex March 11th, 2007 10:58 AM

Quote:

Originally Posted by Jeremy (Post 2409248)
This is how you repoint a sprite, sweetie. ^^

First look for through your ROM with a hex editor and find some empty space.
(A place full of FF). Copy that offset.

Then after that load unLZ-GBA and load the sprite you want to replace. Then when you click Write to "ROM", make sure you check "Automatically fix pointers."
Then in the Image Offset box, type in the offset you found. Everything should work. ^^

Hope that helped. Since I'm a nice sweetie, here's a random empty offset you could use: 724308. =3

Okay, I did all of that, and two things happened. The first time I tried, some pop up popped up and said something about Ptr or Prc or something, I know it had a P and an r in it, but I didn't take the time to read it. Then I pressed Next, and then previous and the old original trainer sprite went back. It's as if I never even imported my new sprite. Second, I tried again, this time the pop up didn't pop up, and the same thing happened, when I clicked next, the original trainer sprite was back. Then I tried one last time, and once I clicked next, and then Previous, the trainer sprite had turned into this: http://img02.picoodle.com/img/img02/7/3/11/f_FRtrainerInm_5824dae.png

foofatron March 11th, 2007 4:01 PM

The sprite was 1 not indexed or 2 too big over the trainer you eplaced.Sometime it seens the sprites will fit over but they won't always.

Blaziken626 March 11th, 2007 4:08 PM

I'm having a bit of a problem inserting DP cries into Ruby. They turn out just fine when I click on the Dump button in PokeCry GUI. But in the game they are decreased in volume for some reason. Does anyone have any clue why this happens? Which buttons am I supposed to click on and in what order do I click them in PokeCry GUI? I think that may be the problem.

foofatron March 11th, 2007 4:16 PM

You won't be able to get them excacly like D/P my cries sound glichy.

Hyunbin March 11th, 2007 4:30 PM

i've started editing my rom with advance map
but when i view maps, all i see are the first layers of a tile
(ex: treetops two layers: the top of the tree and the ground, in place of the green ground there is navy)
anyone know what's up?

foofatron March 11th, 2007 4:35 PM

You change the walk through ability with the option right next to the maping option.You don't need 3 layers like when your making games.

Nitsuj99 March 11th, 2007 5:44 PM

I have 2 questions.... Im sorry if they have already been asked, but I tried searching and didnt see anything.

1. how can I put Fire Red tilesets in Emerald?

2. In Emerald( because of the internal clock) is it possible for day/night and day of the week features based on time?

thanks

Christos March 12th, 2007 4:08 AM

Quote:

Originally Posted by Nitsuj99 (Post 2409539)
I have 2 questions.... Im sorry if they have already been asked, but I tried searching and didnt see anything.

1. how can I put Fire Red tilesets in Emerald?

2. In Emerald( because of the internal clock) is it possible for day/night and day of the week features based on time?

thanks

1. You can change the palettes in Emerald to the FR ones and then insert the tileset with Advance Map.

2. No one has done this so far so I don't think you'll get an answer for that.

ASHYLEGS March 12th, 2007 4:45 AM

How do you Index a Sprite??

Blaziken626 March 12th, 2007 2:25 PM

Quote:

Originally Posted by ASHYLEGS (Post 2410113)
How do you Index a Sprite??

To index a sprite, you can simply save your file as .bmp and convert it to .gif using the Giffy program.

EDIT: I have another question. How can I change the palette for the Ruby title screen? The normal palette doesn't show up in UnLZ-GBA, so I can't use that. If I could get some help, that would be awesome.

Christos March 13th, 2007 7:42 AM

Quote:

Originally Posted by ASHYLEGS (Post 2410113)
How do you Index a Sprite??

You can use IrfanView.

Quote:

Originally Posted by Blaziken626 (Post 2410525)
To index a sprite, you can simply save your file as .bmp and convert it to .gif using the Giffy program.

EDIT: I have another question. How can I change the palette for the Ruby title screen? The normal palette doesn't show up in UnLZ-GBA, so I can't use that. If I could get some help, that would be awesome.

You can edit the palette with a hex editor.

Blaziken626 March 13th, 2007 1:52 PM

So would I find the offset for the title screen with a hex-editor and find the hex numbers for the palette colors? If so, then I know where to get a tool that can convert colors into hex numbers. Thanks, Christos!

Tony Resta : English Boss March 14th, 2007 3:28 AM

A Few Questions
 
Hi, im new here, im a big pokemonfan but when it comes to hacking the games i know nothing, so i have some questions i hope you dont mind answering:

1)What tool do i need to edit he music ingame, such as a battle song?

2)What do i need to do to modify the pokemon and there levels and so on of other people such as gym leaders and such?

3)What do i need to do to change a pokemon sprite to another one?

Thanks for your time.

Christos March 14th, 2007 5:02 AM

Quote:

Originally Posted by Blaziken626 (Post 2411586)
So would I find the offset for the title screen with a hex-editor and find the hex numbers for the palette colors? If so, then I know where to get a tool that can convert colors into hex numbers. Thanks, Christos!

You can use A-Colour for that.

BassFace March 14th, 2007 9:58 AM

PET's driving me insane...
 
Okay… I’m pretty sure this problem hasn’t been posted before. I’ve taken a good look around, and tried the search function... but no luck.

Here’s the problem – the program “PET” isn't working the way I want it.
I’m working on a hack of Pokemon Sapphire, and I’ve gotten to the point where I’m editing trainers and their Pokemon teams. I’ve replaced the starter Pokemon in this game with the ones from the Gold/Silver/Crystal games, and I wanted the rival to have a Gold/Silver/Crystal starter too. So far, I’ve managed to successfully edit Brendan and May’s starting Pokemon (the Pokemon they have when you fight them on Route 103) so that they either had a Chikorita, Cyndaquil or Totodile, depending on who you picked at the beginning.

The problem began when I tried to edit Brendan’s grass-starter team for when you fight him later in the game. I think his original team was something like:
Numel L18
Grovyle L20
Wailmer L18

I wanted to give him this team:
Eevee L18
Bayleef L20
Vulpix L18

So… I went and changed each of Brendan’s Pokemon to the ones I wanted. Then I saved the Pokemon and the trainer data. When I closed down the program and opened it up again, Brendan’s Pokemon team was seriously screwed up, and far from what I had wanted. The Eevee was the only Pokemon that was normal. The rest of Brendan’s team consisted of a Vulpix at Level 31 and a Wailmer at Level 29. I tried editing them again, and it just went back to the Vulpix (Level 31) and Wailmer (Level 29) again. What on earth is going on… and how do I give Brendan the Pokemon I want him to have?

lustrelegend March 15th, 2007 8:35 AM

how to fix unLZ. gba
 
Ok. Some spirtes that i import from unLZ. Gba get messed up and screwed and the box
for the pokemon get longer and all cut up. How do i fix this? I have read the stuff in the last page but my sprites pixels get all messed up.

Tanooki March 15th, 2007 9:58 AM

I have a question. How do you get Wild Pokemon in Gold/Silverinto places where there usually is no data (such as the beta Safari Zone map). Thanks in advance for any help.

Maxie_da_man March 15th, 2007 12:05 PM

Elitemap problem and Advance map help
 
1. Elitemap 3.7: When I click on the left arrow for my hacked petalburg city, it says Runtime Error "6": Overflow. Does anybody know what I'm doing wrong?

2. Advance Map 1.82: Does anybody know how to insert saved map files in Advance Map?

Nitsuj99 March 15th, 2007 12:42 PM

Quote:

Originally Posted by Christos (Post 2410108)
1. You can change the palettes in Emerald to the FR ones and then insert the tileset with Advance Map.

how do I change the palettes to the fire red ones?

and, 1 more question, is it possible to get rid of the whole truck thing in emerald yet(including the rumble)

>Bent< March 15th, 2007 4:25 PM

Quote:

Originally Posted by *pikachu trainer (Post 2413382)
I have a question. How do you get Wild Pokemon in Gold/Silverinto places where there usually is no data (such as the beta Safari Zone map). Thanks in advance for any help.

I don't know of a simple way to add wild Pokemon data, but you can make the wild Pokemon from one area appear in a different area. (Bear in mind that the following information is Crystal-focused and may not be accurate for Gold and Silver.) You'll need a hex editor.

Wild Pokemon data is 47 bytes long. The first 14 bytes are the wild Pokemon that appear in the morning (seven Pokemon, given by the bytes XXYY, as level XX and Pokedex number YY). The next 14 are the wild Pokemon that appear in the daytime, and the next 14 are the wild Pokemon that appear at night. Following that are two bytes, the map bank and the map number. These determine which map the data is for. (The last three bytes are filler or something.)

To my knowledge, there's no list of which map bank and number match with each map, but you can find the map bank and number of the map you're currently on by going to memory address DCB5 and DCB6 (again, in Crystal), and compile your own list. I don't remember offhand the map bank and number for the Safari Zone either, but try experimenting with Gameshark codes (01xxB5DC and 01xxB6DC; enter a door to wind up in the corresponding map).

Wild Pokemon data starts at about x02A5EE in Crystal.

Blaziken626 March 15th, 2007 5:25 PM

Quote:

Originally Posted by Christos (Post 2412189)
You can use A-Colour for that.

I said I already know where to get one, but thanks anyway. 'nother question: I copied all the data for a berry script in Advance Map for Ruby, and put it on another script, but no plant appeared in the game. How can I get that to happen?

max1992 March 15th, 2007 11:00 PM

help me plz plz plz plz plz!!!!!!!!!!!!!!!!!!!!!
 
hi i am new into hacking please help me with some questions plz plz plz!!!!!!!:embarrass
1.how do i edit the text for sapphire????:embarrass
2.how to change the intro(the video)??:embarrass
whoever answers me thanks a bunch:embarrass

BassFace March 16th, 2007 2:45 PM

I can try and answer your first question.
I highly suggest Advance Text for editing text, if it is compatible with your computer. Here's how I do it...

-Open up Advance Text.
-Load the Pokemon Sapphire Rom.
-Select "Search". This is where you enter a keyword or a phrase. For example, if you enter "POKéMON", Advance Text will search all text in the Rom for anything that contains "POKéMON". If you check the box underneath the search windows, the results of the search will contain the entire dialogue message. Otherwise, the results will show the dialogue message beginning from the word you searched.
-If you want to see more results containing the keyword(s), click the "Resume" button.
-Once you've found the text you want to edit, click the "Write to INI" button. A window will come up asking you to enter a section name and a text name. The section name is sort of like a folder, while the text name is like a file. Suppose you were editing a bunch of messages displayed on signs. You might want to call the section name "signs" and the text name something like "sign1". If you decide to search for more text messages from signs, you can save all these text messages into the "signs" section name.
-After you've done this, click "Write to INI".
-You can then close down the Search screen if you don't want to search for any more stuff at the moment. Out in the main Advance Text program, there are 2 large windows. The window on the left has all the section names. If you select one of these, you can see what text messages are saved in that section. Click one of those text messages to have it appear in the window on the right. Then you can edit it all you want. Try to keep it the same length of characters as it originally was. It can be shorter if you want, but things get kind of difficult if it's longer.
-When you've finished editing, click the "Save Text" button to save the text to the Rom. It's possible to save text messages that are longer than the original messages, but it has to re-point the text. This usually works, but I've had it fail once for me before when attempting to repoint. :(

Oh... one more thing. If you're typing text in the text-editing window and you don't press Enter to start new lines, it's going to come out a big mess when you play the Rom. What I do is press Enter to start a new line when the text gets about 2/3 to 3/4 of the way across the text-editing window. That'll bring the text onto a new line in the Rom. It has to fit within the dialogue boxes in the actual game.

There is also a way to edit text using a Hex Editor... but I know nothing about Hex Editors, sadly. :(


Also, about that question I asked earlier about PET... you may disregard it. I had to manipulate the trainer's team a lot, and add and subtract Pokemon occasionally, but I eventually got Brendan to have the team I wanted. :)

TJ117 March 16th, 2007 9:18 PM

Help!?
 
I am talking with my friends that are modding as i type this and they have no idea whats going on...-_-

I open up the different starter program, open my rom in it, and its supposed to show the lists of pokemon i can choose to be starters but nothing happens...

Help?

Blaziken626 March 17th, 2007 10:38 AM

I tried to open my Pokemon Ruby ROM in Sappy and a pop-up came up that said:

Runtime Error '53':
File not found

And I know for sure that Pokemon Ruby is a supported ROM.

Swimmer♂ March 17th, 2007 11:08 AM

really sorry to be askin the same question again, but i really need a proper answer (yes or no) can i insert new map labels e.g Port Town into ruby, without deleting old ones?
Thx to anyone who has helped me so far, nd plz help me out

Tony Resta : English Boss March 17th, 2007 11:29 AM

Im really sorry if this has been answered before but im a beginner and i need a really simple solution to my questions:

What tool or method do i need to use to change various trainers and their pokemon (levels, attacks)?

What tool or method do i need to use to change the locations of wild pokemon and also the pokemon that can be found there?

Thats all, thanks for any answers.

BassFace March 17th, 2007 11:49 AM

Quote:

Originally Posted by Tony Resta : English Boss (Post 2415573)
Im really sorry if this has been answered before but im a beginner and i need a really simple solution to my questions:

What tool or method do i need to use to change various trainers and their pokemon (levels, attacks)?

What tool or method do i need to use to change the locations of wild pokemon and also the pokemon that can be found there?

Thats all, thanks for any answers.

The only program I can think of for editing the Pokemon teams of trainers is PET. You can also edit things like Pokemon's levels and trainer's names with that program. I've had issues with editing the attacks, but there are no other programs that I can think of that can be used to edit trainers. You can get PET by downloading Elite Map... which I believe can be found somewhere in the Toolbox on this site.

I use Advance Map to edit the wild Pokemon in the game. Advance Map can also be found in the Toolbox, I'm pretty sure. If you load a Rom into Advance Map, there is a tab you can click on that brings up a screen of all the wild Pokemon on the currently displayed map. You can also use a program called Bewildered, which comes with Elite Map, to edit wild Pokemon, but I've never used it before... I only use Advance Map.

Tony Resta : English Boss March 17th, 2007 1:17 PM

Cheers mate, much appreciated

Hedgehogger March 17th, 2007 7:25 PM

Now, whenever I try to open my Ruby (English) Rom with Overworld Editor Rebirth Edition, it gives me the message: "Error 63 (Bad record number) in procedure LoadSpriteStructure of frm OverworldEditor", and the dimensions of sprites are over 4800 pixels for some reason. Is there any way to fix this? Is there another program I can use?


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