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-   Binary ROM Hacking (https://www.pokecommunity.com/forumdisplay.php?f=284)
-   -   [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) (https://www.pokecommunity.com/showthread.php?t=79614)

Wewillburythem May 27th, 2013 11:38 AM

Might anyone be as to so kind to tell me how to edit a sprite pallet in overworld editor (Rebirth)? And if it is impossible to do it in (Rebirth), then is there another possible way to edit a sprite palette? I have been searching for about 3 weeks now, so I joined this site to hope for an answer.

GoGoJJTech May 27th, 2013 12:02 PM

use nse classic. it is better and does way more than your OWeditor program.

885ertd May 27th, 2013 2:24 PM

Quote:

Originally Posted by karatekid552 (Post 7678110)
What version of A-map do you have?

I have version 1.95 and I'm using a Leaf Green rom.

Akiba May 27th, 2013 2:33 PM

Quote:

Originally Posted by kearnseyboy6 (Post 7677781)
Hi guys, If I have a map of 40x80 dimensions, I am aware increasing this to 40x100 will overwrite the next bytes and cause map glitches BUT can I safely change the dimensions to 60x60 (same area) without it glitches?

Or do I have to repoint the whole map? -.-

Thanks

Well, you could do it under certain circumstances. The way map data is programmed in GBA games is like HTML, with <tr> and <td>, so what you have to worry about is the actual size of the data. In your case, 40x80=3200, while 60x60=3600, causing an overwrite, as long as another map's data is within 400 tiledata bytesets of your map.

milkymew May 27th, 2013 3:09 PM

this is more of a pc problem than a hack problem, but i cant use advancedtext because mcafee detects it as a virus and deletes the executable. my mom is the admin of my computer, and i doubt she will give me the password to remove the only antivirus this computer has. and thingy32 is too tedious. what do???

karatekid552 May 27th, 2013 3:20 PM

Quote:

Originally Posted by milkymew (Post 7678410)
this is more of a pc problem than a hack problem, but i cant use advancedtext because mcafee detects it as a virus and deletes the executable. my mom is the admin of my computer, and i doubt she will give me the password to remove the only antivirus this computer has. and thingy32 is too tedious. what do???

I always turn of McFee for the period I use programs it likes to delete. I have never needed a password to do a temporary turn off. Unfortunately, there is no "safe-list" that you can put files on that you don't want deleted (which is quite unfortunate). Over the summer, I built my own PC from spare parts of my friend's computer building and run all of my hacking stuff offline on it. The PC itself cost me 20 bucks and runs like the Flash:p. So, if you are decent with technology, that is an option.

Another option is to try and use XSE. Use a hex editor, like thingy, to find your text, and then go to the offset of said text and you may be able to edit it in XSE. Never tried it myself, but it could work.

GoGoJJTech May 27th, 2013 4:27 PM

Yeah i do it in xse all the time. Just type
= message.

Then compile and boom! You inserted text without the need of a whole script.

lala0629 May 27th, 2013 5:13 PM

When I use NTME for my indexed sprite, when I open it it says "Run Time Error" and a bunch of numbers. Then it closes my NTME. Can somebody tell me how to fix this?

Cold Ivory May 27th, 2013 6:48 PM

I have a new error arising in my hack - I removed the truck animation at the beginning of Emerald, but now when I warp out of the truck, all of my movements, as well as many oddly background animations, are slowed to something like half or quarter speed.

Oddly enough, putting any sort of level script in the warped-to map fixes the problem on that map, but as soon as I enter a map which has no level scripts again, everything slows down.
Thoughts?

kearnseyboy6 May 27th, 2013 8:06 PM

Quote:

Originally Posted by gogojjtech (Post 7677940)
@kearnsneyboy6
It happens when you import an ow without repointing. Just importing and saving corrupts the frame loader.

I repointed each of the frame images to 900000 for frame 0, 900100 for frame 1 etc for all 9 frames. I changes the pointers at the images location. But it still has the same problem with scripts. Or was repointing the images not the problem?

robinjea May 27th, 2013 9:02 PM

Okay I have some questions!

1) We all know that Mastermind_X made an ASM Code to create unlimited shinies but, how do we make it so that the Player will NEVER EVER encounter a shiny?

1.5) On a side note, how do I use the Shinyzer? I already inserted the ASM it gives on an Emerald ROM and the tool said "ROM patched successfully." but after it and testing out the game, Surprise, Surprise! No shinies. Am I missing something here? Do I have to compile a script or something?

2) I'm trying to compile this script:
Code:

#dynamic 0x750000

#org @start
lock
checkflag 0x1
if 0x1 goto @ka
checkflag 0x2
if 0x1 goto @fuu
checkflag 0x3
if 0x1 goto @rai
checkflag 0x4
if 0x1 goto @do
checkflag 0x5
if 0x1 goto @sui
release
end

#org @ka
warp 0x3 0x1 0x1 0xC 0xC
release
end

#org @fuu
warp 0x3 0x2 0x1 0xC 0xC
release
end

#org @rai
warp 0x3 0x3 0x1 0xC 0xC
release
end

#org @do
warp 0x3 0x4 0x1 0xC 0xC
release
end

#org @sui
warp 0x3 0x5 0x1 0xC 0xC
release
end


It should warp to a map according to the flag set but it doesn't work. That is originally made for a Signpost event but it didn't work. I tried setting it on a Script Event, didn't work, again. (Note: Of course I set the Var Thingies on the Script Event!) And I tried it on a Person Event but it didn't work either. What's wrong?

destinedjagold May 27th, 2013 9:26 PM

Quote:

Originally Posted by robin22gongon (Post 7678808)
Okay I have some questions!

1) We all know that Mastermind_X made an ASM Code to create unlimited shinies but, how do we make it so that the Player will NEVER EVER encounter a shiny?

1.5) On a side note, how do I use the Shinyzer? I already inserted the ASM it gives on an Emerald ROM and the tool said "ROM patched successfully." but after it and testing out the game, Surprise, Surprise! No shinies. Am I missing something here? Do I have to compile a script or something?

2) I'm trying to compile this script:
Spoiler:
Code:

#dynamic 0x750000

#org @start
lock
checkflag 0x1
if 0x1 goto @ka
checkflag 0x2
if 0x1 goto @fuu
checkflag 0x3
if 0x1 goto @rai
checkflag 0x4
if 0x1 goto @do
checkflag 0x5
if 0x1 goto @sui
release
end

#org @ka
warp 0x3 0x1 0x1 0xC 0xC
release
end

#org @fuu
warp 0x3 0x2 0x1 0xC 0xC
release
end

#org @rai
warp 0x3 0x3 0x1 0xC 0xC
release
end

#org @do
warp 0x3 0x4 0x1 0xC 0xC
release
end

#org @sui
warp 0x3 0x5 0x1 0xC 0xC
release
end




It should warp to a map according to the flag set but it doesn't work. That is originally made for a Signpost event but it didn't work. I tried setting it on a Script Event, didn't work, again. (Note: Of course I set the Var Thingies on the Script Event!) And I tried it on a Person Event but it didn't work either. What's wrong?

1. No idea.
1.5. Make a script to activate it.

2. Try changing the flags that you are checking. I believe those flags you are using are automatically being restarted by the ROM.

ZangoMango May 27th, 2013 9:46 PM

Having problems with unLZ, I've got my sprites indexed 64x64 with 16 colors, but when I try to write to ROM they don't transfer over and it just messed up the palette of the ingame sprite it was supposed to overwrite instead, like so. I even tried just saving default sprites like Venusaur and then overwriting another sprite with it, but it did the same thing. Pretty common problem I assume. Tips?

robinjea May 27th, 2013 9:54 PM

Quote:

Originally Posted by destinedjagold (Post 7678833)
1. No idea.
1.5. Make a script to activate it.

2. Try changing the flags that you are checking. I believe those flags you are using are automatically being restarted by the ROM.

1) Okay.
1.5) Okay.
2) What?! Even if I'm using JPAN's Engine?!

Quote:

Originally Posted by ZangoMango (Post 7678843)
Having problems with unLZ, I've got my sprites indexed 64x64 with 16 colors, but when I try to write to ROM they don't transfer over and it just messed up the palette of the ingame sprite it was supposed to overwrite instead, like so. I even tried just saving default sprites like Venusaur and then overwriting another sprite with it, but it did the same thing. Tips?

Like what I said to the other guy who asked that, use Wichu's Sprite Editor Instead, it automatically indexes and fixes everything for you.

And since a page has passed, I would like to "re-ask" my questions.

Quote:

1) We all know that Mastermind_X made an ASM Code to create unlimited shinies but, how do we make it so that the Player will NEVER EVER encounter a shiny?
2) I'm trying to compile this script:

Code:

#dynamic 0x750000

#org @start
lock
checkflag 0x1
if 0x1 goto @ka
checkflag 0x2
if 0x1 goto @fuu
checkflag 0x3
if 0x1 goto @rai
checkflag 0x4
if 0x1 goto @do
checkflag 0x5
if 0x1 goto @sui
release
end

#org @ka
warp 0x3 0x1 0x1 0xC 0xC
release
end

#org @fuu
warp 0x3 0x2 0x1 0xC 0xC
release
end

#org @rai
warp 0x3 0x3 0x1 0xC 0xC
release
end

#org @do
warp 0x3 0x4 0x1 0xC 0xC
release
end

#org @sui
warp 0x3 0x5 0x1 0xC 0xC
release
end


It should warp to a map according to the flag set but it doesn't work. That is originally made for a Signpost event but it didn't work. I tried setting it on a Script Event, didn't work, again. (Note: Of course I set the Var Thingies on the Script Event!) And I tried it on a Person Event but it didn't work either. What's wrong?
Destinedjagold said the game auto-resets the flags I used but, I was like "Really?!" Even if I use JPAN's Engine.

destinedjagold May 27th, 2013 10:05 PM

Quote:

Originally Posted by robin22gongon (Post 7678851)
1.5) Can you link me to it?

It's in HackMew's Tool Thread.

Quote:

Originally Posted by robin22gongon (Post 7678851)
2) What?! Even if I'm using JPAN's Engine?!

That I am not sure. I don't hack FireRed, but those types of flags are used by the game for rock smashable rocks, cuttable trees, etc. At least, in Ruby they are.

Quote:

Originally Posted by ZangoMango (Post 7678843)
Having problems with unLZ, I've got my sprites indexed 64x64 with 16 colors, but when I try to write to ROM they don't transfer over and it just messed up the palette of the ingame sprite it was supposed to overwrite instead, like so. I even tried just saving default sprites like Venusaur and then overwriting another sprite with it, but it did the same thing. Pretty common problem I assume. Tips?

Close Unlz-GBA, go to your ROM's folder, and delete the files with the .spr and .pal extensions.
And then open your ROM with Unlz-GBA once again.

ZangoMango May 27th, 2013 10:13 PM

Quote:

Originally Posted by robin22gongon (Post 7678851)
Like what I said to the other guy who asked that, use Wichu's Sprite Editor Instead, it automatically indexes and fixes everything for you.

Works beautifully, thanks buddy.



Quote:

Originally Posted by destinedjagold (Post 7678851)
Close Unlz-GBA, go to your ROM's folder, and delete the files with the .spr and .pal extensions.
And then open your ROM with Unlz-GBA once again.

Cool, I'll save this for future reference, thanks man.

kearnseyboy6 May 28th, 2013 12:00 AM

Quote:

Originally Posted by robin22gongon (Post 7678808)
Okay I have some questions!

1) We all know that Mastermind_X made an ASM Code to create unlimited shinies but, how do we make it so that the Player will NEVER EVER encounter a shiny?

Hmm maybe if you NEVER want to encounter them you could replace all shiny sprites with regular. Tedious but I guess it'll work

robinjea May 28th, 2013 12:06 AM

Quote:

Originally Posted by kearnseyboy6 (Post 7678929)
Hmm maybe if you NEVER want to encounter them you could replace all shiny sprites with regular. Tedious but I guess it'll work

Yes the sprites would change but the sparkles that appear on shinies will still appear. Thanks for your opinion though.

kearnseyboy6 May 28th, 2013 12:31 AM

Quote:

Originally Posted by robin22gongon (Post 7678932)
Yes the sprites would change but the sparkles that appear on shinies will still appear. Thanks for your opinion though.

You could always edit the images in UnLz, just have no clue where they are.

robinjea May 28th, 2013 12:36 AM

Quote:

Originally Posted by kearnseyboy6 (Post 7678944)
You could always edit the images in UnLz, just have no clue where they are.

Nononononoooo! Have you seen a shiny yet in game? There some features that only appear on shinies so even editing the sprites but not modifying the engine and still encountering shinies even if they look normal, several things and events occur. Okay, bye! Gotta go!

kearnseyboy6 May 28th, 2013 12:51 AM

Quote:

Originally Posted by robin22gongon (Post 7678946)
Nononononoooo! Have you seen a shiny yet in game? There some features that only appear on shinies so even editing the sprites but not modifying the engine and still encountering shinies even if they look normal, several things and events occur. Okay, bye! Gotta go!

Why can't you just make the stars transparent. and that way with the sprite as normal nothing changes

karatekid552 May 28th, 2013 2:33 AM

Quote:

Originally Posted by robin22gongon (Post 7678932)
Yes the sprites would change but the sparkles that appear on shinies will still appear. Thanks for your opinion though.

Well, you simply eliminate the checks for shiny pokemon. In my research, I came across the palette loader for shinies. After some crazy calculations on the PID:p, it simply compares the output to 7. If less than, it loads the shiny palettet, if not, it loads the regular palette. I'm sure similar routines are used to load the stars and such. If you change those checks to "nop", then it should never use them and no shiny should ever appear.

robinjea May 28th, 2013 2:48 AM

Quote:

Originally Posted by karatekid552 (Post 7679017)
Well, you simply eliminate the checks for shiny pokemon. In my research, I came across the palette loader for shinies. After some crazy calculations on the PID:p, it simply compares the output to 7. If less than, it loads the shiny palettet, if not, it loads the regular palette. I'm sure similar routines are used to load the stars and such. If you change those checks to "nop", then it should never use them and no shiny should ever appear.

Oh hey it's karatekid552! About that, where could those checks be?

And about this:
Quote:

Originally Posted by robin22gongon (Post 7678808)
2) I'm trying to compile this script:
Code:

#dynamic 0x750000

#org @start
lock
checkflag 0x1
if 0x1 goto @ka
checkflag 0x2
if 0x1 goto @fuu
checkflag 0x3
if 0x1 goto @rai
checkflag 0x4
if 0x1 goto @do
checkflag 0x5
if 0x1 goto @sui
release
end

#org @ka
warp 0x3 0x1 0x1 0xC 0xC
release
end

#org @fuu
warp 0x3 0x2 0x1 0xC 0xC
release
end

#org @rai
warp 0x3 0x3 0x1 0xC 0xC
release
end

#org @do
warp 0x3 0x4 0x1 0xC 0xC
release
end

#org @sui
warp 0x3 0x5 0x1 0xC 0xC
release
end


It should warp to a map according to the flag set but it doesn't work. That is originally made for a Signpost event but it didn't work. I tried setting it on a Script Event, didn't work, again. (Note: Of course I set the Var Thingies on the Script Event!) And I tried it on a Person Event but it didn't work either. What's wrong?

Is what destinedjagold said right, which is "2. Try changing the flags that you are checking. I believe those flags you are using are automatically being restarted by the ROM."?

And I'm using JAPN's FR Engine.

karatekid552 May 28th, 2013 3:01 AM

Quote:

Originally Posted by robin22gongon (Post 7679033)
Oh hey it's karatekid552! About that, where could those checks be?

And about this:


Is what destinedjagold said right, which is "2. Try changing the flags that you are checking. I believe those flags you are using are automatically being restarted by the ROM."?

And I'm using JAPN's FR Engine.

One of the checks is in the routine at 0x440F4. You will need to use ASM to find the others.


Flag 0x1.....-_- You need to start checking the lists from DavidJCobb. That flag is sooo temporary, I could sneeze and it would have problems staying set and JPAN's engine doesn't add any more safe flags.

Jambo51 May 28th, 2013 3:13 AM

Quote:

Originally Posted by karatekid552 (Post 7679044)
One of the checks is in the routine at 0x440F4. You will need to use ASM to find the others.


Flag 0x1.....-_- You need to start checking the lists from DavidJCobb. That flag is sooo temporary, I could sneeze and it would have problems staying set and JPAN's engine doesn't add any more safe flags.

Would it be worthwhile to release the code I made which adds a bunch of new safe flags and vars, do you think? It carries a problem in that it necessitates the use of JPAN's save block hack, which very few people can correctly insert, and that any already in progress hack will need to be restarted (from a playing perspective, not a hacking perspective).


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