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

karatekid552 May 28th, 2013 3:15 AM

Quote:

Originally Posted by Jambo51 (Post 7679050)
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).

Jambo, remember, we made the patch? The one for the save-block hack? So that no one would ever have to go through those troubles again? So that part is easy, but the code you wrote would deffinaetly be worth it.

robinjea May 28th, 2013 3:29 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.

Sorry for the late reply. So what's a very ideal and easy to remember flag that is safe to use? Can I use 0x300 and up? Because I'm gonna use a straight set of 250 flags and I don't wanna overlap anything. And also sorry, I thought removing the 0x(00)1 would affect it. :P Heheheh... And I've been quite forgetful these days. Oh and at one point of time, I made a setflag 0x1 in one map then a checkflag 0x1 in another map but it worked so I thought it would be safe now...

Quote:

Originally Posted by Jambo51 (Post 7679050)
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).

Quote:

Originally Posted by karatekid552 (Post 7679053)
Jambo, remember, we made the patch? The one for the save-block hack? So that no one would ever have to go through those troubles again? So that part is easy, but the code you wrote would deffinaetly be worth it.

Is this the patch you guys are talking about? Which flags and vars does it make safe to use and how many are they?

Jambo51 May 28th, 2013 3:35 AM

Quote:

Originally Posted by robin22gongon (Post 7679062)
Is this the patch you guys are talking about? Which flags and vars does it make safe to use and how many are they?

That patch doesn't make it safe in and of itself to use vars/flags, but it's the first step in a few of getting safe vars and flags.

I have code made to take advantage of the newly freed up save space and make new variables and flags which are safe to use. I haven't released it and I was wondering if I should. It's not easy to use (albeit easier than JPAN's code).

hinkage May 28th, 2013 3:43 AM

Quote:

Originally Posted by robin22gongon (Post 7679062)
Sorry for the late reply. So what's a very ideal and easy to remember flag that is safe to use? Can I use 0x300 and up? Because I'm gonna use a straight set of 250 flags and I don't wanna overlap anything. And also sorry, I thought removing the 0x(00)1 would affect it. :P Heheheh... And I've been quite forgetful these days. Oh and at one point of time, I made a setflag 0x1 in one map then a checkflag 0x1 in another map but it worked so I thought it would be safe now...


Flags 0x200-0x2FF are safe I'm pretty sure. In that space, you have 255 flags to use which is enough for what you wanted. I think Karatekid told me that so blame him if something goes wrong ;D

robinjea May 28th, 2013 3:49 AM

Quote:

Originally Posted by Jambo51 (Post 7679065)
That patch doesn't make it safe in and of itself to use vars/flags, but it's the first step in a few of getting safe vars and flags.

I have code made to take advantage of the newly freed up save space and make new variables and flags which are safe to use. I haven't released it and I was wondering if I should. It's not easy to use (albeit easier than JPAN's code).

But can it be used on the engine?

Quote:

Originally Posted by hinkage (Post 7679069)
Flags 0x200-0x2FF are safe I'm pretty sure. In that space, you have 255 flags to use which is enough for what you wanted. I think Karatekid told me that so blame him if something goes wrong ;D

Actually, no. One is used:

Quote:

Originally Posted by DavidJCobb (Post 6829256)
Flag 0x266 appears to be directly manipulated by the game engine. If set, there is an EGG waiting for you in the Four Island Daycare Center. It is unset manually by scripts if you choose to discard the egg.

I have to use a straight list.

EDIT: Also another question. Does this only make the images appear or does it also apply the Physical/Special Split?

If it doesn't, Can someone link me to a patch that apply the Physical/Special Split? The one Doesntknowhowtoplay made makes moves deal like 3HP damage just like that. I think it went overboard or is it really supposed to be like that?

karatekid552 May 28th, 2013 4:03 AM

Quote:

Originally Posted by robin22gongon (Post 7679073)
But can it be used on the engine?



Actually, no. One is used:



I have to use a straight list.

Yes it can be. JPAN's engine and his save block hack should be compatible, seeing as he made both and they affect different things.

Aww you have to check the list:p.

robinjea May 28th, 2013 4:26 AM

Quote:

Originally Posted by karatekid552 (Post 7679089)
Yes it can be. JPAN's engine and his save block hack should be compatible, seeing as he made both and they affect different things.

Aww you have to check the list:p.

Then Jambo should release the code which makes some flags and vars safe.

Oh. I. Am. So. Dumb.

kearnseyboy6 May 28th, 2013 5:01 AM

Sorry for asking the same question again but how do I repoint the overworlds so the frames load correctly? I have repointed the frames images so I don't think they are the problem...

ZangoMango May 28th, 2013 5:53 AM

Any thoughts on getting around these unhandled exception errors in APSE? I am but a Vulpix's hair away from realizing my dream of changing an Oddish into a Venusaur.

robinjea May 28th, 2013 6:10 AM

Quote:

Originally Posted by ZangoMango (Post 7679178)
Any thoughts on getting around these unhandled exception errors in APSE? I am but a Vulpix's hair away from realizing my dream of changing an Oddish into a Venusaur.

Your Front Sprite has more than 16 colors. Check it in either Photoshop or Irfanview.

karatekid552 May 28th, 2013 6:10 AM

Quote:

Originally Posted by kearnseyboy6 (Post 7679142)
Sorry for asking the same question again but how do I repoint the overworlds so the frames load correctly? I have repointed the frames images so I don't think they are the problem...

Use NSE. It will repoint and do all of that for you.

ZangoMango May 28th, 2013 6:45 AM

Quote:

Originally Posted by robin22gongon (Post 7679196)
Your Front Sprite has more than 16 colors. Check it in either Photoshop or Irfanview.

Sometimes that does the trick, but once I've cleared getting the sprite into APSE, I get an unhandled exception error when I click Write to ROM. Never gotten past that point so far.

Is the error happening because the shiny sprite is messed up? http://i.imgur.com/roSUHjg.png

robinjea May 28th, 2013 6:49 AM

Quote:

Originally Posted by ZangoMango (Post 7679242)
Sometimes that does the trick, but once I've cleared getting the sprite into APSE, I get an unhandled exception error when I click Write to ROM. Never gotten past that point so far.

Can you press the Details Button, scroll to the bottom and post a screenshot or at least write what it says there?

ZangoMango May 28th, 2013 6:52 AM

Sure. Here's the Details log:
Spoiler:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
at Sprite_Editor.RomFunctions.ConvertStringToByteArray(String& str)
at Sprite_Editor.SpriteData.GetCompressedData(Int32 species)
at Sprite_Editor.Form1.WriteToROMButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5466 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Advanced Pokémon Sprite Editor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/HP/Desktop/ROM%20Hackin/advanced%20series/Advanced%20Pok%E9mon%20Sprite%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.5420 built by: Win7SP1
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



And here's what my shiny sprite looks like, if you think it may be causing the error:

Edit: I just made the shiny look the same as the normal sprite, just to put an okay looking sprite in there, but same error. Hm

kablam May 28th, 2013 7:14 AM

Possible reasons for a warp not working even if you have the correct map bank and warp numbers? For some reason the exit warp for my cave just refuses to work. The other entrance/exit work fine and this entrance works as well. Just this particular exit for some reason does not work in game.

robinjea May 28th, 2013 7:27 AM

Quote:

Originally Posted by ZangoMango (Post 7679255)
Sure. Here's the Details log:
Spoiler:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
at Sprite_Editor.RomFunctions.ConvertStringToByteArray(String& str)
at Sprite_Editor.SpriteData.GetCompressedData(Int32 species)
at Sprite_Editor.Form1.WriteToROMButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5466 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Advanced Pokémon Sprite Editor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/HP/Desktop/ROM%20Hackin/advanced%20series/Advanced%20Pok%E9mon%20Sprite%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.5420 built by: Win7SP1
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



And here's what my shiny sprite looks like, if you think it may be causing the error:

Edit: I just made the shiny look the same as the normal sprite, just to put an okay looking sprite in there, but same error. Hm

Are you still getting the "Index was outside the bounds of the array" in this one?

Or is it just an error when Saving it/Writing to ROM/ctrl+s?

And is that the original sprite or did you edit it?

Try importing it one by one not import all. (Do it this way; Import Normal Front Sprite, Import Shiny Back Sprite/Import the Normal Back Sprite and edit the shiny palette yourself.)

karatekid552 May 28th, 2013 8:11 AM

Quote:

Originally Posted by kablam (Post 7679280)
Possible reasons for a warp not working even if you have the correct map bank and warp numbers? For some reason the exit warp for my cave just refuses to work. The other entrance/exit work fine and this entrance works as well. Just this particular exit for some reason does not work in game.

Does it warp you to a black screen? That could mean the next map is corrupted. If it isn't doing anything at all, then it is probably the tile you are standing on. A tile will only let you warp if it has warp properties. Check out the tile you are using in the Block Editor to see if it does have those properties.

ZangoMango May 28th, 2013 8:37 AM

Quote:

Originally Posted by robin22gongon (Post 7679300)
Are you still getting the "Index was outside the bounds of the array" in this one?

Or is it just an error when Saving it/Writing to ROM/ctrl+s?

And is that the original sprite or did you edit it?

Try importing it one by one not import all. (Do it this way; Import Normal Front Sprite, Import Shiny Back Sprite/Import the Normal Back Sprite and edit the shiny palette yourself.)

It's just that "unhandled exception" error when Writing to ROM.

It's the original Venusaur sprite, I just saved it from unLZ and imported it without messing with it. One thing is, when I import Venusaur into APSE and Synchronize Palettes, the colors are a little messed up, but then I just import it again right after and it clears up all the imperfections. Don't really understand why that is but ok.

I've been importing it one by one thus far.

I've tried changing the most minor things (like changing a light purple color in a shiny palette to white) and it still gives me that unhandled exception error when I Write to ROM.

(thanks for the extensive help btw)

Akiba May 28th, 2013 12:11 PM

I'll write a thread about this...

robinjea May 28th, 2013 4:14 PM

Quote:

Originally Posted by ZangoMango (Post 7679395)
It's just that "unhandled exception" error when Writing to ROM.

It's the original Venusaur sprite, I just saved it from unLZ and imported it without messing with it. One thing is, when I import Venusaur into APSE and Synchronize Palettes, the colors are a little messed up, but then I just import it again right after and it clears up all the imperfections. Don't really understand why that is but ok.

I've been importing it one by one thus far.

I've tried changing the most minor things (like changing a light purple color in a shiny palette to white) and it still gives me that unhandled exception error when I Write to ROM.

(thanks for the extensive help btw)

Aha! Now I know what the problem is! (Sorry for the late reply. I had to sleep too.) What you should do is take a clean FR ROM, Open it with APSE, export the Venusaur sprite (File>Export) Then open the ROM you are using and import the Venusaur sprite you exported earlier. :P Hope it helps. It works for me always.

buckeyestilidie May 28th, 2013 5:02 PM

Is there anyway to not allow people to enter cheats in the game? I'm making a game or switching some things around in my FR and plan on having a little competition with my friends and wanna make sure no one cheats to win lol is there a particular script or setting?

karatekid552 May 28th, 2013 5:03 PM

Quote:

Originally Posted by kearnseyboy6 (Post 7679910)
Aaaah, i use NSE Classic for overworlds and 2.0 for sprites. Now, I spent ages figuring what is wrong and it was the PALETTE! I used 0x13 (from deoxys triangle overworld) and that caused the glitch...

I know theres only a few palettes to use in overworlds, and its too late for me to apply JPAN's engine, so which palettes can I use? Just the overworld (people ones?)

The ones that work in game. Those you can use:p.

Quote:

Originally Posted by buckeyestilidie (Post 7679920)
Is there anyway to not allow people to enter cheats in the game? I'm making a game or switching some things around in my FR and plan on having a little competition with my friends and wanna make sure no one cheats to win lol is there a particular script or setting?

Well, cheats (I'll assume GameShark or AR type) work by "hooking" into the ram and then altering it. So, in order to prevent cheating, you would need to use ASM and rewirte all of the RAM storage to shift it around. This would be quite difficult. My advice is to put something at stake for cheating. Like anyone caught cheating has to pay each of the other guys $20. Cheating is fairly easy to note, excessive shinies, high stats, more than one of a single legendary, more than one master ball, and pokemon not found in FR. So, I would say put up a little punishment for cheating and hope you can trust them:p.

Renegade May 28th, 2013 6:41 PM

Does anyone know where I can find an overworld sprite of Snorunt? I've been looking for a LONG time now... With no success >:(

robinjea May 28th, 2013 6:57 PM

Quote:

Originally Posted by CrystalStatic (Post 7680041)
Does anyone know where I can find an overworld sprite of Snorunt? I've been looking for a LONG time now... With no success >:(

Oh really? Were you looking so hard you never used Google and didn't click the second result? :P

http://www.psypokes.com/dex/psydex/361/picdex

Renegade May 28th, 2013 7:10 PM

Quote:

Originally Posted by robin22gongon (Post 7680068)
Oh really? Were you looking so hard you never used Google and didn't click the second result? :P

http://www.psypokes.com/dex/psydex/361/picdex

I meant an overworld sprite that I can download and insert into a ROM.


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