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

Teh Blazer December 30th, 2013 10:21 AM

Quote:

Originally Posted by Teh Blazer (Post 7956410)
When I use the "sunny weather with clouds in the water" weather effect, clouds also appear on the trees for some random reason. I've tried editing the behavior byte of the tree blocks, but that still doesn't seem to do the trick. What do?

Reposting since it was never answered and now providing emphasis.

karatekid552 December 30th, 2013 2:37 PM

Quote:

Originally Posted by Teh Blazer (Post 8012671)
Reposting since it was never answered and now providing emphasis.

I believe this is due to tile layering. The tops of the trees are probably on the same level as the clouds. Not much you can change.

Quote:

Originally Posted by Ambushwhack (Post 8012532)
Are shiny and normal Pokemon required to otherwise have perfectly identical sprites? (excepting color) I want to put Missingno. into my hack, and I was hoping to use its blocky form for the main version and the Kabutops skeleton for the shiny form. I suspect this isn't viable, but I can hope.

Yes, shinies are just a separate palette. You could however, with some ASM, load a different image for a shiny. I have hacked that routine before, and it isn't hard.

Tlachtli December 30th, 2013 3:04 PM

In Emerald, how would I go about getting a specific type icon to use a different palette/index? In an attempt to get eggs to show up as Normal-type instead of ??? I overwrote the [???] icon to be identical to the [Normal] one. It inserted fine and the other elemental icons look fine, but the palette is now off (since it's still using the same palette that [???] did) and I'd like to get the old-???-turned-normal icon to use the same palette as [Normal] instead.

I've poked around in the ROM and VBA Memory/OAM/Palette viewers, but I'm having a hard time finding any addresses or pointers in the ROM itself that specify which palette/index each icon uses.

Example screenie:
http://img191.imageshack.us/img191/2373/p8zr.png

chrunch December 30th, 2013 4:01 PM

Trader Advanced gets an "Invalid Property Value" whenever I try to open my ROM with it. I'm pretty sure there's a tutorial for creating your own trade scripts somewhere but I can't seem to find it. Does anyone know how I can fix the error, or have a link to the tutorial?

Teh Blazer December 30th, 2013 5:09 PM

Quote:

Originally Posted by chrunch (Post 8013209)
Trader Advanced gets an "Invalid Property Value" whenever I try to open my ROM with it. I'm pretty sure there's a tutorial for creating your own trade scripts somewhere but I can't seem to find it. Does anyone know how I can fix the error, or have a link to the tutorial?

There is a section is diegoisawesome's XSE tutorial titled "Pokemart" which will show you how to make the sell-able items appear on the list inside the Pokemart. The rest you can copy and paste from an existing Pokemart script as I'm assuming the only thing you're gonna be changing are what items are sold there.

karatekid552 December 30th, 2013 6:56 PM

Quote:

Originally Posted by Teh Blazer (Post 8013317)
There is a section is diegoisawesome's XSE tutorial titled "Pokemart" which will show you how to make the sell-able items appear on the list inside the Pokemart. The rest you can copy and paste from an existing Pokemart script as I'm assuming the only thing you're gonna be changing are what items are sold there.

He is talking about in game trades, not trading as is purchasing.:P
----

I don't know what property is missing, but it is most likely a bad ini or a corrupted rom. Try redownloading. If that doesn't work, most likely you have an unsupported rom, or that data in your rom is corrupted.

leyn09 December 31st, 2013 1:59 AM

I've been searching but I can't seem to find one. So my last resort was to ask you guys. I've have been getting frustrated all over again to find out how to edit the move description using hex editor. Since my pointers has been changed, most of the tools cannot support my rom. All I use is PGE but it is only able to re-point the description. How do I edit it via Hex editor or there is such tool with available ini so I could edit the text? An answer would be appreciated. :)

CrimsonFlames December 31st, 2013 7:14 AM

Are there any good spriting tutorials?
like making fakemon or recoloring?
what software should I use?
I use Paint.NET is it going to help me?

necudma December 31st, 2013 9:49 AM

Is there an alternative to Wichu's Sprite Position Editor? When I open it, it just gives me an error and closes...

Kawaii Shoujo Duskull December 31st, 2013 10:27 AM

Okay, I'm back with more questions.
NOTE: these all involve JPAN's hacked engine.


First, say I add some sprites to a second sprite table after inserting the sprite hack into a clean rom. How would I access these sprites for use in game on a normal map? Would Advance Map be able to access them or would it involve a script, or would hex editing be needed?


Second, the information about the swarm/roaming pokemon hack and the wild data switch was confusing. Could somebody help by providing and explaining a couple examples?


Or if there is a tutorial or tutorials that could help with both/either of these, pointing me to those would be a help too. ^^ Thanks in advance for any assistance.

~Pokedude~ December 31st, 2013 10:57 AM

Quote:

Is there an alternative to Wichu's Sprite Position Editor? When I open it, it just gives me an error and closes...
Advance Sprite Position Editor.

necudma December 31st, 2013 12:40 PM

Quote:

Originally Posted by ~Pokedude~ (Post 8014609)
Advance Sprite Position Editor.

yeah, that's the one I can't use...

karatekid552 December 31st, 2013 12:48 PM

Quote:

Originally Posted by necudma (Post 8014487)
Is there an alternative to Wichu's Sprite Position Editor? When I open it, it just gives me an error and closes...

Hex editing. What is the error?

Quote:

Originally Posted by Merak (Post 8014557)
Okay, I'm back with more questions.
NOTE: these all involve JPAN's hacked engine.


First, say I add some sprites to a second sprite table after inserting the sprite hack into a clean rom. How would I access these sprites for use in game on a normal map? Would Advance Map be able to access them or would it involve a script, or would hex editing be needed?


Second, the information about the swarm/roaming pokemon hack and the wild data switch was confusing. Could somebody help by providing and explaining a couple examples?


Or if there is a tutorial or tutorials that could help with both/either of these, pointing me to those would be a help too. ^^ Thanks in advance for any assistance.

1) They won't show up in A-map, however you can put in the index numbers and they will work in game. It just looks bad in A-map.

2) I believe you just set a var and then call a special, like most of his hack.

necudma December 31st, 2013 1:28 PM

Quote:

Originally Posted by karatekid552 (Post 8014768)
Hex editing. What is the error?

As soon as I try to open the program, I get a pop up saying "Advanced Sprite Position Editor has stopped working, windows can check online for a solution"
I've read a lot of people have had the same problem but I didn't find a solution.

karatekid552 December 31st, 2013 1:38 PM

Quote:

Originally Posted by necudma (Post 8014826)
As soon as I try to open the program, I get a pop up saying "Advanced Sprite Position Editor has stopped working, windows can check online for a solution"
I've read a lot of people have had the same problem but I didn't find a solution.

Make sure you have all of the .NET frameworks up to and including 4.0. So, 2.0, 3.0, 3.5, and 4.0. They all build on top of each other, and if you're missing one, an application may start and then crash. (Personally why I don't like .NET framework: they did do an all in one packager and it only runs on Windows:(. Otherwise it is a good framework.)

Moosh December 31st, 2013 2:31 PM

I really need to find some scripters for simple conversation scripts and trainer battles things like that because my hack is like 90% done for the first BETA just no scripts and I have tried this site for like the past month posting on help boards script boards and team recruitment boards to no avail. Does anyone know of a site other that this one that has people willing to do some scripting? Because honestly I am about ready to just give up on my hack because its not going to get anywhere without some scripts ;-;

Kawaii Shoujo Duskull December 31st, 2013 2:58 PM

Quote:

Originally Posted by karatekid552 (Post 8014768)
Hex editing. What is the error?



1) They won't show up in A-map, however you can put in the index numbers and they will work in game. It just looks bad in A-map.

2) I believe you just set a var and then call a special, like most of his hack.

I'm a bit confused. Where exactly do I enter the index number of the sprite?


And after another look through the swarm/roaming pokemon special in the instruction manuel for JPAN's hacked engine, I get the level part, but I'm not sure I understand how to set the locations the pokemon will appear(grass, fishing, etc).

ps2314 December 31st, 2013 3:01 PM

Hi! I'm new to ROMhacking and I am trying to make a hack of pokemon ruby for personal use. I was looking but couldn't find anything pertaining to this: How do I add newer generations of Pokemon into my generation III game? Is there a tool for this? If not, what's the hard way for doing it. I know that it can be done because it has been done for the popular ROM hacks. Example: Pokemon Light Platinum.

karatekid552 December 31st, 2013 3:16 PM

Quote:

Originally Posted by Merak (Post 8014957)
I'm a bit confused. Where exactly do I enter the index number of the sprite?


And after another look through the swarm/roaming pokemon special in the instruction manuel for JPAN's hacked engine, I get the level part, but I'm not sure I understand how to set the locations the pokemon will appear(grass, fishing, etc).

1) Where you normally do. As, for sprites over 0xFF, you can use the very next unknown byte as the 0xYYFF.

2) Let me see it.

Moosh December 31st, 2013 3:16 PM

The only problem with this is you have to delete some of the pokemon that are in the game. So say you want the starley line but not the pidgey line you would take it out and put in the starly line. There are like 2 or 3 tools you will need look up advance pokemon sprite editor which will let you change the sprie and YAPE (Yet Another Pokemon Editor) will let you change the name stats and type stuff like that as well as the moves. If you have anymore questions you can just PM me :)

karatekid552 December 31st, 2013 3:17 PM

Quote:

Originally Posted by ps2314 (Post 8014962)
Hi! I'm new to ROMhacking and I am trying to make a hack of pokemon ruby for personal use. I was looking but couldn't find anything pertaining to this: How do I add newer generations of Pokemon into my generation III game? Is there a tool for this? If not, what's the hard way for doing it. I know that it can be done because it has been done for the popular ROM hacks. Example: Pokemon Light Platinum.

Light Platinum REPLACED the old gen iii pokemon with new ones. As of right now, that is the only feasible option.

Teh Blazer December 31st, 2013 3:41 PM

In fire red the pokedex can be organized by the location where the pokemon lives. How would I change a pokemon's habitat so if I wanted to replace a pokemon with another, my Dialga won't be living in the ocean.

Kawaii Shoujo Duskull December 31st, 2013 4:26 PM

Quote:

Originally Posted by karatekid552 (Post 8014992)
1) Where you normally do. As, for sprites over 0xFF, you can use the very next unknown byte as the 0xYYFF.

2) Let me see it.

Ah I see. Thanks for help on that first part.


And about the instruction manual(spelled it wrong in my last post lol), I meant the document titled "Pokemon Hacked Instruction Manual" that comes with the hacked engine.
Here's the part I'm confused about, located under "Special 0x56 – Swarm-roaming Pokémon changer"(this is copy-pasted straight from the file.)


-------------------------
Variable 0x8007 lower half is the location, and the upper half is the level the pokémon is found in. Used to avoid “underwater Charizard”-like scenarios.
First 4 bits of the word are the location values. 0x0 does the same as 0xf, that is, the pokémon is found anywhere you want.
Bit 0 = grass
Bit 1 = surfing
Bit 2 = tree\rock-smash
Bit 3 = fishing
So 0x9 (1001b) would mean that the pokémon is found on grass and by fishing
The upper half is the level of a roaming pokémon. For instance, if you want a lv. 80 pokémon in the wild grass only, use setvar 0x8007 0x5001
-----------------
(I hope that's what you meant by "let me see it")
Basicly, I don't understand how to set the location of the swarm or roaming pokemon to specific areas like grass or water, or a combination of certain ones. Either I'm overthinking this or I just don't understand it. :P

karatekid552 December 31st, 2013 5:21 PM

Quote:

Originally Posted by Merak (Post 8015106)
Ah I see. Thanks for help on that first part.


And about the instruction manual(spelled it wrong in my last post lol), I meant the document titled "Pokemon Hacked Instruction Manual" that comes with the hacked engine.
Here's the part I'm confused about, located under "Special 0x56 – Swarm-roaming Pokémon changer"(this is copy-pasted straight from the file.)


-------------------------
Variable 0x8007 lower half is the location, and the upper half is the level the pokémon is found in. Used to avoid “underwater Charizard”-like scenarios.
First 4 bits of the word are the location values. 0x0 does the same as 0xf, that is, the pokémon is found anywhere you want.
Bit 0 = grass
Bit 1 = surfing
Bit 2 = tree\rock-smash
Bit 3 = fishing
So 0x9 (1001b) would mean that the pokémon is found on grass and by fishing
The upper half is the level of a roaming pokémon. For instance, if you want a lv. 80 pokémon in the wild grass only, use setvar 0x8007 0x5001
-----------------
(I hope that's what you meant by "let me see it")
Basicly, I don't understand how to set the location of the swarm or roaming pokemon to specific areas like grass or water, or a combination of certain ones. Either I'm overthinking this or I just don't understand it. :P

You just don't understand bits. When someone is talking about bits, they mean binary. So, get out your windows calculator. Put it in binary mode. Now, input 0000. This is 0x0. So, if you set bit 0, you get grass, which is 1000 or 0x8. If you want surfing, set bit 1, so 0100 or 0x4. Now, you can set grass and surfing by setting bits 0 and 1: 1100 or 0xC. The last two bits for tree and fishing, respectively, work the same way. Here are some examples:

0010 = 0x2 = tree
1111 = 0xF = All
1101 = 0xD = grass, surf, and fishing

Any questions?

mkac December 31st, 2013 5:47 PM

Quote:

Originally Posted by Luxray1 (Post 8014912)
I really need to find some scripters for simple conversation scripts and trainer battles things like that because my hack is like 90% done for the first BETA just no scripts and I have tried this site for like the past month posting on help boards script boards and team recruitment boards to no avail. Does anyone know of a site other that this one that has people willing to do some scripting? Because honestly I am about ready to just give up on my hack because its not going to get anywhere without some scripts ;-;

PKSV has a script generator that can do both of those with minimal effort.


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