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

Kawaii Shoujo Duskull December 31st, 2013 7:11 PM

Quote:

Originally Posted by karatekid552 (Post 8015207)
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?

Huh. That's actually pretty simple. I think I've got it down now.
Thanks, this helps a lot, and with more than just this issue. :)

Le pug December 31st, 2013 7:12 PM

im trying to figure out this "0EF clears party, erasing all pokemon. And this definitely erases them, as the code clearly only fills the places with 0's" but for emerald not fire red or ruby... how would i go about finding what special that is in emerald?

karatekid552 December 31st, 2013 7:16 PM

Quote:

Originally Posted by Le pug (Post 8015336)
im trying to figure out this "0EF clears party, erasing all pokemon. And this definitely erases them, as the code clearly only fills the places with 0's" but for emerald not fire red or ruby... how would i go about finding what special that is in emerald?

It would be easier to write your own routine. Very easy actually.

Sniper December 31st, 2013 7:36 PM

Quote:

Originally Posted by Kensuke (Post 8014277)
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?

No. Not that I have known. There isn't. You just gotta enhance your skills if you're not that good yet.
But the harder you try, the better the results.

HidoranBlaze December 31st, 2013 7:50 PM

I've been learning how to script recently, and I'm having trouble with Hackmew's preprocessing directives in xse (I'm trying to use the #clean, #erase directives so I can delete scripts I've already compiled)
Problem is, I'm not sure what I'm supposed to do with these directives. Am I supposed to decompile the compiled script, add the directive somewhere, and compile it again, or am I supposed to do something else? Nothing I've done is working so far. I managed to delete my script by filling it in with FF's on my hex editor, but I want to use the directives too, to make things easier.

karatekid552 December 31st, 2013 8:16 PM

Quote:

Originally Posted by pikapoke33 (Post 8015392)
I've been learning how to script recently, and I'm having trouble with Hackmew's preprocessing directives in xse (I'm trying to use the #clean, #erase directives so I can delete scripts I've already compiled)
Problem is, I'm not sure what I'm supposed to do with these directives. Am I supposed to decompile the compiled script, add the directive somewhere, and compile it again, or am I supposed to do something else? Nothing I've done is working so far. I managed to delete my script by filling it in with FF's on my hex editor, but I want to use the directives too, to make things easier.

Let's say you compile a Dynamic script. Then you edit, and compile again. #Clean will erase the old the old script and the new one will take its place. If you close XSE, the #Clean is cleared and won't work next time. You must have the same script open the whole time.

Tlachtli January 1st, 2014 1:05 AM

I managed to figure out my last question on my own, but now I have another that's got me stumped. In Emerald, does anyone know where to find the images for the type icons used while inspecting TMs? They're different from the ones displayed when looking at Poke info.

http://img42.imageshack.us/img42/4207/vc1k.png

I've been through all 10k unLZ deep-scanned images (which took longer than I'd care to admit), and I didn't see any sign of them anywhere. Looking at the VBA memory viewer they all seem to use the same palette, so I'm thinking they're probably all stored together somewhere.

~Pokedude~ January 1st, 2014 3:51 AM

As far as i know, this is only one image in the ROM, which gamefreak changes it's color
depending on the type of the attack.

Aruaruu January 1st, 2014 6:18 AM

Does anybody know how to edit base stats of Deoxys? In the various editors I tried, it just showed the stats of the normal form, which is used during the battle against it I am guessing.
I opened the ROM in a hex editor and searched for the base stats of the speed form (Since my ROM is Emerald,) but it didn't find anything.

~Pokedude~ January 1st, 2014 8:02 AM

How can I make the script wait, until the assembler code is finished?
I tried waitstate after the callasm but the script just crashes then :(

karatekid552 January 1st, 2014 9:11 AM

Quote:

Originally Posted by ~Pokedude~ (Post 8016231)
How can I make the script wait, until the assembler code is finished?
I tried waitstate after the callasm but the script just crashes then :(

It should wait automatically. GBA doesn't support multi-threading, so it literally has to. Can I see your asm?

Tlachtli January 1st, 2014 9:18 AM

Quote:

Originally Posted by ~Pokedude~ (Post 8015963)
As far as i know, this is only one image in the ROM, which gamefreak changes it's color
depending on the type of the attack.

Hrm, any idea where this image might be located then? The dragon- and ???-type ones are multicolored so it may be split into two half images, but again I didn't find the base for them even with the unLZ deep scan. I figured they'd be with or near the Type/Power/Accuracy images, but I couldn't find those either ~_~

I'm betting they'll be part of a menu tilemap or something

tommyonline January 1st, 2014 9:34 AM

Is there an overworld sprite editor for Diamond\Pearl yet?

Moosh January 1st, 2014 9:57 AM

How do you make a scripted loss? Like for example in the beginning of my hack I want a fight with a level 70 Giratina right after getting your starter but I want it to be when you lose the game continues instead of making you continue the battle until you win. Like right after your pokemon faint you would "wake up" in your room... How would I do this?

Tlachtli January 1st, 2014 10:39 AM

1 Attachment(s)
Quote:

Originally Posted by Tlachtli (Post 8016321)
Hrm, any idea where this image might be located then? The dragon- and ???-type ones are multicolored so it may be split into two half images, but again I didn't find the base for them even with the unLZ deep scan. I figured they'd be with or near the Type/Power/Accuracy images, but I couldn't find those either ~_~

I'm betting they'll be part of a menu tilemap or something

Well I feel silly. I couldn't find them in unLZ because they weren't compressed images :| After sorting through a couple regions of interest in NSE, I managed to find them.

In BPEE they're found at 0xDC4378 and use the palette at 0xDC4338, in case anyone else is curious. PNG attached below.

Kawaii Shoujo Duskull January 1st, 2014 11:46 AM

Quote:

Originally Posted by Luxray1 (Post 8016381)
How do you make a scripted loss? Like for example in the beginning of my hack I want a fight with a level 70 Giratina right after getting your starter but I want it to be when you lose the game continues instead of making you continue the battle until you win. Like right after your pokemon faint you would "wake up" in your room... How would I do this?

Hmm, that could be tricky.


Maybe make it so the player's location after losing the battle(where they'll reappear, like when you lose a battle and return just outside of a pokemon center) is the bed in their room or something.
If that doesn't work out, then ASM might be needed to create some alternative battle form or something...

Quote:

Originally Posted by Aruaruu (Post 8016136)
Does anybody know how to edit base stats of Deoxys? In the various editors I tried, it just showed the stats of the normal form, which is used during the battle against it I am guessing.
I opened the ROM in a hex editor and searched for the base stats of the speed form (Since my ROM is Emerald,) but it didn't find anything.



There is only one form of deoxys in each version of the GBA games(sorta).
- attack and defense go for FR and LG(forget which gets which)
- R/S get speed I think
- emerald gets normal.


So there is only one deoxys form in emerald.
(correct me if I'm wrong somebody)

Now for another question of my own.


I can't recall if I saw anything that helped with this or not.


Okay, lets say I have a hack that's already been started a bit, but on a regular FR rom (BPRE). If I wanted to add JPAN's hacked engine, would I patch the rom with the hack followed by the engine, or would I patch the engine on first? Or (and I'd expect this) is there some other process to follow to apply the hack and hacked engine onto a rom?
Or is that just not possible?


I have the same question for MrDollSteak's decapped rom base.


Thank you to anybody who decides to help here.

~Pokedude~ January 1st, 2014 1:47 PM

JPAN made a hack-tool-applier, which is included in his zip-folder.
You simply choose which hacks you want to insert, it automatically searches new offsets for it. :)

@karatekid: I fixed it myself, but thanks for that information :)

Kawaii Shoujo Duskull January 1st, 2014 2:26 PM

Quote:

Originally Posted by ~Pokedude~ (Post 8016770)
JPAN made a hack-tool-applier, which is included in his zip-folder.
You simply choose which hacks you want to insert, it automatically searches new offsets for it. :)

@karatekid: I fixed it myself, but thanks for that information :)



So it can be applied to a hack in progress then? And does the order they're applied matter?

karatekid552 January 1st, 2014 3:25 PM

Quote:

Originally Posted by Merak (Post 8016846)
So it can be applied to a hack in progress then? And does the order they're applied matter?

Yes, it can be applied to a hack in progress. If another hack is required as a prerequisite, it will tell you.

Aruaruu January 1st, 2014 6:29 PM

Quote:

Originally Posted by Merak (Post 8016564)
There is only one form of deoxys in each version of the GBA games(sorta).
- attack and defense go for FR and LG(forget which gets which)
- R/S get speed I think
- emerald gets normal.


So there is only one deoxys form in emerald.
(correct me if I'm wrong somebody)

FR = Attack
LG = Defense
R/S = Normal
E = Speed

But that still doesn't answer how to change the stats of the one you get when you catch it.
When you battle it, it uses it's normal form. =\

Le pug January 1st, 2014 8:13 PM

anyone know how to change the actual animation of the pokemon in emerald? like if i replace lunatone with another pokemon, the pokemon will sway back and forth like lunatone but i want the animation to be like lets say jolteon.. how would i go about doing this

Eminence January 2nd, 2014 2:11 AM

I was inserting new indoor tiles, everything went smooth, in Advance map it shows the border to be a really dark blue, but when I go in-game it's a fluro pink. How would I go about fixing this?

destinedjagold January 2nd, 2014 2:18 AM

Quote:

Originally Posted by Eminence (Post 8017829)
I was inserting new indoor tiles, everything went smooth, in Advance map it shows the border to be a really dark blue, but when I go in-game it's a fluro pink. How would I go about fixing this?

In Ruby, use the other one for your border block.
http://i42.*.com/lifs4.jpg

In FireRed, it's this one.
http://i44.*.com/i255he.jpg

Ambushwhack January 2nd, 2014 1:15 PM

Quote:

Originally Posted by Saturnus (Post 8015368)
No. Not that I have known. There isn't. You just gotta enhance your skills if you're not that good yet.
But the harder you try, the better the results.

That's annoying. I'm pushing to get a beta ready for my own hack, but it has a few Fakemon (all of them fusions or forced evolutions, with plot relevance). I've put in a couple now, but they look dishearteningly bad. Considering my struggles with spriting and scripting, I've been considering asking a couple people to join me on a team. What can people tell me about the etiquette of looking to assemble a team with an already-in-progress hack? I'm inclined to think not many people would want to join a newbie hacker on his pet project, and that the team-building forum is more for skilled specialists to get together to build top-tier hacks. Is that impression correct?

...Yeah, that's kind of a meta question for this board. Oh well.

EDIT:

Quote:

Originally Posted by karatekid552 (Post 7908314)
PET is super old. Use Advance Trainer of Jambo51's trainer editor instead.

This basically covers another question I was going to ask. Here's the thing, A-Trainer keeps crashing on me once it opens. Could this be because I already edited some trainers in PET? Did the changes made in PET render the trainer data unopenable by A-Trainer or something like that? Also, I'm not even sure if editing the rival is the most effective way of handling this. Sometime after the third Gym, I plan on the protagonist getting a chance to rescue a Charmander, Bulbasaur, or Squirtle from a mad science lab. The mad scientist becomes a recurring villain, using among other things, a fully evolved fusion of the two you were unable to rescue. Do you think think it would be better to move the choose starter scripts to later in the game and repurpose the rival, or am I better making new scripts entirely?

karatekid552 January 2nd, 2014 1:26 PM

Quote:

Originally Posted by Ambushwhack (Post 8018652)
This basically covers another question I was going to ask. Here's the thing, A-Trainer keeps crashing on me once it opens. Could this be because I already edited some trainers in PET? Did the changes made in PET render the trainer data unopenable by A-Trainer or something like that?

Probably. First, try opening a clean rom. Then try Jambo51's Trainer Editor.


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