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

hanosed February 15th, 2007 8:38 PM

Quote:

Originally Posted by ash2000 (Post 2385132)
Elitemap is not competive with pokemon emerald.

aww, then how do i change my starting point when i get out of the truck?

and Christos, can to tell me how you get to pick your pokemon in the beginning and get the running shoes and then make the guy who gives it to me go away like you did in pokemon liquid?

btw, there are some glitches on it

*Shinigami* February 16th, 2007 1:03 AM

Quote:

That has to to with no$GBA not being able to fully emulate the 3D graphics of the games yet.
Just press the Start/A buttons to get to the title screen.
Thank you for the help Scizz ^_^
I really just need it for reference

Quote:

If you leave it black for a while you'll get to the titlescreen. It's really annoying, everything goes slow.
Yeah but it is so worth the wait O.O

Swimmer♂ February 16th, 2007 2:07 AM

Can sum 1 plz tell me how to add more map headers in advancemap
plz help i have been searching for 3 days!
Thankyou!

Christos February 16th, 2007 4:06 AM

Quote:

Originally Posted by foofatron (Post 2385073)
look here are the pictures.They are 64x64.

Are the sprites indexed?

Quote:

Originally Posted by speedonh (Post 2385290)
Can sum 1 plz tell me how to add more map headers in advancemap
plz help i have been searching for 3 days!
Thankyou!

When you insert a map, put it in a new map header and a new header will be created.

Prof. 9 February 16th, 2007 4:29 AM

I've encountered a problem with scripting. Again.

This is my script:
#org 0x6C46D0
checkflag 0x80C
compare LASTRESULT 0x1
if 0x1 call 0x6C4702
movesprite 0x11 0x11 0x22
applymovement 0x12 0x6C4734
pause 0x20
message 0x6C44C9
boxset 0x6
applymovement 0xFF 0x6C4766
pause 0x10
release
end

#org 0x6C4734
#raw 0x01
#raw 0x02
#raw 0xFE

#org 0x6C4702
message 0x6B45EA
boxset 0x6
release
end

#org 0x6C4766
#raw 0x09
#raw 0xFE

I want it to check if the player has the sixth Badge, if yes, say a message, if no, make a sprite move to x=11, y=22, make the sprite look up, then look to the left, then make a message appear, then make the player walk one block to the north.

So, I inserted it into my ROM, and activated it. Here comes the first problem - the movesprite command doesn't work (btw, the Rubikon log said that there was an unknown character or something like that). Anyway, then the message appears, and I walk one block to the north. However, then the other message appeared (the one that's suppossed to appear if the player has the sixth Badge). I have no idea why.

Can anyone help me with this script? I'm hacking Pokémon Ruby, and i'm trying to make this script activate in the Littleroot Town map.

Swimmer♂ February 16th, 2007 5:46 AM

Ok thanks for the help Christos! BUT: i went into map header and i created a new bank, i saved my map in the new bank, but it still went into the littleroot folder. is there anyway i could make a new folder where i can store my new maps and give them different "names" e.g vinetree city? Thankyou!

_-Davie-_ February 16th, 2007 12:40 PM

Hey,

For some puzzling reason when I [Ctrl] and Click on a sprite(script to be accurate) It wont allow me to view that specific script. Unfortunately I've tried lots and lots of different scripts in this process but still to no avail. So I was wondering if there was any effective way to view scripts in the game.

Thanks In Advance,
~Davie~

foofatron February 16th, 2007 1:25 PM

[QUOTE=Christos;2385343]Are the sprites indexed?



Whats indxed?

Glitchfinder February 16th, 2007 3:27 PM

[QUOTE=foofatron;2385657]
Quote:

Originally Posted by Christos (Post 2385343)
Are the sprites indexed?



Whats indxed?

Indexed is the type of color on the picture. (RGB, CMYK, etc. are other types) Most advanced art programs have it as an option. Try downloading GIMP, which is pretty much the same as Photoshop.

Blaziken626 February 16th, 2007 3:38 PM

I have, yet again, a scripting question. If I wanted to make a message script with a flag so that it doesn't have that message again, in what order would I put everything in? I have a script here:

Code:

#org 0xB00000
lock
checkflag 0x364
compare LASTRESULT 0x1
if 0x1 goto 0xB00200
setflag 0x364
faceplayer
message 0xB00100
boxset 0x6
release
end

#org 0xB00100
= Hello.

#org 0xB00200
end


If anything is wrong with it, could someone tell me please?

foofatron February 16th, 2007 4:43 PM

[QUOTE=Glitchfinder;2385778]
Quote:

Originally Posted by foofatron (Post 2385657)

Indexed is the type of color on the picture. (RGB, CMYK, etc. are other types) Most advanced art programs have it as an option. Try downloading GIMP, which is pretty much the same as Photoshop.

ok but how come when I put the backsprite in it messes up the front sprite.I load the stuff in PNG.

frank$or February 17th, 2007 1:16 AM

Hi, i've got a problem.

I want to change the attacks of pokemon in PET, that works fine.
But when i battle INGAME, the attacks are ****ed up.

: i gave a elec. pokemon thundershock, tackle, slam and spark.
INGAME: vine whip, hyper beam, leer, shadow ball

can i solve this?
if not, any other way to change pkmns attacks?

Swimmer♂ February 17th, 2007 1:42 AM

I got another question: what are the numbers for the offsets of the badges in pokemon ruby? i searched the archives all morning but still couldn't find what i needed to know.

Also does anyone know had to add new map folders on advance map so i can give my new maps new names?

Thanks

Christos February 17th, 2007 1:46 AM

Quote:

Originally Posted by Blaziken626 (Post 2385796)
I have, yet again, a scripting question. If I wanted to make a message script with a flag so that it doesn't have that message again, in what order would I put everything in? I have a script here:

Code:

#org 0xB00000
lock
checkflag 0x364
compare LASTRESULT 0x1
if 0x1 goto 0xB00200
setflag 0x364
faceplayer
message 0xB00100
boxset 0x6
release
end

#org 0xB00100
= Hello.

#org 0xB00200
end


If anything is wrong with it, could someone tell me please?

Did you try it out?

[QUOTE=foofatron;2385919]
Quote:

Originally Posted by Glitchfinder (Post 2385778)

ok but how come when I put the backsprite in it messes up the front sprite.I load the stuff in PNG.

Try inserting these sprites.

http://shn.t35.com/Krypto/Hikozaru.png http://shn.t35.com/Krypto/HikozaruBack.png

Indexed by *Neos*.

Quote:

Originally Posted by frank$or (Post 2386279)
Hi, i've got a problem.

I want to change the attacks of pokemon in PET, that works fine.
But when i battle INGAME, the attacks are ****ed up.

: i gave a elec. pokemon thundershock, tackle, slam and spark.
INGAME: vine whip, hyper beam, leer, shadow ball

can i solve this?
if not, any other way to change pkmns attacks?

You could edit the attacks with a Hex Editor.

Quote:

Originally Posted by speedonh (Post 2386292)
I got another question: what are the numbers for the offsets of the badges in pokemon ruby? i searched the archives all morning but still couldn't find what i needed to know.

Also does anyone know had to add new map folders on advance map so i can give my new maps new names?

Thanks

You mean the unLZ number for the badges?

Swimmer♂ February 17th, 2007 2:01 AM

yes plz christos, the unLZ numbers for the badges in ruby

and also how to create more names for my maps if you know

Thanks

Blazichu February 17th, 2007 2:09 AM

Quote:

Originally Posted by frank$or
Hi, i've got a problem.

I want to change the attacks of pokemon in PET, that works fine.
But when i battle INGAME, the attacks are ****ed up.

: i gave a elec. pokemon thundershock, tackle, slam and spark.
INGAME: vine whip, hyper beam, leer, shadow ball

can i solve this?
if not, any other way to change pkmns attacks?

What I have noticed in PET it selects the attack that is one below the one you have selected. So you should pick the attack above thundershock, tackle, slam and spark to have the right moves that you want.

eg. in PET: THUNDERSHOCK <attack you have selected>
VINEWHIP <attack PET has selected/thought was selected>

So whatever is above THUNDERSHOCK is the attack you pick to make it work.

Christos is right, you could use hex which might be easier.

Overclocked February 17th, 2007 3:26 AM

Can someone please tell me where Chaizard is in FR for unLZ?

nothing February 17th, 2007 7:55 AM

There are some inactive tools in poketronic(Insert give pkmn script,Insert move data, etc.)How do I enable this tools?

foofatron February 17th, 2007 8:16 AM

[QUOTE=Christos;2386294]Did you try it out?

Quote:

Originally Posted by foofatron (Post 2385919)

Try inserting these sprites.

http://shn.t35.com/Krypto/Hikozaru.png http://shn.t35.com/Krypto/HikozaruBack.png

Indexed by *Neos*.



You could edit the attacks with a Hex Editor.



You mean the unLZ number for the badges?

It works but the back sprite is a orange queston mark in battle.You should make tortoral for this stuff.

Leon2457 February 17th, 2007 9:08 AM

hi does anyone know how to edit the pallete on xeon's overworld editor (english) without messing up any other pallettes

Blaziken626 February 17th, 2007 9:10 AM

[QUOTE=Christos;2386294]Did you try it out?

Quote:

Originally Posted by foofatron (Post 2385919)

Try inserting these sprites.

http://shn.t35.com/Krypto/Hikozaru.png http://shn.t35.com/Krypto/HikozaruBack.png

Indexed by *Neos*.



You could edit the attacks with a Hex Editor.



You mean the unLZ number for the badges?

Actually I have a new script and I tried it out.
Code:

#org 0xB00000
lock
faceplayer
checkflag 0x364
compare LASTRESULT 0x1
if 0x1 goto 0xB00200
message 0xB00100
boxset 0x6
release
end

#org 0xB00200
message 0xB00300
boxset 0x6
end

#org 0xB00100
= Hello.

#org 0xB00300
= Goodbye.


But it didn't work.

D-Trogh February 17th, 2007 9:44 AM

Quote:

Originally Posted by Blaziken626 (Post 2386628)
Actually I have a new script and I tried it out.
Code:

#org 0xB00000
lock
faceplayer
checkflag 0x364
compare LASTRESULT 0x1
if 0x1 goto 0xB00200
setflag 0x364
message 0xB00100
boxset 0x6
release
end

#org 0xB00200
message 0xB00300
boxset 0x6
end

#org 0xB00100
= Hello.

#org 0xB00300
= Goodbye.


But it didn't work.

I edited it.. Go on and try it.. But remember, I'm just a newb at scripting..

Btw, about those flags.. Can I/we use anything we want ?
Like '...flag 0x1' or '...flag 0x354A' ??

Edit:
Quote:

Howcome LIPs says the changes are over the 16mb mark.And yet the patch is only 9 kb I've made bigger patches before whats wrong with it?
Well.. Maybe the changes on the hacked rom were over 16MB..
When patching an original with the patch, changes after 16MB won't be aplied. (Or Lips may give an error)

ASHYLEGS February 17th, 2007 10:23 AM

How do you change the type of a Pokemon and what attacks it learns?

D-Trogh February 17th, 2007 10:25 AM

Quote:

Originally Posted by ASHYLEGS (Post 2386678)
How do you change the type of a Pokemon and what attacks it learns?

It's been said before.. Use PET for that..
When PET doesn't work, look for some HEX-tutorials, or just learn it yourself.

ASHYLEGS February 17th, 2007 10:39 AM

Quote:

Originally Posted by D-Trogh (Post 2386679)
It's been said before.. Use PET for that..
When PET doesn't work, look for some HEX-tutorials, or just learn it yourself.

Oh okay...That's included with Elite Map, right?

And hard as I try, I just can't get this scripting thing to show up on ScriptEd. I press compile and use Ruby, but it still won't show up.

EDIT:

PET doesn't edit Pokemon Types or attacks that it learn. It edits the trainers Pokemon and Attacks.


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