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

marcus_dom May 20th, 2013 9:53 AM

Hi there,
This is my first time posting here, so I hope I'm asking in the right place.
I am a complete noob regarding Pokemon hacking, but I'm trying to learn and this is what I'm doing:

I grabbed an original FireRed ROM and with WindHex I am translating dialogue to a different language. I have found a table to translate hex values to normal letters and have been doing great with it, because it lets me pretty much edit every word and title in the game.
My question is: I would like to make every Pokemon from the first 150 catchable in FireRed. Is this doable?
For example, I'd like to make Bellsprouts and other LeafGreen exclusives to appear as wild Pokemon (let's say in Route 10 and Safari Zone). Is there a way to do this?
I've searched a lot here on the forum, but I couldn't find an answer. Maybe I'm not looking in the right places though, I bet this is asked a lot.

GoGoJJTech May 20th, 2013 10:17 AM

You could use advance map, you make maps edit wild pokemon data, create events, all sorts of stuff. It's also very user friendly so you should have no problem witb it. If you need help send me a message and ill help you, no problem ;)

miksy91 May 20th, 2013 10:18 AM

Quote:

Originally Posted by marcus_dom (Post 7669241)
Hi there,
This is my first time posting here, so I hope I'm asking in the right place.
I am a complete noob regarding Pokemon hacking, but I'm trying to learn and this is what I'm doing:

I grabbed an original FireRed ROM and with WindHex I am translating dialogue to a different language. I have found a table to translate hex values to normal letters and have been doing great with it, because it lets me pretty much edit every word and title in the game.
My question is: I would like to make every Pokemon from the first 150 catchable in FireRed. Is this doable?
For example, I'd like to make Bellsprouts and other LeafGreen exclusives to appear as wild Pokemon (let's say in Route 10 and Safari Zone). Is there a way to do this?
I've searched a lot here on the forum, but I couldn't find an answer. Maybe I'm not looking in the right places though, I bet this is asked a lot.

Hey there,

Well so far, you've been doing an exactly similar thing - working out with data with a hex editor. You could easily re-write the wild pokemon data for every area the exact same way but there are in-game specific tools for that so you don't have to hex edit everything.

In fact, you can do almost any beginner-friendly thing with a game specific tool (not that you'd learn much by doing it that way...). Anyway, AdvanceMap is the tool you'd be looking for.

Kurapika May 20th, 2013 10:29 AM

Yeah, do as miksy said and download some tools from the tools forum. Rom hacking using tools is already time consuming, so doing everything in hex will be just life consuming!

marcus_dom May 20th, 2013 10:32 AM

Well gogojjtech and miksy91, I feel dumb now x)
I read that tool's name so many times and I never actually downloaded it because I thought it was only to modify map sprites and appearance.
Thanks for the tip, apparently the answer was right in front of me. Cheers!

red5677 May 20th, 2013 10:34 AM

Quote:

Originally Posted by DeltaSalamence (Post 7668670)
You can create a sequence in which givepokemon is utilized.

As for the originally programmed choosing of Pokemon, you'd have to Hex Edit/A-Text the special.

Would I have to do a multi-choice thing? (Like would you like This..This..or this?) I've already edited what pokemon there are, and I changed the text using A-Text....soo now what?

GoGoJJTech May 20th, 2013 10:35 AM

Quote:

Originally Posted by marcus_dom (Post 7669288)
Well gogojjtech and miksy91, I feel dumb now x)
I read that tool's name so many times and I never actually downloaded it because I thought it was only to modify map sprites and appearance.
Thanks for the tip, apparently the answer was right in front of me. Cheers!

Yeah, Advance Map is pretty cool. Well, you should download as many tools as possible to make your life easier!

Uikri May 20th, 2013 11:00 AM

Is it possible to implement the physical/special split in Gen III ROMs?

GoGoJJTech May 20th, 2013 11:06 AM

There is already a patch made, its here somewhere because i already put it in my games.

Uikri May 20th, 2013 11:15 AM

Quote:

Originally Posted by gogojjtech (Post 7669331)
There is already a patch made, its here somewhere because i already put it in my games.

Any chance you could provide a link? "Here somewhere" is just kind of vague, is all.

Kurapika May 20th, 2013 11:26 AM

Uikri, you can find one in the Research & Developement forum.

GoGoJJTech May 20th, 2013 12:00 PM

http://www.pokecommunity.com/showthread.php?t=234550
right there

Uikri May 20th, 2013 12:06 PM

Quote:

Originally Posted by Kurapika (Post 7669349)
Uikri, you can find one in the Research and Development Forum.

Thanks bro. Now for the final question. If I patched a R/S/E ROM with the Physical/Special split, could I then use pokehacks(DOT)dabomstew(DOT)com(SLASH)randomizer(SLASH)acks(DOT)php
to randomize the ROM, or would the ROM not be compatible after P/S patching? What if I used the randomizer first?

kablam May 20th, 2013 12:10 PM

I'm sorry if the answer should be obvious but are there actually hidden scripts on the Littleroot map that I can't see in AdvanceMap? What I meant earlier was that I have already deleted all apparent events/signposts/scripts/etc on the main LittleRoot map along with Route 1 but the "invisible mom" still happens. I guess that might be taken care of by SMCA and Truck Remover tools?

Also, I have read through a lot of the tile editing guides etc and can edit tiles fine. The problem is that when I edit tiles in one map they also change on the other. For example, if I edit the gym tiles in Viridian City to make it so that the grass toward the bottom is rocky terrain instead (because I want the gym to be raised on rock, it will also edit the gym in Fuschia City making that look rocky as well. I guess there must be a way to copy over an identical tileset and just treat them separately but I can't figure out how.

Is there anyway to export the actual tileset instead of the palette? As in, when you have block editor open on advance map is there a way to export the image on the left, edit it, and then import it back in rather than export the palette image.

Also how would one create an ENTIRELY new tileset? For example, if you have options from zero to twenty three, how would you create your own tileset twenty four?

TweenyTodd May 20th, 2013 2:49 PM

Quote:

Originally Posted by kablam (Post 7669393)
I'm sorry if the answer should be obvious but are there actually hidden scripts on the Littleroot map that I can't see in AdvanceMap? What I meant earlier was that I have already deleted all apparent events/signposts/scripts/etc on the main LittleRoot map along with Route 1 but the "invisible mom" still happens. I guess that might be taken care of by SMCA and Truck Remover tools?

Its not a visible script its a level script:

Just click 'Remove'. Make sure you have the '1' map script selected, and not the '0' map script.
In other words, press the up arrow.

Quote:

Originally Posted by kablam (Post 7669393)
The problem is that when I edit tiles in one map they also change on the other. For example, if I edit the gym tiles in Viridian City to make it so that the grass toward the bottom is rocky terrain instead (because I want the gym to be raised on rock, it will also edit the gym in Fuschia City making that look rocky as well. I guess there must be a way to copy over an identical tileset and just treat them separately but I can't figure out how.

They probably use the same tileset. If you are using tileset 12 as a base, then yes they both would change. However, tileset 23 is JUST for the Viridian Gym. Edit that one instead.

I have never done editing on tilesets, however I found a list of usable tilesets and it appears many of them are implemented, but never used. Perhaps instead of editing the original tileset, you could use one of the unused ones?
Here's the list if it helps: LIST

Kurapika May 20th, 2013 3:01 PM

Concerning Littleroot script, did you remove level scripts? (provided there is any on that map). If you don't know what I'm talking about, make sure that "Professional Header" is unchecked in A-Map's settings, then open Littleroot's map, go to the Header tab, and see if the "hidden" script is there.
Concerning your question I have the same issue as you, I just edit some other tiles and I don't touch those that are "shared" or w/e what they are.
I don't think you can do that, to make a tileset you need to use a picture as a source, if I can call it like that.
I don't like to be harsh but please try to search before asking... a simple "create new tileset a-map" search on Google links you to this tutorial. :]

GoGoJJTech May 20th, 2013 3:30 PM

or you could go to advance map and click the puzzle piece then click blocks then insert new tileset...

Sorry for double posting, but I found all of the Special Tables, for anyone who cares.
0x0815FD60
FR Special Table

0x081DBA64
Emerald Special Table

0x0814B194
Ruby Special Table

karatekid552 May 20th, 2013 4:20 PM

Quote:

Originally Posted by gogojjtech (Post 7669610)
or you could go to advance map and click the puzzle piece then click blocks then insert new tileset...

Sorry for double posting, but I found all of the Special Tables, for anyone who cares.
0x0815FD60
FR Special Table

0x081DBA64
Emerald Special Table

0x0814B194
Ruby Special Table

Cool, I'm glad it worked. Also, double posts get merged in most of the Rom Hacking section so stop apologizing:p.

Manderek May 21st, 2013 2:50 AM

I'm having a palette problem here. I'm using NSE 2.x to change the main hero sprites, and the front worked perfectly, also with palette, no problem. Only the backsprite is a bit... vague. Somehow, when saving the new palette, there's no repoint, and it still uses the may/brendan palette (hacking ruby btw).

So, I changed the palettes of may and brendan 'manually' using APE, but it now looks messed up/mixed.

Original, also as shown in NSE:

dropboxDOTcom/s/t02p44n09i71rmw/Backsprite%20pallette.png

And how it is now ingame:

dropboxDOTcom/s/ktekodufljcxg1l/Backsprite%20pallette2.png

Hope someone has experience with these backsprites... Anyway, thanks in advance

Hacker Bisharp May 21st, 2013 5:00 AM

There are sprite of Ash ready for be inserted?
I mean ow and sprite,
preferably for ruby.

shiro_20 May 21st, 2013 5:42 AM

how do i fix pksv-ui error no rom open? i'm trying to hack a fire red rom and every time i go to edit a script it says that. thanks for the help.

hinkage May 21st, 2013 6:05 AM

Quote:

Originally Posted by shiro_20 (Post 7670230)
how do i fix pksv-ui error no rom open? i'm trying to hack a fire red rom and every time i go to edit a script it says that. thanks for the help.

Try opening a ROM.

shiro_20 May 21st, 2013 6:23 AM

Quote:

Originally Posted by hinkage (Post 7670244)
Try opening a ROM.

i did but it comes up blank and i have it as my scritp editor in a-map but every time i go to edit something it comes up like that.

Akiba May 21st, 2013 7:59 AM

When you assign PKSV-UI or XSE as the script editor in Advance Map, click 'No' in the dialog box that appears, or else the ROM will not open, as the offsets are separated by nullstings, and not colons.

nyczxjay May 21st, 2013 12:13 PM

Hi, I'm new to ROM hacking and I just wanted to know if there is a program/tool that allows me to edit Pokemon attack descriptions for Emerald? For example, I've modded the move Crunch so that it's physical and lowers Def (instead of Sp. Def in Gen 3), but I can't change the description in PGE's Attack Editor...


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