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  #20351    
Old January 13th, 2012 (1:59 PM).
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redriders180 redriders180 is offline
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    Quote:
    Originally Posted by SKRoy View Post
    Oké, but what does that mean, where and how can I change that?
    Open your rom in a hex editor (google for one), go to the listed offset, and change the numbers to what the tutorial says.
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      #20352    
    Old January 14th, 2012 (9:43 AM). Edited January 15th, 2012 by Quickster.
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      So Im editing maps in Fire Red, specifically the Naval Rock maps that are just a room with two ladders. Im changing the dimensions and tileset numbers, but when I try to warp to them in game, i get a black screen. Do I need to do something with the headers or something like that?

      EDIT: Its not even every map, its just a few.

      EDIT2: Found the answer here if anyone is interested. http://www.pokecommunity.com/showpost.php?p=3357167&postcount=40
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        #20353    
      Old January 15th, 2012 (2:55 PM).
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        If anyone could help me it would be very appreciated. I've been working with OWs a lot lately and now I'm getting close to the maximum number of different sprite pallets on a map. Well I'm trying to change the Pallet of an OW in VBA memory viewer (DO NOT SAY "Use NSE or something" because I doing something totally different) and I can't find out how to save something onto the game without it changing back. If anyone could tell me how to do that or even better how to find the hex offset of a memory viewer adress it would be greatly appreciated.
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          #20354    
        Old January 15th, 2012 (4:08 PM). Edited January 15th, 2012 by Quickster.
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          Quote:
          Originally Posted by Speedster View Post
          If anyone could help me it would be very appreciated. I've been working with OWs a lot lately and now I'm getting close to the maximum number of different sprite pallets on a map. Well I'm trying to change the Pallet of an OW in VBA memory viewer (DO NOT SAY "Use NSE or something" because I doing something totally different) and I can't find out how to save something onto the game without it changing back. If anyone could tell me how to do that or even better how to find the hex offset of a memory viewer adress it would be greatly appreciated.
          I'm not completely sure, but could you use writebyteto and use that offset?[/SIZE]


          EDIT: Ahh, I think you can use writebytetooffset. The memory viewer offset being the offset you write it too. Like writebytetooffset [byte] [pointer to write it to]. I havent tried, but it should work, at least in my head.
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            #20355    
          Old January 15th, 2012 (10:34 PM).
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          Plumpyfoof Plumpyfoof is offline
             
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            Hacking TM's in Fire Red.
            I want to change the attacks they teach and add more to the game
            Is it possible?
            Is it difficult?
              #20356    
            Old January 15th, 2012 (11:44 PM).
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            DrFuji DrFuji is offline
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            Quote:
            Originally Posted by Plumpyfoof View Post
            Hacking TM's in Fire Red.
            I want to change the attacks they teach and add more to the game
            Is it possible?
            Is it difficult?
            You can edit the moves taught by TM with Darthatron's TM Editor. Adding more TMs/ HMs is impossible without ASM, but Jambo51's upcoming 649 patch has an extra 45 TMs (though it is still in development).
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              #20357    
            Old January 16th, 2012 (12:01 AM).
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            Teh Blazer Teh Blazer is offline
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              Could anyone show me how to insert the uncompressed 64x64 images that JPAN's patch says I can now do (the one with the fossil special)? Or anything else that will basically help me would be greatly appreciated.
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                #20358    
              Old January 16th, 2012 (7:20 AM).
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              link12552 link12552 is offline
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                Quote:
                Originally Posted by Teh Blazer View Post
                Could anyone show me how to insert the uncompressed 64x64 images that JPAN's patch says I can now do (the one with the fossil special)? Or anything else that will basically help me would be greatly appreciated.
                Well, I don't know how JPAN's fossil code works, but I do know that both versions of NSE have an insert function, though, 2.X's is a bit more complete.
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                  #20359    
                Old January 16th, 2012 (7:33 AM).
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                  Would anyone tell me if I'm on the right track? I'm finding a way to switch the order You can use HM's without changing the order you obtain the badges

                  Ex: First badge allows Rock Smash
                  Spoiler:
                  You would have to switch the moves entirely. First rename the move Cut to rock smash then change what it does in An Attack Editor... then go to UnLz and switch which animations for cut with rock smash
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                    #20360    
                  Old January 16th, 2012 (8:38 AM).
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                    Quote:
                    Originally Posted by AustinWolff View Post
                    Would anyone tell me if I'm on the right track? I'm finding a way to switch the order You can use HM's without changing the order you obtain the badges

                    Ex: First badge allows Rock Smash
                    Spoiler:
                    You would have to switch the moves entirely. First rename the move Cut to rock smash then change what it does in An Attack Editor... then go to UnLz and switch which animations for cut with rock smash
                    I can't help but feel this would cause problems. For example, a cut tree would now be checking for the move Rock Smash instead of Cut. Say you switched Strength and Surf. You would then need the move called surf to move boulders! Cut, Strength, and Rock Smash are all person events, which means it's easy to just change "checkflag 0x823" to "checkflag 0x820" (for the cut-rock smash switch). Surf, Waterfall, Flash and Fly, of course, are harder to change. I think the key is to just change all those flags.
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                      #20361    
                    Old January 16th, 2012 (2:14 PM). Edited January 16th, 2012 by Eelektross.
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                      http://www.pokecommunity.com/showthread.php?t=270514&page=2
                      For Ruby
                      HELP
                      Would ANYONE know of a way to fix the items in this or any hack? TM34 and 49 were broken by that damngood-for-nothing Item Editor. If it wasn't for the fact that it also affects YAPE, it wouldn't matter so much, but I NEED to use YAPE before I release this. Basically, the TM Data got wrecked by Item Editor an I suspect it's a hex issue, but there's a reason I'm asking...If anyone knows of ANY way I can fix this, hex or anything, or wants to fix it for me, please do. My latest backup that didn't get fracked up is from 3 days ago, and I made a -lot- of progress in those 3 days. 52 hours of it, to be exact.
                      :cries:
                        #20362    
                      Old January 16th, 2012 (5:59 PM).
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                      destinedjagold destinedjagold is online now
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                      Quote:
                      Originally Posted by Eelektross View Post
                      http://www.pokecommunity.com/showthread.php?t=270514&page=2
                      For Ruby
                      HELP
                      Would ANYONE know of a way to fix the items in this or any hack? TM34 and 49 were broken by that damngood-for-nothing Item Editor. If it wasn't for the fact that it also affects YAPE, it wouldn't matter so much, but I NEED to use YAPE before I release this. Basically, the TM Data got wrecked by Item Editor an I suspect it's a hex issue, but there's a reason I'm asking...If anyone knows of ANY way I can fix this, hex or anything, or wants to fix it for me, please do. My latest backup that didn't get fracked up is from 3 days ago, and I made a -lot- of progress in those 3 days. 52 hours of it, to be exact.
                      :cries:
                      I don't know why you gave a link to POKéMON Keratin, but anyway...

                      I had encountered the same problem once. Luckily for me, I did saved a LOT of back-up before doing anything.
                      Anyway, I believe you can open a clean ROM through a Hex Editor, go to the TM and HM pointer, and copy the TM data and paste it over your damaged ROM-hack.
                      Of course, save a back-up before performing my suggestion.
                      If not, then I guess you'll either need to look for someone who's an expert on that field, or start to copy+paste your latest updates on your back-up. =/
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                        #20363    
                      Old January 16th, 2012 (6:56 PM).
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                        Thanks! I must have posted the wrong link lD.
                        It's this one, just to prove I'm not spamming http://www.mediafire.com/?tx6fc6z3622uktg

                        But I'll try that now...
                        Hopefully it works.
                        Is the TM pointer the individual one for each TM, or for the whole set? I'm assuming the former.
                          #20364    
                        Old January 17th, 2012 (10:26 AM).
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                          Me and a few other guys are working on a Fire Red hack. Up until now, I've just been sticking to spriting new Pokemon and trainers (check my album for some examples) and letting other people worry about the maps and text and all that. But now there's a problem I want to try to get fixed.

                          Whenever an opponent uses an item, it gives a message like:
                          Quote:
                          "Trainer used ESCAPE ROPE! The opponent's Pokemon was cured of its burn!"
                          or something along those lines. Two problems with that: one, is that the trainer was supposed to use a Potion, not an Escape Rope; two, the burn or other status condition remained and no HP was restored.

                          Sometimes trainers use Rare Candies or ??????? items or a number of other things. Items that the player uses are fine and nothing else about trainers seems to be messed up.

                          I'm very inexperienced with the tools and haven't touched hex editing except in few and far between cases, but... The Item Editor for the hacked ROM looks the same as for an un-hacked ROM, and the items set in Advance Trainer all appear to be correct -- lots of Hyper Potions and X-Attacks with no Escape Ropes to be found. The tools aren't telling me anything, so I don't know where to start with fixing this. The guy in charge says he "messed up the item table", but he's focusing on other things right now and can't seem to elaborate.

                          destinedjagold's response above sounds like it might be relevant, but the question there is, how do I find out where in the hex the item data is located?

                          Any help would be very much appreciated!
                            #20365    
                          Old January 17th, 2012 (5:08 PM).
                          Missingyep Missingyep is offline
                             
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                            Offset of item table: 0x03DB028

                            Offset of an item's entry in the item table: 0x03DB028 + (hex number of item * 0x2C)

                            Structure of an item's data:
                            Bytes 00-13 Name
                            Bytes 14-15 Index
                            Bytes 16-17 Price
                            Bytes 18 Special value 1
                            Bytes 19 Special value 2
                            Bytes 20-23 Description pointer
                            Bytes 24-25 Mystery values
                            Bytes 26 Bag pocket
                            Bytes 27 "Distinguish between different types of item" (?)
                            Bytes 28-31 Field use asm pointer
                            Bytes 32 Item use location
                            Bytes 33-35 Unknown
                            Bytes 36-39 Battle use asm pointer
                            Bytes 40-43 "Other uses"
                              #20366    
                            Old January 17th, 2012 (8:42 PM).
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                              Can someone tell me where or how I can find out the cries for Pokemon in Ruby?

                              Because of the gap between the S/G/C cries and the R/S/E cries, I do not know what numbers are for what R/S/E pokemon.
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                                #20367    
                              Old January 17th, 2012 (8:53 PM).
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                              destinedjagold destinedjagold is online now
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                              Quote:
                              Originally Posted by Nate VonGrimm View Post
                              Can someone tell me where or how I can find out the cries for Pokemon in Ruby?

                              Because of the gap between the S/G/C cries and the R/S/E cries, I do not know what numbers are for what R/S/E pokemon.
                              You can use YAPE and view the Game number of the POKéMON.

                              And then you can just simply write it with this format...
                              Code:
                              ...
                              cry 252 0
                              ...
                              ...and XSE will do the convertion process.
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                                #20368    
                              Old January 18th, 2012 (6:58 AM). Edited January 18th, 2012 by robosllim.
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                                Quote:
                                Originally Posted by DavidJCobb View Post
                                Offset of item table: 0x03DB028
                                And will this offset always be the same, even if the ROM has changed size or... I don't know, is there anything else that could effect it? If it can be moved, how can I tell where it was moved to?
                                Though, I guess, it seems like the battle use pointer is what would be off. If that got screwed up... Can I, I dunno, find some free space, copy all the ASM from a good ROM over to that, then change the pointers to point there?

                                EDIT: The item table is the same in both ROMs. Checking a few key items (potion, full restore, x-attack), I see that the ASM pointed to is also the same in both ROMs. What else can I check?
                                  #20369    
                                Old January 18th, 2012 (8:15 AM).
                                SKRoy SKRoy is offline
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                                  Yesterday I posed in the 'Progressing Hacks' sector my new progressing hack: Pokémon Mystery Version. After I post it I got the message that the post must properly approved by a moderator. But now I looked and it still isn't there... When will my topic be there?
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                                    #20370    
                                  Old January 18th, 2012 (8:59 AM).
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                                    Quote:
                                    Originally Posted by SKRoy View Post
                                    Yesterday I posed in the 'Progressing Hacks' sector my new progressing hack: Pokémon Mystery Version. After I post it I got the message that the post must properly approved by a moderator. But now I looked and it still isn't there... When will my topic be there?
                                    As long as you followed the Progessin Hack Thread Rules, your thread should be up within 24 hours of submitting it. If the moderators of emulation are busy it could be 2 days possibly. Just make sure you had all the right components of your thread (Intro, Story, 4 screenshots, ect). Usually, most threads submitted lack a good and somewhat lengthy introduction. Hope this helps.
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                                      #20371    
                                    Old January 18th, 2012 (12:21 PM).
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                                      In regards to my previous questions, I have new info and more questions.

                                      After finally figuring out specific examples, it turns out trainers using bad items shouldn't have any items assigned to them. A trainer used a GREEN SHARD to try to cure paralysis, but her item slots in A-Trainer are all empty.

                                      So, new questions: is there some flag, or some... byte somewhere or something that tells a trainer how/when to use items? I tried setting up a debug situation where a certain trainer had a bunch of status healing items attached to him, but when I hit his pokes with poison, burn, or paralysis, he didn't use any of them. So how does the game know a trainer should or shouldn't use items?

                                      It should be noted that I have searched for an answer but can't seem to find it...
                                        #20372    
                                      Old January 20th, 2012 (7:10 PM).
                                      romancandle romancandle is offline
                                         
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                                        I didn't find it when I searched for it, so I'll ask:

                                        Does anyone know where the Nature values are stored? I want to change the "neutral" natures into double-boosting natures--is that possible and/or where would I find them?
                                          #20373    
                                        Old January 20th, 2012 (7:23 PM). Edited January 20th, 2012 by neosiotype.
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                                          A bit of a weird question. But how come Nidorina/Nidoqueen can't breed with the male Nidos? I heard it's been programmed this way since gen 2.

                                          I came up with a few ideas for why this might be the case and wanted to test them by changing Nidorina/Nidoqueen's egg group with YAPE from "Can't breed" to "Monster, Field" and then I tried to breed her with Nidoking and Ditto. I was actually looking forward to a glitch or something.

                                          But it doesn't seem like it's working... Perhaps I'm using YAPE wrong or is there something more to this?
                                            #20374    
                                          Old January 21st, 2012 (1:47 AM).
                                          chrunch chrunch is offline
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                                          There's an evolution method in YAPE called "Low Personality". Does anyone know how to evolve pokemon with it and what it does?
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                                            #20375    
                                          Old January 21st, 2012 (7:10 AM). Edited January 21st, 2012 by The_Show.
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                                            Quote:
                                            Originally Posted by robosllim View Post
                                            In regards to my previous questions, I have new info and more questions.

                                            After finally figuring out specific examples, it turns out trainers using bad items shouldn't have any items assigned to them. A trainer used a GREEN SHARD to try to cure paralysis, but her item slots in A-Trainer are all empty.

                                            So, new questions: is there some flag, or some... byte somewhere or something that tells a trainer how/when to use items? I tried setting up a debug situation where a certain trainer had a bunch of status healing items attached to him, but when I hit his pokes with poison, burn, or paralysis, he didn't use any of them. So how does the game know a trainer should or shouldn't use items?

                                            It should be noted that I have searched for an answer but can't seem to find it...

                                            Try changing his AI to a higher number. If you want to tell a trainer how/when to use items, you gotta ASM

                                            Quote:
                                            Originally Posted by SKRoy View Post
                                            Yesterday I posed in the 'Progressing Hacks' sector my new progressing hack: Pokémon Mystery Version. After I post it I got the message that the post must properly approved by a moderator. But now I looked and it still isn't there... When will my topic be there?
                                            Did it meet the requirements? did it have 4 screenshots showing your progression?
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