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  #22426    
Old August 26th, 2012 (4:51 PM).
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    anyone know how to change the azumarill to a different pokemon in the intro for ruby?
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      #22427    
    Old August 26th, 2012 (5:28 PM). Edited August 26th, 2012 by thanethane98.
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      Quote:
      Originally Posted by Nate VonGrimm View Post


      I can't think of what you could do. Sappy is pretty much a dead program. The dev gave up on it (it feels like it anyway). Are there not any other Pokemon music editors that you could use as an alternative?

      I haven't really messed around with music editing or looked into other programs so it might be worth a look.
      By what I know, Sappy is the only music editor available for 3rd gen stuff. As I've said, this version of sappy that I'm using has run successfully for me before, but right now nothing happens when it's double clicked. It's the only .exe program that does this, and downloading it again has had no effect.
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        #22428    
      Old August 26th, 2012 (6:50 PM).
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        Is it dangerous at all to just go deleting map connections? Cuase I did it for one of my maps and then every time I click on it now, it says its not a pointer, and then when I tried making a connection for it, it said error and crashed my Amap, and when I reloaded it, the map I was trying to connect to the "non pointer" map was all jumbled and the tilesetys where re arranged
          #22429    
        Old August 26th, 2012 (7:22 PM).
        itman itman is offline
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          Quote:
          Originally Posted by SpadeEdge16 View Post
          Is it dangerous at all to just go deleting map connections? Cuase I did it for one of my maps and then every time I click on it now, it says its not a pointer, and then when I tried making a connection for it, it said error and crashed my Amap, and when I reloaded it, the map I was trying to connect to the "non pointer" map was all jumbled and the tilesetys where re arranged
          It shouldn't be a problem. Did you forget to fill out the other stuff...I forget exactly what but check out an existing map connection, I think there's an unknown you have to put for them all to work.
            #22430    
          Old August 26th, 2012 (9:49 PM).
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            Quote:
            Originally Posted by redriders180 View Post
            I'm curious about something in Emerald, pertaining to OWs.

            First, is there any knowledge about the last six OWs, and how I might use them to my advantage? From what I've seen, they seem to be influenced by something, since they're sort of a variable OW, which could be useful if I want to do something like that, or a pain if I wanted to use those slots for an OW. Is there a way to disable them from switching?
            I've been working on this for awhile. They seem to be dependent on flags in some way. All six appear in both the male and female players rooms off screen with values that are flags in the level scripts. It seems they are associated some end-game scripts, and some that might have been scrapped.

            They are a pain to deal with, especially when you want to add more OWs because any thing in those slots will glitch in-game if placed somewhere visible on a map.

            Quote:
            Originally Posted by PokemonMasters View Post
            anyone know how to change the azumarill to a different pokemon in the intro for ruby?
            Take Azurill's index number(0350), convert it to hex and add some zeros(0000015E), reverse the bytes, (5E 01 00 00). Take that value and search for it in a hex editor. It should appear towards the beginning of the ROM twice, as well as a bunch toward the end. The first appearance should be the cry, and the second should be the sprite. Find the index number of the Pokemon you want to change it to, convert it like above, and change it in both locations.

            Here is a list of Gen III Pokemon by Index Number: http://bulbapedia.bulbagarden.net/wiki/List_of_Pok%C3%A9mon_by_index_number_%28Generation_III%29
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              #22431    
            Old August 27th, 2012 (5:13 AM).
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              Quote:
              Originally Posted by itman View Post
              It shouldn't be a problem. Did you forget to fill out the other stuff...I forget exactly what but check out an existing map connection, I think there's an unknown you have to put for them all to work.
              Okay, thanks,, I guess I'll take another look into it. Also, I wanted to know if there was a way to make the tileset bigger? Because everytime I saive a tileset to add to it, its 120 something, I beleive, by 320, and when I got to insert it like that after working on it, it says the 320 has to be at the most 192, which severely limits me. Is there any way I can make that limit bigger?
                #22432    
              Old August 27th, 2012 (7:19 AM).
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                Hi, i have one question.
                In fire red on 6 sevii island in ruin valley are doors which can open using cut attack, and there is a question, how it work, and can i make my own script, which will work same or similarly, for example: change cut attack for dig attack. Thanks in advance.
                  #22433    
                Old August 27th, 2012 (9:44 AM).
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                redriders180 redriders180 is offline
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                  Quote:
                  Originally Posted by botnaeasy View Post
                  Hi, i have one question.
                  In fire red on 6 sevii island in ruin valley are doors which can open using cut attack, and there is a question, how it work, and can i make my own script, which will work same or similarly, for example: change cut attack for dig attack. Thanks in advance.
                  I've done alot of research on this, but I'm forced to conclude that this function is part of the cut ASM itself. Whenever you open the Pokemon menu and select "cut", it most likely checks if the object in front of the player is that closed door, and if it is, open it, otherwise, check in its a tree, and if it is, cut it, otherwise, end.
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                    #22434    
                  Old August 27th, 2012 (11:21 AM).
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                    Okay I asked this before but it got completely ignored. I want to be able to

                    Completely change Sprites (into ones I made)
                    Change Text
                    Change Pokemon Sprites.
                    Change Trainer Sprites
                    Change Pokemon Name, Evolutions, abilities etc.
                    Change Music

                    All the answers I've found were to Pokemon FRLG or SRE But I need a rom hacking program that would do this to Platinum. I looked into PPRE but it doesn't change Music or Sprites.

                    Please this is my last hope, I asked on so many other forums and got no replies.
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                      #22435    
                    Old August 27th, 2012 (11:36 AM).
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                      Quote:
                      Originally Posted by Goldgary123 View Post
                      Okay I asked this before but it got completely ignored. I want to be able to

                      Completely change Sprites (into ones I made)
                      Change Text
                      Change Pokemon Sprites.
                      Change Trainer Sprites
                      Change Pokemon Name, Evolutions, abilities etc.
                      Change Music

                      All the answers I've found were to Pokemon FRLG or SRE But I need a rom hacking program that would do this to Platinum. I looked into PPRE but it doesn't change Music or Sprites.

                      Please this is my last hope, I asked on so many other forums and got no replies.
                      Time to begin rom hacking yourself and not to rely on game-specific tools others have made. What you're asking here is practically impossible for a beginner to do but there are some hackers around who I believe have accomplished doing the things you mentioned so go to look around and see what you can find.
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                        #22436    
                      Old August 27th, 2012 (11:40 AM).
                      No-san No-san is offline
                         
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                        Hello,

                        I am currently learning scripting (on Fire Red), and despite tutorials I can't find an answer to the following question : I get it (because I found a list of flags used by the game) that I can't set flags randomly ... But from my experiments, it seems to work to same for variables, and I can't find anywhere a list of variables used by the game ... is there any I would have missed ?

                        For the story (and maybe to make it a little clearer for you people, too), I was checking the game's scripts to figure out how the first battle against the rival was handled in Oak's Laboratory, especially how to prevent the green squares with a "S" in them (in Advance Map) to trigger the rival battle over and over again. At that time I only knew the "flag technique" to make something disappear from the map, but I couldn't find any setflag to do the trick ...
                        Through experiments I discovered that some setvar play was actually doing the job ... ! In that case, it's the variable n°4055, the value to trigger the battle being 3, so in the end the value is 4 to prevent the first rival battle from repeating itself. But in some other map, I lowered the value to 3 and went back to Laboratory ... and (as I feared) the battle is triggered again !
                        So here is my question (again) : the same way that flags do, variables' values seem to carry over from map to map if they're not cleared ... and it may become a cause of bugs since I don't plan to make a hack from scratches. So, is there anywhere a list of variables used by the game ? Or do I have to go through all the game's scripts to find out ?

                        Thanks in advance for the help (and my apologizes if I made mistakes, I'm French).
                          #22437    
                        Old August 27th, 2012 (12:12 PM).
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                        redriders180 redriders180 is offline
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                          Quote:
                          Originally Posted by No-san View Post
                          Hello,

                          I am currently learning scripting (on Fire Red), and despite tutorials I can't find an answer to the following question : I get it (because I found a list of flags used by the game) that I can't set flags randomly ... But from my experiments, it seems to work to same for variables, and I can't find anywhere a list of variables used by the game ... is there any I would have missed ?

                          For the story (and maybe to make it a little clearer for you people, too), I was checking the game's scripts to figure out how the first battle against the rival was handled in Oak's Laboratory, especially how to prevent the green squares with a "S" in them (in Advance Map) to trigger the rival battle over and over again. At that time I only knew the "flag technique" to make something disappear from the map, but I couldn't find any setflag to do the trick ...
                          Through experiments I discovered that some setvar play was actually doing the job ... ! In that case, it's the variable n°4055, the value to trigger the battle being 3, so in the end the value is 4 to prevent the first rival battle from repeating itself. But in some other map, I lowered the value to 3 and went back to Laboratory ... and (as I feared) the battle is triggered again !
                          So here is my question (again) : the same way that flags do, variables' values seem to carry over from map to map if they're not cleared ... and it may become a cause of bugs since I don't plan to make a hack from scratches. So, is there anywhere a list of variables used by the game ? Or do I have to go through all the game's scripts to find out ?

                          Thanks in advance for the help (and my apologizes if I made mistakes, I'm French).
                          I believe this is what you want...A complete list of all the variables used in Firered, at least in scripts, courtesy of DavidJCobb.

                          What you've stumbled on is actually one of the best things a hacker could ask for...the ability to control scripts without using any flags. Some people will use this to make almost every script in their hack run on a single variable, freeing the other 254 or so variables for other uses. They manage to do this by making every script increment the variable by one, and since variables are two bytes, this means you can have 65,535 script events from one variable, way more than can be done with flags.

                          Good Luck!
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                            #22438    
                          Old August 27th, 2012 (1:06 PM).
                          No-san No-san is offline
                             
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                            Exactly what I needed, thank you very much redriders180 and DavidJCobb (and sorry I couldn't find that post myself... ) !!

                            But, um, I'm very new to the world of hacking, and your answer brings up questions...
                            When you say it would free "254 or so variables", I understand that there is a limit to the number of variables you can add... How come ? Is that a problem with the size of the ROM that would cause a problem when patching with the hack ? And, in the same fashion, is there a limit to the number of flags too ?

                            And last question, where does that "65.535" come from ?

                            You suddenly made me all nervous about ROM-space management... Though I shouldn't, when I see those great hacks allowing to visit more than a single region...
                              #22439    
                            Old August 27th, 2012 (2:09 PM).
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                            redriders180 redriders180 is offline
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                              Quote:
                              Originally Posted by No-san View Post
                              Exactly what I needed, thank you very much redriders180 and DavidJCobb (and sorry I couldn't find that post myself... ) !!

                              But, um, I'm very new to the world of hacking, and your answer brings up questions...
                              When you say it would free "254 or so variables", I understand that there is a limit to the number of variables you can add... How come ? Is that a problem with the size of the ROM that would cause a problem when patching with the hack ? And, in the same fashion, is there a limit to the number of flags too ?

                              And last question, where does that "65.535" come from ?

                              You suddenly made me all nervous about ROM-space management... Though I shouldn't, when I see those great hacks allowing to visit more than a single region...
                              There is a limit to both flags and variables...I don't know the limit off the top of my head, but it's generally good practice to use the range of flags and variables used by the original: i.e., only use flags and variables on that list. I believe that the usable variables are something like 0x4000 to 0x40FF, and once you go higher than that, you'll start overwriting Pokemon info from the box; you'd put in a Horsea, and it might be deleted, or turned into something else entirely!

                              It's actually not the size of the ROM that does this...rather, it's the size of the RAM, or basically the memory of the game. The RAM in Pokemon games is already stretched to near-capacity, because it needs to hold data on whatever six Pokemon you have, and whatever 420 Pokemon you may have in any given box, in addition to other things, such as your name, position, rival's name, amount of money, etc.

                              For a beginner, the best thing to do is to work within the limits. From what I know, JPAN has created an ASM routine that can expand the saveable RAM, to allow for many more flags or variables, but it's a complicated ordeal.

                              I said earlier that a variable is two bytes. One byte is 0xFF...or 255, in decimal. Two bytes is 0xFFFF, which is 65,535 in decimal.
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                                #22440    
                              Old August 27th, 2012 (2:45 PM).
                              No-san No-san is offline
                                 
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                                Thanks for the explanations, it makes more sense now. As for me, I don't plan on recreating a whole new game right now with so little knowledge, I'll keep the original game and add stuff to it. So I guess I'm just gonna be careful and clear flags and variables when I no longer need them, etc.

                                There are indeed limits, but not that limiting, you can work around those, am I right ? Otherwise, people couldn't provide hacks that allow players to visit several regions...
                                  #22441    
                                Old August 27th, 2012 (3:37 PM).
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                                redriders180 redriders180 is offline
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                                  Quote:
                                  Originally Posted by No-san View Post
                                  Thanks for the explanations, it makes more sense now. As for me, I don't plan on recreating a whole new game right now with so little knowledge, I'll keep the original game and add stuff to it. So I guess I'm just gonna be careful and clear flags and variables when I no longer need them, etc.

                                  There are indeed limits, but not that limiting, you can work around those, am I right ? Otherwise, people couldn't provide hacks that allow players to visit several regions...
                                  They are in fact limiting. The GBA doesn't have infinite memory...far from it. There's only so much space the GBA has, and that space is basically what you have to work with, so there's no way to simply add more flags.

                                  People who make multi-region hacks must be very careful with allocating their flags and variables, because of these limitations.

                                  Don't forget, there's still ALOT of flags (something like 2,000, I think) so you won't be hard-pressed unless you plan on going absolutely crazy with flags.
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                                    #22442    
                                  Old August 27th, 2012 (4:52 PM).
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                                    I don't know if this would go in the script help thread, but I want to know if this is possible. I want another character to have their pkmn use fly and take the player to another location, and during the fly sequence, I want to pause or delay the faded screen from fly and have a message appear, as if they were talking while flying.
                                    for example:
                                    player is with blue, blue does the "pkmn uses HM movement", and the animation of using fly happens while taking blue and the player.
                                    then the screen stays black as a message sequence happens, so blue is speaking while flying the player.
                                    After the message ends, the landing part of the fly sequence happens and blue and the player appear in a new location.
                                    Doable?
                                      #22443    
                                    Old August 27th, 2012 (7:09 PM).
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                                      I have an odd problem. For some reason, when I try to surf, my game (FR) restarts itself. Everything goes normally until right after the pokemon animation bar, which is when it restarts.

                                      I have no clue what could be causing my game to do this. Anyone know what's going on here?
                                        #22444    
                                      Old August 28th, 2012 (2:25 AM).
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                                        For whatever reason, when I use the move in Mist Ball's slot (Hurricane in this case) the animation plays without the textbox appearing and the "x used y!" message turning up, and the battle progresses no further. Aside from changing the name and move effects with Move Editor, I have not edited Mist Ball. Does anybody know why this happens, and how I can fix it?

                                        I'd post a picture, but apparently I don't have high enough post count. :/
                                          #22445    
                                        Old August 28th, 2012 (5:33 AM).
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                                          Quote:
                                          Originally Posted by SpadeEdge16 View Post
                                          I don't know if this would go in the script help thread, but I want to know if this is possible. I want another character to have their pkmn use fly and take the player to another location, and during the fly sequence, I want to pause or delay the faded screen from fly and have a message appear, as if they were talking while flying.
                                          for example:
                                          player is with blue, blue does the "pkmn uses HM movement", and the animation of using fly happens while taking blue and the player.
                                          then the screen stays black as a message sequence happens, so blue is speaking while flying the player.
                                          After the message ends, the landing part of the fly sequence happens and blue and the player appear in a new location.
                                          Doable?
                                          It is in fact doable, or at least, fake-able. This is key:
                                          Code:
                                          ...
                                          setanimation 0x0 0x1
                                          doanimation 0x1E
                                          ...
                                          This will play the "Fly-Pokemon-Swooping-Down" animation. So, to do what you want, you'd need to do something like this:

                                          1. Make a msgbox with Blue commanding someone to fly
                                          2. Display the swooping Pokemon, and hide both you and Blue
                                          3. Use the warp command to go to a different map, filled with black tiles
                                          4. Have a level script to the talking part
                                          5. Warp again to the next map
                                          6. Use the swooping Pokemon animation to look like you're landing, in another level script
                                          7. Continue.

                                          Quote:
                                          Originally Posted by shinyabsol1 View Post
                                          I have an odd problem. For some reason, when I try to surf, my game (FR) restarts itself. Everything goes normally until right after the pokemon animation bar, which is when it restarts.

                                          I have no clue what could be causing my game to do this. Anyone know what's going on here?
                                          From the way it sounds, it seems like your game is hitting a loop or a road block when trying to display either the surfing Wailmer sprite or you in surfing mode, which the emulator handles by restarting. Are you using JPAN's engine? If it does, I'd make sure you're avoiding using variables 0x4054 to 0x4059, which are responsible for hero switching, and have given me problems when I use them.
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                                            #22446    
                                          Old August 28th, 2012 (6:59 AM).
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                                          RetroRoller RetroRoller is offline
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                                            Quote:
                                            Originally Posted by redriders180 View Post
                                            It's possible that you accidentally overwrote part of apostrophe image. The images are uncompressed, and can be found only in TileMolestor, since the text is 2BPP, and imaging programs like NSE only do 4 and 8 BPP. I don't have the offset on-hand, but I think there are tutorials that discuss changing the font that have it.
                                            Yup, I did - I found a font tutorial and found some transparent/error palette pixels above the apostrophe image.

                                            Thanks.
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                                              #22447    
                                            Old August 28th, 2012 (9:13 AM). Edited August 28th, 2012 by shinyabsol1.
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                                              Quote:
                                              Originally Posted by redriders180
                                              From the way it sounds, it seems like your game is hitting a loop or a road block when trying to display either the surfing Wailmer sprite or you in surfing mode, which the emulator handles by restarting. Are you using JPAN's engine? If it does, I'd make sure you're avoiding using variables 0x4054 to 0x4059, which are responsible for hero switching, and have given me problems when I use them.
                                              Thanks for helping, redriders180! I am indeed using JPAN's engine, but not in its entirety, just specific hacks applied with the hack applier. One of those hacks is the overworld switching one, and I have it written in my notes that I set it to use variables 0x4054 to 0x4059. But I haven't used any of those variables in my game thus far.... What should I do? Would removing the overworld hack from my game (if possible) help?

                                              Thanks again for the help!

                                              edit: I just applied the overworld hack in the same manner as I did on my other rom, then tried to surf, and the game restarted! So this confirms that the problem lies in this hack.
                                                #22448    
                                              Old August 28th, 2012 (9:28 AM).
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                                                OK, I'm going to try with my questions again!

                                                1) Does anybody know of an Egg move editor besides FinalZero's? That is irritating to use and doesn't work with my modified Emerald ROM for some reason (unless Pelipper can learn actually learn Flamethrower, that is, or Wynaut can learn anything).
                                                2) How can I add new trainers without it messing up my ROM? I added one new trainer to Emerald with HackMew's A-Trainer (Youngster Billy) and put him on Route 101. Everything works fine, except when I battle him, he's called 'Youngster ??????' in battle and every other Trainer's name either disappears (e.g. it says 'YOUNGSTER wants to battle!') or gives me a very long list of glitch characters and then resets the game.
                                                3) Does anybody know the offsets to the ASM routines or whatever to the Pokémon animations in Emerald? I don't need to know how to access or modify them, just to identify them and maybe copy-paste them onto other Pokémon.

                                                Thanks!
                                                  #22449    
                                                Old August 28th, 2012 (10:21 AM).
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                                                  Quote:
                                                  Originally Posted by shinyabsol1 View Post
                                                  Thanks for helping, redriders180! I am indeed using JPAN's engine, but not in its entirety, just specific hacks applied with the hack applier. One of those hacks is the overworld switching one, and I have it written in my notes that I set it to use variables 0x4054 to 0x4059. But I haven't used any of those variables in my game thus far.... What should I do? Would removing the overworld hack from my game (if possible) help?

                                                  Thanks again for the help!

                                                  edit: I just applied the overworld hack in the same manner as I did on my other rom, then tried to surf, and the game restarted! So this confirms that the problem lies in this hack.
                                                  Now that you've patched the "overworld hack" to an umodified rom, create another patch to remove it. You can simply use Lunar Ips and use the rom the hack is applied to as Unmodifed rom and the clean rom as Modified rom. Then the program creates the patch file so that it changes the data back to normal when applied to your hack.

                                                  Also if the ips-file is checked with a hex editor, you can see what it actually writes and where and find how it's causing the bug that way. May be a bit too complicated though but I was to use that hack and see if it really works, I'd go for it.
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                                                    #22450    
                                                  Old August 28th, 2012 (1:46 PM).
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                                                  shinyabsol1 shinyabsol1 is offline
                                                  Pokemon DarkJasper!?
                                                     
                                                    Join Date: Aug 2010
                                                    Gender: Male
                                                    Nature: Calm
                                                    Posts: 330
                                                    Quote:
                                                    Originally Posted by miksy91
                                                    Now that you've patched the "overworld hack" to an umodified rom, create another patch to remove it. You can simply use Lunar Ips and use the rom the hack is applied to as Unmodifed rom and the clean rom as Modified rom. Then the program creates the patch file so that it changes the data back to normal when applied to your hack.
                                                    I should have mentioned that the rom I want to fix is my hack that I am currently working on, which has a bunch of other stuff implemented. Won't patching it with this fix overwrite the stuff I have done? Obviously, I don't want that.

                                                    Quote:
                                                    Also if the ips-file is checked with a hex editor, you can see what it actually writes and where and find how it's causing the bug that way. May be a bit too complicated though but I was to use that hack and see if it really works, I'd go for it.
                                                    Your wording here is a bit confusing...but I think I get the overall gist. I'll give this a shot. Thanks.

                                                    ---

                                                    I did another test with this hack, and I discovered that while I can't surf with what is implemented through the hack applier, surf still works if JPAN's ENTIRE engine is patched to the rom. Does anybody know why this might be? The reason I ask is because I still very much would like the overworld hack to be a part of my hack, if possible.

                                                    To me it seems like there is a discrepancy between what the applier patches and what the patch patches. Does anyone know where (or how I might find) the data for the overworld hack in an engine-patched rom? If I could get that data and move it to my hack (overwriting what the applier put) that might solve this problem.

                                                    Thanks for any help!
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