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  #22576    
Old August 26th, 2012 (10:08 AM).
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    Hey everyone, I'm having a bit of problem with sappy. It worked for me up until recently, when it just stopped opening for some reason. Whenever I double click it, or attempt to run it in any other way, nothing happens. No error messages, just nothing. I can run other .exe programs correctly, so I don't think malware is involved in any way. Does anybody know what's going on, a way to find out why the program's not opening now, or how to fix it?
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      #22577    
    Old August 26th, 2012 (11:40 AM).
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      Quote:
      Originally Posted by thanethane98 View Post
      Hey everyone, I'm having a bit of problem with sappy. It worked for me up until recently, when it just stopped opening for some reason. Whenever I double click it, or attempt to run it in any other way, nothing happens. No error messages, just nothing. I can run other .exe programs correctly, so I don't think malware is involved in any way. Does anybody know what's going on, a way to find out why the program's not opening now, or how to fix it?
      Sappy is probably the buggiest program that has ever been created for PokeHacking.
      This is a common issue and to be honest, the only fix I've found that worked (sometimes) was delete the .exe and everything associated to sappy and re-download it.
      As far as I know, the dev for sappy has given up with it.
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        #22578    
      Old August 26th, 2012 (12:40 PM).
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        Quote:
        Originally Posted by Nate VonGrimm View Post


        Sappy is probably the buggiest program that has ever been created for PokeHacking.
        This is a common issue and to be honest, the only fix I've found that worked (sometimes) was delete the .exe and everything associated to sappy and re-download it.
        As far as I know, the dev for sappy has given up with it.
        I'm using the mods made for sappy, which seem to be a little less buggy. I've tried deleting anything associated with sappy, but it still doesn't work after reinstalling. I've tried everything I can think of, but I just can't get it to work. Literally all that happens is I double click on sappy.exe, it asks if I want to run the program, I hit yes, and then nothing happens...
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          #22579    
        Old August 26th, 2012 (2:29 PM).
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        Rodriguezjames55 Rodriguezjames55 is offline
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          how to add the battle frontier to fire red anyone know how to do it?
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            #22580    
          Old August 26th, 2012 (4:00 PM).
          Nate VonGrimm's Avatar
          Nate VonGrimm Nate VonGrimm is offline
             
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            Quote:
            Originally Posted by thanethane98 View Post
            I'm using the mods made for sappy, which seem to be a little less buggy. I've tried deleting anything associated with sappy, but it still doesn't work after reinstalling. I've tried everything I can think of, but I just can't get it to work. Literally all that happens is I double click on sappy.exe, it asks if I want to run the program, I hit yes, and then nothing happens...
            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.
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              #22581    
            Old August 26th, 2012 (4:12 PM).
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              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?

              Quote:
              Originally Posted by Rodriguezjames55 View Post
              how to add the battle frontier to fire red anyone know how to do it?
              It's a difficult, if not near-impossible task. The battle frontier in Emerald uses alot of custom-built code, and you'd need to replicate everything, and port it to use Firered-specific offsets. Big task, since there's so much of it.
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                #22582    
              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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                  #22583    
                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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                    #22584    
                  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
                      #22585    
                    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.
                        #22586    
                      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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                          #22587    
                        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?
                            #22588    
                          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.
                              #22589    
                            Old August 27th, 2012 (9:44 AM).
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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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                                #22590    
                              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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                                  #22591    
                                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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                                    #22592    
                                  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).
                                      #22593    
                                    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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                                        #22594    
                                      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...
                                          #22595    
                                        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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                                            #22596    
                                          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...
                                              #22597    
                                            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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                                                #22598    
                                              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?
                                                  #22599    
                                                Old August 27th, 2012 (7:09 PM).
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                                                shinyabsol1 shinyabsol1 is offline
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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?
                                                    #22600    
                                                  Old August 28th, 2012 (2:25 AM).
                                                  surfer treecko surfer treecko is offline
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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. :/
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