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  #22451    
Old August 28th, 2012 (10:37 PM). Edited August 28th, 2012 by miksy91.
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miksy91 miksy91 is offline
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    Quote:
    Originally Posted by shinyabsol1 View Post
    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.
    No it doesn't. Just think about it!
    Lunar IPS is a program that creates patch files comparing the datas of two roms with another. If the two files are exactly the same, it gives some sort of error message like "Patch file does simply nothing.". Basically, when you start editing a clean FireRed rom and apply it the overworld hack, Lunar Ips transfers the data of the overworld hack into FireRed rom.

    Let's assume the following:
    0x12A056 (this would be one offset to write to)
    06 2A 88 95 FE (bytes to write to 0x12A056)
    0x28B522 (another offset to write to)
    72 6B CC D7 AA (bytes to write to offset 0x28B522)

    Basically, let's assume that this is what the overworld hack does. It writes those bytes in those rom addresses. If you then again create another patch file using this "overworld hack" -rom as unmodified rom and clean FireRed rom as modified rom, this is what the patch file would turn out:

    0x12A056 (offset to write to)
    9A FF 00 F0 (original bytes of FireRed rom that would be replaced in 0x12A056)
    0x28B522 (offset to write to)
    BB AA BA 9A B7 (original bytes of FireRed rom that would be replaced in 0x28B522)

    This simple process goes straight as a "hack remover". If you wanted to remove only parts of it, you'd have to investigate properly what it does though.
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      #22452    
    Old August 29th, 2012 (2:54 AM).
    No-san No-san is offline
       
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      Hello again,

      I'm having concerns about offsets. To be precise, about the interest of FSF in certain situations.

      Correct me if I'm wrong, but from what I understood, I don't need FSF when scripting with XSE. All I need to do is add #dynamic 0x800000, add pointers, and XSE finds free offsets itself.
      But what about Advance Map and Advance Trainer?

      About Advance Trainer... It automatically tells me when a repoint is needed. So I click the "repoint" button: my question is, can I use the suggested offset, or do I need to look for a free one with FSF for safety? And when I typed my offset in that "please repoint" window, before validating the repoint, do I need to change "00" to "FF" ?

      About Advance Map now... Let's say I add an event on my map, a character. Then I click "change events" like I'm supposed to, and a new window appears, asking me to search for an offset to repoint.
      I've read tutorials telling me to get an new offset with FSF, and ask said new window to look for a new offset between the offset from FSF and $FFFFFF. Then I select one of the suggested offsets and repoint...
      But is FSF really necessary for that too? I mean, can't I just click OK in said new window directly and choose an offset among the huge list suggested that way to repoint? Because the offsets suggested by said new window are all free, right?

      I tried to be as clear as possible, I hope it's not too confusing...
      Anyway, thanks in advance for your help.
        #22453    
      Old August 29th, 2012 (6:02 AM).
      Satoshi Ookami's Avatar
      Satoshi Ookami Satoshi Ookami is offline
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      @No-san: Yes, you are right. You don't actually need FSF, but it's being used out of common courtesy to check whether the offset really IS free =)
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        #22454    
      Old August 29th, 2012 (7:27 AM). Edited August 29th, 2012 by No-san.
      No-san No-san is offline
         
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        Thank you very much Ash493!
        After some more tutorials, new questions came up...

        I read that editing a compiled script over and over again may end up causing bugs... What can I do about it?

        1. Clicking "delete event" in Advance Map? But if I do that, will the offsets used by said script be cleared as well? Because if they're not, it's just wasting space...

        2. Adding "#removeall offset" to my scripts? I figured that's the safest solution, but I'm not too sure about how to use it...
        If before the #dynamic line I add #removeall in all the scripts I edit and all the scripts I create, they will be working?
        And if I delete an event in Advance Map and that it doesn't clear offsets, how can I use #removeall since there is no more event to trigger the script? Just add the #removeall in some unrelated script?

        Finally, a detail about #removeall... If the script that gets #removeall'd contains setflags and setvars, will the flags and vars be cleared as well? If yes, that'd be a problem for other scripts that use those flags and vars... Because the definition of #removeall is XSE's guide is "Removes a compiled script, if it's a valid one, along with all his extra data, such as strings, movements, mart items and braille texts", but I don't know what a string is. And the rest of the definition isn't too clear to me either, actually ...

        As always, thanks in advance for your precious help.
          #22455    
        Old August 29th, 2012 (9:45 AM).
        shinyabsol1's Avatar
        shinyabsol1 shinyabsol1 is offline
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          Quote:
          Originally Posted by miksy91
          No it doesn't. Just think about it!
          Lunar IPS is a program that creates patch files comparing the datas of two roms with another. If the two files are exactly the same, it gives some sort of error message like "Patch file does simply nothing.". Basically, when you start editing a clean FireRed rom and apply it the overworld hack, Lunar Ips transfers the data of the overworld hack into FireRed rom.

          Let's assume the following:
          0x12A056 (this would be one offset to write to)
          06 2A 88 95 FE (bytes to write to 0x12A056)
          0x28B522 (another offset to write to)
          72 6B CC D7 AA (bytes to write to offset 0x28B522)

          Basically, let's assume that this is what the overworld hack does. It writes those bytes in those rom addresses. If you then again create another patch file using this "overworld hack" -rom as unmodified rom and clean FireRed rom as modified rom, this is what the patch file would turn out:

          0x12A056 (offset to write to)
          9A FF 00 F0 (original bytes of FireRed rom that would be replaced in 0x12A056)
          0x28B522 (offset to write to)
          BB AA BA 9A B7 (original bytes of FireRed rom that would be replaced in 0x28B522)

          This simple process goes straight as a "hack remover". If you wanted to remove only parts of it, you'd have to investigate properly what it does though.
          This all makes perfect sense...but when I actually patch my hack with the "removal" patch that I made, it deletes many of the tiles that I have inserted (everything appears all black in game), and A-map gives me an error: "Error on compressed data (size of data is $FFFFFF)".

          Here's how I made the patch:

          1). Applied overworld hack to clean FR rom
          2). Used LIPS to create a patch using the rom that I just applied the overworld hack to as the unmodified rom, and a clean FR rom as the modified rom

          Anything wrong there?
            #22456    
          Old August 29th, 2012 (1:29 PM).
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          heyo heyo is offline
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            I'm new to Rom Hacking, so I don't know if this is a silly question or not.
            How do you add new battle music to Fire Red? Like, so I can have a regular battle theme, a gym battle theme, an Elite 4 battle theme, a team battle theme, etc.
              #22457    
            Old August 30th, 2012 (7:46 AM).
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              Quote:
              Originally Posted by heyo View Post
              I'm new to Rom Hacking, so I don't know if this is a silly question or not.
              How do you add new battle music to Fire Red? Like, so I can have a regular battle theme, a gym battle theme, an Elite 4 battle theme, a team battle theme, etc.
              http://www.pokecommunity.com/showthread.php?t=121856

              ----
              I have a question, how do you change the in-battle HP/EXP bars (like in Flora Sky)? Are the images something I could find in UNLZ, or would I have to edit it with something like tile molestor? Also, if there's a tutorial somewhere (I haven't found one) can you link it?
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                #22458    
              Old August 30th, 2012 (2:32 PM). Edited August 30th, 2012 by okuhtfesq.
              okuhtfesq okuhtfesq is offline
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                Whenever I try to use the "Load Tileset 1" command in the block editor of Advance Map 1.95, rather than my tiles loading correctly, I just get a solid color.
                When I save the tilesets from the game, open them up with Paint, and edit them, and then load them back into the block editor, all of the game's pre-existing tiles look normal, but the tiles I insert are a solid color. Why is this happening? I would greatly appreciate help!!!:) I used Cello's tutorial and followed it quite closely (at least I think)..
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                  #22459    
                Old August 30th, 2012 (5:40 PM).
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                Teh Blazer Teh Blazer is offline
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                  Quote:
                  Originally Posted by RetroRoller View Post
                  http://www.pokecommunity.com/showthread.php?t=121856

                  ----
                  I have a question, how do you change the in-battle HP/EXP bars (like in Flora Sky)? Are the images something I could find in UNLZ, or would I have to edit it with something like tile molestor? Also, if there's a tutorial somewhere (I haven't found one) can you link it?
                  Yes, if I do recall the HP bars are somewhere in UnLZ. Not sure exactly where, but they're definitely there.

                  Quote:
                  Originally Posted by okuhtfesq View Post
                  Whenever I try to use the "Load Tileset 1" command in the block editor of Advance Map 1.95, rather than my tiles loading correctly, I just get a solid color.
                  When I save the tilesets from the game, open them up with Paint, and edit them, and then load them back into the block editor, all of the game's pre-existing tiles look normal, but the tiles I insert are a solid color. Why is this happening? I would greatly appreciate help!!!:) I used Cello's tutorial and followed it quite closely (at least I think)..
                  For every tileset you're using, you're allowed 12 plaettes, with 12 colors on each palette. Advance Map is very specific with their colors and if you add any extra color that's not in the pre-existing list of colors, it becomes the last color in that palette. You can fix it by manually editing the palette to replace one of the colors with your new color.

                  tl;dr You're using colors that aren't recognized by the palette.
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                    #22460    
                  Old August 30th, 2012 (10:45 PM).
                  okuhtfesq okuhtfesq is offline
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                    Quote:
                    Originally Posted by Teh Blazer View Post
                    For every tileset you're using, you're allowed 12 plaettes, with 12 colors on each palette. Advance Map is very specific with their colors and if you add any extra color that's not in the pre-existing list of colors, it becomes the last color in that palette. You can fix it by manually editing the palette to replace one of the colors with your new color.

                    tl;dr You're using colors that aren't recognized by the palette.
                    Thank you so much! It worked.
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                      #22461    
                    Old August 31st, 2012 (3:08 AM).
                    zangoose37 zangoose37 is offline
                       
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                      My apologies if this is in the wrong place.

                      Does anyone have the emerald decapitalisation patch by wichu? I dl'd the ruby and FR ones, but the emerald one is no longer on 2shared.
                        #22462    
                      Old August 31st, 2012 (8:02 AM).
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                      Anyone encountered this problem before?


                      It happens when I patch a clean FR ROM with the patch I created.
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                        #22463    
                      Old August 31st, 2012 (8:14 AM).
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                      redriders180 redriders180 is offline
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                        Quote:
                        Originally Posted by Suicune™ View Post
                        Anyone encountered this problem before?


                        It happens when I patch a clean FR ROM with the patch I created.
                        Lunar IPS can only make patches for files up to 16 MB, the standard length of a GBA ROM. If you expanded your ROM, then LIPS won't be able to make a patch, except for the first 16 megabytes. If you didn't intentionally expand it, then chances are that the extra bytes are worthless, and can be truncated using a hex editor, or the like. If you did expand it, then you need to use another patching medium, such as A-Ptch.
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                          #22464    
                        Old August 31st, 2012 (9:14 AM).
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                        Never Mind, it seemed to work when I used UPS patcher but I have another problem now:



                        It's basically a corruption with the warp tiles.
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                          #22465    
                        Old August 31st, 2012 (9:38 AM).
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                        Spherical Ice Spherical Ice is online now
                         
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                        If its not too much trouble, remove all the events by going into the Header tab and changing the event offset (Ctrl+H to go into Professional View) and replace it with $00000. That will safely erase all the events, so if you have anything on that map you dont want to lose then you should save it first.
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                          #22466    
                        Old August 31st, 2012 (1:23 PM).
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                          Does anyone know go to change the little pikachu in the fire red intro (the one on top of the message in the beginning of the game)?
                          I want to replace it with one of my fakemons
                            #22467    
                          Old August 31st, 2012 (3:24 PM).
                          Panda-monium Panda-monium is offline
                             
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                            TLDR: I need help modifying the properties of specific moves in HG/SS. Could someone walk me through it, please?

                            Full: Ok, so I understand that there really isn't a specific attack editor for HG/SS, yet. At least, the one in PPRE isn't finished. Anyway, I heard that it's possible to take a rom of Diamond/Pearl and use Attack Editor DS to modify specific moves in those games, extract the waza.tbl.narc file, and then replace the corresponding a/0/1/1 file in HG/SS with the waza.tbl.narc one. Two issues with this.

                            First, I've tried using Attack Editor DS with a clean Diamond rom, but nothing ever saves. I even attempted to modify one attack at a time, saving and closing out of the program before moving onto the next attack. No dice.

                            Second, I've very, very little experience with hex editing programs like Crystal Tile 2. More like clueless, actually. Upon opening the rom file in CT2, I'm never quite sure when to extract/input certain files, or even search for specific things within directories. Like, I've seen posts were people will say to search for pointer/offset (as an example) 0x123456a, but I can't for the life of me find any sort of thing in that format. All the offsets I see are in a 012345678 (no "x") format.

                            So, hypothetically speaking, say I wanted to modify the attack "Pound" from base 40 power to base 50 in my Soul Silver rom. Could someone walk me through the process of doing that, with the assumption that I have the mental capacity of a 10 year-old?
                              #22468    
                            Old August 31st, 2012 (9:01 PM).
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                            awipe1 awipe1 is offline
                               
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                              Someone please, I'm begging you, PLEASE, show me how to make a pick up item script! I have been looking for 4 days now and no where online shows how to make a pick up item script! I am about to go insane! This is what I want to happen. Player goes up to the item on the ground, picks it up, and the player has the item. I am trying to make the player pick up 5 pokeballs right now and I am having troubles! =( Here is my script:

                              #org $script
                              lock
                              faceplayer
                              checkflag 0x1201
                              if 0x01 goto $done
                              giveitem 0x04 0x05
                              boxset 6
                              setflag 0x1201
                              removesprite 0x5
                              release
                              end

                              #org $done
                              removesprite 0x5
                              boxset 6
                              release
                              end

                              What happens is after I pick up the pokeball, i get my items but the sprite is still there and the sprite is only removed after I leave the screen, How do I make the sprite leave ASAP? Please help me!
                                #22469    
                              Old August 31st, 2012 (9:34 PM).
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                                Quote:
                                Originally Posted by awipe1 View Post
                                Someone please, I'm begging you, PLEASE, show me how to make a pick up item script! I have been looking for 4 days now and no where online shows how to make a pick up item script! I am about to go insane! This is what I want to happen. Player goes up to the item on the ground, picks it up, and the player has the item. I am trying to make the player pick up 5 pokeballs right now and I am having troubles! =( Here is my script:

                                #org $script
                                lock
                                faceplayer
                                checkflag 0x1201
                                if 0x01 goto $done
                                giveitem 0x04 0x05
                                boxset 6
                                setflag 0x1201
                                removesprite 0x5
                                release
                                end

                                #org $done
                                removesprite 0x5
                                boxset 6
                                release
                                end

                                What happens is after I pick up the pokeball, i get my items but the sprite is still there and the sprite is only removed after I leave the screen, How do I make the sprite leave ASAP? Please help me!
                                Well, I'm no scripting expert, but did you make sure to set the sprite's ID to the flag number? Also, you wouldn't need the removesprite in the "done" pointer, it should just be release end, because there shouldn't be anything to interact with after the player gets the item.
                                If you've already done that and it's not working, I'm sorry, someone more advanced will help you eventually.
                                  #22470    
                                Old August 31st, 2012 (10:01 PM).
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                                  Thanks for the help, but it didn't work =(
                                  I still have the same problem, the sprite stays there until i leave the screen then it goes away =(
                                    #22471    
                                  Old August 31st, 2012 (10:52 PM).
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                                    Im hacking ruby and i was wondering if tilesets 30-35 are dangerous to put tiles in. according to this site: http://hackercrossforums.createmybb.com/showthread.php?tid=29 . tilesets 30-35 are purple funky tiles. when i added tiles to them they glitched :/
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                                      #22472    
                                    Old September 1st, 2012 (3:15 AM).
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                                    Jambo51 Jambo51 is offline
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                                      Quote:
                                      Originally Posted by awipe1 View Post
                                      Someone please, I'm begging you, PLEASE, show me how to make a pick up item script! I have been looking for 4 days now and no where online shows how to make a pick up item script! I am about to go insane! This is what I want to happen. Player goes up to the item on the ground, picks it up, and the player has the item. I am trying to make the player pick up 5 pokeballs right now and I am having troubles! =( Here is my script:

                                      #org $script
                                      lock
                                      faceplayer
                                      checkflag 0x1201
                                      if 0x01 goto $done
                                      giveitem 0x04 0x05
                                      boxset 6
                                      setflag 0x1201
                                      removesprite 0x5
                                      release
                                      end

                                      #org $done
                                      removesprite 0x5
                                      boxset 6
                                      release
                                      end

                                      What happens is after I pick up the pokeball, i get my items but the sprite is still there and the sprite is only removed after I leave the screen, How do I make the sprite leave ASAP? Please help me!
                                      You're setting the flag and hiding the sprite the wrong way round, for starters.

                                      Secondly, there's no need whatsoever for any script to deal with the after hiding, if you do it right. It's just completely unnecessary and wastes space in your ROM.

                                      By the sounds of it, you have already set the person ID to the correct flag, so I'd hazard a guess that "removesprite" either isn't the correct command (I don't know - never used that script editor, I'm an XSE man myself) or it's the first thing I suggested. The flag set and hide sprite are the wrong way round.
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                                        #22473    
                                      Old September 1st, 2012 (6:42 AM).
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                                      awipe1 awipe1 is offline
                                         
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                                        Quote:
                                        Originally Posted by Jambo51 View Post
                                        You're setting the flag and hiding the sprite the wrong way round, for starters.

                                        Secondly, there's no need whatsoever for any script to deal with the after hiding, if you do it right. It's just completely unnecessary and wastes space in your ROM.

                                        By the sounds of it, you have already set the person ID to the correct flag, so I'd hazard a guess that "removesprite" either isn't the correct command (I don't know - never used that script editor, I'm an XSE man myself) or it's the first thing I suggested. The flag set and hide sprite are the wrong way round.
                                        Well I tried what you said (Moving the removesprite and flag comands around) but it didn't work =(. Everyone has suggested XSE and I think I will listen to them, how would you make the command in XSE? Cause I downloaded it and I have no idea what i'm doing.
                                          #22474    
                                        Old September 1st, 2012 (7:07 AM).
                                        Spherical Ice's Avatar
                                        Spherical Ice Spherical Ice is online now
                                         
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                                        For XSE, to make a Poké Ball "find" script, you literally just need to use
                                        Code:
                                        #dynamic 0x800000
                                        #include stditems.rbh
                                        
                                        #org @start
                                        giveitem ITEM_ITEMNAME 0x1 MSG_FIND
                                        end
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                                          #22475    
                                        Old September 1st, 2012 (8:47 AM).
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                                        Jambo51 Jambo51 is offline
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                                          Quote:
                                          Originally Posted by Spherical Ice View Post
                                          For XSE, to make a Poké Ball "find" script, you literally just need to use
                                          Code:
                                          #dynamic 0x800000
                                          #include stditems.rbh
                                          
                                          #org @start
                                          giveitem ITEM_ITEMNAME 0x1 MSG_FIND
                                          hidesprite LASTTALKED
                                          setflag 0x1201
                                          end
                                          Not quite. You also need the stuff I added in Bold. LASTTALKED is a variable containing the ID of the sprite you last talked to. In this case, the Pokeball. Obviously, you change the setflag to the relevant flag for the item.
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