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  #24876    
Old May 7th, 2013 (10:29 PM).
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miksy91 miksy91 is offline
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    Quote:
    Originally Posted by Thomasco2013 View Post
    1. Programming running shoes in pokemon gold?
    Can be accomplished with a small asm hack that replaces bike with the ability to walk with bike's speed while having B button pressed down.
    There is a document in Research and Development section by Koolboyman.

    Quote:
    Originally Posted by Thomasco2013 View Post
    2. Add a new title screen to pokemon gold?
    Just like Running Shoes, has to do with doing a little bit of asm editing to locate the title screen elsewhere and such. You'll find tutorials in Skeetendo Inc. (hax.iimarck.us).

    That's all about it
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      #24877    
    Old May 8th, 2013 (9:05 AM).
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    Yoshimad123 Yoshimad123 is offline
     
       
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      I've looked for this everywhere and I can't find anything.
      I want to create an item similar to BlackGlasses and Charcoal - a hold item that boosts a certain kind of attack.
      I'm trying to create an item that boosts the power of punching-based moves, but how would I do that? I've added the item and given it a description and everything, I just haven't figured out how to actually make it do something.


      (this is for FireRed)
        #24878    
      Old May 8th, 2013 (9:48 AM).
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        Quote:
        Originally Posted by Besj08 View Post
        Hello fellow pokecommunity'ers

        I have a question that ive tried to look up and i sadly cant find the answer to, it would be helpful if someone can at least give me possible reasons for what im doing wrong. Im starting a hack just to test my abilities and any help would be greatly appreciated.

        I recently started tile inserting. Im pretty good at it, So far ive added trees, grass, the ground and i tried to add a house to my hack. everything seemed fine until i warped through the door and got this ( see attachment at bottom)

        For some reason, the tiles around the door show the door animation and it doesnt go away. Again, any suggestions would be very helpful.

        your friend, Besj08

        Just open your ROM in amap, go to the block editor and save the tileset where the house is and save it wherever you want.
        After this open the tileset in MSpaint or any other image editing program you are using.
        Just take the bottom of the houses that are glitched from the place where theyre at in the tileset, and place them somewhere else in the tileset.
        Reload it through the block editor in Amap and edit the blocks again.

        There you go.
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          #24879    
        Old May 8th, 2013 (9:52 AM).
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        karatekid552 karatekid552 is offline
        What happens if I push it?....
           
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          Quote:
          Originally Posted by Anbuja's_BlooDY View Post
          Just open your ROM in amap, go to the block editor and save the tileset where the house is and save it wherever you want.
          After this open the tileset in MSpaint or any other image editing program you are using.
          Just take the bottom of the houses that are glitched from the place where theyre at in the tileset, and place them somewhere else in the tileset.
          Reload it through the block editor in Amap and edit the blocks again.

          There you go.
          I was more or less trying to make the point that people need to search this thread. With almost 25,000 posts, most questions have already been dealt with.
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            #24880    
          Old May 8th, 2013 (11:50 AM). Edited May 8th, 2013 by Thomasco2013.
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          Thomasco2013 Thomasco2013 is offline
             
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            Also, (all this for pokemon gold)

            1. How to edit battle sprites?

            2. Add Gen 3 pokemon to gold but not overlapping preexisting pokemon?

            3. Edit that screen that say gamefreak.
              #24881    
            Old May 8th, 2013 (1:28 PM).
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              1. I believe there are some GBC tools that can do this. Search/google.
              2. You can't really add more than 256 Pokemon without overwriting existing ones, or repointing tables and such, which is very complicated and hard. Just ask Jambo, he knows, but that's for GBA. What I'm saying with my later statement is that it's so hard to do, that Jambo is the only dude to do it yet, even for GBA.
              3. Graphic editing programs, I believe, other than hex editing.
                #24882    
              Old May 8th, 2013 (2:21 PM).
              venn177 venn177 is offline
                 
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                So I'm importing new Pokemon from generations 4 and 5 into Fire Red and I'm wondering how you edit a Pokemon's icon? It doesn't seem to be the same way you edit their battlesprites, so just wondering how to access them for editing.

                Thanks!
                  #24883    
                Old May 8th, 2013 (2:29 PM).
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                  #24884    
                Old May 8th, 2013 (2:29 PM).
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                karatekid552 karatekid552 is offline
                What happens if I push it?....
                   
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                  Quote:
                  Originally Posted by venn177 View Post
                  So I'm importing new Pokemon from generations 4 and 5 into Fire Red and I'm wondering how you edit a Pokemon's icon? It doesn't seem to be the same way you edit their battlesprites, so just wondering how to access them for editing.

                  Thanks!
                  Download the "Advance Series" by Wichu. It has a very good icon editor in it. Just FYI, the import button is in the File menu. (Most people can't find it:p)
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                    #24885    
                  Old May 8th, 2013 (10:55 PM). Edited May 8th, 2013 by miksy91.
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                  miksy91 miksy91 is offline
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                    Quote:
                    Originally Posted by LaDestitute View Post
                    2. You can't really add more than 256 Pokemon without overwriting existing ones, or repointing tables and such, which is very complicated and hard. Just ask Jambo, he knows, but that's for GBA. What I'm saying with my later statement is that it's so hard to do, that Jambo is the only dude to do it yet, even for GBA.
                    Actually, you can add as much pokemon in a G/S/C game as you like (rom and ram size limits are actually the only restrictions there). But let's say, if you don't need Pokedex in the game, there could be quite a lot.

                    Koolboyman introduced a general, fully implementable, way of adding another set of 256 pokemon in gsc, without having to replace that much of the original in-game coding. If I had to guess, I'd say that there are +500 pokemon in Prism (his hack), but not more than those (512, or actually, 510 if one (1FE) is reserved for Egg and another (1FF) is "end-of-list" check value).

                    Jambo is a very good programmer and hacker in general. You're totally right about that and I agree with you. And it's also true that only the most talented rom hackers around (there aren't many of them still around in Pokecommunity, if any besides him) could go for doing an engine hack as significant as his 649-patch. But saying that "it's so hard to do that Jambo is the only dude to do it" is just totally wrong.

                    If Jambo you're reading this, I wasn't insulting you in any way here, just stating out facts (and same goes for you, LaDestitute, too).
                    Because actually, you feel like a pretty bright guy to me

                    Quote:
                    Originally Posted by Thomasco2013 View Post
                    3. Edit that screen that say gamefreak.
                    Tile Molester will do (if it has 1BPP mode that is). If not, use Tile Layer Pro.
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                      #24886    
                    Old May 9th, 2013 (5:54 PM).
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                      Perhaps somebody can help me. I'm trying to change the background color of the Pokemon Selection Screen on Ruby version. I found a tutorial telling me how to. I exported the Background Palette from the Palette Viewer in VBA, and tried to import it using Advanced Palette Editor. However, after all the palettes are in, and I click Search, APE says "Palette not found". The palette came directly from the game. Is there something I'm doing wrong?
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                        #24887    
                      Old May 9th, 2013 (7:31 PM).
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                      DrFuji DrFuji is offline
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                      Quote:
                      Originally Posted by Randomlords View Post
                      Perhaps somebody can help me. I'm trying to change the background color of the Pokemon Selection Screen on Ruby version. I found a tutorial telling me how to. I exported the Background Palette from the Palette Viewer in VBA, and tried to import it using Advanced Palette Editor. However, after all the palettes are in, and I click Search, APE says "Palette not found". The palette came directly from the game. Is there something I'm doing wrong?
                      Nope, you're not doing anything wrong, the way the palette has been constructed in the ROM is the problem. Palettes 1 and 2 on the party screen share many of the same colours and have been somewhat merged. Naturally this means that the palette has deviated from how its normally supposed to look.

                      You will need to open your ROM in a Hex Editor and change the palette manually. If you search for the string '6F 00 3A 44 0C 91 0C' you should find an instance at 0xE716BF, this is the beginning of the dark green background's palette. You'll notice that there are numerous random additions that shouldn't be in palette such as the 00 I italicised in that string. This is the result of merging two palettes together and explains why you couldn't find a clean version of the palette in APE. Anyway, just change the values you want there, keeping in mind that VBA reverses the the Hex values as they appear in Hex editors (e.g 0x1234 in VBA's palette viewer becomes '34 12' in an editor).

                      You can also find the blue Pokemon background 'cards' at 0xE716E7 and partially at 0xE71750 (When you are selecting them or not respectively).

                      Also, yay 1000 posts~
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                        #24888    
                      Old May 9th, 2013 (9:04 PM).
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                      BlackWhiteRobin BlackWhiteRobin is offline
                         
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                        Can I ask 2 questions?

                        1) If I'm using JPAN's FR Engine or his Clean Patch, is it safe to use any flag since all other scripts were deleted?

                        2) When I'm using the FR Engine and make a Script Event in A-Map (The green tile thingy with an S in the middle), it freezes. Why is that? I just applied the patch and nothing else touched except the Script event.
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                          #24889    
                        Old May 10th, 2013 (2:38 AM).
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                        karatekid552 karatekid552 is offline
                        What happens if I push it?....
                           
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                          Quote:
                          Originally Posted by robin22gongon View Post
                          Can I ask 2 questions?

                          1) If I'm using JPAN's FR Engine or his Clean Patch, is it safe to use any flag since all other scripts were deleted?

                          2) When I'm using the FR Engine and make a Script Event in A-Map (The green tile thingy with an S in the middle), it freezes. Why is that? I just applied the patch and nothing else touched except the Script event.
                          1) It is safe to use the flags from deleted events. He did not make any new flags which are safe.

                          2) Did you remember to fill out the var and value fields? Also, did you test the script with a person event?
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                            #24890    
                          Old May 10th, 2013 (3:07 AM).
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                          BlackWhiteRobin BlackWhiteRobin is offline
                             
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                            Quote:
                            Originally Posted by karatekid552 View Post
                            1) It is safe to use the flags from deleted events. He did not make any new flags which are safe.

                            2) Did you remember to fill out the var and value fields? Also, did you test the script with a person event?
                            1) Okay! That's good to hear!

                            2) I did test it on a person event and it worked. But I don't know what this Var and Value Fields though...
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                              #24891    
                            Old May 10th, 2013 (3:58 AM).
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                            karatekid552 karatekid552 is offline
                            What happens if I push it?....
                               
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                              Quote:
                              Originally Posted by robin22gongon View Post
                              1) Okay! That's good to hear!

                              2) I did test it on a person event and it worked. But I don't know what this Var and Value Fields though...
                              2) Yeah, that is what I thought. On the s-tile properties in A-map, you should see a space to put a Var and then below it, a space to put a Value. The script will only run, if and only if, the var equals the value and the var must be within 4000-40FF (Unless you hacked the var saving routine to make more vars safe...:p).
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                                #24892    
                              Old May 10th, 2013 (5:02 AM).
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                                Hey everyone! I'm editing the title screen for Fire-red.
                                Does anyone here know the offset in APE for the flames?

                                Or how to edit the colours of the fire a different way?

                                Gy
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                                  #24893    
                                Old May 10th, 2013 (5:47 AM). Edited May 10th, 2013 by BlackWhiteRobin.
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                                BlackWhiteRobin BlackWhiteRobin is offline
                                   
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                                  Quote:
                                  Originally Posted by karatekid552 View Post
                                  2) Yeah, that is what I thought. On the s-tile properties in A-map, you should see a space to put a Var and then below it, a space to put a Value. The script will only run, if and only if, the var equals the value and the var must be within 4000-40FF (Unless you hacked the var saving routine to make more vars safe...:p).
                                  Can you show me some kind of screenshot 'cause I'm kinda clueless here.

                                  Quote:
                                  Originally Posted by Gyrath View Post
                                  Hey everyone! I'm editing the title screen for Fire-red.
                                  Does anyone here know the offset in APE for the flames?

                                  Or how to edit the colours of the fire a different way?

                                  Gy
                                  I'm guessing 3BF7CC. Tell me if it's wrong.
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                                    #24894    
                                  Old May 10th, 2013 (7:01 AM).
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                                    It's wrong, or at least I think it is.

                                    It's just coming up with Green colours.
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                                      #24895    
                                    Old May 10th, 2013 (7:13 AM).
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                                    karatekid552 karatekid552 is offline
                                    What happens if I push it?....
                                       
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                                      Quote:
                                      Originally Posted by robin22gongon View Post
                                      Can you show me some kind of screenshot 'cause I'm kinda clueless here.
                                      Unfortuantely, I do not have access to A-map. Click on your s-tile, then look at its settings to the right. There, in the middle, there will be a box labeled var.
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                                        #24896    
                                      Old May 10th, 2013 (8:38 AM).
                                      TweenyTodd TweenyTodd is offline
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                                        Is there a way to move the pokemon names tables in FireRed? A lot of the names I'm trying to put in just won't fit. I know where its at, but I can't find a pointer to it:
                                        0x245eC7 is Bulbasaur's name.
                                          #24897    
                                        Old May 10th, 2013 (9:15 AM).
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                                        karatekid552 karatekid552 is offline
                                        What happens if I push it?....
                                           
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                                          Quote:
                                          Originally Posted by TweenyTodd View Post
                                          Is there a way to move the pokemon names tables in FireRed? A lot of the names I'm trying to put in just won't fit. I know where its at, but I can't find a pointer to it:
                                          0x245eC7 is Bulbasaur's name.
                                          Even if you do move it, you will have problems. The game is only going to load the original character limit unless you change the loading routine. Well, I'm not 100% sure, but that is the most logical thing that will happen.
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                                            #24898    
                                          Old May 10th, 2013 (1:00 PM).
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                                          LaDestitute LaDestitute is offline
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                                            Are there any guides or R&D threads on porting R/S's berry tree system and real-time clock to Firered?

                                            @robin22gongon:
                                            For script events to work, you have to set the Unknown field to 300 (or 03 if 1.9.5 or later) and the Variable number field to 4000.
                                            You just have to, as it apparently makes them work and I haven't really gotten any concrete answers as to why you have to do this.
                                              #24899    
                                            Old May 10th, 2013 (1:30 PM).
                                            TweenyTodd TweenyTodd is offline
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                                              Quote:
                                              Originally Posted by karatekid552 View Post
                                              The game is only going to load the original character limit unless you change the loading routine.
                                              Well how could I do that? I got a lot of extra time on my hands and it seems like a useful thing to do.
                                                #24900    
                                              Old May 10th, 2013 (3:01 PM). Edited May 10th, 2013 by karatekid552.
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                                              karatekid552 karatekid552 is offline
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                                                Quote:
                                                Originally Posted by LaDestitute View Post
                                                Are there any guides or R&D threads on porting R/S's berry tree system and real-time clock to Firered?

                                                @robin22gongon:
                                                For script events to work, you have to set the Unknown field to 300 (or 03 if 1.9.5 or later) and the Variable number field to 4000.
                                                You just have to, as it apparently makes them work and I haven't really gotten any concrete answers as to why you have to do this.
                                                This is not 100% accurate. First of all, the 03 is not necessary. It is only used because Game Freak does it, but no one has found a purpose and it doesn't make a difference when not used (I never use it, becuase I don't remember:p).

                                                Var 0x4000 is a temp var like 0x800D. This means that it could have another value in it and if it does, the script won't run. So, this could be a problem. He needs to use a stationary var that he knows the value of.


                                                I don't think so, but we have DNS for the real-time clock and the berry system may be need ASM. Why not use the search button in R&D and tutorials????

                                                Quote:
                                                Originally Posted by TweenyTodd View Post
                                                Well how could I do that? I got a lot of extra time on my hands and it seems like a useful thing to do.
                                                Steps:

                                                1) Learn ASM of you haven't already.

                                                2) Use breakpoints and searching knizz IDB file (of you have access to IDA pro) to find the routine that loads names.

                                                3) Hack it to load more charactors.

                                                Edit: Also, you may want to increase nickname length? That would be much harder since you would have to relocate ram. Definitely much, much more difficult.
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