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  #25001    
Old May 16th, 2013 (9:19 AM). Edited May 16th, 2013 by karatekid552.
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karatekid552 karatekid552 is offline
What happens if I push it?....
     
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    Quote:
    Originally Posted by LusoTrainer View Post
    Does anyone know how to change trade evolutions to evolutions by level through hex editing on FireRed?
    Why do you need to hex edit it? Can't you just use YAPE or PGE?

    If you are to the point that you have expanded and shifted everything around so that it won't work with these programs, then you are also advanced enough to compare the coding of it on a clean rom and figure it out.

    Off of the top of my head, I can't remember.

    Quote:
    Originally Posted by jackhiggins1388 View Post
    im deffently using the right offset . its a fresh rom so the 0x800000 offset should be usable . and even if its not i used free space finder to find one . the problem is that the text box doesn't come up . it doesnt freeze the game its just that nothing happens when clicking the a button
    Go into the help menu and click the "About" link or whatever and it will tell you the version. By what you describe, you are using an old XSE where the syntax is different.
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      #25002    
    Old May 16th, 2013 (9:41 AM).
    jackhiggins1388 jackhiggins1388 is offline
       
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      Quote:
      Originally Posted by karatekid552 View Post
      Why do you need to hex edit it? Can't you just use YAPE or PGE?

      If you are to the point that you have expanded and shifted everything around so that it won't work with these programs, then you are also advanced enough to compare the coding of it on a clean rom and figure it out.

      Off of the top of my head, I can't remember.



      Go into the help menu and click the "About" link or whatever and it will tell you the version. By what you describe, you are using an old XSE where the syntax is different.

      well.... it says v.1.1.1

      so any other solutions ?
        #25003    
      Old May 16th, 2013 (9:54 AM).
      karatekid552's Avatar
      karatekid552 karatekid552 is offline
      What happens if I push it?....
         
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        Quote:
        Originally Posted by jackhiggins1388 View Post
        well.... it says v.1.1.1

        so any other solutions ?
        Well, that is really awkward. How exactly are you trying to use this script? Is it attached to an NPC? A script tile? How exactly are you using it?
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          #25004    
        Old May 16th, 2013 (9:57 AM).
        jackhiggins1388 jackhiggins1388 is offline
           
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          Quote:
          Originally Posted by karatekid552 View Post
          Well, that is really awkward. How exactly are you trying to use this script? Is it attached to an NPC? A script tile? How exactly are you using it?
          in advance map , i changed the "number of person events " from 3 to 4 (im using pallet town)
          click the change events button and i drag the added person to the map and i change the script offset to the one in the script . save and open on the rom and the text box doesnt come up
            #25005    
          Old May 16th, 2013 (10:03 AM).
          Spherical Ice's Avatar
          Spherical Ice Spherical Ice is offline
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          Try this instead:

          Code:
          #dynamic 0x800000
          
          #org @start
          lock
          faceplayer
          msgbox @talk1 0x6
          release
          end
          
          #org @talk1
          = Hey there!\nHow are you?\pWhat's your name?\p\v\h01?\nThat's a cool name!
          Then make sure you've loaded your ROM in XSE, click the blue gears, and hit Copy in the new window.

          To be honest, your script would be save space if it was like this:

          Code:
          #dynamic 0x800000
          
          #org @start
          msgbox @string1 0x2
          end
          
          #org @string1
          = Hey there!\nHow are you?\pWhat's your name?\p[player]?\nThat's a cool name!
          msgbox 0x2 will automatically include the lock, faceplayer and release commands.
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            #25006    
          Old May 16th, 2013 (10:06 AM). Edited May 16th, 2013 by jackhiggins1388.
          jackhiggins1388 jackhiggins1388 is offline
             
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            Quote:
            Originally Posted by Spherical Ice View Post
            Try this instead:

            Code:
            #dynamic 0x800000
            
            #org @start
            lock
            faceplayer
            msgbox @talk1 0x6
            release
            end
            
            #org @talk1
            = Hey there!\nHow are you?\pWhat's your name?\p\v\h01?\nThat's a cool name!
            Then make sure you've loaded your ROM in XSE, click the blue gears, and hit Copy in the new window.

            To be honest, your script would be save space if it was like this:

            Code:
            #dynamic 0x800000
            
            #org @start
            msgbox @string1 0x2
            end
            
            #org @string1
            = Hey there!\nHow are you?\pWhat's your name?\p[player]?\nThat's a cool name!
            msgbox 0x2 will automatically include the lock, faceplayer and release commands.
            still the same :/

            would it help if i gave picture?
            (i cant post picture on here but my email is [email protected] so if you email me there i can send you the pictures )

            Quote:
            Originally Posted by jackhiggins1388 View Post
            still the same :/

            would it help if i gave picture?
            (i cant post picture on here but my email is [email protected] so if you email me there i can send you the pictures )
            never mind i got it working . thanks for the help
              #25007    
            Old May 16th, 2013 (3:18 PM).
            LusoTrainer's Avatar
            LusoTrainer LusoTrainer is offline
               
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              Quote:
              Originally Posted by karatekid552 View Post
              Why do you need to hex edit it? Can't you just use YAPE or PGE?
              They are incompatible with v1.1. I did send a PM to Gamer2020 regarding PGE's compatibility and he said to change "roms.ini" and add the proper offsets of the 1.1 version. Do you know how can I get those?

              Here's the one for FireRed v1.0 as seen on the .ini file:

              Spoiler:
              [BPRE]
              ROMName=Pokémon Fire Red (English)
              ItemData=&H3DB028
              AttackNames=&H247094
              TMData=&H45A80C
              ItemIMGData=&H3D4294
              NumberOfItems=375
              NumberOfAttacks=354
              MoveTutorAttacks=&H459B60
              PokemonNames=&H245EE0
              NumberOfPokemon=412
              NationalDexTable=&H251FEE
              SecondDexTable=&H251CB8
              PokedexData=&H44E850
              NumberOfDexEntries=387
              PokemonData=&H254784
              AbilityNames=&H24FC40
              NumberOfAbilities=78
              Pointer2PointersToMapBanks=&H5524C
              OriginalBankPointer0=&H352004
              OriginalBankPointer1=&H352018
              OriginalBankPointer2=&H352204
              OriginalBankPointer3=&H3522F4
              OriginalBankPointer4=&H3523FC
              OriginalBankPointer5=&H35240C
              OriginalBankPointer6=&H352424
              OriginalBankPointer7=&H352444
              OriginalBankPointer8=&H35246C
              OriginalBankPointer9=&H352484
              OriginalBankPointer10=&H3524A4
              OriginalBankPointer11=&H3524F4
              OriginalBankPointer12=&H35251C
              OriginalBankPointer13=&H35253C
              OriginalBankPointer14=&H352544
              OriginalBankPointer15=&H35256C
              OriginalBankPointer16=&H35257C
              OriginalBankPointer17=&H352584
              OriginalBankPointer18=&H35258C
              OriginalBankPointer19=&H352594
              OriginalBankPointer20=&H352598
              OriginalBankPointer21=&H35259C
              OriginalBankPointer22=&H3525A4
              OriginalBankPointer23=&H3525AC
              OriginalBankPointer24=&H3525B8
              OriginalBankPointer25=&H3525C0
              OriginalBankPointer26=&H3525CC
              OriginalBankPointer27=&H3525D4
              OriginalBankPointer28=&H3525D8
              OriginalBankPointer29=&H3525DC
              OriginalBankPointer30=&H3525E0
              OriginalBankPointer31=&H3525E4
              OriginalBankPointer32=&H352600
              OriginalBankPointer33=&H352614
              OriginalBankPointer34=&H352628
              OriginalBankPointer35=&H352648
              OriginalBankPointer36=&H352668
              OriginalBankPointer37=&H35267C
              OriginalBankPointer38=&H352690
              OriginalBankPointer39=&H352694
              OriginalBankPointer40=&H352698
              OriginalBankPointer41=&H35269C
              OriginalBankPointer42=&H3526A4
              NumberOfMapsInBank0=4
              NumberOfMapsInBank1=122
              NumberOfMapsInBank2=59
              NumberOfMapsInBank3=65
              NumberOfMapsInBank4=3
              NumberOfMapsInBank5=5
              NumberOfMapsInBank6=7
              NumberOfMapsInBank7=9
              NumberOfMapsInBank8=5
              NumberOfMapsInBank9=7
              NumberOfMapsInBank10=19
              NumberOfMapsInBank11=9
              NumberOfMapsInBank12=7
              NumberOfMapsInBank13=1
              NumberOfMapsInBank14=9
              NumberOfMapsInBank15=3
              NumberOfMapsInBank16=1
              NumberOfMapsInBank17=1
              NumberOfMapsInBank18=1
              NumberOfMapsInBank19=0
              NumberOfMapsInBank20=0
              NumberOfMapsInBank21=1
              NumberOfMapsInBank22=1
              NumberOfMapsInBank23=2
              NumberOfMapsInBank24=1
              NumberOfMapsInBank25=2
              NumberOfMapsInBank26=1
              NumberOfMapsInBank27=0
              NumberOfMapsInBank28=0
              NumberOfMapsInBank29=0
              NumberOfMapsInBank30=0
              NumberOfMapsInBank31=6
              NumberOfMapsInBank32=4
              NumberOfMapsInBank33=4
              NumberOfMapsInBank34=7
              NumberOfMapsInBank35=7
              NumberOfMapsInBank36=4
              NumberOfMapsInBank37=4
              NumberOfMapsInBank38=0
              NumberOfMapsInBank39=0
              NumberOfMapsInBank40=0
              NumberOfMapsInBank41=1
              NumberOfMapsInBank42=0
              MapLabelData=&H3F1CAC
              NumberOfMapLabels=109
              PokemonFrontSprites=&H2350AC
              PokemonBackSprites=&H23654C
              PokemonNormalPal=&H23730C
              PokemonShinyPal=&H2380CC
              IconPointerTable=&H3D37A0
              IconPalTable=&H3D3E80
              CryTable=&H48C914
              FootPrintTable=&H43FAB0
              PokemonAttackTable=&H25D7B4
              PokemonEvolutions=&H259754
              TMHMCompatibility=&H252BC8
              MoveTutorCompatibility=&H459B7E
              EnemyYTable=&H2349CC
              PlayerYTable=&H235E6C
              EnemyAltitudeTable=&H23A004
              AttackData=&H250C04
              AttackDescriptionTable=&H4886E8
              AbilityDescriptionTable=&H24FB08
              AttackAnimationTable=&H1C68F4
              IconPals=&H3D3740


              Quote:
              Originally Posted by karatekid552 View Post
              If you are to the point that you have expanded and shifted everything around so that it won't work with these programs, then you are also advanced enough to compare the coding of it on a clean rom and figure it out.
              I have changed a lot on this rom with AdvanceMap (thus I can't simply use an 1.0 version) but no coding was involved.
                #25008    
              Old May 16th, 2013 (3:54 PM).
              Gigal1 Gigal1 is offline
                 
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                Hi everyone, i was just wondering if you guys could help me with this problem i've been having. I use vbalink to battle with my friends over hamachi and we've recently started playing pokemon rom hacks(3rd gen) and we tried 2 so far, the first being Pokemon light platinum and pokemon flora sky. We wanted to battle and trade with light platinum but there was no trade center. We tried flora sky and we get really close but everytime one of my friends join a room the game restarts on us both.
                Does anyone have any clue why this happens? And can it be fixed..thanks.
                  #25009    
                Old May 16th, 2013 (3:59 PM).
                Shadowraze's Avatar
                Shadowraze Shadowraze is offline
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                  Quote:
                  Originally Posted by Gigal1 View Post
                  Hi everyone, i was just wondering if you guys could help me with this problem i've been having. I use vbalink to battle with my friends over hamachi and we've recently started playing pokemon rom hacks(3rd gen) and we tried 2 so far, the first being Pokemon light platinum and pokemon flora sky. We wanted to battle and trade with light platinum but there was no trade center. We tried flora sky and we get really close but everytime one of my friends join a room the game restarts on us both.
                  Does anyone have any clue why this happens? And can it be fixed..thanks.
                  Well the problem with hacks is only a few amount of people want to trade using it. Although trading is not that much done in rom hacks and as for that the script might be bugged and you might have to copy the real script from the original game. Although most of the time those aren't touched and just left there and became buggy from time to time for an unknown reason. :/

                  In short I don't think it can be fixed.
                    #25010    
                  Old May 16th, 2013 (4:06 PM).
                  karatekid552's Avatar
                  karatekid552 karatekid552 is offline
                  What happens if I push it?....
                     
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                    Quote:
                    Originally Posted by LusoTrainer View Post
                    They are incompatible with v1.1. I did send a PM to Gamer2020 regarding PGE's compatibility and he said to change "roms.ini" and add the proper offsets of the 1.1 version. Do you know how can I get those?

                    Here's the one for FireRed v1.0 as seen on the .ini file:

                    Spoiler:
                    [BPRE]
                    ROMName=Pokémon Fire Red (English)
                    ItemData=&H3DB028
                    AttackNames=&H247094
                    TMData=&H45A80C
                    ItemIMGData=&H3D4294
                    NumberOfItems=375
                    NumberOfAttacks=354
                    MoveTutorAttacks=&H459B60
                    PokemonNames=&H245EE0
                    NumberOfPokemon=412
                    NationalDexTable=&H251FEE
                    SecondDexTable=&H251CB8
                    PokedexData=&H44E850
                    NumberOfDexEntries=387
                    PokemonData=&H254784
                    AbilityNames=&H24FC40
                    NumberOfAbilities=78
                    Pointer2PointersToMapBanks=&H5524C
                    OriginalBankPointer0=&H352004
                    OriginalBankPointer1=&H352018
                    OriginalBankPointer2=&H352204
                    OriginalBankPointer3=&H3522F4
                    OriginalBankPointer4=&H3523FC
                    OriginalBankPointer5=&H35240C
                    OriginalBankPointer6=&H352424
                    OriginalBankPointer7=&H352444
                    OriginalBankPointer8=&H35246C
                    OriginalBankPointer9=&H352484
                    OriginalBankPointer10=&H3524A4
                    OriginalBankPointer11=&H3524F4
                    OriginalBankPointer12=&H35251C
                    OriginalBankPointer13=&H35253C
                    OriginalBankPointer14=&H352544
                    OriginalBankPointer15=&H35256C
                    OriginalBankPointer16=&H35257C
                    OriginalBankPointer17=&H352584
                    OriginalBankPointer18=&H35258C
                    OriginalBankPointer19=&H352594
                    OriginalBankPointer20=&H352598
                    OriginalBankPointer21=&H35259C
                    OriginalBankPointer22=&H3525A4
                    OriginalBankPointer23=&H3525AC
                    OriginalBankPointer24=&H3525B8
                    OriginalBankPointer25=&H3525C0
                    OriginalBankPointer26=&H3525CC
                    OriginalBankPointer27=&H3525D4
                    OriginalBankPointer28=&H3525D8
                    OriginalBankPointer29=&H3525DC
                    OriginalBankPointer30=&H3525E0
                    OriginalBankPointer31=&H3525E4
                    OriginalBankPointer32=&H352600
                    OriginalBankPointer33=&H352614
                    OriginalBankPointer34=&H352628
                    OriginalBankPointer35=&H352648
                    OriginalBankPointer36=&H352668
                    OriginalBankPointer37=&H35267C
                    OriginalBankPointer38=&H352690
                    OriginalBankPointer39=&H352694
                    OriginalBankPointer40=&H352698
                    OriginalBankPointer41=&H35269C
                    OriginalBankPointer42=&H3526A4
                    NumberOfMapsInBank0=4
                    NumberOfMapsInBank1=122
                    NumberOfMapsInBank2=59
                    NumberOfMapsInBank3=65
                    NumberOfMapsInBank4=3
                    NumberOfMapsInBank5=5
                    NumberOfMapsInBank6=7
                    NumberOfMapsInBank7=9
                    NumberOfMapsInBank8=5
                    NumberOfMapsInBank9=7
                    NumberOfMapsInBank10=19
                    NumberOfMapsInBank11=9
                    NumberOfMapsInBank12=7
                    NumberOfMapsInBank13=1
                    NumberOfMapsInBank14=9
                    NumberOfMapsInBank15=3
                    NumberOfMapsInBank16=1
                    NumberOfMapsInBank17=1
                    NumberOfMapsInBank18=1
                    NumberOfMapsInBank19=0
                    NumberOfMapsInBank20=0
                    NumberOfMapsInBank21=1
                    NumberOfMapsInBank22=1
                    NumberOfMapsInBank23=2
                    NumberOfMapsInBank24=1
                    NumberOfMapsInBank25=2
                    NumberOfMapsInBank26=1
                    NumberOfMapsInBank27=0
                    NumberOfMapsInBank28=0
                    NumberOfMapsInBank29=0
                    NumberOfMapsInBank30=0
                    NumberOfMapsInBank31=6
                    NumberOfMapsInBank32=4
                    NumberOfMapsInBank33=4
                    NumberOfMapsInBank34=7
                    NumberOfMapsInBank35=7
                    NumberOfMapsInBank36=4
                    NumberOfMapsInBank37=4
                    NumberOfMapsInBank38=0
                    NumberOfMapsInBank39=0
                    NumberOfMapsInBank40=0
                    NumberOfMapsInBank41=1
                    NumberOfMapsInBank42=0
                    MapLabelData=&H3F1CAC
                    NumberOfMapLabels=109
                    PokemonFrontSprites=&H2350AC
                    PokemonBackSprites=&H23654C
                    PokemonNormalPal=&H23730C
                    PokemonShinyPal=&H2380CC
                    IconPointerTable=&H3D37A0
                    IconPalTable=&H3D3E80
                    CryTable=&H48C914
                    FootPrintTable=&H43FAB0
                    PokemonAttackTable=&H25D7B4
                    PokemonEvolutions=&H259754
                    TMHMCompatibility=&H252BC8
                    MoveTutorCompatibility=&H459B7E
                    EnemyYTable=&H2349CC
                    PlayerYTable=&H235E6C
                    EnemyAltitudeTable=&H23A004
                    AttackData=&H250C04
                    AttackDescriptionTable=&H4886E8
                    AbilityDescriptionTable=&H24FB08
                    AttackAnimationTable=&H1C68F4
                    IconPals=&H3D3740




                    I have changed a lot on this rom with AdvanceMap (thus I can't simply use an 1.0 version) but no coding was involved.
                    I would say use 1.0, but I'll help you. Go to the locations in a 1.0 rom in a hex editor. Copy a good amount of data (16+ bytes) and search for that data in a 1.1 rom. Take the offset of that data and write it in in the ini as the location. This should work for most things.

                    However, for some it won't work due to pointers. If you do encounter some where you can't find the data, come back.
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                      #25011    
                    Old May 16th, 2013 (5:39 PM).
                    kablam kablam is offline
                       
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                      Quote:
                      Originally Posted by karatekid552 View Post
                      1) You need to find and download a tool called "Truck Remover" and another tool called "SMCA". Truck Remover will remove the ASM which makes the truck shake and SMCA will change your start map to a different one besides the truck. Now, go learn about Level/Map Scripting. This where your "invisible" mom script is: it is a map script on the main LittleRoot map.
                      I'm sorry if the answer should be obvious but are there actually hidden scripts on the Littleroot map that I can't see? What I meant earlier was that I have already deleted all apparent events/signposts/scripts/etc on the main LittleRoot map along with Route 1 but the "invisible mom" still happens. I guess that might be taken care of by SMCA and Truck Remover?

                      Also, I have read through a lot of the tile editing guides etc and can edit tiles fine. The problem is that when I edit tiles in one map they also change on the other. For example, if I edit the gym tiles in Viridian City to make it so that the grass toward the bottom is rocky terrain instead (because I want the gym to be raised on rock, it will also edit the gym in Fuschia City making that look rocky as well. I guess there must be a way to copy over an identical tileset and just treat them separately but I can't figure out how.
                        #25012    
                      Old May 16th, 2013 (7:29 PM).
                      Shadowraze's Avatar
                      Shadowraze Shadowraze is offline
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                        Quote:
                        Originally Posted by kablam View Post
                        I'm sorry if the answer should be obvious but are there actually hidden scripts on the Littleroot map that I can't see? What I meant earlier was that I have already deleted all apparent events/signposts/scripts/etc on the main LittleRoot map along with Route 1 but the "invisible mom" still happens. I guess that might be taken care of by SMCA and Truck Remover?

                        Also, I have read through a lot of the tile editing guides etc and can edit tiles fine. The problem is that when I edit tiles in one map they also change on the other. For example, if I edit the gym tiles in Viridian City to make it so that the grass toward the bottom is rocky terrain instead (because I want the gym to be raised on rock, it will also edit the gym in Fuschia City making that look rocky as well. I guess there must be a way to copy over an identical tileset and just treat them separately but I can't figure out how.
                        To remove that level script just go to the header and remove all the level scripts in the map script section after that you're good.

                        And if you want tiles from another tileset and want to import it to another. You have to export both tilesets. Copy Paste the tiles that you want when you open the tileset in paint and paste it over to the tileset that you're using. Be sure to export the tilesets in the same pallete so you won't have any trouble. Recolor the tile if possible also after that just edit the blocks in A-map's block editor by just pressing the puzzle icon or simply press ctrl+b. Remember to load your new tileset ok?
                          #25013    
                        Old May 16th, 2013 (9:26 PM).
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                        kearnseyboy6 kearnseyboy6 is offline
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                          Hi guys, since I don't know how to remove the location art on some of the maps, I would love the unLz number for these if you know where they are. I can't find them off the the 'FR deep scan unLz numbers' R&D thread.

                          I'm using fire red btw
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                            #25014    
                          Old May 16th, 2013 (9:35 PM).
                          Shadowraze's Avatar
                          Shadowraze Shadowraze is offline
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                            Quote:
                            Originally Posted by kearnseyboy6 View Post
                            Hi guys, since I don't know how to remove the location art on some of the maps, I would love the unLz number for these if you know where they are. I can't find them off the the 'FR deep scan unLz numbers' R&D thread.

                            I'm using fire red btw
                            What do you mean location art? You mean the world map?
                              #25015    
                            Old May 16th, 2013 (10:57 PM).
                            BlackWhiteRobin's Avatar
                            BlackWhiteRobin BlackWhiteRobin is offline
                               
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                              Few questions!

                              1) How do I make something like after the intro, it's blackscreen and there's a message box, something like in Liquid Crystal? (Sorry, LC Fan here)

                              2) Can someone teach me how to use the Level Change Hack of JPAN's Engine? You know like a sample script.

                              3) Last one. Can someone teach me how to use the Timer Specials of JPAN's Engine to make random weathers last? (Kinda like LC, AGAIN) Sample script or something?
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                                #25016    
                              Old May 16th, 2013 (11:11 PM).
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                              Kurapika Kurapika is offline
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                                Hi guys, is it possible to make running away from a wild battle impossible? I mean, is there a bit/byte somewhere in the RAM tha controls this particular behaviour or does the game only check the battle type? ... In either case, if someone can tell me how to get the offset for that/those bytes, I'll be very grateful.
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                                  #25017    
                                Old May 17th, 2013 (12:54 AM).
                                kozzztya's Avatar
                                kozzztya kozzztya is offline
                                   
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                                  How to change width of this block? Russian words don't fit in it.
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                                    #25018    
                                  Old May 17th, 2013 (1:04 AM).
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                                  BlackWhiteRobin BlackWhiteRobin is offline
                                     
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                                    Quote:
                                    Originally Posted by kozzztya View Post
                                    How to change width of this block? Russian words don't fit in it.
                                    As far as I know, you can't. Just make the font smaller if I were you.
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                                      #25019    
                                    Old May 17th, 2013 (2:33 AM).
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                                    karatekid552 karatekid552 is offline
                                    What happens if I push it?....
                                       
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                                      Quote:
                                      Originally Posted by kearnseyboy6 View Post
                                      Hi guys, since I don't know how to remove the location art on some of the maps, I would love the unLz number for these if you know where they are. I can't find them off the the 'FR deep scan unLz numbers' R&D thread.

                                      I'm using fire red btw
                                      Are you talking about these: http://bulbapedia.bulbagarden.net/wiki/Eyecatch ?

                                      I honestly have no idea why they don't appear in unLz, unless of course, they aren't compressed. So, let's try searching for them. Open up VBA and get to a point where one loads. Pause the game with it on screen. Now, in the top menus, find the tile viewer. Open it. Now, look through the tiles until you see the image (it won't have the right palette, FYI), click on a tile, and make note of the RAM location it is at. Then, go back up to the top menu and open the memory viewer. Go to the RAM location you noted earlier and copy the first 16 bytes down. Now search for those bytes in your rom, in a hex editor and you should now have the location of the image.
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                                        #25020    
                                      Old May 17th, 2013 (3:18 AM).
                                      Shadowraze's Avatar
                                      Shadowraze Shadowraze is offline
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                                        Quote:
                                        Originally Posted by karatekid552 View Post
                                        Are you talking about these: http://bulbapedia.bulbagarden.net/wiki/Eyecatch ?

                                        I honestly have no idea why they don't appear in unLz, unless of course, they aren't compressed. So, let's try searching for them. Open up VBA and get to a point where one loads. Pause the game with it on screen. Now, in the top menus, find the tile viewer. Open it. Now, look through the tiles until you see the image (it won't have the right palette, FYI), click on a tile, and make note of the RAM location it is at. Then, go back up to the top menu and open the memory viewer. Go to the RAM location you noted earlier and copy the first 16 bytes down. Now search for those bytes in your rom, in a hex editor and you should now have the location of the image.
                                        Oh if you mean that then I have seen it in UNLZ I just don't the numbers but I'm pretty sure I found them even without the deep scan in UNLZ.

                                        They are tilesets and if I remember it right they should be seen when the 256 option is clicked. :/
                                          #25021    
                                        Old May 17th, 2013 (3:55 AM).
                                        karatekid552's Avatar
                                        karatekid552 karatekid552 is offline
                                        What happens if I push it?....
                                           
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                                          Quote:
                                          Originally Posted by Shadowraze View Post
                                          Oh if you mean that then I have seen it in UNLZ I just don't the numbers but I'm pretty sure I found them even without the deep scan in UNLZ.

                                          They are tilesets and if I remember it right they should be seen when the 256 option is clicked. :/
                                          Ahh, yes, those should be in 256 color. I didn't even think of that.
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                                            #25022    
                                          Old May 17th, 2013 (5:41 AM).
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                                          kearnseyboy6 kearnseyboy6 is offline
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                                            Quote:
                                            Originally Posted by karatekid552 View Post
                                            Are you talking about these: http://bulbapedia.bulbagarden.net/wiki/Eyecatch ?

                                            I honestly have no idea why they don't appear in unLz, unless of course, they aren't compressed. So, let's try searching for them. Open up VBA and get to a point where one loads. Pause the game with it on screen. Now, in the top menus, find the tile viewer. Open it. Now, look through the tiles until you see the image (it won't have the right palette, FYI), click on a tile, and make note of the RAM location it is at. Then, go back up to the top menu and open the memory viewer. Go to the RAM location you noted earlier and copy the first 16 bytes down. Now search for those bytes in your rom, in a hex editor and you should now have the location of the image.
                                            Yes that is the eyecatch! Sorry serebii called it location art! So I followed the tile lookup tut but unfortunately the RAM offsets are stored at 0x6000000 and forward, but each of the tile is a 8x8 pixel block and all that's stored is the palette number (1-F) for each block, so I have no clue where to find the offset now.

                                            Also had a quick look through the unLz tile map area and found nothing unfortunately.

                                            Is there a way to remove them possibly?

                                            I'm going to check now if a byte is stored in a map header or something.
                                              #25023    
                                            Old May 17th, 2013 (6:20 AM). Edited May 17th, 2013 by kablam.
                                            kablam kablam is offline
                                               
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                                              Quote:
                                              Originally Posted by Shadowraze View Post
                                              To remove that level script just go to the header and remove all the level scripts in the map script section after that you're good.

                                              And if you want tiles from another tileset and want to import it to another. You have to export both tilesets. Copy Paste the tiles that you want when you open the tileset in paint and paste it over to the tileset that you're using. Be sure to export the tilesets in the same pallette so you won't have any trouble. Recolor the tile if possible also after that just edit the blocks in A-map's block editor by just pressing the puzzle icon or simply press ctrl+b. Remember to load your new tileset ok?
                                              Is there anyway to export the actual tileset instead of the palette? As in, when you have block editor open on advance map is there a way to export the image on the left, edit it, and then import it back in rather than export the palette image.

                                              edit: Also how would one create an ENTIRELY new tileset? For example, if you have options from zero to twenty three, how would you create your own tileset twenty four?
                                                #25024    
                                              Old May 17th, 2013 (6:24 AM). Edited May 17th, 2013 by karatekid552.
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                                              karatekid552 karatekid552 is offline
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                                                Quote:
                                                Originally Posted by kearnseyboy6 View Post
                                                Yes that is the eyecatch! Sorry serebii called it location art! So I followed the tile lookup tut but unfortunately the RAM offsets are stored at 0x6000000 and forward, but each of the tile is a 8x8 pixel block and all that's stored is the palette number (1-F) for each block, so I have no clue where to find the offset now.

                                                Also had a quick look through the unLz tile map area and found nothing unfortunately.

                                                Is there a way to remove them possibly?

                                                I'm going to check now if a byte is stored in a map header or something.
                                                I'm pretty sure it is attached to the name of the map. However, try scrolling through all of UnLz on 256 color mode like taja... I mean Shadowraze:p suggested.

                                                Quote:
                                                Originally Posted by robin22gongon View Post
                                                Few questions!

                                                1) How do I make something like after the intro, it's blackscreen and there's a message box, something like in Liquid Crystal? (Sorry, LC Fan here)

                                                2) Can someone teach me how to use the Level Change Hack of JPAN's Engine? You know like a sample script.

                                                3) Last one. Can someone teach me how to use the Timer Specials of JPAN's Engine to make random weathers last? (Kinda like LC, AGAIN) Sample script or something?
                                                1) Map Script on the opening map.

                                                2) Here, I think this is how it works:

                                                Map Script-

                                                #Dynamic 0x800000
                                                #org @Start
                                                loadpointer 0x{table}
                                                Setvar 0x8006 0x0
                                                setvar 0x8005 0x{see explanation}
                                                special 0x58
                                                end

                                                Table:

                                                See his documentation for how the table is set up.


                                                Var 0x8005-> the first 4 bits tell what data this is:

                                                Bit 0 = grass
                                                Bit 1 = surfing
                                                Bit 2 = tree\rock-smash
                                                Bit 3 = fishing
                                                So 0x9 (1001b) would mean that the pokémon is found on grass and by fishing.
                                                The second byte, I don't know. It says it is used to determine level, but that is in the table.


                                                3) I think I know what you mean, but I'm not completely sure. Could you elaborate more on exactly what you want to happen?
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                                                  #25025    
                                                Old May 17th, 2013 (9:42 AM).
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                                                LusoTrainer LusoTrainer is offline
                                                   
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                                                  Quote:
                                                  Originally Posted by karatekid552 View Post
                                                  I would say use 1.0, but I'll help you.
                                                  You know what? I got tired of workarounds for the 1.1 and followed your advice (despite the work I'll have to redo all the maps, but at least I know how to do that part). I now got a 1.0 version.

                                                  I'm now trying to create an event with Mew. Apparently I need a proper script offset, but I don't know which. Is there one for Mew in FireRed?

                                                  Thanks for the help.
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