Hey guys! One question!
Can I give the player a Pokemon in these conditions?
-Player's Party contains only 5 or less Pokemon
-I give him a Pokemon in the PC Storage Box without him knowing
1) Yes. Use the countpokemon command.
2) Sort of. As far as I know, this happens when the party is full and no countpokemon command is used to make sure it isn't full. So, be creative.
(I actually don't know the name of the command off the top of my head. It is either countpokemon, checkparty, or something else. Hit F1 in XSE and scroll through until you see it)
You simply have to store the variable in address of "current party count" somewhere else in ram, change the value in "current party count" to 06 (or whatever the format is, 06 00 ??), give the pokemon, and load the variable (= "real party count") back to the address where "current party count" is located.Nononononoo.... What I meant was those two in a single event.
When there are 5 or less Pokemon in the Party, it will ignore those and give the Player a Pokemon in Storage Box 1, thus perfectly ignoring the Player's Party count and gives the Player a Pokemon in the PC no matter how many Pokemon he has in his Party.
EDIT: Reworded for more "sense".
Nononononoo.... What I meant was those two in a single event.
When there are 5 or less Pokemon in the Party, it will ignore those and give the Player a Pokemon in Storage Box 1, thus perfectly ignoring the Player's Party count and gives the Player a Pokemon in the PC no matter how many Pokemon he has in his Party.
EDIT: Reworded for more "sense".
#dynamic 0x800000
#org @start // Counting the number of party members and assigning the value to 2 variables
countpokemon
copyvar 0x8004 0x800D
copyvar 0x8005 0x8004
goto @Loop1
#org @Loop1 // This segment will keep looping until the player's party is full and then adds one more Pokemon (which will be transferred to the PC)
givepokemon 0x19 0x5 0x0 0x0 0x0 0x0
addvar 0x8005 0x1
compare 0x8005 0x7
if 0x1 goto @Continue
goto @Loop1
#org @Continue // Setting up for the next loop or skipping it entirely if you initially had six Pokemon in your party
copyvar 0x8005 0x8004
setvar 0x8005 0x6
comparevars 0x8005 0x8004
if 0x1 goto @Finish
goto @Loop2
#org @Loop2 // This is subtracting a number based on your starting party size to be compared in the next loop
subvar 0x8005 0x1
comparevars 0x8005 0x8004
if 0x0 goto @8004Set
goto @Loop2
#org @8004Set // Setting 0x8004 to be used in the next loop
setvar 0x8004 0x5
goto @Loop3
#org @Loop3 // This loop takes away all of the extra Pokemon given to the player
callasm 0x810001 // This is where I inserted HackMew's routine in my ROM
subvar 0x8004 0x1
comparevars 0x8005 0x8004
if 0x1 goto @Finish
goto @Loop3
#org @Finish
msgbox @Goodbye 0x2
release
end
#org @Goodbye
= I hope you like your Pikachu!\nIt is in your PC!
As far as I know there is no way to simple way to deposit a Pokemon directly into the PC so you will have to be creative to get this effect. I was able to achieve this by continuously giving the player a Pokemon until their party is full, give them the desired Pokemon and then remove the extra 'party filler' Pokemon using HackMew's takepokemon routine.
This is what I came up with:
Code:#dynamic 0x800000 #org @start // Counting the number of party members and assigning the value to 2 variables countpokemon copyvar 0x8004 0x800D copyvar 0x8005 0x8004 goto @Loop1 #org @Loop1 // This segment will keep looping until the player's party is full and then adds one more Pokemon (which will be transferred to the PC) givepokemon 0x19 0x5 0x0 0x0 0x0 0x0 addvar 0x8005 0x1 compare 0x8005 0x7 if 0x1 goto @Continue goto @Loop1 #org @Continue // Setting up for the next loop or skipping it entirely if you initially had six Pokemon in your party copyvar 0x8005 0x8004 setvar 0x8005 0x6 comparevars 0x8005 0x8004 if 0x1 goto @Finish goto @Loop2 #org @Loop2 // This is subtracting a number based on your starting party size to be compared in the next loop subvar 0x8005 0x1 comparevars 0x8005 0x8004 if 0x0 goto @8004Set goto @Loop2 #org @8004Set // Setting 0x8004 to be used in the next loop setvar 0x8004 0x5 goto @Loop3 #org @Loop3 // This loop takes away all of the extra Pokemon given to the player callasm 0x810001 // This is where I inserted HackMew's routine in my ROM subvar 0x8004 0x1 comparevars 0x8005 0x8004 if 0x1 goto @Finish goto @Loop3 #org @Finish msgbox @Goodbye 0x2 release end #org @Goodbye = I hope you like your Pikachu!\nIt is in your PC!
It doesn't work correctly if you don't have any Pokemon in your party, but it does put a single Pokemon in your PC in all other cases. I tried to condense it as much as I could (otherwise it would be pretty huge) so sorry for all the loops if they get a bit confusing :P
I think the problem may be that jigglypuff's theme is a fanfare. I will change the bytes that define it as a fanfare to a normal song...
And Kearnseyboy6
to solve your problem, after you assemble your song theres a popup. Click yes and it fixes the length issue.
Hey guys! One question!
Can I give the player a Pokemon in these conditions?
-Player's Party contains only 5 or less Pokemon
-I give him a Pokemon in the PC Storage Box without him knowing
Quick question!
Can i change what the badges look like? Will I be able to find/change their sprites in unLZ?
Of course, you can check it in an UnLZ index. If you tell me your codebase, I could look it up for you.
FR: 149
EM: 2525
RS: I couldn't fit it yet.
I have three questions.
1. It is possible to add extra Town Map to Pokemon Ruby? I want add Johto Region to them. (DO NOT GIVE ANSWER LEARN ASM - This is the worst answer) Where is routine to displaying maps.
2. How to set and Johto Wild Battle *Which i repleced with Test theme of Littleroot town* To playing in Johto Areas?
3. It is possible to resize amout of abled SPRITES in Pokemon Ruby? I want add all Johto Leaders without only 6 <Unused sprites> of them.
I need Explain and number of thouse routines. And as I said. I do not need answers like "LEARN ASM" It is not simple as you think.
Thanks Delta! I'm using FireRed, I don't know why it didn't occur to me to search UnLZ index.
Also, I replaced the sprites for a Pokemon using the Advanced Pokemon Sprite Editor, and checked (using showpokepic, as well as givepokemon) that the sprite was showing properly in-game.
Then I edited him using YAPE, and when I saved my changes things went haywire. Showpokepic only reveals a black box where his sprite was, and in Advanced Sprite Editor it now tells me "data is not LZ77 compressed!". Any idea what happened?
As always, thanks a MILLION for your help guys. Each time I think i'm getting the hang of this, I hit another wall.
Maybe you saved separate instances of the ROM?
Some hacking tools are programmed to load a copy of a ROM into memory, edit that, and save it when done. If you are using two separate programs, unless both write directly to the ROM, you'd have to finish one task and start another.
I have three questions.
1. It is possible to add extra Town Map to Pokemon Ruby? I want add Johto Region to them. (DO NOT GIVE ANSWER LEARN ASM - This is the worst answer) Where is routine to displaying maps.
2. How to set and Johto Wild Battle *Which i repleced with Test theme of Littleroot town* To playing in Johto Areas?
3. It is possible to resize amout of abled SPRITES in Pokemon Ruby? I want add all Johto Leaders without only 6 <Unused sprites> of them.
I need Explain and number of thouse routines. And as I said. I do not need answers like "LEARN ASM" It is not simple as you think.
As to your third question, that can be achieved by combining some pseudo-ASM (that is to say, limiters research) and a simple table repoint. I don't know where the table is in Ruby, although it's easy enough to find by looking for the pointer to the first trainer sprite in the game (the offset for which can be found by looking at it in unLz.)
Download A-text, then search for the default names the search section, "GARY, GREEN... etc" in the order. Add the text then edit it.I have a quick question, could someone tell me in detail how I would go about changing the default name selection for my rival in Fire Red?