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  #25476    
Old June 9th, 2013 (1:26 AM). Edited June 9th, 2013 by Jambo51.
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    Quote:
    Originally Posted by Ksiazek Bartlomiej View Post
    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.

    There are only 2 answers to your first and second questions.

    1. Learn ASM and figure out how to do the effect for yourself or
    2. Get a willing ASM hacker to help you out.

    Both of the first 2 things you want here require ASM (as in, it's not achievable through any other means). It's not my job, nor anyone else's, to do research for your hack on your behalf.

    If you don't like this, then tough. Welcome to the real world. I'm sorry to be so harsh, but simply refusing to learn ASM and reiterating your demand for information that likely nobody has (Ruby isn't widely hacked, and almost no ASM hackers hack on Ruby) isn't going to get you anywhere.

    Secondly, take it from me, learning to ASM hack is an archetypal example of people turning a molehill into a mountain. It's actually pretty simple to ASM hack at the level of stuff you're doing. Rather than simply telling us it's hard, why not take the word of every ASM hacker I know when they say "it's not as hard as it's made out to be".

    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.)

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      #25477    
    Old June 9th, 2013 (2:55 AM).
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      Quote:
      Originally Posted by Jambo51 View Post
      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.)

      Hi, regarding this limiters research, are there any tutorials around here that dive into this topic? It would be cool to know how Hackmew and you guys actually finds limiter bytes as they are quite hidden!

        #25478    
      Old June 9th, 2013 (3:00 AM).
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        Can you explain me what Exacly Should I do to repoint them?

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          #25479    
        Old June 9th, 2013 (3:09 AM).
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          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?

            #25480    
          Old June 9th, 2013 (3:17 AM).
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            Quote:
            Originally Posted by Puffle754 View Post
            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?
            Download A-text, then search for the default names the search section, "GARY, GREEN... etc" in the order. Add the text then edit it.

              #25481    
            Old June 9th, 2013 (3:17 AM).
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            Quote:
            Originally Posted by Ksiazek Bartlomiej View Post
            Can you explain me what Exacly Should I do to repoint them?

            Why should he, there are plenty of tutorials that document how to repoint tables.

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              #25482    
            Old June 9th, 2013 (3:20 AM).
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              Quote:
              Originally Posted by Ksiazek Bartlomiej View Post
              Can you explain me what Exacly Should I do to repoint them?

              Read the tutorials Advanced Overworld Sprites 2 by karatekid552, this exactly explains how they repointed the table and all frames.

                #25483    
              Old June 9th, 2013 (3:23 AM).
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                But I do not need OVERWORLD sprite changing. But Add extra TRAINER SPRITES in battle scene.

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                  #25484    
                Old June 9th, 2013 (3:28 AM).
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                  Quote:
                  Originally Posted by kearnseyboy6 View Post
                  Download A-text, then search for the default names the search section, "GARY, GREEN... etc" in the order. Add the text then edit it.

                  Thanks for the quick reply!

                  Phew, I'm glad to hear it's that easy. I was worried that it was going to be something super complex.

                    #25485    
                  Old June 9th, 2013 (3:28 AM).
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                    Quote:
                    Originally Posted by Ksiazek Bartlomiej View Post
                    But I do not need OVERWORLD sprite changing. But Add extra TRAINER SPRITES in battle scene.

                    Why not just edit the used ones? If your hacking Ruby then change the 50 or so unused FR ones.

                      #25486    
                    Old June 9th, 2013 (3:38 AM). Edited June 9th, 2013 by karatekid552.
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                      Quote:
                      Originally Posted by Ksiazek Bartlomiej View Post
                      But I do not need OVERWORLD sprite changing. But Add extra TRAINER SPRITES in battle scene.

                      Oh my god. Dude. Grow up. Repointing things is the same everywhere. If you know how to repoint one thing, you can repoint others.

                      And listen to Jambo. He took the time to answer your question very thouroughly. ASM is not as hard as it seems. Most ASM is extrememly simple. Believe it or not, I have only been hacking since mid-October. I started learning and really using ASM in Februrary. By March I wrote my OW editing tut and by April I had finished writing the ASM for the Battle BG tut. It isn't that hard, nor does it take that long to learn. In just takes dedication.

                      Quote:
                      Originally Posted by kearnseyboy6 View Post
                      Why not just edit the used ones? If your hacking Ruby then change the 50 or so unused FR ones.

                      Lol, you have this backwards. FR has 50 unused ones from Ruby, not the other way around.:p

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                        #25487    
                      Old June 9th, 2013 (3:41 AM).
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                        But I do in my hack HOENN and JOHTO. I need 2 extra places for Sprites to make PRYCE and CLAIR.

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                          #25488    
                        Old June 9th, 2013 (3:49 AM).
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                          Anyway I have a quick question, yes.

                          I was really curious about this a few days back:
                          Expanding the ROM.

                          See, the thing is, the last offset available is 0xFFFFFF. This takes six digits, so adding 08 makes eight digits (four bytes), which is the standard pointer size. Like so:

                          Code:
                          FF FF FF 08

                          That's pointing towards 0x08FFFFFF or just 0xFFFFFF, right?

                          Now I expand the ROM. I make it 32 MB. So, what happens is that new offsets like 0x1000000 emerge. These have SEVEN or EIGHT digits. But adding 08 makes a ten. And that doesn't fit into a pointer, or does it? I don't know, that's why I put it up here.

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                            #25489    
                          Old June 9th, 2013 (4:01 AM).
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                            Quote:
                            Originally Posted by Ksiazek Bartlomiej View Post
                            But I do in my hack HOENN and JOHTO. I need 2 extra places for Sprites to make PRYCE and CLAIR.

                            Calm down bro! Try speaking English a bit better and where do you live?

                            Do you have NSE 2.X? So far, it's one of the best at these kinds of things.

                            Then use the Trainer Sprite Editor bundled with it.

                            If you want to use the ones that exist in-game but you won't be using every sprite, just edit the ones you won't be using.

                            If you want to keep the ones that Ruby uses, you will have to repoint the Table where all pointers to all Trainer Sprites is kept using a Hex Editor. And I'd also repoint the Table that has all pointers to the palettes that the sprites use. After repointing the table, insert your new sprite in a Free Space, take it's image and palette offset, make a reverse pointer, write it at the end of the repointed Table. And there you have it.

                            Have a nice day~

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                              #25490    
                            Old June 9th, 2013 (4:03 AM).
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                              Also I found POSITRON WORLD MAP editor. Someone know how to add by this Extra Town Map? I do not understand Spanish.

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                                #25491    
                              Old June 9th, 2013 (4:07 AM). Edited June 9th, 2013 by BlackWhiteRobin.
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                                Quote:
                                Originally Posted by ★Hoenn★ View Post

                                Anyway I have a quick question, yes.

                                I was really curious about this a few days back:
                                Expanding the ROM.

                                See, the thing is, the last offset available is 0xFFFFFF. This takes six digits, so adding 08 makes eight digits (four bytes), which is the standard pointer size. Like so:

                                Code:
                                FF FF FF 08

                                That's pointing towards 0x08FFFFFF or just 0xFFFFFF, right?

                                Now I expand the ROM. I make it 32 MB. So, what happens is that new offsets like 0x1000000 emerge. These have SEVEN or EIGHT digits. But adding 08 makes a ten. And that doesn't fit into a pointer, or does it? I don't know, that's why I put it up here.

                                Oh I asked that before! Here take a look at this. I asked it here at page 1004 or 1003. Jambo51 answered. Here is his answer when I asked this.

                                Quote:
                                Originally Posted by Jambo51 View Post
                                FR doesn't matter in this case, a pointer to expanded ROM is the exact same as a pointer to the normal ROM. You just take the address and add 0x8000000 to it. So if your address is 0x1250000, the pointer to it is 0x1250000 + 0x8000000 -> 0x9250000 -> 00 00 25 09

                                Quote:
                                Originally Posted by Ksiazek Bartlomiej View Post
                                Also I found POSITRON WORLD MAP editor. Someone know how to add by this Extra Town Map? I do not understand Spanish.

                                Yeah? Well, me too. That's why I dropped that tool. But if you really want that, there's a .docx file included with the package which is actually a manual. You can use Google Translate to translate that to whatever is your Mother Tongue.

                                Well, from what I know you really can't achieve that without ASM so if I were you, I'd be creative and compress the two in one picture. If you don't have the enough resources, be resourceful, be imaginative and be creative. There's lots of way to do one thing, you just have to open your eyes!

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                                  #25492    
                                Old June 9th, 2013 (4:27 AM).
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                                  hi!
                                  i have a bit of a problem with inserting pokemon sprites, if there is more than 8 colors the sprite comes out odd... i know that the maximum amount of colors for a sprite is 16, so why doesn't it accept more than 8 colors? btw, this is a ruby rom being hacked with advanced series.

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                                    #25493    
                                  Old June 9th, 2013 (4:51 AM).
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                                  When importing sprites in advance series click synchronise pallettes and it imports the pal without you needing to do anything. Sometimes it gives an error but you just do it again and it's fixed!

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                                    #25494    
                                  Old June 9th, 2013 (6:53 AM).
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                                    Quote:
                                    Originally Posted by Ksiazek Bartlomiej View Post
                                    But I do in my hack HOENN and JOHTO. I need 2 extra places for Sprites to make PRYCE and CLAIR.

                                    I know you do, and both me and Jambo have told you how to. You need to repoint and expand the table and then fix the limiter bytes. It isn't that hard. You just need to be creative. Rom hacking is all about creativity, and to be creative, you need to do things on your own.

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                                      #25495    
                                    Old June 9th, 2013 (7:07 AM).
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                                    Quote:
                                    Originally Posted by ★Hoenn★ View Post

                                    Anyway I have a quick question, yes.

                                    I was really curious about this a few days back:
                                    Expanding the ROM.

                                    See, the thing is, the last offset available is 0xFFFFFF. This takes six digits, so adding 08 makes eight digits (four bytes), which is the standard pointer size. Like so:

                                    Code:
                                    FF FF FF 08

                                    That's pointing towards 0x08FFFFFF or just 0xFFFFFF, right?

                                    Now I expand the ROM. I make it 32 MB. So, what happens is that new offsets like 0x1000000 emerge. These have SEVEN or EIGHT digits. But adding 08 makes a ten. And that doesn't fit into a pointer, or does it? I don't know, that's why I put it up here.

                                    Robin is correct, although I view it slightly differently.

                                    When the game is loaded, the first 128 MB is used for RAM objects such as video data.
                                    From the 08000000 on, all the way to the point that VBA crashes, the actual ROM data is loaded. So Jambo's method is the same concept. But you would only ever need to reference a RAM pointer within a ROM, so why bother adding 08000000? Just treat the last byte as 08 within the first 16 MB of the ROM, and 09 within the second 16 MB of the ROM.

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                                      #25496    
                                    Old June 9th, 2013 (9:00 AM).
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                                      Is there a way to change the values of Height and Width to metric units?

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                                      Old June 9th, 2013 (10:25 AM).
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                                      Quote:
                                      Originally Posted by LusoTrainer View Post
                                      Is there a way to change the values of Height and Width to metric units?

                                      You mean in the Pokedex data? Just change the text found inside the ROM that shows the Customary units, then change it to CM, instead of FT and IN.

                                      If you are talking about sprite sizes, however... Everything is in pixels, so you'd have no luck there.

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                                        #25498    
                                      Old June 9th, 2013 (10:48 AM).
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                                        Quote:
                                        Originally Posted by DeltaSalamence View Post
                                        You mean in the Pokedex data? Just change the text found inside the ROM that shows the Customary units, then change it to CM, instead of FT and IN.

                                        But by doing so it would just change the units, not convert them. I was told that the game has metric units avaliable, but they changed to imperial when translating the text to english.

                                          #25499    
                                        Old June 9th, 2013 (11:15 AM).
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                                          Quote:
                                          Originally Posted by LusoTrainer View Post
                                          But by doing so it would just change the units, not convert them. I was told that the game has metric units avaliable, but they changed to imperial when translating the text to english.

                                          The data's stored in decimal format (by which I mean, it's stored not as feet and inches, but as metres), although you'd still need some very basic conversion to actually use it as a decimal value, because, if I remember right, it's stored with 0x1 = 0.001 or something.

                                          In essence, you'd need to nop the converter code (I don't know where it is, before you ask), and change the text. Finally, you'd have to "convert" the value into the actual final decimal value.

                                          It's a lot of work, but not terribly difficult.

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                                            #25500    
                                          Old June 9th, 2013 (11:46 AM).
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                                            Is there a thread with tile sets from Emerald? I found them from FR, LG, R, and S, but not Emerald. Are Emerald's tile sets the same as RUby and Sapphire?

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