ROM Hacking Need a helping hand? You can get help on any ROM Hacking-related problems or questions you have here.

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  #26476    
Old September 2nd, 2013 (8:04 PM). Edited September 2nd, 2013 by Negix.
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Negix Negix is offline
     
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    Quote:
    Originally Posted by Le pug View Post
    if you're inserting your own tileset, make sure it's the right size ( height x width ) which is different between FR/LG and R/S/E. if you don't have the correct palette also, your images might look like big square images filled with the transparent color. If this is a problem just open up Show Palette Editor under Palette in block editor and edit the colors to exactly the same 16 colors of your tileset. You usually have up to 12 palettes to work with so you can have all different color schemes for your tileset as long as you match the tileset to it's palette.

    as for the access violation, it might be the version advancemap you're using. If you're using AdvanceMap 1.95, try switching to AdvanceMap 1.92. That or you might have accidentally broken something. Try restarting the program in this case. Sometimes there are things we do that can corrupt the file, which is why you should always have a backup file and just like a game, save often to your backup just in case you hit a wall.
    I'm using the version 1.92 of Advance Map and yes, by restarting the program it goes back to how it was originally. The problem is inserting the tileset into the Emerald ROM. I didn't touch the width at all but I made the height just a little bit longer because I need space to insert a few new trees. But exactly when I insert it, I get that error.

    Edit: Ok everything didn't crash now the only thing that did pop up was something about the dib being invalid.

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      #26477    
    Old September 2nd, 2013 (11:35 PM).
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    Hello and good day. I am here to ask a question.
    I am following Jambo's tutorial on adding new attacks without replacing old ones.
    I am aware that he's using FireRed as a base, however, it's easy to follow since there are tools that lets me see the pointers that I needed in Ruby, however...
    I am stuck in the step wherein I'm going to repoint the pointers to my new assigned offset.
    Specifically, the attack names in Ruby.

    From what I gathered, Ruby's attack pointer is 0x1F8320, so naturally, I'll just search for the reverse of the offset, which would be 20831F, but here's the problem.

    In Ruby, all those pointers are 20831F83, not 20831F08 that I was expecting.

    Long story short, I wanna ask what's the correct attack name pointer in Pokémon Ruby. =/
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      #26478    
    Old September 3rd, 2013 (5:04 AM).
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      There are two things I want to do in my hack.
      1. Add a new type (Fairy)
      2. Make it so you get the National Dex from Celio when you get to One Island, instead of Professor Oak after the Elite Four.

      How?
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        #26479    
      Old September 3rd, 2013 (5:35 AM).
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        Quote:
        Originally Posted by Branellope View Post
        There are two things I want to do in my hack.
        1. Add a new type (Fairy)
        2. Make it so you get the National Dex from Celio when you get to One Island, instead of Professor Oak after the Elite Four.

        How?
        1) I'm assuming you are a new ROM hacker since you are asking these questions. Adding a new type would require a lot of ASM knowledge. It's not something a hacker that is starting out can learn to do. What I would recommened is just forget about doing this right away, get some experience with ROM hacking, and return after you have had practice with ASM and such.

        2) Just open the script for Professor OAK in advanced map. Find the part of the script where Prof Oak gives you the national Pokedex, and just rewrite that script and complie it, and put the script offset in Celio's Script (If that makes any sense). If you didn't understand that, you can PM me and I can explain in more detail.
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          #26480    
        Old September 5th, 2013 (4:19 AM).
        xGal xGal is offline
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          Quote:
          Originally Posted by Branellope View Post
          There are two things I want to do in my hack.
          1. Add a new type (Fairy)
          2. Make it so you get the National Dex from Celio when you get to One Island, instead of Professor Oak after the Elite Four.

          How?
          - If I am not wrong, you may replace the "???" type with the Fairy type. Make sure you change Curse's type, so as Struggle's. After that, change the "???"'s text string with "Fairy" or whatever type.

          - Setflag 0x16F?
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            #26481    
          Old September 5th, 2013 (5:55 AM). Edited September 5th, 2013 by niall3mc.
          niall3mc niall3mc is offline
             
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            Hi guys, I downloaded advance map 1.92, XSE (not sure what version), FSF and a fire red rom. I followed all the steps in opening advance map, choosing xse as the script editor in it. I used fsf to find free space, opened XSE, loaded the fire red rom and created a simple speaking script using the located dynamic offset. I compliled and copy/pasted the given offset into the 'script offset' box in advance map for a person event. As far as i can tell the script i wrote should work perfectly but it dosent. I load the rom, walk to the person the script was added to. Press A and nothing happens, if i press A a second time, there is a small beep and they look at me, but no text box and the game dosent lock as it should. Below is my script. Im running windows 8.

            #dynamic 0x(FSF Offset)
            #org @start
            lock
            faceplayer
            msgbox @1 0x6
            release
            end

            #org @1
            = Hi.\nMy name is Diego.
              #26482    
            Old September 5th, 2013 (8:30 AM).
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            Quote:
            Originally Posted by niall3mc View Post
            Hi guys, I downloaded advance map 1.92, XSE (not sure what version), FSF and a fire red rom. I followed all the steps in opening advance map, choosing xse as the script editor in it. I used fsf to find free space, opened XSE, loaded the fire red rom and created a simple speaking script using the located dynamic offset. I compliled and copy/pasted the given offset into the 'script offset' box in advance map for a person event. As far as i can tell the script i wrote should work perfectly but it dosent. I load the rom, walk to the person the script was added to. Press A and nothing happens, if i press A a second time, there is a small beep and they look at me, but no text box and the game dosent lock as it should. Below is my script. Im running windows 8.

            #dynamic 0x(FSF Offset)
            #org @start
            lock
            faceplayer
            msgbox @1 0x6
            release
            end

            #org @1
            = Hi.\nMy name is Diego.
            This XSE will make that dialogue appear: https://www.dropbox.com/s/0t2wylmh4juzvux/Unofficial_XSE.zip
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              #26483    
            Old September 5th, 2013 (11:21 AM).
            bigmac909 bigmac909 is offline
               
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              Help applying the physical/special split to roms?

              From what I understand, you need the patch for FR/Emerald, then you have to use a hex editor to change the values of a certain byte. That's all good and well, but has anybody made a guide for doing this? I know a few hacks have incorporated it, so there must be some method to it all...

              I finally found a move list on Bulbapedia, that I can only pray is indeed in the right order. So I have to find pound in the hex editor, but then... I would have to find a move that needs to be changed, then count down the rows from pound until I'm at what I believe to be the right row, and change the byte?

              Please tell me there's a list out there of the moves that need changing and what their addresses are.

              And just to be clear, this is something that's absolutely necessary, right? I need to do this so that the moves have the right physical/special characteristic? This isn't just to make the menu say how it's physical instead of special, or vice versa, right?

              Any and all help would be GREATLY appreciated, because this is something I've been looking into on and off for at least a year.
                #26484    
              Old September 5th, 2013 (11:23 AM).
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              Quote:
              Originally Posted by bigmac909 View Post
              Help applying the physical/special split to roms?

              From what I understand, you need the patch for FR/Emerald, then you have to use a hex editor to change the values of a certain byte. That's all good and well, but has anybody made a guide for doing this? I know a few hacks have incorporated it, so there must be some method to it all...

              I finally found a move list on Bulbapedia, that I can only pray is indeed in the right order. So I have to find pound in the hex editor, but then... I would have to find a move that needs to be changed, then count down the rows from pound until I'm at what I believe to be the right row, and change the byte?

              Please tell me there's a list out there of the moves that need changing and what their addresses are.

              And just to be clear, this is something that's absolutely necessary, right? I need to do this so that the moves have the right physical/special characteristic? This isn't just to make the menu say how it's physical instead of special, or vice versa, right?

              Any and all help would be GREATLY appreciated, because this is something I've been looking into on and off for at least a year.
              Apply this patch: https://www.dropbox.com/s/wpvmw8m80xmh08b/Fire%20Red%20Flawless%20DPSS%20DO%20FIRST.ips
              Then this: https://www.dropbox.com/s/l6l3s0pjt1rxoiz/physical%20and%20special%20on%20fire%20red%20DO%20AFTER%20FIRST.ips
              Note, these are for FR. Then use PGE to edit whether the moves are physical/special.
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                #26485    
              Old September 5th, 2013 (1:06 PM).
              bigmac909 bigmac909 is offline
                 
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                OK, that's much more straightforward, thank you!

                However, I'm in PGE and all of the moves are already under the correct category. Why's that?

                Lastly, I just want to confirm: I can then patch this rom with a hack, right?
                  #26486    
                Old September 5th, 2013 (1:09 PM).
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                Quote:
                Originally Posted by bigmac909 View Post
                OK, that's much more straightforward, thank you!

                However, I'm in PGE and all of the moves are already under the correct category. Why's that?

                Lastly, I just want to confirm: I can then patch this rom with a hack, right?
                Well the first patch applies the split. The second defines the moves into their categories, so it should get working right away. I forgot, to fix something do this:
                Quote:
                Originally Posted by Jambo51
                I think I've found the code which causes the Mirror Coat/Counter bug in Fire Red.
                Change it to this, and it should hopefully fix it.
                Code:
                0801F6C2: 86 7A
                0801F908: 00 2E
                0801F90A: 41 D1
                And yes, you can apply it to a hacked ROM. As long as you didn't already tamper with the move tables.
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                  #26487    
                Old September 5th, 2013 (4:43 PM).
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                  I have looked for days trying to figure this out. There is no tutorial that I can find anywhere, and no one seems to know the answer. I currently know how to insert a custom midi in a ds rom (1/3 and easy to find) replace instruments (2/3 took me a day and hard to find) but I cannot for the life of me figure out (or find) how to make a custom sound bank so I can use a custom variety of instruments. on example of my intention is that a remix I made uses sounds from multiple b2/w2 banks, but without a custom sound bank, its useless because of the limitations (just doesn't sound right with the instruments I am limited to). does anyone know how to make a custom sound bank? There is an option in CrystalTile 2 to export a *.dls, which I can edit to how I need easily, but no way to convert it back. would someone either explain what I need to do, link me to a tutorial, or make one please?
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                    #26488    
                  Old September 5th, 2013 (5:50 PM).
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                    Having trouble transitioning from the starter town to Route 1. Game freezes the moment you leave the starter town.

                    To verify, I've changed the dimensions and landscape of the starter town as well as the Route. I've deleted the Oak script along with every script that took place outside. Movement permissions are changed and the connection is not to the original Route 1, but a new map altogether. I changed the new map's scripts and header to match up to the old one, however.
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                      #26489    
                    Old September 5th, 2013 (6:17 PM).
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                    Is there a way to change the preset names for Pokemon Ruby?
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                      #26490    
                    Old September 5th, 2013 (6:52 PM). Edited September 5th, 2013 by awipe1.
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                      Hello!

                      So I am new to tileset insertion and I have been trying to insert this tileset! This is how it looks in advanced map.



                      And this is how it looks in my game!



                      Anyone know what i'm doing wrong? I'm editing tileset0 and I have changed some palettes around. With most tilesets, I have changed the behavior byte and background byte to 0 (because I thought that made it neutral)

                      I also haven't messed around with door animations or animated tilesets yet.

                      (NOTE: That the waves in the ROM are actually 'waving' so I don't know why it's doing that even after I changed the behaviour byte and background byte to 0)
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                        #26491    
                      Old September 5th, 2013 (7:19 PM).
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                      Quote:
                      Originally Posted by awipe1 View Post
                      Hello!

                      So I am new to tileset insertion and I have been trying to insert this tileset! This is how it looks in advanced map.



                      And this is how it looks in my game!

                      Nothing seems to be wrong if your game successfully displays a black image with white texts. =/

                      ...seriously though, fix you image links.


                      Quote:
                      Originally Posted by awipe1 View Post
                      (NOTE: That the waves in the ROM are actually 'waving' so I don't know why it's doing that even after I changed the behaviour byte and background byte to 0)
                      That is probably because that the tiles you replaced are used by the ROM for animation. If you want to remove the 'waves', then you have to remove the animations that were applied on those tiles.

                      I suggest you use the Tileset Animation Editor by LU-HO.
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                        #26492    
                      Old September 5th, 2013 (7:29 PM).
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                        Quote:
                        Originally Posted by destinedjagold View Post
                        That is probably because that the tiles you replaced are used by the ROM for animation. If you want to remove the 'waves', then you have to remove the animations that were applied on those tiles.

                        I suggest you use the Tileset Animation Editor by LU-HO.

                        Wouldn't that not matter if I had already changed the tileset behaviour? Are you saying any tileset that has an animation assosiated with it, won't work until I fix the animation?
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                          #26493    
                        Old September 6th, 2013 (12:55 AM).
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                        destinedjagold destinedjagold is offline
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                        Quote:
                        Originally Posted by awipe1 View Post
                        Wouldn't that not matter if I had already changed the tileset behaviour? Are you saying any tileset that has an animation assosiated with it, won't work until I fix the animation?
                        Yes. I experienced this with my cancelled hack: SkyLine.
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                          #26494    
                        Old September 6th, 2013 (3:37 AM).
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                          Quote:
                          Originally Posted by destinedjagold View Post
                          Yes. I experienced this with my cancelled hack: SkyLine.
                          Animations are really easy. NarutoActor wrote a tutorial on it.

                          Awipe1: What you are seeing there, is called the bg. If all three layers of a map are empty, that is the default. Bg. Lets say you make a 100% transparent tile. That is what you will see. Now, I have no idea why this would be appearing, since your tiles are fine in A-map.
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                            #26495    
                          Old September 6th, 2013 (8:36 AM). Edited September 6th, 2013 by GoGoJJTech.
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                          Quote:
                          Originally Posted by dudebot View Post
                          Having trouble transitioning from the starter town to Route 1. Game freezes the moment you leave the starter town.

                          To verify, I've changed the dimensions and landscape of the starter town as well as the Route. I've deleted the Oak script along with every script that took place outside. Movement permissions are changed and the connection is not to the original Route 1, but a new map altogether. I changed the new map's scripts and header to match up to the old one, however.
                          Saving with states on the map you are editing makes it go nuts. You'll have to restart the save game (not editing the game)

                          Quote:
                          Originally Posted by Le pug View Post
                          Is there a way to change the preset names for Pokemon Ruby?
                          What preset names? Be specific.
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                            #26496    
                          Old September 6th, 2013 (3:33 PM).
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                            Quote:
                            Originally Posted by gogojjtech View Post
                            Saving with states on the map you are editing makes it go nuts. You'll have to restart the save game (not editing the game)
                            Did it, it didn't work. It freezes completely. The music, the movement, everything. Really not trying to start with a new ROM or anything.
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                              #26497    
                            Old September 6th, 2013 (6:15 PM).
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                            Teh Blazer Teh Blazer is offline
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                              Quote:
                              Originally Posted by dudebot View Post
                              Did it, it didn't work. It freezes completely. The music, the movement, everything. Really not trying to start with a new ROM or anything.
                              Happens to me all the time. What I've found helpful is to remove all of the map connections in Advance Map and then add them back in, that usually fixes the problem for me. But you'll still have to exit the map via warp or something and then come back to allow the map to change to its new modified settings.
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                                #26498    
                              Old September 6th, 2013 (6:23 PM).
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                              Quote:
                              Originally Posted by Teh Blazer View Post
                              Happens to me all the time. What I've found helpful is to remove all of the map connections in Advance Map and then add them back in, that usually fixes the problem for me. But you'll still have to exit the map via warp or something and then come back to allow the map to change to its new modified settings.
                              Oh yeah, another reason to read this: http://www.pokecommunity.com/showpost.php?p=7781039&postcount=304
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                                #26499    
                              Old September 6th, 2013 (7:54 PM).
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                                Quote:
                                Originally Posted by Teh Blazer View Post
                                Happens to me all the time. What I've found helpful is to remove all of the map connections in Advance Map and then add them back in, that usually fixes the problem for me. But you'll still have to exit the map via warp or something and then come back to allow the map to change to its new modified settings.
                                Could you go into a little more detail, if possible?
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                                  #26500    
                                Old September 6th, 2013 (10:45 PM).
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                                  Quote:
                                  Originally Posted by dudebot View Post
                                  Could you go into a little more detail, if possible?
                                  Yeah, like gogojjtech said, you should be using advance map 1.92 before anything else because 1.95 is 2cray2handle.

                                  When you're in the map in advance map, in the upper area there should be a button with four arrows pointing in opposite directions, that button is the map connections. It's right next to the block editor, the button that looks like a puzzle piece. Found it yet? Good, click on it.

                                  It should open another window with your map and the map it's connected to. Go down to the three bars that say "Add" "Remove" and "Save". They obviously mean what they're titled. Now, remove all of the map connections associated with that map. Kill it. All. Leave no survivors.

                                  Then, press the "Add" button to add back all of those connections you just severed. There should be a little preview so you can see how your connection is gonna look in-game.

                                  Direction is obvious, it's what direction your map is going to be connected to another map (ex: at the top of the map, left of the map, bottom of the map, or right of the map). Offset is, as far as I know, how much your map moves to the left or the right. I'm terrible at explaining things, but basically the connection most likely won't perfectly align the two maps and so you tinker with the offset to know how much to move one map to the left or the right so that they connect smoothly. Map bank and map number are obvious. And the zero out escapes me at the moment, maybe someone can clear that up for me.

                                  Once you've remade all of the connections, you're done!... just kidding. You've done the connection on one side, but now you have to do it on the other map. If you don't, you'll be able to cross over one way but the game will freeze when you try to cross back. So just go to the next map that you wanted it connected to and do the same process.

                                  That should do it, but tell me if it still isn't working. And don't forget, 1.92 not 1.95.
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