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  #23901    
Old March 3rd, 2013 (9:48 PM).
ep!c ep!c is offline
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    Well, you obtain the bagde as soon as you set the flag.
    If you got VBA-SDL-H set a breakpoint on this flag.
    The VBA-SDL-H will stop as soon as you reached this position.

    Now look into the log and you see the assembler code.
    Type "n", press Enter and you jump to the next line of the code.

    Now just interpret the code as good as you can, maybe you find a mov r0, #0x46 or such a thing..

    (0x46 is 70 in decimal)
      #23902    
    Old March 3rd, 2013 (9:56 PM).
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      Ooooh I didn't even see kurapika's post! Thank you kurapika and Thank you Karatekid552!!!
      You guys completely answered all my questions and for that I thank you. But now I have another question on a different topic.

      I am working on my Pokemon ROM and in one part, I have a lot of sprites (9 Pokeballs, 6 Trainers and the player. So in total 15 person events + the player on the screen at once) while I am at that part of the game, some of the sprites will appear and reappear, any reason why this happens?

      I am assuming there is a person event limit you can have on the screen (like 12 or something) but I just want to make sure that is the case :P

      also anyone have the list of the different text colors I can use?
      I know 0x0 is blue, 0x1 is red and 0x2 is black, but I need green :P
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        #23903    
      Old March 3rd, 2013 (10:08 PM).
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      Satoshi Ookami Satoshi Ookami is offline
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      Quote:
      Originally Posted by awipe1 View Post
      also anyone have the list of the different text colors I can use?
      I know 0x0 is blue, 0x1 is red and 0x2 is black, but I need green :P
      I belive diegoisawesome's tutorial has colors covered.
      You can try [green_fr] or [green_ruby] command if they work.
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        #23904    
      Old March 3rd, 2013 (11:09 PM).
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      destinedjagold destinedjagold is offline
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      Quote:
      Originally Posted by awipe1 View Post
      I am assuming there is a person event limit you can have on the screen (like 12 or something) but I just want to make sure that is the case :P
      I've encountered the same problem during my hacking time with Life of Guardians, and yes, I believe there is a limit of how many NPCs are to be displayed on the screen. :\
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        #23905    
      Old March 3rd, 2013 (11:16 PM).
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        Quote:
        Originally Posted by karatekid552 View Post
        Most likely, it is a part of the routine that is carried out when you tell your pokemon to attack. It probobly runs though and sees your highest badge, then branches off, checks if the pokemon's and your IDs match, then, if not, compares the levels and sees if the pokemon is higher, if so, it goes on to calculate the chance of the pokemon not obeying. If any one of the checks passes, the routine return to the starting point and runs as normal. I have not a clue as to where said routine is located though:/. I just stared learning ASM and still have trouble finding things like that. I wish I could help more.
        These kind of routines are often found with debugging. If you've got "nothing" to begin with, you might want to first look for the asm routine used for giving you a badge. For this, you also use debugger by tracking down the routine used by that "givebadge X" command.

        If I was to do that myself, I would start looking what is executed when you talk to a person event which does nothing more than give you a certain badge and execute "return to gameplay" then.

        Once you've found the asm routine used to give you a badge, you'll also find where in ram 1 is written and next, you start debugging the obeying routine using this ram address as a breakpoint. The program will stop executing code when this ram address is looked for during the code which, like you said, happens next to the code of comparing the ID of the pokemon attacking to the ID of the player.

        You modify the routine there and... job finished.
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          #23906    
        Old March 4th, 2013 (1:56 AM).
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        Jambo51 Jambo51 is offline
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          Quote:
          Originally Posted by karatekid552 View Post
          Most likely, it is a part of the routine that is carried out when you tell your pokemon to attack. It probobly runs though and sees your highest badge, then branches off, checks if the pokemon's and your IDs match, then, if not, compares the levels and sees if the pokemon is higher, if so, it goes on to calculate the chance of the pokemon not obeying. If any one of the checks passes, the routine return to the starting point and runs as normal. I have not a clue as to where said routine is located though:/. I just stared learning ASM and still have trouble finding things like that. I wish I could help more.
          Having looked at the code which takes care of this, I can tell you you're nearly 100% right. The code is pretty simple, it checks the flags which are tied to the badges, and branches if they're set. It then compares the Pokémon's level against a hard coded value, which would be easy to change with a simple hex edit. It then performs a random if the Pokémon's OTID doesn't match yours. If I remember right, it's a weighted random. That is, the higher over the level cap, the more likely it is to disobey. However, what would be better would be rewriting if to support more flags and level caps. Reading from tables is always a good way to support such extendability.
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            #23907    
          Old March 4th, 2013 (2:21 AM). Edited March 4th, 2013 by karatekid552.
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          karatekid552 karatekid552 is offline
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            Quote:
            Originally Posted by destinedjagold View Post


            I've encountered the same problem during my hacking time with Life of Guardians, and yes, I believe there is a limit of how many NPCs are to be displayed on the screen. :\
            This I know is a definable. The game can only have so many OAMs displayed at once.

            Quote:
            Originally Posted by Jambo51 View Post
            Having looked at the code which takes care of this, I can tell you you're nearly 100% right. The code is pretty simple, it checks the flags which are tied to the badges, and branches if they're set. It then compares the Pokémon's level against a hard coded value, which would be easy to change with a simple hex edit. It then performs a random if the Pokémon's OTID doesn't match yours. If I remember right, it's a weighted random. That is, the higher over the level cap, the more likely it is to disobey. However, what would be better would be rewriting if to support more flags and level caps. Reading from tables is always a good way to support such extendability.
            Awesome, my guessing skills are getting better. I was actually banking on the hope that you or Darth would come along and see this and give me some help.:p Now to find it....

            Quote:
            Originally Posted by miksy91 View Post
            These kind of routines are often found with debugging. If you've got "nothing" to begin with, you might want to first look for the asm routine used for giving you a badge. For this, you also use debugger by tracking down the routine used by that "givebadge X" command.

            If I was to do that myself, I would start looking what is executed when you talk to a person event which does nothing more than give you a certain badge and execute "return to gameplay" then.

            Once you've found the asm routine used to give you a badge, you'll also find where in ram 1 is written and next, you start debugging the obeying routine using this ram address as a breakpoint. The program will stop executing code when this ram address is looked for during the code which, like you said, happens next to the code of comparing the ID of the pokemon attacking to the ID of the player.

            You modify the routine there and... job finished.
            I know how to debug and modify routines. It's more of a where do I start? kind of thing.:p So, thanks for giving me that clue, I'll see if I can find it!
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              #23908    
            Old March 4th, 2013 (2:05 PM).
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              How would I go about gender based rivals as I plan to put two gender based rival Green/Red & Kris/Ethan and I have no idea how to do that so if you could point the way that would be great
                #23909    
              Old March 4th, 2013 (2:51 PM).
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                I have a stupid question that i'm pretty sure I know the answer to already, but is there away to add more memory to your ROM? I have a very bad feeling that I will run out of varibales and offsets eventually if I make my game. I just don't want to be in half way through my game then realise that I can't make anymroe because I have ran out of variables and memory.
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                  #23910    
                Old March 4th, 2013 (5:24 PM). Edited March 4th, 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 Flame999 View Post
                  How would I go about gender based rivals as I plan to put two gender based rival Green/Red & Kris/Ethan and I have no idea how to do that so if you could point the way that would be great
                  A command called "checkgender" will help you. Just set it up so that based upon which gender, it runs different scripts, activates different battles, and, in turn, creates gender based rivals. Full documentation for it can be found in diegoisawesome's XSE tutorial.

                  Quote:
                  Originally Posted by awipe1 View Post
                  I have a stupid question that i'm pretty sure I know the answer to already, but is there away to add more memory to your ROM? I have a very bad feeling that I will run out of varibales and offsets eventually if I make my game. I just don't want to be in half way through my game then realise that I can't make anymroe because I have ran out of variables and memory.
                  No way that I know of to add more variables and memory in the RAM, but you can increase the rom size from 16mb to 32mb using a function in XSE version 1.1.1, it is in one of the top menus.
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                    #23911    
                  Old March 4th, 2013 (6:07 PM).
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                  Quote:
                  Originally Posted by awipe1 View Post
                  I have a stupid question that i'm pretty sure I know the answer to already, but is there away to add more memory to your ROM? I have a very bad feeling that I will run out of varibales and offsets eventually if I make my game. I just don't want to be in half way through my game then realise that I can't make anymroe because I have ran out of variables and memory.
                  If you run out of variables you can always allocate some free space for custom variables and use writebytetooffset.

                  Also, you can expand your ROM if you want (there's actually tools to do it), but from what I've heard, it's a risky process.
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                    #23912    
                  Old March 4th, 2013 (8:22 PM).
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                    Is there an easy way to edit the evolution method of a Pokemon in Platinum? Because it turns out the tool I'm using has the evolution method window just for show.
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                      #23913    
                    Old March 5th, 2013 (4:27 AM). Edited March 5th, 2013 by ChaosBringer41.
                    ChaosBringer41 ChaosBringer41 is offline
                       
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                      Sorry if this is in the wrong part of the forum, but here goes:
                      How can I insert resized DS Pokemon sprites into, say, Fire Red?
                      - I want three of the starter choices from the DS games as the starter choices in one of my hacks - a 'this is how I want to play' type hack, not a total rewrite like Shiny Gold -

                      I tried using the Search function, but for some reason, it didn't show any results for inserting sprites, nevermind where to look for them.

                      Turtwig, Piplup, Emboar and their evolutions, if anyone is wondering - I want ones that ultimately have two Types.
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                        #23914    
                      Old March 5th, 2013 (6:22 AM).
                      ep!c ep!c is offline
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                        All LZ77 compressed graphics can be inserted with the UNLZ oder NLZ GBA.
                        The Pokémon must be located in the UNLZ somewhere around 1200-1400..
                          #23915    
                        Old March 5th, 2013 (7:19 AM).
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                        Aryan143 Aryan143 is offline
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                          Hey I have a problem. I just installed a new window yesterday and I updated my .NET framework but I am having a problem to run these programs:

                          NSE( both classic and 2.X)
                          YAPE
                          All the editors in the Wichu Sprite Editor series

                          It shows an error report. Can someone help me? They were working fine on the previous Windows
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                            #23916    
                          Old March 5th, 2013 (8:05 AM).
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                          LocksmithArmy LocksmithArmy is offline
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                            what is the error report... specifically,... screenshot it or write down all the words...
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                              #23917    
                            Old March 5th, 2013 (12:36 PM).
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                            karatekid552 karatekid552 is offline
                            What happens if I push it?....
                               
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                              Quote:
                              Originally Posted by ep!c View Post
                              All LZ77 compressed graphics can be inserted with the UNLZ oder NLZ GBA.
                              The Pokémon must be located in the UNLZ somewhere around 1200-1400..
                              That is probably the hardest way to do it besides hex editing them in yourself:p.

                              I know you have been gone for a while, so I'll let you know that Wichu released a set of Pokemon sprite editors called the Advance Series. These work amazing for sprites of just pokemon, and the sprites are not required to be indexed:D. For other sprites, NSE Classic and NSE 2.X can handle just about any compressed or uncompressed image, provided you know the location of their image and palette.
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                                #23918    
                              Old March 5th, 2013 (6:43 PM).
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                                Here is the error image I am getting:



                                This is same on all these programs
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                                  #23919    
                                Old March 5th, 2013 (7:06 PM).
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                                  Quote:
                                  Originally Posted by Aryan143 View Post
                                  Here is the error image I am getting:



                                  This is same on all these programs
                                  What OS are you running?

                                  Also if the new .NET Framework doesn't work for you try the older versions.
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                                    #23920    
                                  Old March 5th, 2013 (7:19 PM).
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                                  Aryan143 Aryan143 is offline
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                                    Quote:
                                    Originally Posted by tajaros View Post
                                    What OS are you running?

                                    Also if the new .NET Framework doesn't work for you try the older versions.
                                    I am using Windows XP SP3 and I have tried the older .NET Frameworks plus it worked on the old Windows
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                                      #23921    
                                    Old March 5th, 2013 (7:25 PM).
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                                    Hi I'm dawg
                                       
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                                      Quote:
                                      Originally Posted by Aryan143 View Post
                                      I am using Windows XP SP3 and I have tried the older .NET Frameworks plus it worked on the old Windows
                                      Try redownloading the programs, it should work properly I think. I had this problem before and the only thing that fixed it is by downloading an older version of .NET Framework.
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                                        #23922    
                                      Old March 5th, 2013 (7:34 PM). Edited March 5th, 2013 by Aryan143.
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                                      Aryan143 Aryan143 is offline
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                                        Quote:
                                        Originally Posted by tajaros View Post
                                        Try redownloading the programs, it should work properly I think. I had this problem before and the only thing that fixed it is by downloading an older version of .NET Framework.
                                        Ok thanks, I will try it.

                                        EDIT: I tried the old framework and bang, it worked again. Thanks a lot tajaros!
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                                          #23923    
                                        Old March 5th, 2013 (9:12 PM).
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                                        Noossab Blue Noossab Blue is offline
                                           
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                                          So...I want to edit the text of Oak's tutorial battle in A-text, but when I did my game glitched out and crashed. I tried it again with special text marked but it didn't help...

                                          I did repoint a few of the strings...is that the problem? Or is it something else?

                                          Quote:
                                          Originally Posted by Jambo51 View Post
                                          Having looked at the code which takes care of this, I can tell you you're nearly 100% right. The code is pretty simple, it checks the flags which are tied to the badges, and branches if they're set. It then compares the Pokémon's level against a hard coded value, which would be easy to change with a simple hex edit. It then performs a random if the Pokémon's OTID doesn't match yours. If I remember right, it's a weighted random. That is, the higher over the level cap, the more likely it is to disobey. However, what would be better would be rewriting if to support more flags and level caps. Reading from tables is always a good way to support such extendability.
                                          So...basically I need to be able to ASM Hack to do it?
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                                            #23924    
                                          Old March 5th, 2013 (10:48 PM).
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                                          Quote:
                                          Originally Posted by Noossab Blue View Post
                                          So...I want to edit the text of Oak's tutorial battle in A-text, but when I did my game glitched out and crashed. I tried it again with special text marked but it didn't help...

                                          I did repoint a few of the strings...is that the problem? Or is it something else?
                                          A-Text causes many problems if you repoint stuff.
                                          If you want to edit the text with the use of that tool, then you need to stay within the available character limit.

                                          If you really need to put a longer text, then you need to manually repoint his dialogue through hex editing.
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                                            #23925    
                                          Old March 6th, 2013 (2:12 AM).
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                                          karatekid552 karatekid552 is offline
                                          What happens if I push it?....
                                             
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                                            Quote:
                                            Originally Posted by Noossab Blue View Post
                                            So...basically I need to be able to ASM Hack to do it?
                                            You need to have ASM skills to find it. From there it is just simple byte changes with a hex editor. I plan on giving this more of a look when I find the time.
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