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  #25776    
Old July 26th, 2013 (8:10 AM).
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Quote:
Originally Posted by leogrecchi View Post


Help? Can't get mid2agb to work.Can't understand the error message either
This happens with any mid file...
I understand the error. If you read my tutorial, you would know not to have spaces or numbers in your file name. That renders the instructions unreadable. It was most likely fine at first before putting in a number. Also, make sure in anvil studio to click export midi format-0, not save.
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  #25777    
Old July 26th, 2013 (8:42 AM).
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    Hi, I was wondering where would be the best and safest places to get Advance-Trainer and PKSV (The scripting program)? I have checked the toolbox on here, but A-Trainer's mirror link is the same as one posted on Youtube where several people claimed it have a trojan...
    Many people apparently use Whack A Hack, but I've heard many reports of it having viruses.
    This is a rather vexing issue.

    P.S-Is there any simple way to:
    a) Access the coded sprites and soundtracks from R/S in Advance Map (I'm using FireRed)
    b) Easily change the soundtrack of a battle? (e.g make your rival use the R/S rival theme)
    Many thanks in advance :)
      #25778    
    Old July 26th, 2013 (9:49 AM).
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    1. Use XSE as your script editor since it's more widely used.
    2. A-Trainer from me here: https://www.dropbox.com/s/pks5ynlqm3yr8e9/A-Trainer.zip
    3. The themes and sprites from RS aren't all in FR. Only some.
    4. Read my Mega-Huge Sappy tutorial on changing music.
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      #25779    
    Old July 26th, 2013 (10:08 AM).
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      Thanks for the link to get A-Trainer :)
      However, with regards to XSE, I'm really not good at scripting at all, so I find the user-friendly interface of PKSV more convenient.
      About music-Well, I'm not really bothered with Sappy, and sorry, I didn't
      know that only a select few tracks from R/S were in the coding-my bad.
      Thanks for responding quickly to my post :)
        #25780    
      Old July 26th, 2013 (10:16 AM).
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      You could always just export them from ruby to FR, then change the instruments around.
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        #25781    
      Old July 26th, 2013 (10:23 AM). Edited July 26th, 2013 by uliekztrollface?.
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        Heh thanks but I'm just going to stick to the basics :)
        Oh yeah I've seen some of your FireRed soundtrack insertion vids-they're pretty
        impressive actually (such as Alder's theme in FireRed)
        The link to A-Trainer was much appreciated by myself and my brother; thank you very much :D
          #25782    
        Old July 26th, 2013 (10:38 AM).
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          #25783    
        Old July 26th, 2013 (10:47 AM).
        leogrecchi leogrecchi is offline
           
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          @gogojjtech

          Sorry. I thought that being a command-line program it shouldn't make a difference, yet it did.
          It didn't solve the problem, however. Luckily, I could time the printscreen to show the error output (which seems to be with the .mid file)
          This is the mid file, I hope it helps
            #25784    
          Old July 26th, 2013 (11:04 AM).
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          I don't know why it isn't working. Maybe there's a command in the MIDI that it just can't convert?
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            #25785    
          Old July 26th, 2013 (2:15 PM).
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            Where can I download an old version of XSE? The new one does not have a level script button.
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              #25786    
            Old July 26th, 2013 (3:18 PM).
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            They all have level script buttons, you just need to open a ROM before you can actually view a level script.
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              #25787    
            Old July 26th, 2013 (3:46 PM).
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              Quote:
              Originally Posted by gogojjtech View Post
              They all have level script buttons, you just need to open a ROM before you can actually view a level script.
              I have opened my rom, and still do not see it.
                #25788    
              Old July 26th, 2013 (4:38 PM). Edited July 26th, 2013 by Wobbu.
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                Quote:
                Originally Posted by leogrecchi View Post
                @gogojjtech

                Sorry. I thought that being a command-line program it shouldn't make a difference, yet it did.
                It didn't solve the problem, however. Luckily, I could time the printscreen to show the error output (which seems to be with the .mid file)
                This is the mid file, I hope it helps
                You did the Repair Midi thing, right? Can you upload the midi? I want to take a look at it.

                Quote:
                Originally Posted by Ros1e View Post
                I have opened my rom, and still do not see it.
                You can view level scripts from Advance Map with XSE, under the headers tab. IIRC there is also a bug with XSE where it may not load certain level scripts.
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                  #25789    
                Old July 26th, 2013 (5:17 PM).
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                Actually, it's not just going to load a level script if there's no offset for it to load from. Put in the offset of the level script, click decompile, then try
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                  #25790    
                Old July 27th, 2013 (3:52 AM).
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                  Guys i'm sorry if this has been asked before. but i don't have the time to check 1039 pages.
                  I use YAPE 0.9 but when i open a rom it says "error reading base stats". does anyone know how to fix this.
                    #25791    
                  Old July 27th, 2013 (4:59 AM). Edited July 27th, 2013 by uliekztrollface?.
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                    Sorry pokerex I'm not really sure about your problem-I have YAPE 0.9 and it works fine.
                    ^
                    My "helpful" reply, sorry I don't know a great deal about hacking.

                    Does anyone have a safe link to XSE? Thanks a great deal :)
                      #25792    
                    Old July 27th, 2013 (5:11 AM).
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                      Quote:
                      Originally Posted by uliekztrollface? View Post
                      Sorry pokerex I'm not really sure about your problem-I have YAPE 0.9 and it works fine.
                      ^
                      My "helpful" reply, sorry I don't know a great deal about hacking.

                      Does anyone have a safe link to XSE? Thanks a great deal :)
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                        #25793    
                      Old July 27th, 2013 (7:33 PM).
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                        I found a rom base that I wanted to use, but the flower animations were messed up. They look fine in advance map, but in the game they only show half of the flowers.


                        Does anyone know whats wrong?
                          #25794    
                        Old July 27th, 2013 (9:01 PM).
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                          Hi, I am using JPAN's fire red hack to add more overworlds. I have also repointed the palette table and added some palettes of my own for some overworlds. This has worked up until now. When two very specific overworld sprites are right next to each other, they suddenly share the same palette. I have tried to edit the byte in the overworld data that comes after the two bytes for height, but it only seems to mess it up worse. How can i fix this so they can both appear on the screen at the same time?
                            #25795    
                          Old July 27th, 2013 (10:18 PM). Edited July 27th, 2013 by DrFuji.
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                          Quote:
                          Originally Posted by pokefreake View Post
                          I found a rom base that I wanted to use, but the flower animations were messed up. They look fine in advance map, but in the game they only show half of the flowers.


                          Does anyone know whats wrong?
                          The person who inserted those tiles hasn't overwritten the flower animations from the default FR frames. Tile animations overwrite whatever image you can see in Advance Map so it is impossible to edit them without using another program. You can edit the basic frames using NSE (they are in its bookmarks), or use AnimEditor if you want to change them to a far greater extent (adding/ subtracting frames, changing their position in the tileset, how fast they are etc). You will have to make your own animations for them though.

                          Quote:
                          Originally Posted by gameguru View Post
                          Hi, I am using JPAN's fire red hack to add more overworlds. I have also repointed the palette table and added some palettes of my own for some overworlds. This has worked up until now. When two very specific overworld sprites are right next to each other, they suddenly share the same palette. I have tried to edit the byte in the overworld data that comes after the two bytes for height, but it only seems to mess it up worse. How can i fix this so they can both appear on the screen at the same time?
                          What do you mean by "it only seems to mess up worse"? Make sure you are only editing the second half of that byte and that the sprites aren't sharing the same palette slot. If you've got any other sprites nearby that are also using the same palette slot they might also be interfering. Could you show some pictures of your sprites in-game as well as their overworld data in a hex editor?
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                            #25796    
                          Old July 28th, 2013 (9:58 AM).
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                            Quote:
                            At a guess, I'd say Ruby uses the same table format. Problem is, the table doesn't contain just the music data, it contains pointers to ASM. The ASM it points to loads the music ID.

                            Very basic ASM hacking skills are required to do it, but it's certainly not hard.
                            Can you give me that adress? I try do it by adress from Emerald. As Emerald use that same table like Ruby.
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                              #25797    
                            Old July 28th, 2013 (2:00 PM).
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                              Does anybody know how to remove that "badge HM check," for field moves like Flash?
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                                #25798    
                              Old July 29th, 2013 (12:43 PM).
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                                I'm trying to edit Pallet town, but some of the scripts I made are messed up. Like some of the people are in different places and I can't remove the sprites. I removed the map scripts, but the problem is still happening. Does anyone know how to fix this? I don't want to make the maps all over again :(.
                                  #25799    
                                Old July 29th, 2013 (5:46 PM).
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                                  I'm trying to add in the Physical/Special split images Darthatron made for Fire Red to an Emerald rom, but I seem to have hit a wall. I've added in the actual image with TileMolester already, but as I understand it the addresses in the asm code here are for a Fire Red rom. Since I assume they aren't interchangeable with Emerald, how would I go about finding the equivalent addresses for Emerald? Also, how do I find the addresses of the bytes for the code pointers?

                                  Original post by Darthatron:
                                  Spoiler:
                                  Quote:
                                  Originally Posted by Darthatron View Post
                                  I want to find a better place to put it. Right now, the image showing if it's physical/special/status appears a frame before the rest of the screen is loaded. :\ I mean, it's not that bad. I just don't love it.

                                  Change these bytes:
                                  Code:
                                  @0813A130: 0x2F
                                  @0813A17B: 0x47
                                  @0813A1A0: [Pointer to Routine, plus 1 (one).]
                                  Here's the source:
                                  Code:
                                  .align 2
                                  .thumb
                                  Start:
                                      push {r0-r4}
                                      ldr r0, .CurMoveIndex
                                      ldrb r1, [r0]
                                      lsl r1, r1, #1
                                      ldr r0, .Move_List
                                      add r0, r0, r1
                                      ldrh r3, [r0]
                                      lsl r0, r3, #1
                                      add r0, r0, r3
                                      lsl r0, r0, #2
                                      ldr r1, .MoveBase
                                      add r0, r0, r1
                                      ldrb r4, [r0, #10]
                                      lsl r0, r4, #1
                                      add r4, r4, r0
                                      lsl r4, r4, #6
                                      
                                      ldr r0, .SplitImages
                                      add r0, r4
                                      ldr r1, .VRAM
                                      mov r2, #0x30
                                      swi #0xB
                                      
                                      ldr r0, .SplitImages
                                      add r0, r4
                                      add r0, #0x60
                                      ldr r1, .VRAM
                                      mov r2, #0x1E
                                      lsl r2, #0x04
                                      add r1, r1, r2
                                      mov r2, #0x30
                                      swi #0xB
                                      
                                  Finish:
                                      pop {r0-r4}
                                      ldr r4, .Some_Offset
                                      ldr r0, [r4]
                                      ldr r1, .Return_Addr
                                      bx r1
                                  
                                  .align 2
                                  .MoveBase:        .word 0x08250C04
                                  .CurMoveIndex:    .word 0x0203B16D
                                  .Move_List:        .word 0x02003268
                                  
                                  .VRAM:            .word 0x06001800
                                  .SplitImages:    .word 0xYYYYYYYY
                                  
                                  .Some_Offset:    .word 0x0203B148
                                  .Return_Addr:    .word 0x0813A17C+1
                                  Change the .SplitImages (0xYYYYYYYY) pointer to where ever you have the images.
                                  The images are uncompressed. And should look like this:
                                  They need to be in this order. Use TileMolester or something to insert them.
                                  They use the same palette as the Types, which is located at 0x08E95DBC in a clean FireRed ROM.


                                  Suggested fix by Jambo:
                                  Spoiler:
                                  Quote:
                                  Originally Posted by Jambo51 View Post
                                  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
                                  Also, Darthatron's routine for showing the images is slightly buggy. It turns out the move index is actually DMA protected, but in a really odd way. It only gets DMA shifted after certain actions are taken within the game's overworld. Anyway - to solve this, change the parts in BOLD in Darthatron's original routine (or just copy this routine, I suppose), and then follow Darthatron's original post to insert it.

                                  Code:
                                  .align 2
                                  .thumb
                                  Start:
                                   push {r0-r4}
                                   ldr r0, .CurMoveIndex
                                   ldrb r1, [r0]
                                   lsl r1, r1, #1
                                   ldr r0, .Move_List_Loc
                                   ldr r0, [r0]
                                   ldr r3, .number
                                   add r0, r0, r3
                                   add r0, r0, r1
                                   ldrh r3, [r0]
                                   cmp r3, #0x0
                                   beq Finish
                                   lsl r0, r3, #1
                                   add r0, r0, r3
                                   lsl r0, r0, #2
                                   ldr r1, .MoveBase
                                   add r0, r0, r1
                                   ldrb r4, [r0, #10]
                                   lsl r0, r4, #1
                                   add r4, r4, r0
                                   lsl r4, r4, #6
                                   ldr r0, .SplitImages
                                   add r0, r4
                                   ldr r1, .VRAM
                                   mov r2, #0x30
                                   swi #0xB 
                                   ldr r0, .SplitImages
                                   add r0, r4
                                   add r0, #0x60
                                   ldr r1, .VRAM
                                   mov r2, #0x1E
                                   lsl r2, #0x04
                                   add r1, r1, r2
                                   mov r2, #0x30
                                   swi #0xB 
                                  Finish:
                                   pop {r0-r4}
                                   ldr r4, .Some_Offset
                                   ldr r0, [r4]
                                   ldr r1, .Return_Addr
                                   bx r1
                                  .align 2
                                  .MoveBase:  .word 0x08250C04
                                  .number: .word 0x00003258
                                  .CurMoveIndex: .word 0x0203B16D
                                  .Move_List_Loc:  .word 0x0203B140
                                  .VRAM:   .word 0x06001800
                                  .SplitImages: .word 0x08YYYYYY
                                  .Some_Offset: .word 0x0203B148
                                  .Return_Addr: .word 0x0813A17D
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                                    #25800    
                                  Old July 29th, 2013 (6:36 PM). Edited July 29th, 2013 by karatekid552.
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                                    Quote:
                                    Originally Posted by dd409 View Post
                                    I'm trying to add in the Physical/Special split images Darthatron made for Fire Red to an Emerald rom, but I seem to have hit a wall. I've added in the actual image with TileMolester already, but as I understand it the addresses in the asm code here are for a Fire Red rom. Since I assume they aren't interchangeable with Emerald, how would I go about finding the equivalent addresses for Emerald? Also, how do I find the addresses of the bytes for the code pointers?

                                    Original post by Darthatron:


                                    Suggested fix by Jambo:
                                    Porting routines isn't easy, but it is the very first thing I learned how to do with ASM. You best shot, is to go to those addresses in a clean Fire Red and a hex editor and then copy the surrounding bytes and search for them in an Emerald rom. If they are RAM addresses, then those are much tougher to locate. Try looking for groups of bytes that are the same, but with different pointers at the end.

                                    I must say, if you have never hacked before, I highly doubt you will be able to do this. I would have a tough time.

                                    Quote:
                                    Originally Posted by FrozenInfernoZX View Post
                                    Does anybody know how to remove that "badge HM check," for field moves like Flash?
                                    Find the scripts, remove the checkflags for badges. It sounds easy, but finding them can be tough.

                                    Quote:
                                    Originally Posted by pokefreake View Post
                                    I'm trying to edit Pallet town, but some of the scripts I made are messed up. Like some of the people are in different places and I can't remove the sprites. I removed the map scripts, but the problem is still happening. Does anyone know how to fix this? I don't want to make the maps all over again :(.
                                    Pallet Towns map scripts do move a lot of the person events around. Are you 100% sure they are gone, and no map scripts are present? Also, are you sure you are testing the right map? One time, I had multiple maps of the same thing, but with different scripts (for different times in the game) and I was editing one and not seeing the changes in game, because I was testing the wrong one. So, that is something to also look out for.
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