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  #23601    
Old February 9th, 2013 (5:26 PM).
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Quote:
Originally Posted by Noossab Blue View Post
In a hex editor go to 0xCE91A and change the 4 bytes there to 00 00 14 E0 and then change 0x126C4D from D9 to E0 to get stone evos working.

Question of my own: Does anyone know where the pickup item data is stored? Or just how to change the pickup items in general?
Pickup item? Explain what you mean and for what version?
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  #23602    
Old February 9th, 2013 (7:00 PM).
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    FR and I mean changing the items that can be found using pickup.
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      #23603    
    Old February 9th, 2013 (7:42 PM).
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    does anyone know the offset so i can enable the Ruby/saphire grass animation in firered?

    I need it for icey grass animation so i can have that and the normal one.

    Thanks in advance.
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      #23604    
    Old February 10th, 2013 (3:48 AM).
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      I'm trying to do a worping script where you are teleported to an area after talking to the person and i have no clue how to do that so if someone could point me in the right direction that would be great
        #23605    
      Old February 10th, 2013 (4:23 AM).
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        Quote:
        Originally Posted by Omega Zero View Post
        does anyone know the offset so i can enable the Ruby/saphire grass animation in firered?

        I need it for icey grass animation so i can have that and the normal one.

        Thanks in advance.
        http://www.pokecommunity.com/showthread.php?t=252704
        Hope this helps :>
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          #23606    
        Old February 10th, 2013 (4:32 AM).
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          In XSE the command is: warp

          Structure: warp 0xBank 0xMap 0xWarp Exit (or just type 0xFF for warptoposition) 0xX coo. 0xY coo.

          ~para
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            #23607    
          Old February 10th, 2013 (6:33 AM).
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            Is there a way to quickly delete every single map from a rom?
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              #23608    
            Old February 10th, 2013 (6:53 AM).
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            Quote:
            Originally Posted by Jim Boob View Post
            Is there a way to quickly delete every single map from a rom?
            I don't think there is a "delete all maps" button anywhere, that being said you should never delete all the maps before starting. What you should do is delete/replace existing maps are you make new ones.
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              #23609    
            Old February 10th, 2013 (12:27 PM).
            BullZai BullZai is offline
               
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              I had to rewrite a quite big script, but if I try to compile it, it gives me an error and says there is a missing keyword, but the line is empty. Does anyone know what I did wrong, or do you need to see the script?
                #23610    
              Old February 10th, 2013 (12:29 PM).
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                Best tool to make this -> hexeditor xD

                But I would replace old maps, cause they have the header and so on...
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                  #23611    
                Old February 10th, 2013 (12:54 PM).
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                Quote:
                Originally Posted by BullZai View Post
                I had to rewrite a quite big script, but if I try to compile it, it gives me an error and says there is a missing keyword, but the line is empty. Does anyone know what I did wrong, or do you need to see the script?
                Post your script, though from what you've described you're missing a parameter on one of your commands.
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                  #23612    
                Old February 10th, 2013 (1:12 PM).
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                What happens if I push it?....
                   
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                  Quote:
                  Originally Posted by FBI agent View Post
                  Post your script, though from what you've described you're missing a parameter on one of your commands.
                  Actually, I have seen this in other places. The only solution is to retype it. It's an XSE bug, one of the very few.

                  There is another solution, but it requires a second computer. Put your script in a notepad file and redownload XSE but on a different computer. Now open the script in that computer and it should work fine.
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                    #23613    
                  Old February 10th, 2013 (2:04 PM).
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                  Quote:
                  Originally Posted by Anbuja's_BlooDY View Post
                  Thanks for the help but i've already checked that thread all it has is the ash grass
                  and the tall grass,

                  i can't use the tall grass the animation doesn't work properly the tile isn't blocked by the hero. :|
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                    #23614    
                  Old February 10th, 2013 (4:16 PM). Edited February 10th, 2013 by tente2.
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                    Okay. I have been searching all over Pokecommunity (and on Google, too) but I simply am not able to find an answer to my question. Which I find really weird, considering I would have imagined this would have been a very common question.

                    In G/S (specifically, Silver), how do you change the starting position of the Hiro? (I have a hex editor and everything.) What offset/byte(s) do I change, and what do I change to determine what? I believe somewhere on Pokecommunity I had found the offset, followed by an explanation of what part of the offset did what (determined map bank, number, x and y axis) but I have lost the link to the page, and even after searching thoroughly and going through my browsing history I am not able to find it again.

                    I am aware there is a tool to accomplish this, but I would like to learn how to do this myself. I tried using the tool, anyway, but it doesn't even work anymore (and I couldn't read the source). (If anybody knows how to change the player's starting money, that would also be cool...?)

                    Any help would be immensely appreciated! If anybody needs any more information, I would be happy to provide it.
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                      #23615    
                    Old February 10th, 2013 (4:51 PM).
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                      Hey just a quick question, is there any way to change the Y Coordinate of the starting character in the map? If I try and change the location using Start Map Chooser Advance it only lets me change the X Coordinate
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                        #23616    
                      Old February 10th, 2013 (5:23 PM). Edited February 11th, 2013 by karatekid552.
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                      What happens if I push it?....
                         
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                        Quote:
                        Originally Posted by Zanny77 View Post
                        Hey just a quick question, is there any way to change the Y Coordinate of the starting character in the map? If I try and change the location using Start Map Chooser Advance it only lets me change the X Coordinate
                        Not possible through SMCA, but looking at the source code I found where this data is stored so I am going to go into HxD and see if it can be done manually.

                        I DID IT!!!!! The byte at 54A00 (should be 06 as a value) holds the y-coordinate. HackMew must have missed it because it was about 10 bytes before the X-coordinate, when logically it should be after. (You usually graph X then Y). No offense to HackMew, he did a lot for all of us.

                        Edit: I was not the first person to find this. I was going through the notes that came with JPAN's patch and this was in there. There is a lot of data in those notes...
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                          #23617    
                        Old February 10th, 2013 (5:41 PM).
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                          Quote:
                          Originally Posted by karatekid552 View Post
                          Not possible through SMCA, but looking at the source code I found where this data is stored so I am going to go into HxD and see if it can be done manually.

                          I DID IT!!!!! The byte at 54A00 (should be 06 as a value) holds the y-coordinate. HackMew must have missed it because it was about 10 bytes before the X-coordinate, when logically it should be after. (You always graph X then Y). No offense to HackMew, he did a lot for all of us.
                          Oh ok thanks for the info! The only thing is I don't know how to change it manually with HxD or whatever. What exactly do you do and use?
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                            #23618    
                          Old February 10th, 2013 (5:46 PM).
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                          karatekid552 karatekid552 is offline
                          What happens if I push it?....
                             
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                            Quote:
                            Originally Posted by Zanny77 View Post
                            Oh ok thanks for the info! The only thing is I don't know how to change it manually with HxD or whatever. What exactly do you do and use?
                            Learn how to use a hex editor, then goto the offset I specified and change the value to the y-coordinate you want.

                            HxD is one of the best hex editors though it sadly does not support .tbl files.
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                              #23619    
                            Old February 10th, 2013 (5:50 PM).
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                              Quote:
                              Originally Posted by karatekid552 View Post
                              Learn how to use a hex editor, then goto the offset I specified and change the value to the y-coordinate you want.

                              HxD is one of the best hex editors though it sadly does not support .tbl files.
                              uhh ok so for FireRed hacking, which hex editor would you recommend the most? HxD?
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                                #23620    
                              Old February 10th, 2013 (7:12 PM).
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                              karatekid552 karatekid552 is offline
                              What happens if I push it?....
                                 
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                                Quote:
                                Originally Posted by Zanny77 View Post
                                uhh ok so for FireRed hacking, which hex editor would you recommend the most? HxD?
                                Yes. If you need to edit text, then goldfinger. But for everything else, HxD.
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                                  #23621    
                                Old February 10th, 2013 (9:09 PM). Edited February 11th, 2013 by Noossab Blue.
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                                  Quote:
                                  Originally Posted by Noossab Blue View Post
                                  Does anyone know where the pickup item data is stored? Or just how to change the pickup items in general?
                                  Bumping this since it seems to have gotten buried. And by pickup items, I mean items that can be found using the ability pickup. Also I'm working in FR
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                                    #23622    
                                  Old February 10th, 2013 (9:15 PM).
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                                    First off, I am new to this hacking. Secondly, it is an Emerald hack.

                                    I have made the first town, with the same events as Little root, to see how things will go and all that jazz. I also made the route above it(to the right of it now) and moved around and changed the events on that. I also made a cave that links the two together.

                                    Just ask for the pictures if you want to know what they look like, since I cannot post pictures yet.
                                    That is what i have. So here are my problems i am facing.

                                    1)When I start, I start in the water a few squares above the left house. The events play as normal, so this is okay for now.

                                    2) The cave, I can go inside, but I cannot leave through any of the exists, I have tried different movement permissions, events, etc, but I don't know what to do.

                                    3)On the route, since i stopped working on the warp part, i wanted to see if the event worked for getting your starter pokemon. So i made a small connection as you can see in the picture. But when i step somewhere i get locked onto a text script saying "this is a test script. This is a signpost script." Or something along the lines of that.

                                    If any of y'all know anything, that would be great. Thanks.
                                      #23623    
                                    Old February 10th, 2013 (11:22 PM). Edited February 10th, 2013 by miksy91.
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                                      Quote:
                                      Originally Posted by tente2 View Post
                                      Okay. I have been searching all over Pokecommunity (and on Google, too) but I simply am not able to find an answer to my question. Which I find really weird, considering I would have imagined this would have been a very common question.

                                      In G/S (specifically, Silver), how do you change the starting position of the Hiro? (I have a hex editor and everything.) What offset/byte(s) do I change, and what do I change to determine what? I believe somewhere on Pokecommunity I had found the offset, followed by an explanation of what part of the offset did what (determined map bank, number, x and y axis) but I have lost the link to the page, and even after searching thoroughly and going through my browsing history I am not able to find it again.

                                      I am aware there is a tool to accomplish this, but I would like to learn how to do this myself. I tried using the tool, anyway, but it doesn't even work anymore (and I couldn't read the source).

                                      Any help would be immensely appreciated! If anybody needs any more information, I would be happy to provide it.
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                                      Quote:
                                      Originally Posted by tente2 View Post
                                      If anybody knows how to change the player's starting money, that would also be cool...?)
                                      You start the game carrying $3000 with you. That 3000 is 0xBB8 in hexadecimal.
                                      At maximum, you can carry $99999 with you which is 0xF423F in hex. From the maximum amount of money here, you could assume that money is stored as a 3-byte value in ram (0xF423F there would most likely either be "0F 42 3F" or "3F 42 0F" depending on the order money is stored there).

                                      According to this, you're either given "00 0B B8" or "B8 0B 00" money for starting out. The asm routine for storing money in ram for starting out is located starting at offset 0x5CD6 like you can see in this picture.



                                      Money is stored in ram addreses $D573-D575 as a 3-byte value and "3000" would happen to be 00 0B B8. In this picture, "xor a,a" is an asm instruction which is here used for making register a store value 00. That 00 is then stored in certain ram addresses: CE5F, D57C, D57D, D57A, D57B and D573. So this code here determines what's written as the highest value of starting money. Next, register a is loaded with value 0B and that is stored in D574. Finally, register a is loaded with B8 which is written to D575. And there you go, this routine determines how much money you start with in Gold and Silver.

                                      You don't probably care about the highest value (which is created by the xor operation) so you don't even have to use an asm editor to do the job. Open hex editor and go to this same rom address. On the left side of "ld a,$0B" you can see bytes "3E 0B" and "01:5CE9". "01:5CE9" is the rom address (0x5CE9) where bytes "3E 0B" are written at. 0B there is part of the money loaded in ram for starting out. And in a similar way, 01:5CEE is the rom address (0x5CEE) where bytes 3E B8 are written at. Change those 0B and B8 there and you're good to go.
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                                        #23624    
                                      Old February 11th, 2013 (1:50 AM). Edited February 11th, 2013 by QuartierGenerale.
                                      QuartierGenerale QuartierGenerale is offline
                                         
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                                        Here i am again.

                                        Strange thing: playing my hack rom (VBALink 1.8) i noticed how the top-left box with name of entering city does not appear when i enter in a new map...

                                        I've checked AM (1.95), but in every map the 0.1 (Show name) is setted.

                                        What's the problem?

                                        Thanks a lot

                                        Solved,

                                        I've setted for i don't known why the 4000 flag...without it all work fine
                                          #23625    
                                        Old February 11th, 2013 (7:13 AM). Edited February 11th, 2013 by karatekid552.
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                                        What happens if I push it?....
                                           
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                                          Quote:
                                          Originally Posted by QuartierGenerale View Post
                                          Here i am again.

                                          Strange thing: playing my hack rom (VBALink 1.8) i noticed how the top-left box with name of entering city does not appear when i enter in a new map...

                                          I've checked AM (1.95), but in every map the 0.1 (Show name) is setted.

                                          What's the problem?

                                          Thanks a lot

                                          Solved,

                                          I've setted for i don't known why the 4000 flag...without it all work fine
                                          Flags above the 8FF are stored overlapping variables 4000+. So by setting flag 4000 you interrupted some other data, which by my calculations is var 4370. This var is probably involved in showing the location upon entering the map.

                                          Quote:
                                          Originally Posted by Robbi View Post
                                          First off, I am new to this hacking. Secondly, it is an Emerald hack.

                                          I have made the first town, with the same events as Little root, to see how things will go and all that jazz. I also made the route above it(to the right of it now) and moved around and changed the events on that. I also made a cave that links the two together.

                                          Just ask for the pictures if you want to know what they look like, since I cannot post pictures yet.
                                          That is what i have. So here are my problems i am facing.

                                          1)When I start, I start in the water a few squares above the left house. The events play as normal, so this is okay for now.

                                          2) The cave, I can go inside, but I cannot leave through any of the exists, I have tried different movement permissions, events, etc, but I don't know what to do.

                                          3)On the route, since i stopped working on the warp part, i wanted to see if the event worked for getting your starter pokemon. So i made a small connection as you can see in the picture. But when i step somewhere i get locked onto a text script saying "this is a test script. This is a signpost script." Or something along the lines of that.

                                          If any of y'all know anything, that would be great. Thanks.
                                          1) a little program called SMCA will help you.

                                          2)for cave exits where the doorway is facing up (meaning you walk down to get out) the tile just above the door way needs have warp capabilities in its behavior, and the warp needs to be placed on it. There are two floor tiles that look the same. One is just your standard floor tile while the second has warp properties.

                                          For emerald, the block (tile) # for a normal cave floor in title set 19 is block 201. The block # for a warp tile is block 207. If you want to see how this works or to check for other warp-able blocks, open up the block editor and look at its behavior data.

                                          Block numbers can be found in the bottom lefthand corner of Amap when you hover over a particular block.

                                          3) I can't see a picture, and that is because you need 15 posts to post pictures. My best guess is that there is green-s-tile on the ground in the events tab where you stepped. Delete it.

                                          Good luck and welcome to the rom hacking forum.
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