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  #26126    
Old August 23rd, 2013 (8:33 AM).
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    Quote:
    Originally Posted by gogojjtech View Post
    It's black since you repointed. So now it's loading a bunch of FFs, and now you are free to either draw or import.
    Yeah, I understand that and I know it should be working. its a very simple process, yet its not working for me and im not sure if im overlooking something or not. I have noticed that when I click the magnifying glass to find a new offset for me, it finds one that's currently being used by another sprite, so I thought maybe I would have to get rid of the offset in both places, but then realized it overwrites it, so it shouldn't matter. I cant think of what the problem might be.
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      #26127    
    Old August 23rd, 2013 (8:34 AM).
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    Well you could use a hex editor and search for free space yourself, that way you're never wrong. I do that.
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      #26128    
    Old August 23rd, 2013 (8:39 AM).
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      Quote:
      Originally Posted by gogojjtech View Post
      Well you could use a hex editor and search for free space yourself, that way you're never wrong. I do that.
      Could I also use a FSF? instead of the one in NSE? and search for the bytes? Im not too skilled with using my hex editor yet. How many bytes would I search for if im doing that? is it 8 ofr each frame?
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        #26129    
      Old August 23rd, 2013 (8:40 AM).
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      No, just look for a bunch of FFs. Like about 400 bytes worth, even though a frame is only like 200. Just be sure it's after 720000 in FR and Ruby, and F00000 in emerald.
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        #26130    
      Old August 23rd, 2013 (8:44 AM).
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        Quote:
        Originally Posted by gogojjtech View Post
        No, just look for a bunch of FFs. Like about 400 bytes worth, even though a frame is only like 200. Just be sure it's after 720000 in FR and Ruby, and F00000 in emerald.
        So, open FSF, needed bytes: 400, search from offset 720000? Then do that for every frame?
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          #26131    
        Old August 23rd, 2013 (8:45 AM).
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        Yeah, or in a hex editor. either way, you're searching for FFs. and yeah, every frame since you need a new offset for each.
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          #26132    
        Old August 23rd, 2013 (8:54 AM).
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          Quote:
          Originally Posted by gogojjtech View Post
          Yeah, or in a hex editor. either way, you're searching for FFs. and yeah, every frame since you need a new offset for each.
          Finally...got it to work. Thanks so much. You too KarateKid. I can finally move forward now haha.
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            #26133    
          Old August 23rd, 2013 (9:24 AM). Edited August 23rd, 2013 by GoGoJJTech.
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          Now I myself have a question. How could I check if the player is on a bike?
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            #26134    
          Old August 23rd, 2013 (1:00 PM).
          Jamlpr Jamlpr is offline
             
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            I hate to re-post, but it seems as if my post was unnoticed. I know there was another question being answered while I asked. I was just hoping if anyone had an answer for it? Arabic/Pashto/Persion Farsi font in Pokemon Fire Red? Anyway to do it?
              #26135    
            Old August 23rd, 2013 (1:08 PM).
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            Quote:
            Originally Posted by Jamlpr View Post
            I hate to re-post, but it seems as if my post was unnoticed. I know there was another question being answered while I asked. I was just hoping if anyone had an answer for it? Arabic/Pashto/Persion Farsi font in Pokemon Fire Red? Anyway to do it?
            I don't think so. There are other languages of gen 3 ROMs, but it's advised to stay in U.S versions. To make your own Font, you might need to ask others who know how.
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              #26136    
            Old August 23rd, 2013 (3:27 PM).
            ArmoredGuns ArmoredGuns is offline
               
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              Hello,

              What hex values would I need to change to make the charcoal, mystic water, twistedspoon etc from 10% boost to 20%, like in Gen IV? Thanks a lot!
                #26137    
              Old August 23rd, 2013 (6:15 PM).
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                Quote:
                Originally Posted by gogojjtech View Post
                Now I myself have a question. How could I check if the player is on a bike?
                This is in the walkrun states, which is at 0x2037078. I think it is +1 for bike. See how that byte changes in the memory viewer.
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                  #26138    
                Old August 23rd, 2013 (6:36 PM).
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                  I'm new here so please dont brutalize me if I do something wrong ._.


                  Okay, I'm ROM hacking for the first time, Pokemon FireRed. I cant post my links to the pics of the problem because apparently I cant post links until I've posted 15 times :l So I will try to make the problem as clear as possible using words.

                  Basically, in the intro with OAK, I am replacing the sprites for both the male trainer and the rival.

                  I get the into the game fine, all is good, they look nice and pretty and all looks right.

                  That is, BEFORE I name them.

                  My male trainers problem is a small one, he looks fine, but again, once I name him (custom name, he stays looking fine if I choose a preset name, not giving the screen the opportunity to do the black transition) his colors change. His shirt is fine, his pants, hair, headband, all fine. MOST of his skin is fine as well, but the dark shading on the skin changes to a...dark green color. Again, this is ONLY if I go to the "name your character" screen. I just ignored this and changed the text so oak says "you seem sick" to just play off the glitch.

                  The rivals is MUCH worse. Exact same as above, but...all of the skin changes to blood red. All of it, not just the dark shading. Only does it if I go to the naming screen, but this ones a little...hard to play off. "Oh your rival seems to be bleeding profusely from EVERYWHERE"

                  Yeah no...

                  If anyone has an answer as to how to fix this odd coloring problem it would be greatly appreciated... I'll try and go post 15 times so I can put up images of this weird issue..
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                    #26139    
                  Old August 23rd, 2013 (7:57 PM).
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                    How would one go about changing what HM's can be used depending on the badge you earned?
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                      #26140    
                    Old August 23rd, 2013 (8:11 PM).
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                      Quote:
                      Originally Posted by Henakuo View Post
                      I'm new here so please dont brutalize me if I do something wrong ._.


                      Okay, I'm ROM hacking for the first time, Pokemon FireRed. I cant post my links to the pics of the problem because apparently I cant post links until I've posted 15 times :l So I will try to make the problem as clear as possible using words.

                      Basically, in the intro with OAK, I am replacing the sprites for both the male trainer and the rival.

                      I get the into the game fine, all is good, they look nice and pretty and all looks right.

                      That is, BEFORE I name them.

                      My male trainers problem is a small one, he looks fine, but again, once I name him (custom name, he stays looking fine if I choose a preset name, not giving the screen the opportunity to do the black transition) his colors change. His shirt is fine, his pants, hair, headband, all fine. MOST of his skin is fine as well, but the dark shading on the skin changes to a...dark green color. Again, this is ONLY if I go to the "name your character" screen. I just ignored this and changed the text so oak says "you seem sick" to just play off the glitch.

                      The rivals is MUCH worse. Exact same as above, but...all of the skin changes to blood red. All of it, not just the dark shading. Only does it if I go to the naming screen, but this ones a little...hard to play off. "Oh your rival seems to be bleeding profusely from EVERYWHERE"

                      Yeah no...

                      If anyone has an answer as to how to fix this odd coloring problem it would be greatly appreciated... I'll try and go post 15 times so I can put up images of this weird issue..
                      I honestly have never heard of an issue like this before, but I will try my best to help you.

                      First off what I could recommend is to use JPANs hack applier, it makes it possible to create new OWs so you don't have to replace other ones.

                      This might be able to fix your issue with your rivals palette. Because instead of changing your rivals OW, you can just make a new OW and make that OW your rival.

                      As for the player, I would assume it would be something to do with ASM. Where the palette want's to stay at 0, and you have changed your palette to 3 or something like that.

                      The person I would ask about this issue would be karatekid552, i'm pretty sure he would understand exactly what is happening here and give you the direction to fix the problem.

                      However, I just HIGHLY recommend using JPANs hack applier for the rival, so you can make a brand new OW. For a guide to insert new OWs, use this.

                      http://www.pokecommunity.com/showthread.php?t=211535

                      and a link for the actual hack applier is here.

                      http://www.pokecommunity.com/showthread.php?t=194241
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                        #26141    
                      Old August 23rd, 2013 (8:23 PM). Edited August 23rd, 2013 by GoGoJJTech.
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                      Quote:
                      Originally Posted by Teh Blazer View Post
                      How would one go about changing what HM's can be used depending on the badge you earned?
                      You could search for the script for each move, and change the checkflag, or you could just set a different flag for each gym.

                      Quote:
                      Originally Posted by ArmoredGuns View Post
                      Hello,

                      What hex values would I need to change to make the charcoal, mystic water, twistedspoon etc from 10% boost to 20%, like in Gen IV? Thanks a lot!
                      Fourth gen hacking is not too popular yet, and only basic things are changable. You could try gen 3 since everything is already looked into.
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                        #26142    
                      Old August 23rd, 2013 (8:37 PM).
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                        Quote:
                        What hex values would I need to change to make the charcoal, mystic water, twistedspoon etc from 10% boost to 20%, like in Gen IV? Thanks a lot!
                        http://bulbapedia.bulbagarden.net/wiki/Item_data_structure_in_Generation_III

                        I forget which value it's documented as on here, but look for the one that's x0A for all the type-boosting hold items and change it to x14.
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                          #26143    
                        Old August 23rd, 2013 (9:20 PM).
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                          Quote:
                          Originally Posted by awipe1 View Post
                          I honestly have never heard of an issue like this before, but I will try my best to help you.

                          First off what I could recommend is to use JPANs hack applier, it makes it possible to create new OWs so you don't have to replace other ones.

                          This might be able to fix your issue with your rivals palette. Because instead of changing your rivals OW, you can just make a new OW and make that OW your rival.

                          As for the player, I would assume it would be something to do with ASM. Where the palette want's to stay at 0, and you have changed your palette to 3 or something like that.

                          The person I would ask about this issue would be karatekid552, i'm pretty sure he would understand exactly what is happening here and give you the direction to fix the problem.

                          However, I just HIGHLY recommend using JPANs hack applier for the rival, so you can make a brand new OW. For a guide to insert new OWs, use this.

                          http://www.pokecommunity.com/showthread.php?t=211535

                          and a link for the actual hack applier is here.

                          http://www.pokecommunity.com/showthread.php?t=194241
                          Oh thank you very much for the resources! I'll give it a shot, if all decides to blow up in my face again you can expect to see my charred face up on the threads again x3
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                            #26144    
                          Old August 24th, 2013 (7:28 AM).
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                            Quote:
                            Originally Posted by Henakuo View Post
                            Oh thank you very much for the resources! I'll give it a shot, if all decides to blow up in my face again you can expect to see my charred face up on the threads again x3
                            Dude, I have done soooo much work with OWs, it isn't funny. I have expanded them, made them change by var instantly, swap pallettes, everything (except make them walk diagnoaly, that may come eventually:p Jambo found the movement table had 9 slots not 4. It would seem that late in development, then diagnol movement was cut, hence the test sumo wrestler in Ruby.)

                            However, after all of that, I have no clear idea what would cause your issue. I think the same OW loader that is used in those screens is the same as the normal one. I do have a theory though: the routine which loads OW palettes here MAY have been corrupted so that it doesn't load the palettes (maybe the branch out to the decompressor was noped by accident?) What I want you to do, is get to the intro in VBA. Go Tools->Palette Viewer and check the box "automatic update". Now, go backto the game and go through the intro watching the palettes on the right. The Hero should be the first palette slot (the first row). I can't remember which palette slot the rival is (the numbers 2 and 4 stick out in my head, but I'm not sure), but by your description, it should be apparent which slot he is using. Now, look at the other palettes. Do you see the correct palettes in there? If you don't, then it is a loading issue. If you do, but the OWs aren't using them, then it is a slot issue.
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                              #26145    
                            Old August 24th, 2013 (10:46 AM).
                            LarzI LarzI is offline
                               
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                              If I want to edit some of the dialogue in the game, let's say whatever Professor Oak in FireRed says when he gives you the Pokédex, would I have to make a script and assign it to a new offset, or can I just simply edit the string in the already-existing script? (Using XSE)
                                #26146    
                              Old August 24th, 2013 (10:47 AM).
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                              Quote:
                              Originally Posted by LarzI View Post
                              If I want to edit some of the dialogue in the game, let's say whatever Professor Oak in FireRed says when he gives you the Pokédex, would I have to make a script and assign it to a new offset, or can I just simply edit the string in the already-existing script? (Using XSE)
                              Do a new offset because if you accidentally mess up and go over the original limit, then you get corrupted data, and your game dies... So always use new offsets no matter what your doing so you avoid ROM failure.
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                                #26147    
                              Old August 24th, 2013 (11:14 AM).
                              kelewele_ kelewele_ is offline
                                 
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                                could someone explain to me how exactly vars work?
                                i've been searching for days bt i haven't quite found the answer
                                basically i want to make a script where this character only appears on five island after interacting with him somewhere else... vars are the way to go about this right?
                                  #26148    
                                Old August 24th, 2013 (11:16 AM).
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                                Quote:
                                Originally Posted by kelewele_ View Post
                                could someone explain to me how exactly vars work?
                                i've been searching for days bt i haven't quite found the answer
                                basically i want to make a script where this character only appears on five island after interacting with him somewhere else... vars are the way to go about this right?
                                Vars are (like) flags in the way that they store info. But a flag is either 0 or 1, unset and set. Vars are whatever you want them to be, from 0 to 65535, so you could use like 2 vars for a hack. More info: http://www.pokecommunity.com/showthread.php?t=302347
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                                  #26149    
                                Old August 24th, 2013 (11:28 AM).
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                                  yeh i got that much, i think i understand what they are just not how to use them properly, just really need to know how to use it for this script ><... but thanks alot though :)
                                    #26150    
                                  Old August 24th, 2013 (11:31 AM).
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                                  Well for the script you could have this:
                                  .....
                                  setvar 0x40ff 0x1
                                  .....
                                  So when the event finishes, var 40ff has a value of 1.
                                  Then in the island, have a level script:
                                  .....
                                  compare 0x40ff 0x1
                                  if 0x1 goto @keep_him
                                  goto @hide_him
                                  release
                                  end

                                  #org @hide_him
                                  hidesprite 0xXX
                                  release
                                  end

                                  #org @keep_him
                                  release
                                  end
                                  .....
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