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  #151    
Old October 21st, 2014 (6:25 AM).
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mkarthick98 mkarthick98 is offline
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    So, when you mean it needs to be repointed in Part 1, what do you mean?

    Do you mean that the icon position table needs to copied and moved to a new place in memory, and then expanded?

    I'm really sorry if this is annoying, but can you explain this in detail? Maybe edit the tut a little?
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      #152    
    Old October 21st, 2014 (8:22 PM).
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      Quote:
      Originally Posted by mkarthick98 View Post
      So, when you mean it needs to be repointed in Part 1, what do you mean?

      Do you mean that the icon position table needs to copied and moved to a new place in memory, and then expanded?

      I'm really sorry if this is annoying, but can you explain this in detail? Maybe edit the tut a little?
      That is exactly what I'm saying. You need to add positions to the table for extra types.
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        #153    
      Old October 25th, 2014 (4:27 AM).
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        Could you please change the tutorial to include that? I really want to try this, but don't know how to.
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          #154    
        Old November 28th, 2014 (7:33 AM).
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          I really hate to be a bother, but could you make a tool that does this? I'm trying to do this myself... but it's not working due to my lack of Hex-perience. I'm trying to follow the tutorial, and while it seems like it should be simple enough... I just don't understand.

          I want to input 4 types: Fairy, Shadow (from XD: Gale of Darkness), Light, and Chaos.
          I'm just not experienced enough to do this...

          Another thing would be if somebody could just make the Types for me, that would be helpful too.

          But honestly, a tool for this would be really helpful for people.
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            #155    
          Old January 14th, 2015 (10:05 PM).
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            I don't want to be rude or anything but would anyone be willing to post an IPS?
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              #156    
            Old January 18th, 2015 (7:14 PM).
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              I have'nt read the whole thread of comments yet... (just the Tutorial, which is pretty helpful, thanks!), but I was wondering... in the type effectiveness, if you want to do a Type that is 4x weak to another type... then you must have the bytes arranged like this: 0A 0F 28 (Fire is strong to Fire by 4), right?
              I tested this in curiosity to find that, well... I certainly think Fire now does 4x to Ice, but, there is no message that says "It's supper effective!" and no sound is played neither, I was wondering if there is a way to apply a custom message and sound to 4x weakness , thanks for your help in advance, this is for certain project i'm working on.
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                #157    
              Old January 19th, 2015 (5:19 PM).
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                Quote:
                Originally Posted by Rayhak View Post
                I have'nt read the whole thread of comments yet... (just the Tutorial, which is pretty helpful, thanks!), but I was wondering... in the type effectiveness, if you want to do a Type that is 4x weak to another type... then you must have the bytes arranged like this: 0A 0F 28 (Fire is strong to Fire by 4), right?
                I tested this in curiosity to find that, well... I certainly think Fire now does 4x to Ice, but, there is no message that says "It's supper effective!" and no sound is played neither, I was wondering if there is a way to apply a custom message and sound to 4x weakness , thanks for your help in advance, this is for certain project i'm working on.
                There's a thread here about battle messages. Though, for something like this, ASM is required. You'd most likely have to search for the routine that prints the message for 2x damage, then branch off to another routine for 4x damage and print the new message and sound. Other than that, its best to stick to 0x, 0.5x, 1x and 2x damage.
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                  #158    
                Old January 19th, 2015 (6:50 PM).
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                  Quote:
                  Originally Posted by ShyRayq View Post
                  There's a thread here about battle messages. Though, for something like this, ASM is required. You'd most likely have to search for the routine that prints the message for 2x damage, then branch off to another routine for 4x damage and print the new message and sound. Other than that, its best to stick to 0x, 0.5x, 1x and 2x damage.
                  Oh, I see... I cant find the thread anyways, could you link me to it?
                  Guess it's time to learn about ASM (yep, 4x damage is important to my project as for now) thanks c:
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                    #159    
                  Old January 30th, 2015 (8:04 PM).
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                    Just commenting that I have finally updated the tutorial. It should finally be as clear as possible and up to date with current information.
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                      #160    
                    Old February 13th, 2015 (8:44 PM).
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                      Please help, I don't know how to edit the height of the picture.
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                        #161    
                      Old February 13th, 2015 (11:12 PM).
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                        Quote:
                        Originally Posted by MasterOfLucian View Post
                        Please help, I don't know how to edit the height of the picture.
                        In what program?
                        If you're talking about NSE, the height is a dialog box where you can type in the new height.
                        If you're talking about Paint, Go to Image > Attributes or Ctrl+E, you can edit the image's height there.

                        Remember the new height should be divisible by 8! And the height divided by 8 should be put in the dialog box in NSE.
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                          #162    
                        Old February 14th, 2015 (5:56 AM).
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                          Quote:
                          Originally Posted by ShyRayq View Post
                          In what program?
                          If you're talking about NSE, the height is a dialog box where you can type in the new height.
                          If you're talking about Paint, Go to Image > Attributes or Ctrl+E, you can edit the image's height there.

                          Remember the new height should be divisible by 8! And the height divided by 8 should be put in the dialog box in NSE.
                          Thanks, Now I can continue with my hacking program.
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                            #163    
                          Old April 5th, 2015 (2:38 PM).
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                            I was wondering if someone could help, I followed the instructions on the tutorial all the way through and decided to try them out in yape, which opened fine and allowed me to add the types to pokemon etc. However when i opened the rom im greeted with a white screen and nothing else. What have I done wrong?
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                              #164    
                            Old April 5th, 2015 (7:31 PM).
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                              Quote:
                              Originally Posted by BCTElite View Post
                              I was wondering if someone could help, I followed the instructions on the tutorial all the way through and decided to try them out in yape, which opened fine and allowed me to add the types to pokemon etc. However when i opened the rom im greeted with a white screen and nothing else. What have I done wrong?
                              As in you opened the rom in YAPE? If so, its because YAPE doesn't support the addition of new types, abilities and such. If you mean you opened the rom up in VBA, then I would need a bit more info about that. Remember to always back up your rom.
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                                #165    
                              Old April 6th, 2015 (2:21 AM).
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                                Quote:
                                Originally Posted by ShyRayq View Post
                                As in you opened the rom in YAPE? If so, its because YAPE doesn't support the addition of new types, abilities and such. If you mean you opened the rom up in VBA, then I would need a bit more info about that. Remember to always back up your rom.
                                Well I did what you said and and then tried it on VBA, and it was working okay, there were no Pokemon with the types and stuff but nothing was wrong from what I could tell. So I tried to use the hex editor to change one of the Pokemon's types but when I used the offset I just found a bunch of 00's so I wasn't sure what to do so I didn't mess it up. I used YAPE and changed the inis to have the new types (0X17, 0X18, 0x19, 0x20 - which to be honest I probably did wrong as i'm rubbish at hex editing) and changed the max type to 26 like you said and made bulbasaur a fairy/Celeste type to test it and I was greeted with a white screen. Luckily all I did was change the typing which was a long process but is easily redouble with your tutorial. I was just wondering where I went wrong in the setting up process.

                                Knowing me I probably just put the wrong thing at the wrong offset or something.
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                                  #166    
                                Old April 6th, 2015 (5:42 PM).
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                                  Quote:
                                  Originally Posted by BCTElite View Post
                                  Well I did what you said and and then tried it on VBA, and it was working okay, there were no Pokemon with the types and stuff but nothing was wrong from what I could tell. So I tried to use the hex editor to change one of the Pokemon's types but when I used the offset I just found a bunch of 00's so I wasn't sure what to do so I didn't mess it up. I used YAPE and changed the inis to have the new types (0X17, 0X18, 0x19, 0x20 - which to be honest I probably did wrong as i'm rubbish at hex editing) and changed the max type to 26 like you said and made bulbasaur a fairy/Celeste type to test it and I was greeted with a white screen. Luckily all I did was change the typing which was a long process but is easily redouble with your tutorial. I was just wondering where I went wrong in the setting up process.

                                  Knowing me I probably just put the wrong thing at the wrong offset or something.
                                  The bunch of 00s you got may be refering to the ??? pokemon that appears before Bulbasaur in the pokedex. So the next few bytes would be Bulbasaur. And if all you did was change a pokemon's type, then it is possible that you changed a wrong offset. IMO, don't use YAPE for expanded types. Use Karatekid's Gen 3 Hacking Suite. It is better and doesn't corrupt with expanded types. Also its cooler.
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                                    #167    
                                  Old April 7th, 2015 (3:24 AM).
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                                    Quote:
                                    Originally Posted by ShyRayq View Post
                                    The bunch of 00s you got may be refering to the ??? pokemon that appears before Bulbasaur in the pokedex. So the next few bytes would be Bulbasaur. And if all you did was change a pokemon's type, then it is possible that you changed a wrong offset. IMO, don't use YAPE for expanded types. Use Karatekid's Gen 3 Hacking Suite. It is better and doesn't corrupt with expanded types. Also its cooler.
                                    Okay. Ill just redo it and try using that tool. If it doesn't work again ill come back for some more help. Thanks for the advice
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                                      #168    
                                    Old April 16th, 2015 (12:24 PM).
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                                      Hey me again. Sorry to be a pain. I've tried to do it again on a completely clean rom using the same offsets that you have and double checking them to be the same etc. but now I have a problem that when I load the game it plays the gamefreak logo and the battle at the beginning but then goes to black and thats it. Also If i try to press A to skip straight to the menu from the gamefreak logo it just plays the rest of the gamefreak jingle on top of a black screen then it goes dead. What have i done wrong now?
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                                        #169    
                                      Old April 17th, 2015 (2:17 AM).
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                                        Quote:
                                        Originally Posted by BCTElite View Post
                                        Hey me again. Sorry to be a pain. I've tried to do it again on a completely clean rom using the same offsets that you have and double checking them to be the same etc. but now I have a problem that when I load the game it plays the gamefreak logo and the battle at the beginning but then goes to black and thats it. Also If i try to press A to skip straight to the menu from the gamefreak logo it just plays the rest of the gamefreak jingle on top of a black screen then it goes dead. What have i done wrong now?
                                        Um, I'm not totally sure what the problem is. I've added new types to several different roms many times, so maybe its something from your end. Unfortunately, I can't really help you as I don't really know the problem, provided you are following the tut on the dot. Sorry.
                                        Just remember to back up your rom.
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                                          #170    
                                        Old April 22nd, 2015 (11:18 AM).
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                                          I tried to add 4 new types to my rom.(light, sound, magic, and fairy) I used only the colors that were already in the image, but when i try to insert it, it changes the palette to a bunch of dim grey colors. I have the import set to image only. What is my problem?
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                                            #171    
                                          Old April 23rd, 2015 (3:20 AM).
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                                            Quote:
                                            Originally Posted by CoolKortmaniac View Post
                                            I tried to add 4 new types to my rom.(light, sound, magic, and fairy) I used only the colors that were already in the image, but when i try to insert it, it changes the palette to a bunch of dim grey colors. I have the import set to image only. What is my problem?
                                            When you opened the image in NSE again, did you include the palette offset? Or, did you use Windows 7 Paint? 7 Paint doesn't really work with this; use Paint XP instead. It works better. Search up how to get it.
                                            If you are using Paint XP: Is it appearing dim grey in the game? Or is it just in the editor? If its in the game, maybe you accidentally changed the pointers to the pallete? If so go back and remedy that. If its just in the editor, maybe you input the wrong palette offset.
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                                              #172    
                                            Old May 29th, 2015 (8:36 AM).
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                                              Would it be possible to give a particular Pokémon more than two types this way?
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                                                #173    
                                              Old May 29th, 2015 (8:04 PM).
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                                                Quote:
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                                                Would it be possible to give a particular Pokémon more than two types this way?
                                                I guess you could fake it by making a hybrid type icon. But actual more than 2 types? I think the game is hardcoded to only carry 2 types for every pokemon. Expanding it would mean severe editing of the rom, like ASMagix. So unless you want to do a crap ton of ASM, no, its not possible.
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                                                  #174    
                                                Old June 7th, 2015 (9:26 AM).
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                                                  Ah yes thank you for this tutorial, I think I've grasped a basic understanding of it <3
                                                  I'm sure by the time I actually start to follow the tutorial while doing this myself to add fairy typing I'll understand it way better!

                                                  I do have one question, in the first part of the tutorial you mentioned changing bulbasaur to your new typing to test it out.
                                                  Do you do that by going to the offset of bulbasaur (or any other Pokemon, find the offset in unLZ.GBA etc) and replacing on the the typings with your new typings code?
                                                  Lets say if a Pokemon is normal type "00" you would replace that with your new typing "17"?
                                                  If this is correct could you do this with move typings? Find the offset of the move you want to change and replace it's typing with the new typing?

                                                  There was some talk about YAPE to change the Pokemons type, I might have to come back and ask about how to change 17>19 and stuff.
                                                  I think the program for editing attacks is "A-Tak" would I be able to change a moves typing to Fairy with this?
                                                  Well... I guess that would only matter if I would be able to edit new attacks added in that program, I still need to learn how to do that later xD
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                                                    #175    
                                                  Old June 7th, 2015 (6:11 PM).
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                                                    Quote:
                                                    Originally Posted by Starmytes View Post
                                                    Ah yes thank you for this tutorial, I think I've grasped a basic understanding of it <3
                                                    I'm sure by the time I actually start to follow the tutorial while doing this myself to add fairy typing I'll understand it way better!

                                                    I do have one question, in the first part of the tutorial you mentioned changing bulbasaur to your new typing to test it out.
                                                    Do you do that by going to the offset of bulbasaur (or any other Pokemon, find the offset in unLZ.GBA etc) and replacing on the the typings with your new typings code?
                                                    Lets say if a Pokemon is normal type "00" you would replace that with your new typing "17"?
                                                    If this is correct could you do this with move typings? Find the offset of the move you want to change and replace it's typing with the new typing?

                                                    There was some talk about YAPE to change the Pokemons type, I might have to come back and ask about how to change 17>19 and stuff.
                                                    I think the program for editing attacks is "A-Tak" would I be able to change a moves typing to Fairy with this?
                                                    Well... I guess that would only matter if I would be able to edit new attacks added in that program, I still need to learn how to do that later xD
                                                    To change types, yes you go to that Pokemon's data and change the type. You can either go to that Pokemon's type in a hex editor (not UnLZ.GBA, that only edits images and palettes) or you can use the programs G3HS or G3T using the offset changes I list in the last part of the tutorial.
                                                    You do the same thing for attacks, just go to the attack's data in a hex editor instead.
                                                    YAPE is okay for basic editing, but it's a bit unstable when you change the amount of the types there are, so don't use it for that. And no, A-Tak doesn't work with expanded types, or expanded moves either. For a program, G3T is your best bet.
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