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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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Resultz

All- round Poke-Whizz
583
Posts
14
Years
?Oh? Go to FSF, get an offset, at the top of the script, put:
#dynamic 0xoffset

compile, copy offset, and paste offset in to the offset box of an event in the events page at A-Map.

thanks :D i've never really understood it.
when i compile, will i get asked to save it? if so where do i save it?

edit: I just did: where do i put the Dynamic offset exactly, because i just did what you said, and when i opened the script using the button in A-Map, it was just Blank..
I fail a lot at scriptin...
 
Last edited:

metapod23

Hardened Trainer
673
Posts
15
Years
  • Seen Aug 18, 2016
thanks :D i've never really understood it.
when i compile, will i get asked to save it? if so where do i save it?

edit: I just did: where do i put the Dynamic offset exactly, because i just did what you said, and when i opened the script using the button in A-Map, it was just Blank..
I fail a lot at scriptin...

You do not have to use FSF to compile your script. That is a bunch of wasted time. The offset you put at #dynamic is not necessarily (and not probably) the offset for your script.

#dynamic searches for free space for you, from the offset you put in. So say you want to look for free space for your script from offset 0x800000 and beyond. XSE will find a chunk of free space for you and deliver the offset to you after you've compiled the script.

The compiler output will tell you what the offset is for everything you just compiled, right beneath the big white window where it says Dynamic Offsets. That will be the offset where the script has been compiled to.

The steps you take to compile a script:

1. Write the script
2. Save the script
3. Control B or Tools > Batch Compiler
4. Make sure the Rom you're hacking is selected under ROM
5. Locate the script you just saved by clicking "Browse"
6. Click the checkmark box for the script you just saved
7. Click compile
8. Copy the new offset given to you by the Compiler Output
9. Paste the new offset to your script/sprite in A-Map
 

Resultz

All- round Poke-Whizz
583
Posts
14
Years
ok, thanks Metapod23 :D imma have one last go before i give up on scripting forever.
wait. whare does it tell me where the available offsets are in The Batch compiler? :S all i get is
ROM
RBC files
2 blank white boxes
Options.

Im seriously confused as to why this isnt wotking, but whats weird is that i understand how the script im tryna compile works, ¬¬
 

metapod23

Hardened Trainer
673
Posts
15
Years
  • Seen Aug 18, 2016
ok, thanks Metapod23 :D imma have one last go before i give up on scripting forever.
wait. whare does it tell me where the available offsets are in The Batch compiler? :S all i get is
ROM
RBC files
2 blank white boxes
Options.

Im seriously confused as to why this isnt wotking, but whats weird is that i understand how the script im tryna compile works, ¬¬

Under Options, make sure that "Show Log" is checked. After you hit "Compile" the Compiler Output window should appear and you should be able to see your offsets.
 
126
Posts
14
Years
  • Seen Aug 5, 2013
Ah.. Right, I've done that.

but which one do i use?
(sorry for so many questions,but like i said, i suck at Scripting..)

Use the first offset in the list it presents you with. Just click the "COPY" button on the right of those offsets and paste it into whatever you're using the script for in Advance Map.
 

metapod23

Hardened Trainer
673
Posts
15
Years
  • Seen Aug 18, 2016
Ah.. Right, I've done that.

but which one do i use?
(sorry for so many questions,but like i said, i suck at Scripting..)

It tells you which offset corresponds to which. Like, if the start of the script was #org @start, it might show:

Code:
@start     0x800000

0x800000 is the offset for the @start script. Then just click Copy with that offset selected.
 

Snake Oil Salesman

A mentlegen of science
4
Posts
13
Years
Despite the gratuitous amount of tools provided, I'd like to like to learn how a lot of the inside mechanics of the ROM work. For example, how would I manually find the trainer data in a hex editor (specifically for R/S/E), and how would I change them? (eg. sprite in the battle, and Pokemon loadout)
 

KotovSyndrome_

Consumer of many asparagus.
57
Posts
15
Years
D:

Help.
I've been trying for so long to find a way of changing Oak's intro thing in FR for agesss..
I'm aware of the A-Text method, but the program doesn't seem to work on my laptop :/

PLEASE HELP! ><
 
Last edited:

Drithlan

Self Proclaimed Cartographer
47
Posts
13
Years
Game: FR

Problem:
I notice when entering a Dual Battle with only 1 pokemon the game replicates your 1 pokemon for the battle. Is there a way to make it display only your 1 pokemon?

???:

Profit!
 

0m3GA ARS3NAL

Im comin' home...
1,816
Posts
16
Years
Game: FR

Problem:
I notice when entering a Dual Battle with only 1 pokemon the game replicates your 1 pokemon for the battle. Is there a way to make it display only your 1 pokemon?

???:

Profit!

Well... if you replicate everything from an already existing double battle you may be in a bit more luck... then again, I can't remember how many double battle there were in FR, but it should still work so long as everything is set up the same as a normal double battle.

Examine the scripts too, not just the trainer data, the trainerbattle command might have a parameter you might have gotten wrong.

Help.
I've been trying for so long to find a way of changing Oak's intro thing in FR for agesss..
I'm aware of the A-Text method, but the program doesn't seem to work on my laptop :/

PLEASE HELP! ><

You could use a text editor with a table function... or if you can't use table files, try writing down what oak says, then translate it into PokeText (My own term for the Hex that makes up the letters in the game... I believe thethethethe's tutorial has a list of every letter/symbol in the game and their corresponding hex digit.

After you have it written down, just search it in the hex editor and edit away... be careful though, unless you know how to repoint manually I suggest you make the text the same length, or shorter than Oak's original text...

Despite the gratuitous amount of tools provided, I'd like to like to learn how a lot of the inside mechanics of the ROM work. For example, how would I manually find the trainer data in a hex editor (specifically for R/S/E), and how would I change them? (eg. sprite in the battle, and Pokemon loadout)

All of those things require knowledge of a hex editor.
Most people start learning these things by fiddling around with the hex data in a ROM.

For instance, let's use editing a trainer.
Say you wanna edit Ace Trainer Joel (Disregard the name, this is an example.)
You'd naturally wanna search for Joel. So long as Joel only appears in the ROM once, you shouldn't have any problem finding him at all... though that wont always be the case.

From there all you really need to do to start learning is fiddle around with the bytes that come after his name.
You can change the Pokemon he has, his class (Ace Trainer and the like), whether or not he is a double battle, etc. etc.
Remember to make a backup before all this, if you screw something up, you might not remember everything you did... good to be careful eh?
After making the changes, open the ROM up in your Emulator and check what you did.
You could just as easily open it up in a tool to see if you wanna see EXACTLY what you did, cause the trainer's data would be different in the tool too.

Changing sprites can be done that way too, but you'll need to make sure to have the offset of a trainer image handy, or you wont have anything to change it to.

This is the same basic way you can change about anything in a ROM...
When I first started my Hex Editing learning, I started with item hacking.
Since I don't have a hex editor that supports table files, (You'll wanna learn about those too, google is your friend) I had to search for a bunch of random numbers, it's possible to edit it that way, but it's easier to use a table...
 
Last edited:

Resultz

All- round Poke-Whizz
583
Posts
14
Years
well, metapod, you done something i thought no-one would ever do; teach me to script for myself!
thank you!

I have one last question, when im inserting pokemon sprites, do i need to insert Normal, normal back, shiny and shiny back or the normal and the shiny back..

the pallettes look messed up.
 

DuoRyan

Hack'in as usual, it seem.
335
Posts
14
Years
Hi can someone tell me how to change move tutor move
I using the mega punch script for my hack but I want it to teach Tri Attack?
 

Gamer2020

Accept no Imitations!
1,062
Posts
15
Years
Hi can someone tell me how to change move tutor move
I using the mega punch script for my hack but I want it to teach Tri Attack?

You have to hex edit.
I have an editor for it but I am not releasing it yet.
I have posted offsets here.
Look towards the bottom of the post. Find the offset for your version and hex edit the attacks there.
 

DuoRyan

Hack'in as usual, it seem.
335
Posts
14
Years


You have to hex edit.
I have an editor for it but I am not releasing it yet.
I have posted offsets here.
Look towards the bottom of the post. Find the offset for your version and hex edit the attacks there.
The link broke?
can you post it here or pm it to me?
 

Kevin

kevin del rey
2,686
Posts
13
Years
The link broke?
can you post it here or pm it to me?
Hm? The link works fine;
http://thepkmnworld.co.uk/forum/t1620/
Gamer2020 said:
Code:
[BPRE]
ROMName=Pokémon Fire Red (English)
ItemData=&H3DB028
AttackNames=&H247094
TMData=&H45A80C
ItemIMGData=&H3D4294
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H459B60
PokemonNames=&H245EE0
NumberOfPokemon=412
NationalDexTable=&H251FEE
SecondDexTable=&H251CB8
PokedexData=&H44E850
NumberOfDexEntries=387

[AXVE]
ROMName=Pokémon Ruby (English)
ItemData=&H3C5564
AttackNames=&H1F8320
TMData=&H376504
NumberOfItems =349
NumberOfAttacks=354
PokemonNames=&H1F716C
NumberOfPokemon=412
NationalDexTable=&H1FC516
SecondDexTable=&H1FC1E0
PokedexData=&H3B1858
NumberOfDexEntries=387

[AXPE]
ROMName=Pokémon Sapphire (English)
ItemData=&H3C55BC
AttackNames=&H1F82B0
TMData=&H376494
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1F70FC
NumberOfPokemon=412
NationalDexTable=&H1FC4A6
SecondDexTable=&H1FC170
PokedexData=&H3B18B0
NumberOfDexEntries=387

[BPEE]
ROMName=Pokémon Emerald (English)
ItemData=&H5839A0
AttackNames=&H31977C
TMData=&H616040
ItemIMGData=&H614410
NumberOfItems=377
NumberOfAttacks=354
MoveTutorAttacks=&H61500C
PokemonNames=&H3185C8
NumberOfPokemon=412
NationalDexTable=&H31DC82
SecondDexTable=&H31D94C
PokedexData=&H56B5B0
NumberOfDexEntries=387

[BPGE]
ROMName=Pokémon Leaf Green (English)
ItemData=&H3DAE64
AttackNames=&H247070
TMData=&H45A22C
ItemIMGData=&H3D40D0
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H459580
PokemonNames=&H245EBC
NumberOfPokemon=412
NationalDexTable=&H251FCA
SecondDexTable=&H251C94
PokedexData=&H44E270
NumberOfDexEntries=387

[AXVF]
ROMName=Pokémon Rubis (Français)
ItemData=&H3CCFC4
AttackNames=&H200728
TMData=&H37D168
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1FF574
NumberOfPokemon=412
NationalDexTable=&H204962
SecondDexTable=&H20462C
PokedexData=&H
NumberOfDexEntries=387

[AXPF]
ROMName=Pokémon Saphir (Français)
ItemData=&H3CCAF4
AttackNames=&H2006B8
TMData=&H37D0F8
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1FF504
NumberOfPokemon=412
NationalDexTable=&H2048F2
SecondDexTable=&H2045BC
PokedexData=&H
NumberOfDexEntries=387

[BPEF]
ROMName=Pokémon Emeraude (Français)
ItemData=&H587D6C
AttackNames=&H3212AC
TMData=&H61A3C8
ItemIMGData=&H618798
NumberOfItems=377
NumberOfAttacks=354
MoveTutorAttacks=&H619394
PokemonNames=&H3200F8
NumberOfPokemon=412
NationalDexTable=&H3257F2
SecondDexTable=&H3254BC
PokedexData=&H
NumberOfDexEntries=387

[BPRF]
ROMName=Pokémon Rouge Feu (Français)
ItemData=&H3D3324
AttackNames=&H2414A0
TMData=&H453BA8
ItemIMGData=&H3CE114
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H453164
PokemonNames=&H2402EC
NumberOfPokemon=412
NationalDexTable=&H24C43E
SecondDexTable=&H24C108
PokedexData=&H
NumberOfDexEntries=387

[BPGF]
ROMName=Pokémon Vert Feuille (Français)
ItemData=&H3D3160
AttackNames=&H24147C
TMData=&H452968
ItemIMGData=&H3CDF50
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H451F24
PokemonNames=&H2402C8
NumberOfPokemon=412
NationalDexTable=&H24C41A
SecondDexTable=&H24C0E4
PokedexData=&H
NumberOfDexEntries=387

[AXVI]
ROMName=Pokémon Rubino (Italiano)
ItemData=&H3C5FF8
AttackNames=&H1F9FBC
TMData=&H3769F4
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1F8E08
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[AXPI]
ROMName=Pokémon Zaffiro (Italiano)
ItemData=&H3C5C9C
AttackNames=&H1F9F4C
TMData=&H376984
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1F8D98
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPEI]
ROMName=Pokémon Smeraldo (Italiano)
ItemData=&H58000C
AttackNames=&H319140
TMData=&H612BDC
ItemIMGData=&H610FAC
NumberOfItems=377
NumberOfAttacks=354
MoveTutorAttacks=&H611BA8
PokemonNames=&H317F8C
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPRI]
ROMName=Pokémon Rosso Fuoco (Italiano)
ItemData=&H3D1EE8
AttackNames=&H240138
TMData=&H4517E8
ItemIMGData=&H3CCDA4
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H450B3C
PokemonNames=&H23EF84
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPGI]
ROMName=Pokémon Verde Foglia (Italiano)
ItemData=&H3D1D24
AttackNames=&H240114
TMData=&H451018
ItemIMGData=&H3CCBE0
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H45036C
PokemonNames=&H23EF60
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[AXVS]
ROMName=Pokémon Rubi (Español)
ItemData=&H3C8FFC
AttackNames=&H1FD040
TMData=&H379A9C
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1FBE8C
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[AXPS]
ROMName=Pokémon Zafiro (Español)
ItemData=&H3C8D38
AttackNames=&H1FCFD0
TMData=&H379A2C
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1FBE1C
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPES]
ROMName=Pokémon Esmeralda (Español)
ItemData=&H58639C
AttackNames=&H31F9E0
TMData=&H618E80
ItemIMGData=&H617250
NumberOfItems=377
NumberOfAttacks=354
MoveTutorAttacks=&H617E4C
PokemonNames=&H31E82C
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPRS]
ROMName=Pokémon Rojo Fuego (Español)
ItemData=&H3D4F50
AttackNames=&H242800
TMData=&H454E84
ItemIMGData=&H3CF48C
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H4541D8
PokemonNames=&H24164C
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPGS]
ROMName=Pokémon Verde Hoja (Español)
ItemData=&H3D4D8C
AttackNames=&H2427DC
TMData=&H454614
ItemIMGData=&H3CF2C8
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H453968
PokemonNames=&H241628
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[AXVJ]
ROMName=
ItemData=&H
AttackNames=&H
TMData=&H
NumberOfItems =349
NumberOfAttacks=354
PokemonNames=&H1CA354
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[AXPJ]
ROMName=
ItemData=&H
AttackNames=&H
TMData=&H
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPEJ]
ROMName=
ItemData=&H
AttackNames=&H
TMData=&H
ItemIMGData=&H
NumberOfItems=377
NumberOfAttacks=354
MoveTutorAttacks=&H
PokemonNames=&H
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPRJ]
ROMName=
ItemData=&H
AttackNames=&H
TMData=&H
ItemIMGData=&H
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H
PokemonNames=&H
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPGJ]
ROMName=
ItemData=&H
AttackNames=&H
TMData=&H
ItemIMGData=&H
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H
PokemonNames=&H
NumberOfPokemon=412
NationalDexTable=
SecondDexTable=
PokedexData=&H
NumberOfDexEntries=387
Gamer2020's credit.
 

howieho

Beginner Rom Hacker
22
Posts
14
Years
3 questions.

1. Can you have a script give EXP points?

2. Is there a way to keep track of defeated pokemon so you can have a quest-like thing where you have to defeat 10 pidgys then come back for a prize?

3. You know those Yes/No selection boxes? Is there a way to make it say different things and increase the number of chioces so you can make it like a multiple choice test?

If it makes a difference, this is for a Fire Red hack.
 
Last edited:
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