Li Yun

"Does the truth exist or is it all a lie and the world is just a theater, a reflection of something we don't know?"

Male
Brasil
Seen 7 Hours Ago
Posted 1 Week Ago
132 posts
1 Years
I want to reuse the old battle background, what should I do?
I don't like the current battle background so I want to use the old one again... I did it myself but it didn't change because I don't know how to change it in the game.
Go to offset 147B270 and paste this:
Spoiler:
68 7D D7 08 50 83 D7 08 80 E2 D7 08 08 E8 D7 08 18 83 D7 08 00 86 D7 08 B8 8C D7 08 C4 E9 D7 08 D4 F0 D7 08 78 8C D7 08 68 8F D7 08 A8 95 D7 08 0C F3 D7 08 50 F8 D7 08 60 95 D7 08 58 98 D7 08 58 9E D7 08 F8 F9 D7 08 C4 FE D7 08 10 9E D7 08 08 A1 D7 08 20 A7 D7 08 54 00 D8 08 60 06 D8 08 DC A6 D7 08 D0 A9 D7 08 B8 AF D7 08 04 08 D8 08 50 0D D8 08 78 AF D7 08 68 B2 D7 08 64 B8 D7 08 9C 0E D8 08 7C 14 D8 08 28 B8 D7 08 14 BB D7 08 54 C1 D7 08 10 16 D8 08 2C 1E D8 08 0C C1 D7 08 40 C4 D7 08 28 CA D7 08 D4 20 D8 08 E4 24 D8 08 B4 DE D7 08 40 C4 D7 08 28 CA D7 08 D4 20 D8 08 E4 24 D8 08 04 C4 D7 08 40 C4 D7 08 28 CA D7 08 D4 20 D8 08 E4 24 D8 08 EC C9 D7 08 14 BB D7 08 54 C1 D7 08 10 16 D8 08 2C 1E D8 08 30 DF D7 08 08 A1 D7 08 20 A7 D7 08 F8 F9 D7 08 C4 FE D7 08 F4 DE D7 08 90 D5 D7 08 04 DC D7 08 08 26 D8 08 70 2C D8 08 34 E2 D7 08 40 C4 D7 08 28 CA D7 08 D4 20 D8 08 E4 24 D8 08 C4 DF D7 08 40 C4 D7 08 28 CA D7 08 D4 20 D8 08 E4 24 D8 08 F8 E1 D7 08 40 C4 D7 08 28 CA D7 08 D4 20 D8 08 E4 2 4 D8 08 88 DF D7 08 D8 CC D7 08 E0 D2 D7 08 D4 20 D8 08 E4 24 D8 08 60 E0 D7 08 D8 CC D7 08 E0 D2 D7 08 D4 20 D8 08 E4 24 D8 08 00 E0 D7 08 D8 CC D7 08 E0 D2 D7 08 D4 20 D8 08 E4 24 D8 08 CC E0 D7 08 D8 CC D7 08 E0 D2 D7 08 D4 20 D8 08 E4 24 D8 08 1C E1 D7 08 D8 CC D7 08 E0 D2 D7 08 D4 20 D8 08 E4 24 D8 08 64 E1 D7 08 D8 CC D7 08 E0 D2 D7 08 D4 20 D8 08 E4 24 D8 08 A8 E1 D7 08

Make sure you do a backup before the operation in case something goes wrong. If all goes well, you will have the old backgrounds.
Just wanted to say that I've found this base incredibly useful so far.
I'm having an issue with creating a new move with the effect of Rollout/Ice Ball. The move Rollout itself works fine, but when I try to create a new move with the same effect, the move just does the same amount of damage each turn instead of doubling. Other move effects seem to work fine. It's just Rollout that I'm having trouble with. Does anyone know why this might be happening?
Some moves are not possible to replicate their effects through PGE alone. It would be necessary to create a new effect through the source code
(programming in C) and then compile it. That's why maybe you're failing.
In Granite Cave, there is a hiker that gives you HM Flash, however instead of Flash, you will obtain Dive.
One can fix this by replacing the giveitem line with the correct hex for Flash (0x1BF).
Also, in Mossdeep when you receive HM Dive from Steven, it is HM Rock Climb.
After some tests, using PGE, you can find that there are two HM Flash. The 2nd one (not index 447) is actually HM Dive.
Thanks for letting me know. I will fix and make an update available as soon as possible.
Is the mod.exe patch installed as standard? I have seen changes in her game without installing mod.exe (fishing, running indoors and more options). If it needs to be installed, is it possible to do it after modifying trainers and routes in Advance Map? I don't know how to do it and I have seen that there is an option in mod.exe
Another question, where do I find the item codes to edit in hex.
Sorry for all question is first for romhacking
PD: Google translate
Some hacks available in Modexe are embedded in the base rom, but in a different way, that's why Modexe doesn't identify it in the rom. I recommend reading the entire base rom post to know which mods have been inserted into the rom, and which are present in Modexe.
As for editing the effects of items directly via hex, I haven't shared this information as it's sensitive. It's something I don't recommend doing.
Hi rom base creator I was wondering if you are able to expanded Pokémon number enough to add all fakeemon megas and gmax I would really appreciate if you can do this for me
I can't do that because I would have to re-edit all the Pokémon stats, evolutions, adjust the information in the Pokédex, reconfigure all the items, etc. If you want something more complete, I recommend using DPE + CFRU, or Decomps.
Some features from Mod.exe were added by default with the rom base, however there are additional features that you can add as well.
As far as I have tested, you are able to patch features after modifying trainers and routes. To be more clear, most of my mods I've added are after offset 0x800000 which have not interfered with the offsets that the patch modifies.
EDIT:
Unfortunately the new EV/IV menu has not worked for my additions to the rom base.
Changing to a new mon in the party on the stat menu eventually freezes the game and inverts the screen.
Could you record a video demonstrating this error?
Seen 4 Days Ago
Posted 1 Week Ago
9 posts
55 Days
Could you record a video demonstrating this error?
I had deleted the version that had problems displaying the new black theme EV/IV menu.

I just tried replicating it and it works perfectly.
I'm using the previous update from 11-10-2021, but I don't think it matters with Modexe.
I probably did something wrong the first time, but the process I went through was this.
1. Using the 30-10-2021 update files, run Modexe - Update v2.1 and patch gba
2. Using Modexe Mod Graphics, patch with EV/IV display menu (List feature 13)

Thanks for checking in with me on this issue.

On another note,
Here is a minor fix that could be done with the Trick House.
Reference info for prize list: https://bulbapedia.bulbagarden.net/wiki/Trick_House

After completing Puzzle 5 (mechadolls), the Trick Master should give the prize, TM 12 Taunt, but instead gives New Item since TM indexes are different.

I haven't fixed this just yet, but it should be just changing the giveitem line in the appropriate script to the correct hex index by checking in with PGE.
The script for Trick Master has the entire list of giveitems for each puzzle, just look for the previous giveitem line for Puzzle 4 prize (Smoke Ball) and the Puzzle 6 prize (Magnet) and you should be able to pinpoint which giveitem line to change for Puzzle 5 (TM 12 Taunt).
Female
Seen 40 Minutes Ago
Posted 3 Days Ago
24 posts
187 Days
Hello! I'm using the extended Advanced Map tool provided in the first post, but when I try to edit the wild encounter tables the Pokemon names are all blank. Does anyone know why this might be happening?

Pic
That’s strange it worked first time I tried but maybe try using a different unzipping program
Male
Seen 3 Hours Ago
Posted 1 Day Ago
2 posts
7.7 Years
I've found a typo relating to the decapitalization - in Mr. Stone's dialog after retrieving the Devon Goods, the M in Magma here is lowercase.


EDIT: Also, I just noticed another one. When backing out from learning a new move, the text "stop learning [movename]?" has a lowercase S in stop. It seems to be the case only during a battle, as when trying to teach a move via TM outside of battle, Stop is properly capitalized.

In Granite Cave, there is a hiker that gives you HM Flash, however instead of Flash, you will obtain Dive.
One can fix this by replacing the giveitem line with the correct hex for Flash (0x1BF).

Also, in Mossdeep when you receive HM Dive from Steven, it is HM Rock Climb.
After some tests, using PGE, you can find that there are two HM Flash. The 2nd one (not index 447) is actually HM Dive.
Thanks for pointing that out. For anyone else trying to fix that manually before the next update, it's at offset 0x22DA5E. I'm having trouble finding the script offset for receiving Dive from Steven though; I'm pretty inexperienced with Pokemon romhacking.

DOUBLE EDIT: Another move inconsistency, this person in the Pokemon Fan Club in Slateport is supposed to teach Swagger, but teaches Bounce instead.