ROM Hacking Help Need a helping hand? You can get help on any ROM Hacking-related problems or questions you have here.

Closed Thread
 
Thread Tools
  #26176    
Old August 28th, 2013 (10:00 AM).
trafalgar's Avatar
trafalgar trafalgar is offline
FireBlast
     
    Join Date: Aug 2010
    Gender: Male
    Posts: 15
    Quote:
    Originally Posted by gogojjtech View Post
    Well if it's 8 bytes, you just simply cannot. The most a register can hold is a dword, which is 4 bytes. Like a pointer, that's a dword. 8 bytes would mean doing the operation twice.
    For this I would need to know if there is a swi which allows the drive: \
      #26177    
    Old August 28th, 2013 (10:00 AM).
    GoGoJJTech's Avatar
    GoGoJJTech GoGoJJTech is offline
    (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
     
    Join Date: Nov 2012
    Location: Earth
    Age: 20
    Gender: Female
    Nature: Jolly
    Posts: 2,475
    Quote:
    Originally Posted by trafalgar View Post
    For this I would need to know if there is a swi which allows the drive: \
    Sorry, I don't think there is. Try gbatemp. they might have one.
    __________________
    I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
    The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
    Romhack.me Profile - Pokecommunity Profile - Youtube Channel

    Support me at my site!
    Pokémon Platinum Red and Blue
      #26178    
    Old August 28th, 2013 (10:09 AM).
    trafalgar's Avatar
    trafalgar trafalgar is offline
    FireBlast
       
      Join Date: Aug 2010
      Gender: Male
      Posts: 15
      Quote:
      Originally Posted by gogojjtech View Post
      Sorry, I don't think there is. Try gbatemp. they might have one.
      Thanks.
      On gba tek I found this but I do not understand how it works.
      Spoiler:
      SWI 0Fh (GBA) - ObjAffineSet
      Calculates and sets the OBJ's affine parameters from the scaling ratio and angle of rotation.
      The affine parameters are calculated from the parameters set in Srcp.
      The four affine parameters are set every Offset bytes, starting from the Destp address.
      If the Offset value is 2, the parameters are stored contiguously. If the value is 8, they match the structure of OAM.
      When Srcp is arrayed, the calculation can be performed continuously by specifying Num.
      r0 Source Address, pointing to data structure as such: s16 Scaling ratio in X direction (8bit fractional portion) s16 Scaling ratio in Y direction (8bit fractional portion) u16 Angle of rotation (8bit fractional portion) Effective Range 0-FFFF r1 Destination Address, pointing to data structure as such: s16 Difference in X coordinate along same line s16 Difference in X coordinate along next line s16 Difference in Y coordinate along same line s16 Difference in Y coordinate along next line r2 Number of calculations r3 Offset in bytes for parameter addresses (2=continuous, 8=OAM) Return: No return value, Data written to destination address.

      For both Bg- and ObjAffineSet, Rotation angles are specified as 0-FFFFh (covering a range of 360 degrees), however, the GBA BIOS recurses only the upper 8bit; the lower 8bit may contain a fractional portion, but it is ignored by the BIOS.
        #26179    
      Old August 28th, 2013 (10:09 AM).
      kelewele_ kelewele_ is offline
         
        Join Date: May 2013
        Gender: Male
        Posts: 25
        gogojjtech oh right so sry for using the wrong thread... and thanks so much forgot abt the hex thing, i keep getting stuck in my hack with minor things and im too stubborn to move on before figuring it out lol ... oh and i was using PKSV
          #26180    
        Old August 28th, 2013 (10:10 AM). Edited August 28th, 2013 by GoGoJJTech.
        GoGoJJTech's Avatar
        GoGoJJTech GoGoJJTech is offline
        (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
         
        Join Date: Nov 2012
        Location: Earth
        Age: 20
        Gender: Female
        Nature: Jolly
        Posts: 2,475
        Quote:
        Originally Posted by trafalgar View Post
        Thanks.
        On gba tek I found this but I do not understand how it works.
        Spoiler:
        SWI 0Fh (GBA) - ObjAffineSet
        Calculates and sets the OBJ's affine parameters from the scaling ratio and angle of rotation.
        The affine parameters are calculated from the parameters set in Srcp.
        The four affine parameters are set every Offset bytes, starting from the Destp address.
        If the Offset value is 2, the parameters are stored contiguously. If the value is 8, they match the structure of OAM.
        When Srcp is arrayed, the calculation can be performed continuously by specifying Num.
        r0 Source Address, pointing to data structure as such: s16 Scaling ratio in X direction (8bit fractional portion) s16 Scaling ratio in Y direction (8bit fractional portion) u16 Angle of rotation (8bit fractional portion) Effective Range 0-FFFF r1 Destination Address, pointing to data structure as such: s16 Difference in X coordinate along same line s16 Difference in X coordinate along next line s16 Difference in Y coordinate along same line s16 Difference in Y coordinate along next line r2 Number of calculations r3 Offset in bytes for parameter addresses (2=continuous, 8=OAM) Return: No return value, Data written to destination address.

        For both Bg- and ObjAffineSet, Rotation angles are specified as 0-FFFFh (covering a range of 360 degrees), however, the GBA BIOS recurses only the upper 8bit; the lower 8bit may contain a fractional portion, but it is ignored by the BIOS.
        It's still saying the max is 4 bytes long, so it won't work.

        Quote:
        Originally Posted by kelewele_ View Post
        gogojjtech oh right so sry for using the wrong thread... and thanks so much forgot abt the hex thing, i keep getting stuck in my hack with minor things and im too stubborn to move on before figuring it out lol ... oh and i was using PKSV
        You SHOULD be using the XSE from gamer2020's toolbox, but PKSV is new-ish.
        __________________
        I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
        The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
        Romhack.me Profile - Pokecommunity Profile - Youtube Channel

        Support me at my site!
        Pokémon Platinum Red and Blue
          #26181    
        Old August 28th, 2013 (1:45 PM).
        Le pug's Avatar
        Le pug Le pug is offline
        Creator of Pokémon: Discovery / Fat Kid
         
        Join Date: Aug 2013
        Location: Le bed
        Age: 26
        Gender: Male
        Nature: Bold
        Posts: 870
        I'm trying to change the grass animation via NSE 2.1 on a Pokemon Ruby rom. I load my rom then go to Navigate > POKEMON > BPRE > Sprites > Landscape > Grass

        however when I get there, all I see is a bunch of dots going down vertically where the image should be. I'm not exactly sure if this is the right way to change it? I'm only trying to change the palette of the picture so I was wanting to insert a recolored animation image.
        __________________
        Retired. Thank you guys for a wonderful five years.
          #26182    
        Old August 28th, 2013 (1:51 PM).
        GoGoJJTech's Avatar
        GoGoJJTech GoGoJJTech is offline
        (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
         
        Join Date: Nov 2012
        Location: Earth
        Age: 20
        Gender: Female
        Nature: Jolly
        Posts: 2,475
        Quote:
        Originally Posted by Le pug View Post
        I'm trying to change the grass animation via NSE 2.1 on a Pokemon Ruby rom. I load my rom then go to Navigate > POKEMON > BPRE > Sprites > Landscape > Grass

        however when I get there, all I see is a bunch of dots going down vertically where the image should be. I'm not exactly sure if this is the right way to change it? I'm only trying to change the palette of the picture so I was wanting to insert a recolored animation image.
        On a RUBY ROM, doing BPRE. Ruby's code is AXVE, not BPRE.
        AXVE: Ruby
        AXPE: Sapphire
        BPRE: FireRed
        BPGE?: Leaf Green (I think it's BPGE)
        BPEE: Emerald

        So you load with the correct game Code. That goes for all tools. If you want to find it, (and if it's not in NSE), look in VBA for the tiles, copy the offset, then go to the memory viewer, and search for the bytes at that offset in your ROM.
        __________________
        I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
        The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
        Romhack.me Profile - Pokecommunity Profile - Youtube Channel

        Support me at my site!
        Pokémon Platinum Red and Blue
          #26183    
        Old August 28th, 2013 (7:14 PM).
        Le pug's Avatar
        Le pug Le pug is offline
        Creator of Pokémon: Discovery / Fat Kid
         
        Join Date: Aug 2013
        Location: Le bed
        Age: 26
        Gender: Male
        Nature: Bold
        Posts: 870
        On AdvanceMap 1.95 I have two maps perfectly connected and the movements are assigned correctly yet in game, I can't cross into the map over. When I try to change the name of the second (newest) map, I get the error "ERROR: (ENotAPointer) AdvanceMapError(5): The value #3E73C0 is not a pointer! Please contakt luhopoke@gmail.com"

        Any way how to fix this?
        __________________
        Retired. Thank you guys for a wonderful five years.
          #26184    
        Old August 28th, 2013 (8:01 PM).
        GoGoJJTech's Avatar
        GoGoJJTech GoGoJJTech is offline
        (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
         
        Join Date: Nov 2012
        Location: Earth
        Age: 20
        Gender: Female
        Nature: Jolly
        Posts: 2,475
        Quote:
        Originally Posted by Le pug View Post
        On AdvanceMap 1.95 I have two maps perfectly connected and the movements are assigned correctly yet in game, I can't cross into the map over. When I try to change the name of the second (newest) map, I get the error "ERROR: (ENotAPointer) AdvanceMapError(5): The value #3E73C0 is not a pointer! Please contakt luhopoke@gmail.com"

        Any way how to fix this?
        :/ http://www.pokecommunity.com/showpost.php?p=7781039&postcount=304
        __________________
        I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
        The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
        Romhack.me Profile - Pokecommunity Profile - Youtube Channel

        Support me at my site!
        Pokémon Platinum Red and Blue
          #26185    
        Old August 28th, 2013 (11:25 PM).
        Satoshi Ookami's Avatar
        Satoshi Ookami Satoshi Ookami is offline
        Memento Mori
         
        Join Date: Jul 2008
        Location: Abyss of Time, Great Seal
        Age: 26
        Gender: Male
        Nature: Calm
        Posts: 14,530
        Quote:
        Originally Posted by gogojjtech View Post
        No, look. There is a label at the bottom that says @walk. This is not XSE...
        Those are macros I mentioned. They are just not capsed...
        For example end = #raw 0xFE
        __________________
        ROM hacking FAQ - Read before asking how to play a hack.

        Anime List | PSN Trophy List
          #26186    
        Old August 29th, 2013 (2:54 AM).
        karatekid552's Avatar
        karatekid552 karatekid552 is offline
        What happens if I push it?....
           
          Join Date: Nov 2012
          Location: Do you really want to know? Really?
          Gender: Male
          Nature: Bold
          Posts: 1,766
          Quote:
          Originally Posted by Ash493 View Post
          Those are macros I mentioned. They are just not capsed...
          For example end = #raw 0xFE
          Gogojjtech: I think he is mixing PKSV (which includes these automatically) with XSE. I don't know if you have ever looked into the header files, but you can VERY easily add new commands and such with just a simple:

          #define walk_fast 0xDD

          Then you can use walk_fast instead of 0xDD. I'm not sure if they already exist or if you have to create them.
          __________________

          Paired with Simba
            #26187    
          Old August 29th, 2013 (7:33 AM).
          Le pug's Avatar
          Le pug Le pug is offline
          Creator of Pokémon: Discovery / Fat Kid
           
          Join Date: Aug 2013
          Location: Le bed
          Age: 26
          Gender: Male
          Nature: Bold
          Posts: 870
          Quote:
          Originally Posted by gogojjtech View Post
          In 1.92, yes it will change the name.. for instance, I changed Route 102 to Path 1. However, it is ALSO changing the names of 25.24-25.39 and 25.41-25.43 which are non-named by default, however I used most of them for my own and renamed them. Now that I renamed Route 102 to Path 1, it's renaming the others also.
          __________________
          Retired. Thank you guys for a wonderful five years.
            #26188    
          Old August 29th, 2013 (7:35 AM).
          kelewele_ kelewele_ is offline
             
            Join Date: May 2013
            Gender: Male
            Posts: 25
            so my scripts works fine and stuff... bt i didnt know what var number to use?
            i just used 4000 as a draft to test it and make sure it works, bt for the real thing what is var number is recommended? lots of places seem to say 4050?? O.o
              #26189    
            Old August 29th, 2013 (7:58 AM).
            awipe1's Avatar
            awipe1 awipe1 is offline
               
              Join Date: Aug 2012
              Gender: Male
              Posts: 215
              Quote:
              Originally Posted by kelewele_ View Post
              so my scripts works fine and stuff... bt i didnt know what var number to use?
              i just used 4000 as a draft to test it and make sure it works, bt for the real thing what is var number is recommended? lots of places seem to say 4050?? O.o
              To know which Var numbers to use, I recommened using this link.

              http://www.pokecommunity.com/showpost.php?p=7563059&postcount=24067

              What I do is I keep track of every flag and variable I use, so I never reuse the same ones.
              __________________
              Check out my Pokemon Rom! Click the Image Below!
                #26190    
              Old August 29th, 2013 (8:04 AM).
              GoGoJJTech's Avatar
              GoGoJJTech GoGoJJTech is offline
              (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
               
              Join Date: Nov 2012
              Location: Earth
              Age: 20
              Gender: Female
              Nature: Jolly
              Posts: 2,475
              Quote:
              Originally Posted by Le pug View Post
              In 1.92, yes it will change the name.. for instance, I changed Route 102 to Path 1. However, it is ALSO changing the names of 25.24-25.39 and 25.41-25.43 which are non-named by default, however I used most of them for my own and renamed them. Now that I renamed Route 102 to Path 1, it's renaming the others also.
              What is probably happening is the names consist of the same pointer to the name. So if you don't understand:
              Route 101 -> 0x64A524
              Route 102 -> 0x64A524

              These are examples. They point to the same location, so if you change one, you change the other. You could change a pointer so that way you have two separate names, and one changes at a time. Makes sense?
              __________________
              I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
              The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
              Romhack.me Profile - Pokecommunity Profile - Youtube Channel

              Support me at my site!
              Pokémon Platinum Red and Blue
                #26191    
              Old August 29th, 2013 (12:57 PM).
              Le pug's Avatar
              Le pug Le pug is offline
              Creator of Pokémon: Discovery / Fat Kid
               
              Join Date: Aug 2013
              Location: Le bed
              Age: 26
              Gender: Male
              Nature: Bold
              Posts: 870
              Quote:
              Originally Posted by gogojjtech View Post
              What is probably happening is the names consist of the same pointer to the name. So if you don't understand:
              Route 101 -> 0x64A524
              Route 102 -> 0x64A524

              These are examples. They point to the same location, so if you change one, you change the other. You could change a pointer so that way you have two separate names, and one changes at a time. Makes sense?
              Makes sense. Do you know how I can change the pointers?
              __________________
              Retired. Thank you guys for a wonderful five years.
                #26192    
              Old August 29th, 2013 (12:58 PM).
              GoGoJJTech's Avatar
              GoGoJJTech GoGoJJTech is offline
              (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
               
              Join Date: Nov 2012
              Location: Earth
              Age: 20
              Gender: Female
              Nature: Jolly
              Posts: 2,475
              Quote:
              Originally Posted by Le pug View Post
              Makes sense. Do you know how I can change the pointers?
              Search in your ROM for them. If you don't have a hex editor, then here: https://www.dropbox.com/s/o5ypef31rbg922n/HxD%20Hex%20Editor%20Portable.rar
              __________________
              I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
              The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
              Romhack.me Profile - Pokecommunity Profile - Youtube Channel

              Support me at my site!
              Pokémon Platinum Red and Blue
                #26193    
              Old August 29th, 2013 (2:30 PM).
              Koolmaqe's Avatar
              Koolmaqe Koolmaqe is offline
                 
                Join Date: Aug 2013
                Gender: Male
                Posts: 6
                Hey, I have a question. I am working on my first Rom, and I FINALLY discovered how to make pokeballs give pokemans. Now...

                How do I make it so I don't have to run Oak's Parcel in this one???

                (Fire red)

                ...Oak doesn't exist in this hack....

                Advise??
                  #26194    
                Old August 29th, 2013 (2:41 PM).
                GoGoJJTech's Avatar
                GoGoJJTech GoGoJJTech is offline
                (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
                 
                Join Date: Nov 2012
                Location: Earth
                Age: 20
                Gender: Female
                Nature: Jolly
                Posts: 2,475
                Quote:
                Originally Posted by Koolmaqe View Post
                Hey, I have a question. I am working on my first Rom, and I FINALLY discovered how to make pokeballs give pokemans. Now...

                How do I make it so I don't have to run Oak's Parcel in this one???

                (Fire red)

                ...Oak doesn't exist in this hack....

                Advise??
                Just make a new script. Make sure you're using XSE from gamer2020's toolbox, and advance map 1.92. Then follow diegoisawesome's XSE tutorial: https://www.dropbox.com/s/cceae20848ci6lq/diegoisawesome%27s%20xse%20tutorial.pdf
                __________________
                I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
                The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
                Romhack.me Profile - Pokecommunity Profile - Youtube Channel

                Support me at my site!
                Pokémon Platinum Red and Blue
                  #26195    
                Old August 29th, 2013 (4:47 PM).
                SBird SBird is offline
                   
                  Join Date: Aug 2009
                  Gender: Male
                  Posts: 83
                  What you probably want to do is replace and clean every script when you are editing maps, except you really want them to be there. Most of the time people are editing the whole rom and have no interest in old scripts(Such as the parcel thingy)
                  You then want to write your own scripts to create events, quests, triggers, and so on and so on.
                  If you want to leave everything as it is you might get away with only deleting the scripts needed for the parcel which should not involve map scripts as i suppose(You want to get rid of them anyways, just look into the advanced header view of advance map)

                  ~SBird

                  Edit: Whoa, my browser did not show me the last page but it seems the answer has already been given, epic fail
                    #26196    
                  Old August 29th, 2013 (4:56 PM).
                  kelewele_ kelewele_ is offline
                     
                    Join Date: May 2013
                    Gender: Male
                    Posts: 25
                    Quote:
                    Originally Posted by awipe1 View Post
                    To know which Var numbers to use, I recommened using this link.

                    http://www.pokecommunity.com/showpost.php?p=7563059&postcount=24067

                    What I do is I keep track of every flag and variable I use, so I never reuse the same ones.

                    yeh i keep a list too pretty useful :)... ur link mainly tells me what not to use >.< bt this seems a little more conclusive http://www.pokecommunity.com/showthread.php?t=302347 bt thanks anyways :)... so does that mean var numbers for scripts like level scripts are the same as vars u use in person event scripts eg. 0x4000 0x0??
                      #26197    
                    Old August 29th, 2013 (6:20 PM).
                    awipe1's Avatar
                    awipe1 awipe1 is offline
                       
                      Join Date: Aug 2012
                      Gender: Male
                      Posts: 215
                      Quote:
                      Originally Posted by kelewele_ View Post
                      yeh i keep a list too pretty useful :)... ur link mainly tells me what not to use >.< bt this seems a little more conclusive http://www.pokecommunity.com/showthread.php?t=302347 bt thanks anyways :)... so does that mean var numbers for scripts like level scripts are the same as vars u use in person event scripts eg. 0x4000 0x0??
                      Yes that is correct :)

                      A varuable is a variable no matter what, you can use 0x4000 0x0 for a person script but then you can use 0x4000 0x1 for a level script if you want (as long as it doesn't interfear with the other script that you wrote.)
                      __________________
                      Check out my Pokemon Rom! Click the Image Below!
                        #26198    
                      Old August 29th, 2013 (7:00 PM).
                      kelewele_ kelewele_ is offline
                         
                        Join Date: May 2013
                        Gender: Male
                        Posts: 25
                        oh alright thanks :)

                        also in that link i posted, it says free safe flags are 200-2FF
                        this may seem like a stupid question bt i dnt rely know how to count that
                        so its 200-209 then 20A-20F... what comes next??

                        isit 2A1-2A9, then 2AA-2AF?? or isit something else? im confused >.<
                          #26199    
                        Old August 29th, 2013 (7:05 PM).
                        GoGoJJTech's Avatar
                        GoGoJJTech GoGoJJTech is offline
                        (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
                         
                        Join Date: Nov 2012
                        Location: Earth
                        Age: 20
                        Gender: Female
                        Nature: Jolly
                        Posts: 2,475
                        Quote:
                        Originally Posted by kelewele_ View Post
                        oh alright thanks :)

                        also in that link i posted, it says free safe flags are 200-2FF
                        this may seem like a stupid question bt i dnt rely know how to count that
                        so its 200-209 then 20A-20F... what comes next??

                        isit 2A1-2A9, then 2AA-2AF?? or isit something else? im confused >.<
                        200 201 202 203 204 205 206 207 208 209 20A 20B 20C 20D 20E 20F 210 211 212.....
                        Hex btw
                        __________________
                        I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
                        The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
                        Romhack.me Profile - Pokecommunity Profile - Youtube Channel

                        Support me at my site!
                        Pokémon Platinum Red and Blue
                          #26200    
                        Old August 29th, 2013 (7:05 PM).
                        destinedjagold's Avatar
                        destinedjagold destinedjagold is offline
                        Oh Hai Thar~
                         
                        Join Date: May 2007
                        Location: Philippines
                        Age: 28
                        Gender: Male
                        Nature: Careful
                        Posts: 8,591
                        Quote:
                        Originally Posted by kelewele_ View Post
                        so its 200-209 then 20A-20F... what comes next??
                        After 209 is 20A, yes, and after 20F is 210.
                        And then, 210 to 219, then 21A to 21F, and then 220.

                        ...and so on and so forth~ :3
                        __________________

                        Closed Thread

                        Quick Reply

                        Join the conversation!

                        Create an account to post a reply in this thread, participate in other discussions, and more!

                        Create a PokéCommunity Account
                        Thread Tools

                        Posting Rules
                        You may not post new threads
                        You may not post replies
                        You may not post attachments
                        You may not edit your posts

                        BB code is On
                        Smilies are On
                        [IMG] code is On
                        HTML code is Off

                        Forum Jump


                        All times are GMT -8. The time now is 4:05 PM.