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  #501    
Old August 10th, 2009 (4:24 AM).
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL 0m3GA ARS3NAL is offline
Im comin' home...
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Quote:
Originally Posted by Redeyelugia View Post
How do you get the Trainer ID?

How do you get the Trainer ID thing?
The trainer ID is the number of the trainer you might see in popular trainer editing programs, like A-Trainer, PET, and Trainer Edit
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  #502    
Old August 10th, 2009 (7:41 AM).
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DiSCIclaimer DiSCIclaimer is offline
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    Ahmmm sorry for being a noob again..lol but yeah.... my rom hack was going terrible.. i was using ruby... and i almost added all of he diomand pearl pokes..and blabla and then added my sprite in overworld then it went transperant and i had soo many troubles with ruby so i decided to try hacking fire red..... and can some one help me make a script so a random guy gives you the national dex right away?
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      #503    
    Old August 10th, 2009 (10:13 AM).
    score_under's Avatar
    score_under score_under is offline
    I program the *other* ASM.
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    Quote:
    Originally Posted by DiSCIclaimer View Post
    and can some one help me make a script so a random guy gives you the national dex right away?
    About the sprite problem, I'm not so sure, but for the script - if you're hacking Fire Red now...
    Code:
    #dyn 0x740000
    #org @start
    setflag FR_POKEDEX
    special FR_NATIONAL_DEX
    end
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      #504    
    Old August 10th, 2009 (3:52 PM).
    zonron zonron is offline
       
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      speaking of offsets, how would i go about finding off sets for an example the beginnings of the game when oak is taking about the world of pokemon speech? I'm working on a project and so far i haven't found that off set yet.
        #505    
      Old August 10th, 2009 (5:32 PM).
      NarutoActor's Avatar
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      HAH to crinco my tutorial would of been perfect for this guy
      de loca to easy and no one will need it
      here is my tutorial I made to use pksv to edit the pickachu message

      Simple Title Message Editing with Pksv
      by Narutoactor

      What is this tutorial for
      eding the mesage with pickachu in the corner easly with PKSV
      (I made this tutorial for people like me were advance text dose not work with there computor)

      Things You need
      1)A clean Rom To test you message first then your hack rom
      2)Pksv by score_under
      3)VBA(visual boy advance)

      upen up PKSV then go to ROM and up your blank rom then go to tools and go to script search.

      Click the buttune Text then click compile then exit out of compileation log.
      and in the box to the side paist this in 0x1C5A04 then click search next then click the < button. (from the options << < > >>)
      Now you will see the text that we are going to edit.
      Now click on the button "add to script"

      Now the scipt will be on the main box so exit out of script seach and start editing the script
      Note youse the blank rom to make sure your text dose not pass the line
      also when eding the script you cant pass the amount of Bytes The script all ready has so this is my sugestion
      go to the end of the scipt and backspace the whole script on character by one and count as you go the figure you get
      you can not exsead that limit after you done with the new text count each character even the space and hyfences
      and make sure you didnt exsead the limit you found before once your are sure everything is how you want it
      copy the script and edit you hack rember always back up your hacks.

      Speacel Thanks to Score_under for making this great program
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        #506    
      Old August 10th, 2009 (5:34 PM).
      DiSCIclaimer's Avatar
      DiSCIclaimer DiSCIclaimer is offline
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        Thanx it worked....! Hmm but it still makes no sense for the sprite going transperant..
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          #507    
        Old August 17th, 2009 (12:53 PM).
        score_under's Avatar
        score_under score_under is offline
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        Quote:
        Originally Posted by narutoactor View Post
        Click the buttune Text then click compile then exit out of compileation log.
        and in the box to the side paist this in 0x1C5A04 then click search next then click the < button. (from the options << < > >>)
        For future reference for anyone who wants to edit something else, before clicking compile you enter a small amount of text (case sensitive, and with \n, \l, \p, etc, if it includes it- otherwise just use part of text on one line) like this:
        Code:
        = world which you
        Then you just check "Ignore last byte" (this means you don't have to include up to the end of the text) and compile, then search next.
        Then just click the left arrow until you get to the start. If it disappears, click the right arrow again until it reappears, and there you have your text.

        You can also find what script the text comes from (beware - some text, like the title text, does not come from a script) by typing:
        Code:
        #ptr 0x12345
        where 12345 is the #org found for the text, and make sure you do NOT "Ignore last byte", then compile and search for it. Click the left arrow and you should either get "message 0xoffset" or nop0 and some junk. If you get the nop0 and junk, press left again and if it hasn't turned into a msgbox command, then it's probably not in a script. Then just keep pressing left and use your judgement to find where the script starts.
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          #508    
        Old August 18th, 2009 (9:52 AM).
        DawnRyder DawnRyder is offline
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          Dang. This is an excellent example of a good hacking program wirtten in c/c++.

          The code is easily understandable, and fairly simple. (Look's like SOMEBODY ran through windows.h a few times...)

          Way to go, score_under!
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            #509    
          Old August 18th, 2009 (12:26 PM).
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            I might as well ask,I tried to make a movement script and i did a couple of things with the movement helper..but when i tried it out in the game it crashed....
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              #510    
            Old August 19th, 2009 (12:02 PM).
            NarutoActor's Avatar
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            make sure after the movements you have pause event and read some tutorials :D
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              #511    
            Old August 19th, 2009 (12:53 PM). Edited August 19th, 2009 by score_under.
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            score_under score_under is offline
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            What's most likely is that you ended up with a script like this:
            Code:
            #dyn 0x740000
            #org @moves
            m walk_up run_up look_left end
            When you have to apply the movement in a script, like this:
            Code:
            #dyn 0x740000
            #org @script
            lockall
            applymovement player @moves
            pauseevent 0
            releaseall
            end
            #org @moves
            m walk_up run_up look_left end
            Quote:
            Originally Posted by DawnRyder View Post
            Dang. This is an excellent example of a good hacking program wirtten in c/c++.

            The code is easily understandable, and fairly simple. (Look's like SOMEBODY ran through windows.h a few times...)

            Way to go, score_under!
            I was under the impression my code was messy, especially with some of the tricks I use, and the fact that VC++ messed up a little of the indentation...
            Some prize snippets with nearly no readability
            Code:
            VersionMismatch=(int (__cdecl *)(unsigned char*))GetProcAddress(PKSV,"VersionMismatch");
            Code:
            if(cToLower(FileOpen[strlen(FileOpen)-3])=='g'&&cToLower(FileOpen[strlen(FileOpen)-2])=='b'&&cToLower(FileOpen[strlen(FileOpen)-1])=='a')
            -- I really should have written a function for that instead of being lazy and calling strlen 3 times...
            Code:
                        __asm
                        {
                          mov eax,calc
                          and eax,0xF
                          cmp eax,0xA
                          sbb eax,0x69
                          das
                          and eax,0xFF
                          mov calc,eax
                        }
            Some silly inline ASM, and that was before I'd thought of using MOVZX EAX,AL (2 bytes shorter than AND EAX,0xFF and does the same thing).
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              #512    
            Old August 19th, 2009 (5:13 PM).
            Mr.Silver's Avatar
            Mr.Silver Mr.Silver is offline
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              I have another problem.I hit compile and this came up.
              Spoiler:
              Opened file.
              #ORG
              -> 0x800300
              APPLYMOVEMENT
              -> 0x6
              DYN-> @moves1
              PAUSEEVENT
              -> 0x0
              MSGBOX
              DYN-> @text1
              CALLSTD
              -> msg_normal
              -> 0x6
              APPLYMOVEMENT
              -> 0x6
              DYN-> @moves2
              APPLYMOVEMENT
              -> player
              -> 0xFF
              DYN-> @moves3
              PAUSEEVENT
              -> 0x0
              MSGBOX
              DYN-> @text2
              CALLSTD
              -> msg_normal
              -> 0x6
              APPLYMOVEMENT
              -> 0x6
              DYN-> @moves4
              APPLYMOVEMENT
              -> player
              -> 0xFF
              DYN-> @moves5
              PAUSEEVENT
              -> 0x0
              MSGBOX
              DYN-> @text3
              CALLSTD
              -> msg_normal
              -> 0x6
              APPLYMOVEMENT
              -> 0x6
              DYN-> @moves6
              APPLYMOVEMENT
              -> player
              -> 0xFF
              DYN-> @moves7
              PAUSEEVENT
              -> 0x0
              MSGBOX
              DYN-> @text4
              CALLSTD
              -> msg_normal
              -> 0x6
              SPECIAL
              -> fr_national_dex
              -> 0x16F
              MSGBOX
              DYN-> @text5
              CALLSTD
              -> msg_obtain
              -> 0x0
              MSGBOX
              DYN-> @text6
              CALLSTD
              -> msg_normal
              -> 0x6
              APPLYMOVEMENT
              -> 0x6
              DYN-> @moves8
              PAUSEEVENT
              -> 0x0
              MSGBOX
              DYN-> @moves7
              CALLSTD
              -> msg_normal
              -> 0x6
              APPLYMOVEMENT
              -> 0x0
              DYN-> @moves9
              PAUSEEVENT
              -> 0x0
              MSGBOX
              DYN-> @moves8
              CALLSTD
              -> msg_normal
              -> 0x6
              APPLYMOVEMENT
              -> 0x0
              DYN-> @moves10
              PAUSEEVENT
              -> 0x0
              DISAPPEAR
              -> lasttalked
              -> 0x800F
              #ORG
              -> @moves1
              Movement data...
              #ORG
              -> @text1
              [STRING]
              -> ???:Why hello there trainer\nIm KRIS.And you are...\pKRIS:Oh so your name is \v\h01?Well I\lmight aswell show you around!
              #ORG
              -> @moves2
              Movement data...
              #ORG
              -> @moves3
              Movement data...
              #ORG
              -> @text2
              [STRING]
              -> KRIS:This is a Pokemon Center in\nsome regions it has a red roof\lOthers have a blue roof but here it\lhas a yellow roof.
              #ORG
              -> @moves4
              Movement data...
              #ORG
              -> @moves5
              Movement data...
              #ORG
              -> @text3
              [STRING]
              -> KRIS:This is a Pokemart.In some regions\nin some regions it has a blue or green roof.In this\lregion it has a red roof.
              #ORG
              -> @moves6
              Movement data...
              #ORG
              -> @moves7
              Movement data...
              #ORG
              -> @text4
              [STRING]
              -> KRIS:Route 305 is out this way.\nThere you can battle trainers.Oh wait..\pYou don't have a NATDEX yet do you?\pHere have mine.
              #ORG
              -> @text5
              [STRING]
              -> The Pokedex was upgraded to a\nNATDEX
              #ORG
              -> @text6
              [STRING]
              -> KRIS:Oh don't worry about me.\nBesides i have my JohtoDex with me.\p*Beep Beep*\p*Beep Beep*\pOh hold on.
              #ORG
              -> @moves8
              Movement data...
              #ORG
              -> @text7
              [STRING]
              -> Kris:Hello.Oh hi Gold...\n...\p....\p....\p....\pWhat!?..Is it that urgent!?...Ok.\pIll be there...Yes..\pOk...bye.
              #ORG
              -> @moves9
              Movement data...
              #ORG
              -> @text8
              [STRING]
              -> Sorry \v\h01 i have to go.\nIll see you around i guess..\lSee ya later.
              #ORG
              -> @moves10
              Movement data...
              Error: No #dyn used with dynamic offsets!
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                #513    
              Old August 20th, 2009 (6:07 AM).
              score_under's Avatar
              score_under score_under is offline
              I program the *other* ASM.
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              Means exactly what it sounds like, you need to put a #dyn or a #dynamic somewhere in your script, like this:
              Code:
              #dyn 0x740000
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                #514    
              Old August 20th, 2009 (6:18 AM).
              Mr.Silver's Avatar
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                Thanks......(goes to test it out)
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                  #515    
                Old August 20th, 2009 (6:39 AM).
                NarutoActor's Avatar
                NarutoActor NarutoActor is offline
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                quick question what are the dyn's for I never use them and my latest scripts are working perfecyly with out dyn is dyn just an other way of saying org
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                  #516    
                Old August 20th, 2009 (7:44 AM).
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                  I think its like pokescripts " #binary "
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                    #517    
                  Old August 20th, 2009 (8:03 AM).
                  NarutoActor's Avatar
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                  ? I never used pokescript before when I first started hacking they had XSE already out then a mounth later pksv came out
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                    #518    
                  Old August 20th, 2009 (8:30 AM).
                  Mr.Silver's Avatar
                  Mr.Silver Mr.Silver is offline
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                    well in pokescript its complicated
                    to make the player move its like
                    Spoiler:
                    #binary
                    applymovement 0xFF $800001
                    $800001
                    raw_4c
                    raw_4c
                    raw_4c

                    Just to make the person move left 3 spaces.
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                      #519    
                    Old August 20th, 2009 (9:24 AM).
                    NarutoActor's Avatar
                    NarutoActor NarutoActor is offline
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                    thats becuase xse and pksv know what raws equal what inted of raw FF it look_right
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                      #520    
                    Old August 20th, 2009 (11:51 AM).
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                    score_under score_under is offline
                    I program the *other* ASM.
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                    Quote:
                    Originally Posted by animeFTW View Post
                    I think its like pokescripts " #binary "
                    No, it tells PKSV where to start searching for free space for your scripts.
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                      #521    
                    Old August 20th, 2009 (11:55 AM).
                    NarutoActor's Avatar
                    NarutoActor NarutoActor is offline
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                    oh so you dont need to specify offsets the program finds it for you
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                      #522    
                    Old August 20th, 2009 (12:22 PM).
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                    Full Metal Full Metal is offline
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                    :D exactly!
                    just so you guys know
                    OFFSET~ A "spot" inside a "file" used in a "hex" editor which contains things like "02 0A FE CD" one "byte" = XX or 1X where x can be a number between 1 and 9 or a letter a through F
                    by default i think a PKMN rom comes with 32 mb (lots of bytes) so an offset to a script tells you where that script is at in the file (your ROM file) and that is where your bytes to your script are at
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                      #523    
                    Old August 20th, 2009 (12:58 PM).
                    NarutoActor's Avatar
                    NarutoActor NarutoActor is offline
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                    ah no regualar pokemon rom is 16mb you can make it 32 by expanding it also what text do we yous insted of mesage box 0x80000 what do we put ? [email protected] ?
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                      #524    
                    Old August 20th, 2009 (2:23 PM).
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                    ChazZeromus ChazZeromus is offline
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                      I looked at the source and realize how monolithic it was...you should have included a table of contents in your source XD
                        #525    
                      Old August 23rd, 2009 (4:41 PM).
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                      I program the *other* ASM.
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                      Quote:
                      Originally Posted by ChazZeromus View Post
                      I looked at the source and realize how monolithic it was...you should have included a table of contents in your source XD
                      And maybe a reference manual, I'm pretty sure I abuse 1-letter variables and reuse wrongly-named variables because I always lose my place in the code if I scroll to the top of the function in its current state ... also, in both PKSV and PKSV-UI, I used a "goto" statement... hehe... it makes much more sense in PKSV, but in PKSVUI I could have used a function call with some local variables passed to it.

                      PKSV source (as opposed to PKSVUI) is only accessible through SVN, by the way.
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