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  #501    
Old August 10th, 2009 (4:20 AM). Edited August 10th, 2009 by Redeyelugia.
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    How do you get the Trainer ID?

    How do you get the Trainer ID thing?
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      #502    
    Old August 10th, 2009 (4:24 AM).
    0m3GA ARS3NAL's Avatar
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    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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    M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
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      #503    
    Old August 10th, 2009 (7:41 AM).
    DiSCIclaimer's Avatar
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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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        #504    
      Old August 10th, 2009 (10:13 AM).
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      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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        #505    
      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.
          #506    
        Old August 10th, 2009 (5:32 PM).
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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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          #507    
        Old August 10th, 2009 (5:34 PM).
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          Thanx it worked....! Hmm but it still makes no sense for the sprite going transperant..<
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            #508    
          Old August 17th, 2009 (12:53 PM).
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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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            #509    
          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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              #510    
            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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                #511    
              Old August 19th, 2009 (12:02 PM).
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              make sure after the movements you have pause event and read some tutorials :D
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                #512    
              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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                #513    
              Old August 19th, 2009 (5:13 PM).
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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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                  #514    
                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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                  #515    
                Old August 20th, 2009 (6:18 AM).
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                  Thanks......(goes to test it out)
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                    #516    
                  Old August 20th, 2009 (6:39 AM).
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                  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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                    #517    
                  Old August 20th, 2009 (7:44 AM).
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                    I think its like pokescripts " #binary "
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                      #518    
                    Old August 20th, 2009 (8:03 AM).
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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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                      #519    
                    Old August 20th, 2009 (8:30 AM).
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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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                        #520    
                      Old August 20th, 2009 (9:24 AM).
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                      The rocks cry out to me
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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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                        #521    
                      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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                        #522    
                      Old August 20th, 2009 (11:55 AM).
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                      oh so you dont need to specify offsets the program finds it for you
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                        #523    
                      Old August 20th, 2009 (12:22 PM).
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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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                        #524    
                      Old August 20th, 2009 (12:58 PM).
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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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                        #525    
                      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
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