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Old August 9th, 2006 (8:31 PM).
Hack_Slash_Scizor Hack_Slash_Scizor is offline
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Hey guys i keep getting an error messages when i try and open programs such as Advance text and Advance starter. I downloaded the needed runtime files but nothing changed.

The error message looks like this.


Can someone lease help!
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Old August 9th, 2006 (11:47 PM).
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Quote:
Originally Posted by Hack_Slash_Scizor
Hey guys i keep getting an error messages when i try and open programs such as Advance text and Advance starter. I downloaded the needed runtime files but nothing changed.
You get that error, as the messagbox says, because your version of COMDLG32.OCX is outdated. I've checked the Needed files sticky but I didn't find that file in the list. However you can download it from here. Yust decompress the archive in the program's folder.


Quote:
Originally Posted by dakelland
hi can i have some help i have elitemap but when i try to load emerald up it says "this is not a supported pokemon advance rom" what does that mean tell me please
Check this post
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Old August 10th, 2006 (1:22 AM).
Hack_Slash_Scizor Hack_Slash_Scizor is offline
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I downloaded that file, but nope, im still getting the same error lol!?
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Old August 10th, 2006 (1:39 AM).
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Pazuzu Pazuzu is offline
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Quote:
Originally Posted by Hack The Master
Thanks Scizz!
yuo are the master hacker *çççççç*!
*EDIT*
it does not work!

Where it is that mistake?
;___;, i'm very sad ç__ç!
As I already told you via PM, putting the "applymovement" command above the "givepokemon" command will solve your problem.
This is because some parameters of the "givepokemon" command are missing, and it interprets the "applymovement" command as those missing parameters, thus, ignoring it.

Quote:
Originally Posted by Jonny Buuz
Oh, my bad.

It seems to happen with every script I try, though...

Well, here's one.

#org 0xAA23C0
message 0xAA23F0
boxset 0x4
end

#org 0xAA23F0
=I know where you sleep.

So now that I think about it, there's something wrong with the script... what?
I can't spot an error in the last Script, however, try changing your first Script to this:
Code:
#org 0xAA23C0
lock
faceplayer
message 0xAA23F0
boxset 0x6
release
end

#org 0xAA23F0
= I know where you sleep.
It's important to watch the space between the "=", and the beginning of the text, as ScriptED needs it to recognize the command correctly.


Quote:
Originally Posted by Hack_Slash_Scizor
Hey guys i keep getting an error messages when i try and open programs such as Advance text and Advance starter. I downloaded the needed runtime files but nothing changed.

The error message looks like this.


Can someone lease help!
Try downloading this file, and place it either in the program's, or in your "Windows/system32" folder.
This is a newer version of the control that -HackMew- linked you to.
If it still doesn't work, that's a problem with your computer, which we can not fix.

If it works, and further error messages regarding missing files should pop up, just google for the file, or download it from one of the sites mentioned in the "Needed files" sticky.
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Old August 10th, 2006 (4:48 AM).
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How do you get an yes/no option with two posibilities depending on what is picked?
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Old August 10th, 2006 (6:52 AM).
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Quote:
Originally Posted by tech
How do you get an yes/no option with two posibilities depending on what is picked?
To create a "Yes/No-choice" Script, you will have to create a simply Messagebox script, but instead of using Boxset 6 or 4, you use Boxet No. 5.
This will trigger a Yes/No choice, and depending on the result, a different script will be called.
A sample Script could look like the following:
Code:
#org 0x800000
lock
faceplayer
msgbox 0x800010
callstd 0x5
compare LASTRESULT 0x0
if 0x1 jump 0x800020
msgbox 0x800030
release
end

#org 0x800010
= What do you choose?

#org 0x800020
msgbox 0x800040
callstd 0x6
release
end

#org 0x800040
= Yes was chosen.

#org 0x800030
= No was chosen.
The Script is untested, but should work.
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Old August 10th, 2006 (7:31 AM). Edited August 10th, 2006 by Leo~chan.
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Excuse, but when I call the event applymovement, because the not rimana moved sprite ones in the position that I have made it to arrive? If it is possible, you can explain as to make it to me to remain them?
Excuse me for bad English >_<"...
Thanks a lot for help me ^_^
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Old August 10th, 2006 (8:59 AM).
STA Nirvana IND STA Nirvana IND is offline
 
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I'm relativly new to rom hacking and i was wondering if there were any snow blocks in pokemon ruby and if there arnt is there any way i could add them to the game. I really wanna make one of the cities into one that is snow covered. Thank you in advance.
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Old August 10th, 2006 (10:33 AM).
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Quote:
Originally Posted by Hack The Master
Excuse, but when I call the event applymovement, because the not rimana moved sprite ones in the position that I have made it to arrive? If it is possible, you can explain as to make it to me to remain them?
Excuse me for bad English >_<"...
Thanks a lot for help me ^_^
As I already said in this post, it's possible to move sprites to a certain location on the map with this command:
Code:
#raw 57
#raw [event number to move]
#raw 00
#raw [x position in hex]
#raw 00
#raw [y position in hex]
#raw 00
However, there is no command that sets the sprite position permanently, so it will always be at the original position when you re-enter the map.
You could avoid that, by assigning that command to a trigger event, that you place at the entrances of a map.
That way, whenever you enter the map, the sprites will be moved to the location you specified.

Quote:
Originally Posted by STA Nirvana IND
I'm relativly new to rom hacking and i was wondering if there were any snow blocks in pokemon ruby and if there arnt is there any way i could add them to the game. I really wanna make one of the cities into one that is snow covered. Thank you in advance.
There are no snow blocks in Pokémon Ruby/Sapphire/Fire-Red/Leaf-Green/Emerald.
You can easily add your own tiles if you export the Tileset with Advance-Map, repaint it, and import it again.
How to do that exactly has already been asked and answered before. The search function or looking around in this thread and the Advance-Map thread will help you find that answer.
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Old August 10th, 2006 (11:13 AM).
Cepheus Cepheus is offline
 
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I'm new to ROM hacking, and wanted to know if it is possible to create a single ROM with Hoenn and Kanto accessable.
I'd like to eventually like to add in every region, including Shinou, when it's released, but wanted to know if this was possible.
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Old August 10th, 2006 (11:21 AM).
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Quote:
Originally Posted by Cepheus
I'm new to ROM hacking, and wanted to know if it is possible to create a single ROM with Hoenn and Kanto accessable.
I'd like to eventually like to add in every region, including Shinou, when it's released, but wanted to know if this was possible.
In theory, it is possible. However, you would have to incude all the maps, all of the Tilesets and sprites, and re-do all of the scripts, which are around 1000+ for every region.
So, it's safe to say that this idea is unrealizable.
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Old August 10th, 2006 (11:24 AM).
Cepheus Cepheus is offline
 
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Quote:
Originally Posted by Scizz
In theory, it is possible. However, you would have to incude all the maps, all of the Tilesets and sprites, and re-do all of the scripts, which are around 1000+ for every region.
So, it's safe to say that this idea is unrealizable.
But there's no way to just some how take the coding that's already there, and create some way to link the two together?
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Old August 10th, 2006 (11:28 AM).
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Quote:
Originally Posted by Cepheus
But there's no way to just some how take the coding that's already there, and create some way to link the two together?
Nope, there is no way to just copy a script from one game to another. Every script will have to be adjusted, because they contain offsets that need to be changed in order to work in the new file.
So, as I said already, this idea is unrealizable.
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Old August 10th, 2006 (1:32 PM).
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how to change the city's location in the worldmap, with hex editing (without elitemap)
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Old August 10th, 2006 (2:09 PM).
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->Drem: Why can't you just use EliteMap?
And:

I seem to have some trouble with a rubikon script:
Code:
lock
faceplayer
checkflag 0x6874
compare LASTRESULT 0x1
if 0x1 call 0x6B1150
msgbox 0x86B1200 '"Whoa! Look out behin..."
callstd 0x3
setflag 0x6874
                    [wildbattle code here...]
release
end

'-----------------------
#org 0x6B1150
msgbox 0x816D51A '"I'm going to catch a..."
callstd 0x3
release
end
As you can probably see, I have chosen a random flag name. But, that flag never seems to change to 1, because the battle script keeps repeating itself everytime I talk to the guy. Also I created another script (Used a random flag, it was 1155.) and the flag changed back to 0 everytime I walked 2 levels away.
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Old August 10th, 2006 (3:23 PM).
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You know you use.....

#raw 53
#raw [event number of the person]
#raw 00

to hide a sprite.

Well on each map the event munbers reset....so what would you do if you wanted to show/hide a sprite on a differant map to the one the script is inserted into?
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Old August 10th, 2006 (3:40 PM). Edited August 11th, 2006 by Pazuzu.
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Quote:
Originally Posted by drem
how to change the city's location in the worldmap, with hex editing (without elitemap)
The structure for the World-Map location data in Hex is the following:
Code:
[X position (1 byte)][Y position (1 byte)][Width (1 byte)][Height (1 byte)]
Now, if you would have told us the ROM you need them for, we coul have given you the offsets aswell.

Quote:
Originally Posted by score_under
->Drem: Why can't you just use EliteMap?
And:

I seem to have some trouble with a rubikon script:

As you can probably see, I have chosen a random flag name. But, that flag never seems to change to 1, because the battle script keeps repeating itself everytime I talk to the guy. Also I created another script (Used a random flag, it was 1155.) and the flag changed back to 0 everytime I walked 2 levels away.
Flag values can not be retrieved by the "compare" command.
In order to get the value of a flag, you have to use the following command combo:
Code:
checkflag 0x[flag here]
if 0x1 jump 0x[offset here]
Also, it could happen that the flags you used were already in use by another event.

In that case, just try different flag values. (Such as 10A.)

Quote:
Originally Posted by tech
You know you use.....

#raw 53
#raw [event number of the person]
#raw 00

to hide a sprite.

Well on each map the event munbers reset....so what would you do if you wanted to show/hide a sprite on a differant map to the one the script is inserted into?
That is not possible.
However, you could combine the hiding script with a flag check, and assign it to a trigger event that is executed when you enter the map.
That way, you can set a flag on one map, and if it's set, the trigger event will hide the sprite on the other map when you enter it.
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Old August 10th, 2006 (4:41 PM).
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I've decided to use the fr/lg way of choosing a starter pokemon in my ruby hacy (selecting a ball from the table).
I've used this script but the pokeball wont hide:

Code:
#org 0x6b0b70
checkflag 0x01
if 1 0x700000
message 0x6b0ba0
boxset 0x5
compare LASTRESULT 0x1
if 0x0 jump 0x6c0000
fanfare 0x172
message 0x877800
boxset 0x6
waitfanfare
setflag 0x01
givepokemon 0x01 0x05 0x00
#raw 53
#raw 05
#raw 00
release
end

#org 0x700000
message 0x700100
boxset 0x6
end

#org 0x6c0000
release
end

#org 0x700100
= Don't be greedy!

#org 0x6b0ba0
= Do you want Bulbasaur?

#org 0x877800
= You chose Bulbasaur.
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Old August 10th, 2006 (8:33 PM).
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Jonny Buuz Jonny Buuz is offline
La di da di do di da di dum...
 
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From the Docs/Tuts section:

Quote:
Enter these numbers in unLZ-GBA to get to the following things:

herogirl-fire red:1176
heroboy-fire red:1178
oak-fire red:1179
gary-fire red:1180

212 = Gamefreak logo
252 = Pokemon hero running etc.
253 = Pokemon heroin running etc.
254 = Pokemon rival back side etc.
255 - 257 = pokemon battle spot where u sit on and finding pokemon
356 = some weird thing
395 = Numbers for the game
406 = Some weird drodrio moving its head
419 - 431 = all of the balls open/close
646 = fighting signs, kick, punch etc.
648-9, 2048 = substitute pokemon
668 - 1443 = Pokemon in the game
1176 = herogirl
1178 = heroboy
1179 = oak-fire red
1180 = gary
1444 = pokemon egg
1445-1498 = unknowns
1499 - 1646 = spirites
1555, 1556 = RSE pokemon hero rival spirites
1605, 1623, 1624 = rival sprite
1634, 1635 = FRLF spirites
1676 = some earthquake
1689 = pokemon status
1694-1695 = bag
1720 - 1932 = items, first ones are the balls
1972 - 1974 = pokedex commands
2016 = some weird message from gamegreak
76 = pictures of the palettes for the maps
The problem I have here is, Professor Oak at 1179 looks remarkably like the back of a Torchic.

Am I reading something wrong?

Gary appears to have Combusken pox, and so on and so forth for the hero and heroine.
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Old August 10th, 2006 (11:50 PM). Edited August 11th, 2006 by Pazuzu.
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Quote:
Originally Posted by score_under
->Drem: Why can't you just use EliteMap?
Becose i us a french merald, and i have found offsets only for pet and rsball...

Quote:
Originally Posted by scizz
The structure for the World-Map location data in Hex is the following:
Code:
[X position (1 byte)][Y position (1 byte)][Width (1 byte)][Height (1 byte)]
Now, if you would have told us the ROM you need them for, we coul have given you the offsets aswell.
thanks, but i have found milliards from "01000100
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Old August 11th, 2006 (1:01 PM). Edited August 12th, 2006 by Pazuzu.
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Pazuzu Pazuzu is offline
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Quote:
Originally Posted by tech
I've decided to use the fr/lg way of choosing a starter pokemon in my ruby hacy (selecting a ball from the table).
I've used this script but the pokeball wont hide:
The script looks fine to me.
Are you sure that you used the correct event number?

Quote:
Originally Posted by Jonny Buuz
From the Docs/Tuts section:



The problem I have here is, Professor Oak at 1179 looks remarkably like the back of a Torchic.

Am I reading something wrong?

Gary appears to have Combusken pox, and so on and so forth for the hero and heroine.
You have to run a deep scan, in order to use the list above.
"File -> Run deep scan".

Quote:
Originally Posted by drem
Becose i us a french merald, and i have found offsets only for pet and rsball...



thanks, but i have found milliards from "01000100
Since I don't have a French Emerald ROM, I can only give you the offsets for the English one.
However, if you copy the bytes from the English one, and search them in the French one, you can easily find the offset yourself.

Emerald English: 5A147C (Hex)
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Old August 11th, 2006 (6:17 PM).
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Well, when it's not in deep scan, it's Pokemon, and when it's in deep scan, it's just garbage.

Should've said that in the first post, sorry.

Any suggestions? It's back on normal scan if that matters.



EDIT: Also, that whole list works fine in regular scan, just not Oak and Gary and whatnot.
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Old August 12th, 2006 (3:37 AM).
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i know how, i have fond the all offsets for (advance-mart, advance attack, N.A.E, pet, pokéamplifier...) but i don't found these for "maps" and "map labels" for elite map.
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Old August 12th, 2006 (3:57 AM). Edited August 12th, 2006 by Pazuzu.
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Quote:
Originally Posted by Jonny Buuz
Well, when it's not in deep scan, it's Pokemon, and when it's in deep scan, it's just garbage.

Should've said that in the first post, sorry.

Any suggestions? It's back on normal scan if that matters.



EDIT: Also, that whole list works fine in regular scan, just not Oak and Gary and whatnot.
The deep scan only applies to the first 3 entires of the list.
All of the other entries use the normal mode.

I just verified those 3 entries by doing a deep scan, and the numbers are correct.
If they differ in your ROM for some reason, try going back/forward a few entries. You will find them in 256 / Black White mode.

Quote:
Originally Posted by drem
i know how, i have fond the all offsets for (advance-mart, advance attack, N.A.E, pet, pokéamplifier...) but i don't found these for "maps" and "map labels" for elite map.
The "MapLabels" and "Maps" offsets in the "PokeRoms.ini" file in EliteMap lead to a Pointer, this Pointer differs in a ROM that has a different language, therefore, you can't find it.
To get around this, follow the pointer in the English ROM, and search for the data that you find at that offset in the French one. Now turn the offset you found them at into a Pointer, and you'll have the offset that you have to add in your INI file.

For the Labels, it's a bit different, since they are in a different language, and therefore, differ bytewise.
Here, you search for the Map-Name list in your French ROM with a Hex-Editor and Table file.
Once you are there, turn the starting offset into a Pointer, and search it. When you find it, you have the offset that you have to enter at the "MapLabel" entry in the INI file.
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Old August 12th, 2006 (4:40 AM).
slipknot slipknot is offline
 
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Thanks Scizz

And this site looks great now, not to mention it runs fully functional now :) I can finally access this topic

I am now creating a hack on Pokemon Emerald and I like to change the music in trainer battles to give it more variety and that normal trainer music is boring. I have tried pet.exe but the names are very weird and when I click on 1 I get run-time error 6 (I have all the neccesary files), and Advancebattle (it can change the music, right?) is nowhere to be found.

Which program allows me to change the music in trainer battles? And where can it be found?
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