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  #25101    
Old May 20th, 2013 (10:18 AM).
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miksy91 miksy91 is offline
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    Quote:
    Originally Posted by marcus_dom View Post
    Hi there,
    This is my first time posting here, so I hope I'm asking in the right place.
    I am a complete noob regarding Pokemon hacking, but I'm trying to learn and this is what I'm doing:

    I grabbed an original FireRed ROM and with WindHex I am translating dialogue to a different language. I have found a table to translate hex values to normal letters and have been doing great with it, because it lets me pretty much edit every word and title in the game.
    My question is: I would like to make every Pokemon from the first 150 catchable in FireRed. Is this doable?
    For example, I'd like to make Bellsprouts and other LeafGreen exclusives to appear as wild Pokemon (let's say in Route 10 and Safari Zone). Is there a way to do this?
    I've searched a lot here on the forum, but I couldn't find an answer. Maybe I'm not looking in the right places though, I bet this is asked a lot.
    Hey there,

    Well so far, you've been doing an exactly similar thing - working out with data with a hex editor. You could easily re-write the wild pokemon data for every area the exact same way but there are in-game specific tools for that so you don't have to hex edit everything.

    In fact, you can do almost any beginner-friendly thing with a game specific tool (not that you'd learn much by doing it that way...). Anyway, AdvanceMap is the tool you'd be looking for.
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      #25102    
    Old May 20th, 2013 (10:29 AM).
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    Kurapika Kurapika is offline
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      Yeah, do as miksy said and download some tools from the tools forum. Rom hacking using tools is already time consuming, so doing everything in hex will be just life consuming!
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        #25103    
      Old May 20th, 2013 (10:32 AM).
      marcus_dom marcus_dom is offline
         
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        Well gogojjtech and miksy91, I feel dumb now x)
        I read that tool's name so many times and I never actually downloaded it because I thought it was only to modify map sprites and appearance.
        Thanks for the tip, apparently the answer was right in front of me. Cheers!
          #25104    
        Old May 20th, 2013 (10:34 AM).
        red5677 red5677 is offline
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          Quote:
          Originally Posted by DeltaSalamence View Post
          You can create a sequence in which givepokemon is utilized.

          As for the originally programmed choosing of Pokemon, you'd have to Hex Edit/A-Text the special.
          Would I have to do a multi-choice thing? (Like would you like This..This..or this?) I've already edited what pokemon there are, and I changed the text using A-Text....soo now what?
            #25105    
          Old May 20th, 2013 (10:35 AM).
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          Quote:
          Originally Posted by marcus_dom View Post
          Well gogojjtech and miksy91, I feel dumb now x)
          I read that tool's name so many times and I never actually downloaded it because I thought it was only to modify map sprites and appearance.
          Thanks for the tip, apparently the answer was right in front of me. Cheers!
          Yeah, Advance Map is pretty cool. Well, you should download as many tools as possible to make your life easier!
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            #25106    
          Old May 20th, 2013 (11:00 AM).
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            Is it possible to implement the physical/special split in Gen III ROMs?
              #25107    
            Old May 20th, 2013 (11:06 AM).
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            There is already a patch made, its here somewhere because i already put it in my games.
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              #25108    
            Old May 20th, 2013 (11:15 AM).
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              Quote:
              Originally Posted by gogojjtech View Post
              There is already a patch made, its here somewhere because i already put it in my games.
              Any chance you could provide a link? "Here somewhere" is just kind of vague, is all.
                #25109    
              Old May 20th, 2013 (11:26 AM).
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                Uikri, you can find one in the Research & Developement forum.
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                  #25110    
                Old May 20th, 2013 (12:00 PM).
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                http://www.pokecommunity.com/showthread.php?t=234550
                right there
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                  #25111    
                Old May 20th, 2013 (12:06 PM).
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                  Quote:
                  Originally Posted by Kurapika View Post
                  Uikri, you can find one in the Research and Development Forum.
                  Thanks bro. Now for the final question. If I patched a R/S/E ROM with the Physical/Special split, could I then use pokehacks(DOT)dabomstew(DOT)com(SLASH)randomizer(SLASH)acks(DOT)php
                  to randomize the ROM, or would the ROM not be compatible after P/S patching? What if I used the randomizer first?
                    #25112    
                  Old May 20th, 2013 (12:10 PM).
                  kablam kablam is offline
                     
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                    I'm sorry if the answer should be obvious but are there actually hidden scripts on the Littleroot map that I can't see in AdvanceMap? What I meant earlier was that I have already deleted all apparent events/signposts/scripts/etc on the main LittleRoot map along with Route 1 but the "invisible mom" still happens. I guess that might be taken care of by SMCA and Truck Remover tools?

                    Also, I have read through a lot of the tile editing guides etc and can edit tiles fine. The problem is that when I edit tiles in one map they also change on the other. For example, if I edit the gym tiles in Viridian City to make it so that the grass toward the bottom is rocky terrain instead (because I want the gym to be raised on rock, it will also edit the gym in Fuschia City making that look rocky as well. I guess there must be a way to copy over an identical tileset and just treat them separately but I can't figure out how.

                    Is there anyway to export the actual tileset instead of the palette? As in, when you have block editor open on advance map is there a way to export the image on the left, edit it, and then import it back in rather than export the palette image.

                    Also how would one create an ENTIRELY new tileset? For example, if you have options from zero to twenty three, how would you create your own tileset twenty four?
                      #25113    
                    Old May 20th, 2013 (2:49 PM). Edited May 20th, 2013 by TweenyTodd.
                    TweenyTodd TweenyTodd is offline
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                      Quote:
                      Originally Posted by kablam View Post
                      I'm sorry if the answer should be obvious but are there actually hidden scripts on the Littleroot map that I can't see in AdvanceMap? What I meant earlier was that I have already deleted all apparent events/signposts/scripts/etc on the main LittleRoot map along with Route 1 but the "invisible mom" still happens. I guess that might be taken care of by SMCA and Truck Remover tools?
                      Its not a visible script its a level script:
                      Spoiler:

                      Just click 'Remove'. Make sure you have the '1' map script selected, and not the '0' map script.
                      In other words, press the up arrow.

                      Quote:
                      Originally Posted by kablam View Post
                      The problem is that when I edit tiles in one map they also change on the other. For example, if I edit the gym tiles in Viridian City to make it so that the grass toward the bottom is rocky terrain instead (because I want the gym to be raised on rock, it will also edit the gym in Fuschia City making that look rocky as well. I guess there must be a way to copy over an identical tileset and just treat them separately but I can't figure out how.
                      They probably use the same tileset. If you are using tileset 12 as a base, then yes they both would change. However, tileset 23 is JUST for the Viridian Gym. Edit that one instead.

                      I have never done editing on tilesets, however I found a list of usable tilesets and it appears many of them are implemented, but never used. Perhaps instead of editing the original tileset, you could use one of the unused ones?
                      Here's the list if it helps: LIST
                        #25114    
                      Old May 20th, 2013 (3:01 PM). Edited May 20th, 2013 by Kurapika.
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                        Concerning Littleroot script, did you remove level scripts? (provided there is any on that map). If you don't know what I'm talking about, make sure that "Professional Header" is unchecked in A-Map's settings, then open Littleroot's map, go to the Header tab, and see if the "hidden" script is there.
                        Concerning your question I have the same issue as you, I just edit some other tiles and I don't touch those that are "shared" or w/e what they are.
                        I don't think you can do that, to make a tileset you need to use a picture as a source, if I can call it like that.
                        I don't like to be harsh but please try to search before asking... a simple "create new tileset a-map" search on Google links you to this tutorial. :]
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                          #25115    
                        Old May 20th, 2013 (3:30 PM). Edited May 20th, 2013 by GoGoJJTech.
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                        or you could go to advance map and click the puzzle piece then click blocks then insert new tileset...

                        Sorry for double posting, but I found all of the Special Tables, for anyone who cares.
                        0x0815FD60
                        FR Special Table

                        0x081DBA64
                        Emerald Special Table

                        0x0814B194
                        Ruby Special Table
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                          #25116    
                        Old May 20th, 2013 (4:20 PM).
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                        karatekid552 karatekid552 is offline
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                          Quote:
                          Originally Posted by gogojjtech View Post
                          or you could go to advance map and click the puzzle piece then click blocks then insert new tileset...

                          Sorry for double posting, but I found all of the Special Tables, for anyone who cares.
                          0x0815FD60
                          FR Special Table

                          0x081DBA64
                          Emerald Special Table

                          0x0814B194
                          Ruby Special Table
                          Cool, I'm glad it worked. Also, double posts get merged in most of the Rom Hacking section so stop apologizing:p.
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                            #25117    
                          Old May 21st, 2013 (2:50 AM).
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                          Manderek Manderek is offline
                             
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                            I'm having a palette problem here. I'm using NSE 2.x to change the main hero sprites, and the front worked perfectly, also with palette, no problem. Only the backsprite is a bit... vague. Somehow, when saving the new palette, there's no repoint, and it still uses the may/brendan palette (hacking ruby btw).

                            So, I changed the palettes of may and brendan 'manually' using APE, but it now looks messed up/mixed.

                            Original, also as shown in NSE:

                            dropboxDOTcom/s/t02p44n09i71rmw/Backsprite%20pallette.png

                            And how it is now ingame:

                            dropboxDOTcom/s/ktekodufljcxg1l/Backsprite%20pallette2.png

                            Hope someone has experience with these backsprites... Anyway, thanks in advance
                              #25118    
                            Old May 21st, 2013 (5:00 AM).
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                              There are sprite of Ash ready for be inserted?
                              I mean ow and sprite,
                              preferably for ruby.
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                                #25119    
                              Old May 21st, 2013 (5:42 AM).
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                                how do i fix pksv-ui error no rom open? i'm trying to hack a fire red rom and every time i go to edit a script it says that. thanks for the help.
                                  #25120    
                                Old May 21st, 2013 (6:05 AM).
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                                Quote:
                                Originally Posted by shiro_20 View Post
                                how do i fix pksv-ui error no rom open? i'm trying to hack a fire red rom and every time i go to edit a script it says that. thanks for the help.
                                Try opening a ROM.
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                                  #25121    
                                Old May 21st, 2013 (6:23 AM).
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                                shiro_20 shiro_20 is offline
                                   
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                                  Quote:
                                  Originally Posted by hinkage View Post
                                  Try opening a ROM.
                                  i did but it comes up blank and i have it as my scritp editor in a-map but every time i go to edit something it comes up like that.
                                    #25122    
                                  Old May 21st, 2013 (7:59 AM).
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                                  When you assign PKSV-UI or XSE as the script editor in Advance Map, click 'No' in the dialog box that appears, or else the ROM will not open, as the offsets are separated by nullstings, and not colons.
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                                    #25123    
                                  Old May 21st, 2013 (12:13 PM).
                                  nyczxjay nyczxjay is offline
                                     
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                                    Hi, I'm new to ROM hacking and I just wanted to know if there is a program/tool that allows me to edit Pokemon attack descriptions for Emerald? For example, I've modded the move Crunch so that it's physical and lowers Def (instead of Sp. Def in Gen 3), but I can't change the description in PGE's Attack Editor...
                                      #25124    
                                    Old May 21st, 2013 (1:34 PM). Edited May 21st, 2013 by karatekid552.
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                                    karatekid552 karatekid552 is offline
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                                      Quote:
                                      Originally Posted by nyczxjay View Post
                                      Hi, I'm new to ROM hacking and I just wanted to know if there is a program/tool that allows me to edit Pokemon attack descriptions for Emerald? For example, I've modded the move Crunch so that it's physical and lowers Def (instead of Sp. Def in Gen 3), but I can't change the description in PGE's Attack Editor...
                                      You can change the description, you just have to create one using XSE and then change the attack description pointer to match the new one. However, there are tools that can change the description right inside of them: Advance Text and A-tack(? It is a pure attack editor, but the right name might be different) and Move Editor. The XSE method is the safest, as the other options can bug out, but the others will definitely be easier.

                                      Quote:
                                      Originally Posted by Hacker Bisharp View Post
                                      There are sprite of Ash ready for be inserted?
                                      I mean ow and sprite,
                                      preferably for ruby.
                                      This is exact question has been answered before. Just google "Ash Sprites" and you will find a few good ones. Make sure you check and see if you can use them, and then give credit.

                                      Quote:
                                      Originally Posted by Manderek View Post
                                      I'm having a palette problem here. I'm using NSE 2.x to change the main hero sprites, and the front worked perfectly, also with palette, no problem. Only the backsprite is a bit... vague. Somehow, when saving the new palette, there's no repoint, and it still uses the may/brendan palette (hacking ruby btw).

                                      So, I changed the palettes of may and brendan 'manually' using APE, but it now looks messed up/mixed.

                                      Original, also as shown in NSE:

                                      dropbox.com/s/t02p44n09i71rmw/Backsprite%20pallette.png

                                      And how it is now ingame:

                                      dropbox.com/s/ktekodufljcxg1l/Backsprite%20pallette2.png

                                      Hope someone has experience with these backsprites... Anyway, thanks in advance
                                      First off, get some more posts bro, you've been here too long sending me emails and pms:p.

                                      Second, I fixed your links in my quote.


                                      Now, when I made Derpizard, I did palette changes by inserting the palette into the rom using NSE 2.X and then manually changing the pointers in a hex editor so I could do them all at once (I used the same palette for 90% of the images) on Ruby. My best bet is that you didn't do a compressed palette insertion.

                                      However, you can also do it the way I did it. Restore the palette from a back-up or using APE if you can. Then, open your sprite in NSE 2.X and go into the File menu and click "insert". Then go and click "compressed" and then finally "palette". Then, search in the rom using a hex editor and look for the pointer to the data for the original palette. Then change that pointer to reflect the new palette you just inserted.
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                                        #25125    
                                      Old May 21st, 2013 (3:07 PM).
                                      marcus_dom marcus_dom is offline
                                         
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                                        Hi there again everyone,
                                        I'm back with another question, this time it's more of a problem I have with my edited FireRed ROM.
                                        I've been editing for about 2 weeks now, and I'd been testing it out ocasionally on VBA just to make sure it was running correctly and displaying what I was editing.
                                        Recently I came up with two errors that I can't solve on my own.

                                        - the game resets when I bring up the menu and click on my character's name to see the ID/badges etc
                                        - it also resets when I bring up the menu and click on POKÉDEX »»» (ANY OPTION) »»» (ANY POKÉMON) »»» CLICK 'A' TO SEE MORE DETAILS ON THE DESCRIPTION TEXT MENU

                                        My guess for this to be happening is that I used Advance Text and it moved around some dialogues to different areas. Could it be that it somehow erased critical data to show those menus correctly?
                                        Is there anything I can do to fix these errors?
                                        Thank you guys!
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