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  #25951    
Old July 26th, 2013 (10:23 AM). Edited July 26th, 2013 by uliekztrollface?.
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    Heh thanks but I'm just going to stick to the basics
    Oh yeah I've seen some of your FireRed soundtrack insertion vids-they're pretty
    impressive actually (such as Alder's theme in FireRed)
    The link to A-Trainer was much appreciated by myself and my brother; thank you very much :D

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      #25952    
    Old July 26th, 2013 (10:38 AM).
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      #25953    
    Old July 26th, 2013 (10:47 AM).
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      @gogojjtech

      Sorry. I thought that being a command-line program it shouldn't make a difference, yet it did.
      It didn't solve the problem, however. Luckily, I could time the printscreen to show the error output (which seems to be with the .mid file)
      This is the mid file, I hope it helps
        #25954    
      Old July 26th, 2013 (11:04 AM).
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      I don't know why it isn't working. Maybe there's a command in the MIDI that it just can't convert?
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        #25955    
      Old July 26th, 2013 (2:15 PM).
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        Where can I download an old version of XSE? The new one does not have a level script button.
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          #25956    
        Old July 26th, 2013 (3:18 PM).
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        They all have level script buttons, you just need to open a ROM before you can actually view a level script.
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          #25957    
        Old July 26th, 2013 (3:46 PM).
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          Quote:
          Originally Posted by gogojjtech View Post
          They all have level script buttons, you just need to open a ROM before you can actually view a level script.
          I have opened my rom, and still do not see it.
            #25958    
          Old July 26th, 2013 (4:38 PM). Edited July 26th, 2013 by Wobbu.
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            Quote:
            Originally Posted by leogrecchi View Post
            @gogojjtech

            Sorry. I thought that being a command-line program it shouldn't make a difference, yet it did.
            It didn't solve the problem, however. Luckily, I could time the printscreen to show the error output (which seems to be with the .mid file)
            This is the mid file, I hope it helps
            You did the Repair Midi thing, right? Can you upload the midi? I want to take a look at it.

            Quote:
            Originally Posted by Ros1e View Post
            I have opened my rom, and still do not see it.
            You can view level scripts from Advance Map with XSE, under the headers tab. IIRC there is also a bug with XSE where it may not load certain level scripts.
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              #25959    
            Old July 26th, 2013 (5:17 PM).
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            Actually, it's not just going to load a level script if there's no offset for it to load from. Put in the offset of the level script, click decompile, then try
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              #25960    
            Old July 27th, 2013 (3:52 AM).
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              Guys i'm sorry if this has been asked before. but i don't have the time to check 1039 pages.
              I use YAPE 0.9 but when i open a rom it says "error reading base stats". does anyone know how to fix this.
                #25961    
              Old July 27th, 2013 (4:59 AM). Edited July 27th, 2013 by uliekztrollface?.
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                Sorry pokerex I'm not really sure about your problem-I have YAPE 0.9 and it works fine.
                ^
                My "helpful" reply, sorry I don't know a great deal about hacking.

                Does anyone have a safe link to XSE? Thanks a great deal
                  #25962    
                Old July 27th, 2013 (5:11 AM).
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                  Quote:
                  Originally Posted by uliekztrollface? View Post
                  Sorry pokerex I'm not really sure about your problem-I have YAPE 0.9 and it works fine.
                  ^
                  My "helpful" reply, sorry I don't know a great deal about hacking.

                  Does anyone have a safe link to XSE? Thanks a great deal
                  Find Gamer2020's tools thread. There is a link to the most current version.
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                    #25963    
                  Old July 27th, 2013 (7:33 PM).
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                    I found a rom base that I wanted to use, but the flower animations were messed up. They look fine in advance map, but in the game they only show half of the flowers.


                    Does anyone know whats wrong?
                      #25964    
                    Old July 27th, 2013 (9:01 PM).
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                      Hi, I am using JPAN's fire red hack to add more overworlds. I have also repointed the palette table and added some palettes of my own for some overworlds. This has worked up until now. When two very specific overworld sprites are right next to each other, they suddenly share the same palette. I have tried to edit the byte in the overworld data that comes after the two bytes for height, but it only seems to mess it up worse. How can i fix this so they can both appear on the screen at the same time?
                        #25965    
                      Old July 27th, 2013 (10:18 PM). Edited July 27th, 2013 by DrFuji.
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                      Quote:
                      Originally Posted by pokefreake View Post
                      I found a rom base that I wanted to use, but the flower animations were messed up. They look fine in advance map, but in the game they only show half of the flowers.


                      Does anyone know whats wrong?
                      The person who inserted those tiles hasn't overwritten the flower animations from the default FR frames. Tile animations overwrite whatever image you can see in Advance Map so it is impossible to edit them without using another program. You can edit the basic frames using NSE (they are in its bookmarks), or use AnimEditor if you want to change them to a far greater extent (adding/ subtracting frames, changing their position in the tileset, how fast they are etc). You will have to make your own animations for them though.

                      Quote:
                      Originally Posted by gameguru View Post
                      Hi, I am using JPAN's fire red hack to add more overworlds. I have also repointed the palette table and added some palettes of my own for some overworlds. This has worked up until now. When two very specific overworld sprites are right next to each other, they suddenly share the same palette. I have tried to edit the byte in the overworld data that comes after the two bytes for height, but it only seems to mess it up worse. How can i fix this so they can both appear on the screen at the same time?
                      What do you mean by "it only seems to mess up worse"? Make sure you are only editing the second half of that byte and that the sprites aren't sharing the same palette slot. If you've got any other sprites nearby that are also using the same palette slot they might also be interfering. Could you show some pictures of your sprites in-game as well as their overworld data in a hex editor?
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                        #25966    
                      Old July 28th, 2013 (9:58 AM).
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                        Quote:
                        At a guess, I'd say Ruby uses the same table format. Problem is, the table doesn't contain just the music data, it contains pointers to ASM. The ASM it points to loads the music ID.

                        Very basic ASM hacking skills are required to do it, but it's certainly not hard.
                        Can you give me that adress? I try do it by adress from Emerald. As Emerald use that same table like Ruby.
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                          #25967    
                        Old July 28th, 2013 (2:00 PM).
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                          Does anybody know how to remove that "badge HM check," for field moves like Flash?
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                            #25968    
                          Old July 29th, 2013 (12:43 PM).
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                            I'm trying to edit Pallet town, but some of the scripts I made are messed up. Like some of the people are in different places and I can't remove the sprites. I removed the map scripts, but the problem is still happening. Does anyone know how to fix this? I don't want to make the maps all over again .
                              #25969    
                            Old July 29th, 2013 (5:46 PM).
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                              I'm trying to add in the Physical/Special split images Darthatron made for Fire Red to an Emerald rom, but I seem to have hit a wall. I've added in the actual image with TileMolester already, but as I understand it the addresses in the asm code here are for a Fire Red rom. Since I assume they aren't interchangeable with Emerald, how would I go about finding the equivalent addresses for Emerald? Also, how do I find the addresses of the bytes for the code pointers?

                              Original post by Darthatron:
                              Spoiler:
                              Quote:
                              Originally Posted by Darthatron View Post
                              I want to find a better place to put it. Right now, the image showing if it's physical/special/status appears a frame before the rest of the screen is loaded. :\ I mean, it's not that bad. I just don't love it.

                              Change these bytes:
                              Code:
                              @0813A130: 0x2F
                              @0813A17B: 0x47
                              @0813A1A0: [Pointer to Routine, plus 1 (one).]
                              Here's the source:
                              Code:
                              .align 2
                              .thumb
                              Start:
                                  push {r0-r4}
                                  ldr r0, .CurMoveIndex
                                  ldrb r1, [r0]
                                  lsl r1, r1, #1
                                  ldr r0, .Move_List
                                  add r0, r0, r1
                                  ldrh r3, [r0]
                                  lsl r0, r3, #1
                                  add r0, r0, r3
                                  lsl r0, r0, #2
                                  ldr r1, .MoveBase
                                  add r0, r0, r1
                                  ldrb r4, [r0, #10]
                                  lsl r0, r4, #1
                                  add r4, r4, r0
                                  lsl r4, r4, #6
                                  
                                  ldr r0, .SplitImages
                                  add r0, r4
                                  ldr r1, .VRAM
                                  mov r2, #0x30
                                  swi #0xB
                                  
                                  ldr r0, .SplitImages
                                  add r0, r4
                                  add r0, #0x60
                                  ldr r1, .VRAM
                                  mov r2, #0x1E
                                  lsl r2, #0x04
                                  add r1, r1, r2
                                  mov r2, #0x30
                                  swi #0xB
                                  
                              Finish:
                                  pop {r0-r4}
                                  ldr r4, .Some_Offset
                                  ldr r0, [r4]
                                  ldr r1, .Return_Addr
                                  bx r1
                              
                              .align 2
                              .MoveBase:        .word 0x08250C04
                              .CurMoveIndex:    .word 0x0203B16D
                              .Move_List:        .word 0x02003268
                              
                              .VRAM:            .word 0x06001800
                              .SplitImages:    .word 0xYYYYYYYY
                              
                              .Some_Offset:    .word 0x0203B148
                              .Return_Addr:    .word 0x0813A17C+1
                              Change the .SplitImages (0xYYYYYYYY) pointer to where ever you have the images.
                              The images are uncompressed. And should look like this:
                              They need to be in this order. Use TileMolester or something to insert them.
                              They use the same palette as the Types, which is located at 0x08E95DBC in a clean FireRed ROM.


                              Suggested fix by Jambo:
                              Spoiler:
                              Quote:
                              Originally Posted by Jambo51 View Post
                              I think I've found the code which causes the Mirror Coat/Counter bug in Fire Red.
                              Change it to this, and it should hopefully fix it.
                              Code:
                              0801F6C2: 86 7A
                              0801F908: 00 2E
                              0801F90A: 41 D1
                              Also, Darthatron's routine for showing the images is slightly buggy. It turns out the move index is actually DMA protected, but in a really odd way. It only gets DMA shifted after certain actions are taken within the game's overworld. Anyway - to solve this, change the parts in BOLD in Darthatron's original routine (or just copy this routine, I suppose), and then follow Darthatron's original post to insert it.

                              Code:
                              .align 2
                              .thumb
                              Start:
                               push {r0-r4}
                               ldr r0, .CurMoveIndex
                               ldrb r1, [r0]
                               lsl r1, r1, #1
                               ldr r0, .Move_List_Loc
                               ldr r0, [r0]
                               ldr r3, .number
                               add r0, r0, r3
                               add r0, r0, r1
                               ldrh r3, [r0]
                               cmp r3, #0x0
                               beq Finish
                               lsl r0, r3, #1
                               add r0, r0, r3
                               lsl r0, r0, #2
                               ldr r1, .MoveBase
                               add r0, r0, r1
                               ldrb r4, [r0, #10]
                               lsl r0, r4, #1
                               add r4, r4, r0
                               lsl r4, r4, #6
                               ldr r0, .SplitImages
                               add r0, r4
                               ldr r1, .VRAM
                               mov r2, #0x30
                               swi #0xB 
                               ldr r0, .SplitImages
                               add r0, r4
                               add r0, #0x60
                               ldr r1, .VRAM
                               mov r2, #0x1E
                               lsl r2, #0x04
                               add r1, r1, r2
                               mov r2, #0x30
                               swi #0xB 
                              Finish:
                               pop {r0-r4}
                               ldr r4, .Some_Offset
                               ldr r0, [r4]
                               ldr r1, .Return_Addr
                               bx r1
                              .align 2
                              .MoveBase:  .word 0x08250C04
                              .number: .word 0x00003258
                              .CurMoveIndex: .word 0x0203B16D
                              .Move_List_Loc:  .word 0x0203B140
                              .VRAM:   .word 0x06001800
                              .SplitImages: .word 0x08YYYYYY
                              .Some_Offset: .word 0x0203B148
                              .Return_Addr: .word 0x0813A17D
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                                #25970    
                              Old July 29th, 2013 (6:36 PM). Edited July 29th, 2013 by karatekid552.
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                                Quote:
                                Originally Posted by dd409 View Post
                                I'm trying to add in the Physical/Special split images Darthatron made for Fire Red to an Emerald rom, but I seem to have hit a wall. I've added in the actual image with TileMolester already, but as I understand it the addresses in the asm code here are for a Fire Red rom. Since I assume they aren't interchangeable with Emerald, how would I go about finding the equivalent addresses for Emerald? Also, how do I find the addresses of the bytes for the code pointers?

                                Original post by Darthatron:


                                Suggested fix by Jambo:
                                Porting routines isn't easy, but it is the very first thing I learned how to do with ASM. You best shot, is to go to those addresses in a clean Fire Red and a hex editor and then copy the surrounding bytes and search for them in an Emerald rom. If they are RAM addresses, then those are much tougher to locate. Try looking for groups of bytes that are the same, but with different pointers at the end.

                                I must say, if you have never hacked before, I highly doubt you will be able to do this. I would have a tough time.

                                Quote:
                                Originally Posted by FrozenInfernoZX View Post
                                Does anybody know how to remove that "badge HM check," for field moves like Flash?
                                Find the scripts, remove the checkflags for badges. It sounds easy, but finding them can be tough.

                                Quote:
                                Originally Posted by pokefreake View Post
                                I'm trying to edit Pallet town, but some of the scripts I made are messed up. Like some of the people are in different places and I can't remove the sprites. I removed the map scripts, but the problem is still happening. Does anyone know how to fix this? I don't want to make the maps all over again .
                                Pallet Towns map scripts do move a lot of the person events around. Are you 100% sure they are gone, and no map scripts are present? Also, are you sure you are testing the right map? One time, I had multiple maps of the same thing, but with different scripts (for different times in the game) and I was editing one and not seeing the changes in game, because I was testing the wrong one. So, that is something to also look out for.
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                                  #25971    
                                Old July 29th, 2013 (6:47 PM).
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                                Quote:
                                Originally Posted by pokefreake View Post
                                I'm trying to edit Pallet town, but some of the scripts I made are messed up. Like some of the people are in different places and I can't remove the sprites. I removed the map scripts, but the problem is still happening. Does anyone know how to fix this? I don't want to make the maps all over again .
                                Have you removed the “level scripts” on that map that changes the NPC's locations on the map?
                                Spoiler:
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                                  #25972    
                                Old July 29th, 2013 (6:50 PM). Edited July 29th, 2013 by dd409.
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                                  Quote:
                                  Originally Posted by karatekid552 View Post
                                  Porting routines isn't easy, but it is the very first thing I learned how to do with ASM. You best shot, is to go to those addresses in a clean Fire Red and a hex editor and then copy the surrounding bytes and search for them in an Emerald rom. If they are RAM addresses, then those are much tougher to locate. Try looking for groups of bytes that are the same, but with different pointers at the end.

                                  I must say, if you have never hacked before, I highly doubt you will be able to do this. I would have a tough time.
                                  Yeah, doing something like that was my first thought. I've only dabbled in rom editing, and haven't done much with asm. Gotta learn some time I guess

                                  I'm pretty sure I read somewhere that the 0x08YYYYYY addresses are for the rom itself, so if I had to guess 0x02YYYYYY is RAM and 0x06YYYYYY is VRAM? How should I go about viewing those, since opening the rom in a hex editor will only let me look at the 0x08 stuff?

                                  EDIT: I also noticed there is a 0x00YYYYYY address in there (0x00003258)... what area does that one point, or how would I go about looking at it?

                                  EDIT 2: It seems that 0x00YYYYYY is in the BIOS. Since the BIOS is (or at least should be) constant for any GBA game, I'm going to try leaving that one alone.
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                                    #25973    
                                  Old July 30th, 2013 (3:39 AM).
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                                      #25974    
                                    Old July 30th, 2013 (4:17 AM).
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                                      Quote:
                                      Originally Posted by dd409 View Post
                                      Yeah, doing something like that was my first thought. I've only dabbled in rom editing, and haven't done much with asm. Gotta learn some time I guess

                                      I'm pretty sure I read somewhere that the 0x08YYYYYY addresses are for the rom itself, so if I had to guess 0x02YYYYYY is RAM and 0x06YYYYYY is VRAM? How should I go about viewing those, since opening the rom in a hex editor will only let me look at the 0x08 stuff?

                                      EDIT: I also noticed there is a 0x00YYYYYY address in there (0x00003258)... what area does that one point, or how would I go about looking at it?

                                      EDIT 2: It seems that 0x00YYYYYY is in the BIOS. Since the BIOS is (or at least should be) constant for any GBA game, I'm going to try leaving that one alone.
                                      Actually, the 0x00003258 is not a pointer, but rather a constant number that would be added to a pointer to reach a new location or such. You never, ever call addresses in the BIOS directly. You would call SWI functions .
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                                      Old July 30th, 2013 (6:42 AM). Edited July 30th, 2013 by Pia Carrot.
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                                      Pia Carrot Pia Carrot is offline
                                      There is no brighter jewel...
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                                      Join Date: Aug 2010
                                      Age: 21
                                      Gender: Male
                                      Nature: Adamant
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                                      Hi, I was wondering if it was possible to have a semi-transparent textbox, and how would I go to implementing it?

                                      EDIT: I'm using Emerald version.
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