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  #26026    
Old August 4th, 2013 (7:09 AM).
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    Quote:
    Originally Posted by Jambo51 View Post
    Abilities are handled almost exclusively by ASM, making them very hard to change. The few that aren't ASM are battle scripts.
    Specifically, I'd want to change Cacophony to something like Ice Body (which it seems like would just be an edit of Rain Dish). Any idea if that could be done through battle scripts, or would it need asm?
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      #26027    
    Old August 4th, 2013 (7:36 AM).
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      Ok. I have one another type question. Someone can make for me Midi File of music to my fanmade region named Thonsu? I do not have great idea for that tune. This tune is for Wild Pokemon Battle. I have rest theme. But for this i do not have idea. Someone help?
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        #26028    
      Old August 4th, 2013 (10:37 AM).
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        Hi people. Where could I download Advance-Text safely (emphasis on that)? Thanks.
          #26029    
        Old August 4th, 2013 (10:42 AM).
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          Quote:
          Originally Posted by uliekztrollface? View Post
          Hi people. Where could I download Advance-Text safely (emphasis on that)? Thanks.
          You can download it here.
          http://www.romhacking.net/utilities/427/
          It doesn't have a virus. The program was made using tools that were used to create viruses I believe.
            #26030    
          Old August 4th, 2013 (11:00 AM).
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            Quote:
            Originally Posted by Tlachtli View Post
            Specifically, I'd want to change Cacophony to something like Ice Body (which it seems like would just be an edit of Rain Dish). Any idea if that could be done through battle scripts, or would it need asm?
            That would need ASM. But it'd be fairly simplistic ASM, since you'd just be kind of reworking an existing ability. As with all ASM, the hardest part is finding where to put it, rather than anything else.
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              #26031    
            Old August 4th, 2013 (11:06 AM).
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              Quote:
              The program was made using tools that were used to create a virus
              ...That just does not sound good. So if it's not a virus in that case why would it be made the same way as one
                #26032    
              Old August 4th, 2013 (12:50 PM). Edited August 4th, 2013 by karatekid552.
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                Quote:
                Originally Posted by uliekztrollface? View Post
                ...That just does not sound good. So if it's not a virus in that case why would it be made the same way as one
                The way the program runs is what causes it to be picked up by McAfee and others as a virus. It is a text searcher. How many other programs log the locations of slightly encrypted text? Not many.

                Quote:
                Originally Posted by Ksiazek Bartlomiej View Post
                Ok. I have one another type question. Someone can make for me Midi File of music to my fanmade region named Thonsu? I do not have great idea for that tune. This tune is for Wild Pokemon Battle. I have rest theme. But for this i do not have idea. Someone help?
                This is not the place for this.

                Quote:
                Originally Posted by regidudeam View Post
                I want to make my HGSS rom only allow the RNG to create perfect ivs spreads for every wild encounter. Does anyone know the HEX address, for which the formula for iv generation can be tweaked. I don't want to hex edit a .sav file, I want to hex edit the rom. I don't want to use pokeSAV. My apologies if this question was already asked. I couldn't find this topic in the HGSS rom hacking thread.
                Sounds like you want to create perfect pokemon for use in tournaments without any work. Any true game maker knows that the IV/EV system is what allows each pokemon to be unique (and with the exception of Emerald's issues with the roam legendary's) is what makes the games fun. There is no reason to remove it, except so you can cheat easily, by not having to worry about making the pokmon legal, the game will do that for you. For that, I shall offer no help, even if I did know.
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                  #26033    
                Old August 4th, 2013 (2:14 PM).
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                Shubunkus Shubunkus is offline
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                  So, I have two questions about Advanced Map.

                  1. Which version is better, 1.92 or 1.95? I know 1.95 is a later release but I heard it had more bugs than 1.92, so which version do you deem to be safer?

                  2. Is there any possible way to create and insert maps without interfering with the names of previously existing maps? Maybe someone could link me to a tutorial that explains, in-depth, how to create and insert maps and one that explains how to create proper map connections.

                  Thanks in advance.
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                    #26034    
                  Old August 4th, 2013 (4:55 PM).
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                    Quote:
                    Originally Posted by Shubunkus View Post
                    So, I have two questions about Advanced Map.

                    1. Which version is better, 1.92 or 1.95? I know 1.95 is a later release but I heard it had more bugs than 1.92, so which version do you deem to be safer?

                    2. Is there any possible way to create and insert maps without interfering with the names of previously existing maps? Maybe someone could link me to a tutorial that explains, in-depth, how to create and insert maps and one that explains how to create proper map connections.

                    Thanks in advance.
                    1) 1.95 has a lot of bugs. Use 1.92, it is far safer.

                    2) Creating new maps literally takes a few clicks. I think you can figure that out on your own. However, adding new map names is a completely different story. See here: http://174.133.255.180/showthread.php?t=212492
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                      #26035    
                    Old August 4th, 2013 (5:01 PM).
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                      Quote:
                      Originally Posted by LU-HO
                      1) Using AM 1.95 together with AM 1.92:
                      Attention: if u use extended/32Mb sized Roms, you shouldn't use AdvanceMap 1.92 anymore.
                      AdvanceMap 1.92 create Errors if you try to save data in extended ROM area (from Offset 1234567 it make 234567).
                      If you use AdvanceMap 1.95 and want to change Worldmap with AM 1.92, be very careful so you don't damage your Rom...
                      Just be aware of this one major bug.
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                        #26036    
                      Old August 4th, 2013 (6:23 PM).
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                      Tlachtli Tlachtli is offline
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                        Quote:
                        Originally Posted by Jambo51 View Post
                        That would need ASM. But it'd be fairly simplistic ASM, since you'd just be kind of reworking an existing ability. As with all ASM, the hardest part is finding where to put it, rather than anything else.
                        I have no real ASM experience, but I can read up and try my hand at simplistic. How do you suggest trying to find a specific ASM script?

                        I've started by trying to find any kind of reference to Rain Dish in the hex. I've found an address that points to the address of text message generated when an ability causes healing in battle ("XX's YY restored its HP a little." -- there were actually two of these, but I experimentally determined the 2nd was for healing items like Leftovers).

                        I've also found two address containing the name RAIN DISH; experimentally the first is used in battle and on the poke inspect screens. I have no idea what the second is for, but I found an address that points to it in what seems to be a table of pointers separated by: (pointer) ?? 00 00 00 01 00 00 00 (pointer) ??, etc.

                        There don't seem to be any references to either of those pointers or the first instance of RAIN DISH in the hex, so that seems to be as far backwards as I can work doing that. How else should I go about it?
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                          #26037    
                        Old August 4th, 2013 (6:43 PM).
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                          Hi all, I have been away for a couple of months but I'm back into the swing of things.

                          I'm into ASM and wondering where is the best routines I should study to learn from? (If that makes sense)

                          I'm possibly going to start with IV value changing but I have read this info is encrypted. So I'm not sure if its the best start for me.

                          So which routine should I learn for a first timer!? (I have read a .doc called THUMB tutorial by 'bruno' if that helps)

                          Thanks PC!
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                            #26038    
                          Old August 4th, 2013 (6:46 PM). Edited August 5th, 2013 by karatekid552.
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                            Quote:
                            Originally Posted by kearnseyboy6 View Post
                            Hi all, I have been away for a couple of months but I'm back into the swing of things.

                            I'm into ASM and wondering where is the best routines I should study to learn from? (If that makes sense)

                            I'm possibly going to start with IV value changing but I have read this info is encrypted. So I'm not sure if its the best start for me.

                            So which routine should I learn for a first timer!? (I have read a .doc called THUMB tutorial by 'bruno' if that helps)

                            Thanks PC!
                            Ummm, I would start by reading my concepts guide if you haven't already, then explore all of the links I give at the end.

                            After that, pick something you want to do, and don't give up until you do it. Then move on to something else. That is how I learned.

                            Quote:
                            Originally Posted by jsziede View Post
                            Just be aware of this one major bug.
                            I did not know that. My rom is extended, but I am using that space for images, nothing much else. Good to know though.

                            EDIT. XD I FINALLY MADE THE 1000 POST MARK AND POSTED 5 MORE TIMES BEFORE NOTICING, lol!
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                              #26039    
                            Old August 4th, 2013 (6:52 PM).
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                              Quote:
                              I have no real ASM experience, but I can read up and try my hand at simplistic. How do you suggest trying to find a specific ASM script?

                              I've started by trying to find any kind of reference to Rain Dish in the hex. I've found an address that points to the address of text message generated when an ability causes healing in battle ("XX's YY restored its HP a little." -- there were actually two of these, but I experimentally determined the 2nd was for healing items like Leftovers).

                              I've also found two address containing the name RAIN DISH; experimentally the first is used in battle and on the poke inspect screens. I have no idea what the second is for, but I found an address that points to it in what seems to be a table of pointers separated by: (pointer) ?? 00 00 00 01 00 00 00 (pointer) ??, etc.

                              There don't seem to be any references to either of those pointers or the first instance of RAIN DISH in the hex, so that seems to be as far backwards as I can work doing that. How else should I go about it?
                              Tracing the string is probably not the best way to go, as your goal is simply to rewire an ability/weather check. It'd be much simpler to look for reads of either the active weather byte or a pokemon's ability during rain. These threads might be helpful:

                              http://www.pokecommunity.com/showthread.php?t=117917 - this is a pretty good primer on ASM editing, and the one that got me started
                              http://www.pokecommunity.com/showthread.php?t=215644 - this has a bunch of RAM offsets documented that are extremely relevant to battle-related hacking

                              What I'd do is put a breakpoint on an active pokemon's ability, get in a battle in rain, then examine all the places it gets checked at the end of a turn and figure out which one is for comparing it with Rain Dish's ID (which you can figure out using the offsets in the second link). Alternatively, get a pokemon with Rain Dish and check out all the weather reads at the end of the turn to see where it gets compared to rain. Once you know *where* the checking is happening, it should just be a matter of experimenting with thumb to make the check accept hail+ice body as well as rain+rain dish (try replacing rain dish before expanding it to be a separate ability, it'll be much simpler and help you learn).

                              For reasons that have been explained elsewhere in the last couple of pages, I won't explain to you exactly how to do it- you'll need to figure out the finer steps yourself. Don't be afraid to break things- if something isn't working, try a different approach, and don't get discouraged when things don't work the first time.
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                                #26040    
                              Old August 4th, 2013 (6:58 PM).
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                                Had a question related to Script Editing. As for the "Special 0x9D" which is "Old Man Catches Weedle" special, is there any way to edit the special so that way he catches another Pokemon, Pikachu? The offset for the special is 0x9D but where is the battlescene script where Weedle Hex might be changed to Pikachu's?
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                                  #26041    
                                Old August 4th, 2013 (7:06 PM).
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                                  Quote:
                                  Originally Posted by DoesntKnowHowToPlay View Post
                                  Tracing the string is probably not the best way to go, as your goal is simply to rewire an ability/weather check. It'd be much simpler to look for reads of either the active weather byte or a pokemon's ability during rain. These threads might be helpful:

                                  http://www.pokecommunity.com/showthread.php?t=117917 - this is a pretty good primer on ASM editing, and the one that got me started
                                  http://www.pokecommunity.com/showthread.php?t=215644 - this has a bunch of RAM offsets documented that are extremely relevant to battle-related hacking

                                  What I'd do is put a breakpoint on an active pokemon's ability, get in a battle in rain, then examine all the places it gets checked at the end of a turn and figure out which one is for comparing it with Rain Dish's ID (which you can figure out using the offsets in the second link). Alternatively, get a pokemon with Rain Dish and check out all the weather reads at the end of the turn to see where it gets compared to rain. Once you know *where* the checking is happening, it should just be a matter of experimenting with thumb to make the check accept hail+ice body as well as rain+rain dish (try replacing rain dish before expanding it to be a separate ability, it'll be much simpler and help you learn).

                                  For reasons that have been explained elsewhere in the last couple of pages, I won't explain to you exactly how to do it- you'll need to figure out the finer steps yourself. Don't be afraid to break things- if something isn't working, try a different approach, and don't get discouraged when things don't work the first time.
                                  That all looks amazingly helpful, thanks! This might be a dumb question, but how do you put a breakpoint on something? I've seen people say to do that, but never how.

                                  Also, something for after I get this figured out: how difficult would it be to add new abilities (as opposed to editing existing ones)? Would it be something doable with beginner knowledge, or would that be something more advanced?
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                                    #26042    
                                  Old August 4th, 2013 (7:39 PM).
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                                    HELP! (Firered)

                                    I started to make my own hack, so I created some maps and inserted them into the game (in a new bank). I then made the starting house warp into one of my created maps. When I play it on the emulator though, I'm stuck in one spot when I warp to my created map and a bunch of symbols appear on screen (in text). I think this problem has something to do with my Map Connections, because I had no problem with this before I started adding connections to my map. Does anyone have any ideas (or the same problem)?
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                                      #26043    
                                    Old August 4th, 2013 (7:51 PM).
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                                    Don't use advance map 1.95. Second, it may be the level script on the map. Third, make sure the warps are connected correctly.
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                                      #26044    
                                    Old August 4th, 2013 (8:06 PM).
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                                      Quote:
                                      Originally Posted by gogojjtech View Post
                                      Don't use advance map 1.95. Second, it may be the level script on the map. Third, make sure the warps are connected correctly.
                                      Thanks! I checked the level script and saw that there were random things there so I deleted them. Now it doesn't happen anymore.

                                      Why shouldn't you use advance map 1.95?

                                      Finally, another problem that just arose is when I enter a new area (on my own created map) I can't go back! So, in other words, Map A and Map B are two created maps that I have made. I travel from Map A to Map B (Using connections) and it works fine, but then I can't get back to Map A! An invisible force blocks my way or something...
                                        #26045    
                                      Old August 4th, 2013 (8:08 PM).
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                                        Is there an easy to understand tutorial on how to change the world map in fire red BPRE?
                                        I tried a few, but they didn't work out for me
                                          #26046    
                                        Old August 4th, 2013 (8:09 PM).
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                                        What happens if I push it?....
                                           
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                                          Quote:
                                          Originally Posted by atangerine View Post
                                          Thanks! I checked the level script and saw that there were random things there so I deleted them. Now it doesn't happen anymore.

                                          Why shouldn't you use advance map 1.95?

                                          Finally, another problem that just arose is when I enter a new area (on my own created map) I can't go back! So, in other words, Map A and Map B are two created maps that I have made. I travel from Map A to Map B (Using connections) and it works fine, but then I can't get back to Map A! An invisible force blocks my way or something...
                                          LOTS and lots of bugs. It was an unfinished beta version.
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                                            #26047    
                                          Old August 4th, 2013 (8:11 PM).
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                                            Quote:
                                            Originally Posted by karatekid552 View Post
                                            LOTS and lots of bugs. It was an unfinished beta version.
                                            Which one would you recommend using then? And do you know a solution to my map connections problem? Thanks in advance.
                                              #26048    
                                            Old August 4th, 2013 (8:16 PM).
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                                            Map connections need to be set up on each map. So set it up on map B as well.
                                            Use advance map 1.92.
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                                              #26049    
                                            Old August 4th, 2013 (8:17 PM).
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                                              Quote:
                                              Originally Posted by gogojjtech View Post
                                              Map connections need to be set up on each map. So set it up on map B as well.
                                              I did do that. Still doesn't work for whatever reason =/
                                                #26050    
                                              Old August 4th, 2013 (8:42 PM).
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                                                Quote:
                                                That all looks amazingly helpful, thanks! This might be a dumb question, but how do you put a breakpoint on something? I've seen people say to do that, but never how.

                                                Also, something for after I get this figured out: how difficult would it be to add new abilities (as opposed to editing existing ones)? Would it be something doable with beginner knowledge, or would that be something more advanced?
                                                In VBA-SDL-H, the commands are bt, bpr, bpw, to break on thumb execution, read, and write respectively. IIRC you can see all the commands with h- if that doesn't work try help, ?, etc.

                                                Adding new abilities instead of replacing them is to my knowledge just a matter of repointing the ability name and description table. Abilities are just bytes- the only reason they do things is because there are special cases to handle them.
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