[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 1061

Started by Prof. 9 January 31st, 2007 7:25 AM
  • 1958403 views
  • 27748 replies
Male
Seen February 16th, 2019
Posted September 24th, 2013
1 posts
10 Years
Hi, I’m relatively new to hacking. I’m looking for some advice/help on the topic of changing an items use in fire red. I’m looking to have an item that can be used in battle to deal damage. (I should mention I’m not exactly making a “true pokemon” hack. So I can spare the loss of certain existing items and attacks.) So right now my plan is to edit an attack to designate for the purpose of said item. Then edit the script of an item like “X Attack” to use the designated attack, instead of giving a buff. My problem is, I’m not exactly sure where or how to find the offset or pointers for attack & item scripts. I’ve found a few item editing tutorials, but I’ve not found one that sheds light on my issue. So if anyone could direct me to a tutorial or provide some advice, I would be very grateful. Thanks!

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
Hi, I’m relatively new to hacking. I’m looking for some advice/help on the topic of changing an items use in fire red. I’m looking to have an item that can be used in battle to deal damage. (I should mention I’m not exactly making a “true pokemon” hack. So I can spare the loss of certain existing items and attacks.) So right now my plan is to edit an attack to designate for the purpose of said item. Then edit the script of an item like “X Attack” to use the designated attack, instead of giving a buff. My problem is, I’m not exactly sure where or how to find the offset or pointers for attack & item scripts. I’ve found a few item editing tutorials, but I’ve not found one that sheds light on my issue. So if anyone could direct me to a tutorial or provide some advice, I would be very grateful. Thanks!
You have no idea what you are getting into. In a game right now, can you deal damage with an item? No. That means that there is no coding in the game to allow this, so, you need to code your own. Items have two effects: in-battle and out-of-battle. You need to find a way to write a new in battle effect that subtracts HP from the opponents pokemon.

I have never looked at in-battle effects of items, but out-of-battle ones are coded in mostly pure ASM. I would assume it would be the same for in-battle, though those might use battle scripting.

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Garuga17

Age 28
Male
Indonesia
Seen April 13th, 2022
Posted August 2nd, 2016
44 posts
12.1 Years
Is it safe to edit the already compiled scripts, and then re-compiled it? I have compiled a script, and i realized there's a small mistakes, if i open it in xse, edit it, and then compiled it again, will it messed up my rom?
dunno what to write here....

daniilS

busy trying to do stuff not done yet

Age 23
Male
Seen March 2nd, 2021
Posted October 7th, 2015
409 posts
9.8 Years
Is there a cheat engine-like program that scans the gba ram of an emulator for a certain byte, and then scans the found bytes again for something else, so you can locate stuff? Or is there maybe a way to convert the offsets from cheat engine when used on vba-m to gba ram offsets?

Konekodemon

The Master of Pokemon Breeding

Age 38
Female
NC
Seen August 21st, 2022
Posted February 14th, 2022
2,061 posts
16.1 Years
Anyone got any gameshark codes that will allow me to have my player's name have up to 9 characters in the name? Cause my name is Stephanie and I want to use my name in the game but can never fit it in the spaces available.

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miksy91

Dark Energy is back in action! ;)

Male
Finland
Seen September 21st, 2022
Posted September 21st, 2022
1,480 posts
14.6 Years
Anyone got any gameshark codes that will allow me to have my player's name have up to 9 characters in the name? Cause my name is Stephanie and I want to use my name in the game but can never fit it in the spaces available.
Gameshark codes don't work that way - they can't be used to hack the game to function in a way that it's not made to do. There is a huge difference with a code that can be used to change the encountered wild pokemon for instance.
There is a memory slot in ram where the encountered pokemon is stored, so you can use a gameshark code to modify the values there. However, for example naming the main character is a whole asm routine that would have to be hacked to allow more characters for the main player. This can't be achieved by editing ram data with gameshark codes, but rather by hacking the game itself (hex editors, asm editors, such).
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GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)

Age 24
Female
Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,475 posts
10.5 Years
[EMERALD] How do you change the town map to add a second region and display that region's map when in it? (like in ShinyGold/LiquidCrystal or some equivalent) Not quite a simple question, but I didn't know where to ask :\ I know this might be is probably way out of my league, but I figure if anyone knows how, they would be here.

I've googled and searched extensively, but cannot find anything on the subject so I made a PC account to ask ;)
You need ASM knowledge, and if you noticed, those hacks are FR hacks (Better since the engines and all that)
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karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
Is there a cheat engine-like program that scans the gba ram of an emulator for a certain byte, and then scans the found bytes again for something else, so you can locate stuff? Or is there maybe a way to convert the offsets from cheat engine when used on vba-m to gba ram offsets?
There is a cheat engine built right into VBA that gives out RAM offsets....

Anyone got any gameshark codes that will allow me to have my player's name have up to 9 characters in the name? Cause my name is Stephanie and I want to use my name in the game but can never fit it in the spaces available.
Have fun recodeing the storage of the game. It can be done, but the game only allocates 8 bytes to naming the player (I have seen the storage area myself personally and changed it manually), so it won't be easy. You would also have to go in and edit the all of the name input screens.

This stuff is required to be hard coded to the rom, if it is done. There is no way possible that gameshark could do it alone... (Well, maybe, but the code would be absolutely massive and not worth it.)

Is it safe to edit the already compiled scripts, and then re-compiled it? I have compiled a script, and i realized there's a small mistakes, if i open it in xse, edit it, and then compiled it again, will it messed up my rom?
As long as the script is shorter or the same size (in bytes, not lines) than the original. Hit F1 in XSE to bring up the command database, which tells you how many bytes each command needs.

Paired with Simba
Land of Obelisks and Scaffolds
Seen June 27th, 2014
Posted June 26th, 2014
33 posts
10 Years
Hey I am making a hack and was wondering if there is a way to change it so you dont need to use a pokemons move SURF or CUT to go on water or cut down those trees, i want the player to get items to do these things, is that possible if so what would i need to do?
Well, the easiest thing is you can go into AdvanceMap, into the Movement Permissions tab, and change the permissions so you can, like, walk on water I guess?? But you say you want the player to use items to activate those powers. I know in RSE there was one item called Go-Goggles that allowed you to pass through the harsh desert winds in Route 111, so there is functionality built into the game for Key Items allowing you to pass through certain tiles.

I took a quick look at Route 111 in AdvanceMap, and it seems that the functionality to get into the desert dependent on whether you have the right item is not based on Movement Permissions, but on a bevy of Scripts on all the tiles leading to all entrances/exits to the sandy part of the route.

So, I guess try diving into those scripts? I'm a total noob at this stuff, though, so those are just my ideas. Hopefully someone less ignorant than I can help you!

Also I have some questions to ask of the thread:
(But I didn't want to double post - also, please note that I'm hacking Emerald)

1. Here's the big one: So, I'm editing Littleroot Town in AdvanceMap, and after a couple slow hours of learning the various shortcuts to the program and such, I cobbled together a decent town:


Now, it's not perfect (I can't believe I forgot to put the little door spot thingy for that fourth house), but it's a start. Unfortunately, when I open it up in the actual game:



I'm traipsing through a featureless black void, which strangely appears to be filled with tall grass. I have limited mobility, and I can see the homeless fat man in the blue shirt sometimes, but it's obviously not what I'm looking for.

Now, I think I know what caused this, but it's something that I'm going to do anyway - I removed all the scripts from the Littleroot overworld map (not any of the houses yet). I also removed the vans. I wanted to be able to just wander around my new starter town without triggering any events beyond talking to people, signposts, and entering warps.

So, realizing what happened, I went into the Van Interior map, and noticed that the warp was going to some strange map bank - the warp number, map bank, and map are all 127. Seeing as the highest map bank I could find was Route 124 on 33.0, I changed the Van Interior warps to go to Littleroot at 0.9, and made a new warp to just chill kind of in the middle, to see if it worked. It didn't.

Also, even though I removed all the scripts, from both the Littleroot map and the Van Interior, I still automagically follow my Mom into my house (through the void), and I can't figure out why. Ultimately, I want to remove the entire van sequence, but for now, I would just settle for magically warping out of the middle of a van into the middle of vanless small town that ISN'T an inescapable black void of soul-crushing terror.

Any help would be immensely appreciated.

2. As you'll notice in the first picture, the exits to my new starter town are on the sides - to the left is the first route, and to the right is a small copse of trees in which you wake up from a dream and begin the game. I've finished making the map of the copse, and am ready to make a warp/edit the map connections to connect it to the main part of my starter town. However, I made a new map instead of editing an old one for this. I named it BRIGHTROOST TOWN (1.5) (that's the name of my new starter town), but it's in the "Map Files" folder instead of "From Header". Is there a way for me to move it to the Brightroost Town folder in "From Header", for organizational purposes? Also, is just naming it with "(1.5)" enough, or do I have to set the map bank and stuff some other way? How do I go about doing that?

Sorry for the long and complicated questions, but I'm hoping that to someone more experienced than I, they do seem like simple questions. If this was the wrong place to post this, then I'm sorry and it'd be great if someone could tell me where.

Also, if someone could make it be October 12th already, I would be much obliged. My wanting for X/Y has morphed from simple need to an all-consuming desire.

Garuga17

Age 28
Male
Indonesia
Seen April 13th, 2022
Posted August 2nd, 2016
44 posts
12.1 Years


As long as the script is shorter or the same size (in bytes, not lines) than the original. Hit F1 in XSE to bring up the command database, which tells you how many bytes each command needs.

So, if i only change small things, like Pokemon ID, or levels, or Music ID, or anything that involve "0x(blahblah)" it would not affect? Thx for your answer anyway :D
dunno what to write here....

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
So, if i only change small things, like Pokemon ID, or levels, or Music ID, or anything that involve "0x(blahblah)" it would not affect? Thx for your answer anyway :D
Yes, corruption only takes place when the number of new bytes is greater than the number of old. So, if you only change the existing bytes, and not the commands, you will be fine.

Paired with Simba
Brazil
Seen August 24th, 2019
Posted November 27th, 2016
74 posts
9.7 Years
There is any way to export the text files from platinum in separated files for each .bin file in pl_msg.narc ?
getting in .bin with crystal title I couldn't find a way to open/convert them to xml or editable text
With thenewpoketext I can only get all the game text in one file(And it make my oldy pc frooze when I want to open), should be better if I could get them apart, like we can see in some editors like in SDSME or Ds text editor but I can't export/import them from there, there's any way?
Male
Seen July 14th, 2020
Posted September 14th, 2015
215 posts
10.7 Years
I'm trying to transalte an hack. I want to transalte this test:

But when i search it on advance text there are some weird "thing" before the test.

Why?
Advanced Text is VERY buggy and unreliable.

I would recommend just opening the script up with XSE from advanced map and editing it from there.

However even that process is not 100% correct.

Make a while new script and complite it, use that offset in place of the offset you are trying to replace.

Does that make sence?
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chrunch

Male
Seen December 10th, 2021
Posted February 24th, 2021
1,343 posts
13.6 Years
I'm trying to transalte an hack. I want to transalte this test:

But when i search it on advance text there are some weird "thing" before the test.

Why?
The simplest thing to do is open up XSE for your script, click on the decompile button in the top right, translate the text, then click compile again. Just make sure the translated message isn't bigger than the original text!

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
So I got a little test map of Pallet Town going and everything is working so far, but for some reason whenever I walk downwards towards a tile that you can't walk on, a white and green flashing arrow appears. I think it may be related to movement permissions, but I'm not sure; it doesn't make any difference to the actual gameplay but it's annoying. Any suggestions as to how I can remove it?

If it helps, I used the following movement permissions in AM: "C" for the places you can walk, "1" for where you cannot, and "4" for where you can surf.
I think I know the issue, but can I see a screen shot to confirm?

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GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)

Age 24
Female
Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,475 posts
10.5 Years
I can't post images yet, but here are the links:

oi39 dot tinypic dot com/2nu2fqd dot jpg

oi44 dot tinypic dot com/14cwjg0 dot jpg
That's just because the tile has an attribute of warp down of hero. So in the tiles editor in A-map 1.92 fix it.
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GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)

Age 24
Female
Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,475 posts
10.5 Years
How do you get to the tiles editor? I looked around but I couldn't find it...
It looks like a puzzle piece near the top
I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
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GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)

Age 24
Female
Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,475 posts
10.5 Years
I tried searching the thread, but "TM" didn't get any results.

Is it possible to create a new TM using just the Item Manager or another Item Tool, or do I need to use a hex editor?
You must create ASM routines, use a save block hack, expand the bag's length, Expand all pokemon moveset compatibility to include for the new TMs, etc.
I think you get the point
I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
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Age 27
Male
Seen October 21st, 2015
Posted March 4th, 2014
34 posts
13.6 Years
You must create ASM routines, use a save block hack, expand the bag's length, Expand all pokemon moveset compatibility to include for the new TMs, etc.
I think you get the point
Ah, gotcha. That's disappointing, but thanks for the quick answer.

PokéMew

Pokémon Fuchsia

Male
Refresh
Seen October 5th, 2022
Posted April 8th, 2017
484 posts
9.7 Years
Sorry, got another question...
Is there any sort of way I can create my own pokeball that I designed, mabe using unlz gba to design it or something like that, and if so how would I make it work? (Example: pokeball has ___chance catching pokémon. My pokeball has ???? Chance of catching)

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)

Age 24
Female
Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,475 posts
10.5 Years
Sorry, got another question...
Is there any sort of way I can create my own pokeball that I designed, mabe using unlz gba to design it or something like that, and if so how would I make it work? (Example: pokeball has ___chance catching pokémon. My pokeball has ???? Chance of catching)
You would need to expand item table, item image table, item effect table, add the image, pal, maybe custom ASM so it can function, all that Jazz.
I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
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daniilS

busy trying to do stuff not done yet

Age 23
Male
Seen March 2nd, 2021
Posted October 7th, 2015
409 posts
9.8 Years
Sorry, got another question...
Is there any sort of way I can create my own pokeball that I designed, mabe using unlz gba to design it or something like that, and if so how would I make it work? (Example: pokeball has ___chance catching pokémon. My pokeball has ???? Chance of catching)
I'm currently researching ball hacking myself. this post by JPAN explains how to make a ball with a predefined catchrate.This post explains how to create items themselves. With some asm knowledge, you can create balls with a variable rate. What I am trying to figure out is the throwing animation.