[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 1098

Started by Prof. 9 January 31st, 2007 7:25 AM
  • 1958403 views
  • 27748 replies
Male
Argentina
Seen February 10th, 2020
Posted July 18th, 2014
18 posts
12.4 Years
If you used the patch, it should already be done. If you used the tool, just delete the script. There should be a script tile on the floor in A-Map at that spot. Just delete it.
Any script exist... (I Apply the patch) I'm just walking over there and the ghost appears... Can meabe be some tile behaivour or meabe some special or flag that I need to activate/Desactivate?
Free Your Spirit!






DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
Quite a simple question, but does anyone know if there's a hex code for the Poke Dollar symbol () or something similar? I want to make an unconventional item shop where the player chooses the item from a display stand. Since I'm not using a standard Poke Mart script, I'm a bit stumped. xD Any help?
I'm probably missing something painfully obvious, but eh, I may as well ask. :)
Yep, if you're using XSE then you can write '[$]' to create the PokeYen symbol. You can also add some extra commands and make it look even more legitimate.

Fresh Water\c\h13[BL][small][$]200
If you write the above text it will make it look like this:

DjinnAndTonic

Disgaeamon

Nagoya
Seen October 22nd, 2020
Posted December 17th, 2019
9 posts
9.5 Years
There's probably multiple complicated ways to edit the Introductory parts of a FireRed game, but unLZ doesn't seem to be able to edit that Professor Oak sprite anymore than NSE or the various other sprite programs I've checked out. Perhaps I've missed something with how the 256 color sprites are indexed, but I think it might be simpler to just remove the intro altogether.

However, I haven't found a well-annotated dump of the ROM data, so I'm not sure where to go in a HEX editor to just skip the intro and let the game start at my appointed 'starter' location. Seriously, I don't care about the GameFreak Intro, the Eyecatch Demo, The Title Screen, The Pikachu how-to-play intro, Prof Oak's Speech, Naming the Player/Rival, or starting in Pallet Town. Is there any way I can just replace all of these with blank space and just have the game go directly from "On" to "Start New/Load" and then from "New" to "your PC can move around!" without all of Oak's yammering? I'd do it myself if I could find where all the pointers start.

Sniper

ふゆかい

Male
Philippines
Seen August 9th, 2016
Posted June 5th, 2016
1,412 posts
9.5 Years
There's probably multiple complicated ways to edit the Introductory parts of a FireRed game, but unLZ doesn't seem to be able to edit that Professor Oak sprite anymore than NSE or the various other sprite programs I've checked out. Perhaps I've missed something with how the 256 color sprites are indexed, but I think it might be simpler to just remove the intro altogether.

However, I haven't found a well-annotated dump of the ROM data, so I'm not sure where to go in a HEX editor to just skip the intro and let the game start at my appointed 'starter' location. Seriously, I don't care about the GameFreak Intro, the Eyecatch Demo, The Title Screen, The Pikachu how-to-play intro, Prof Oak's Speech, Naming the Player/Rival, or starting in Pallet Town. Is there any way I can just replace all of these with blank space and just have the game go directly from "On" to "Start New/Load" and then from "New" to "your PC can move around!" without all of Oak's yammering? I'd do it myself if I could find where all the pointers start.
You can edit Oak's sprite by going numbers on Unlz-gba.
You may know the numbers if you find the tut on the tutorial section.
I don't think that is possible to remove Oak's speech. But rather, use the patch.
That skips controls & gender that diegoisawesome's patch in the resources.
Also, the no rival patch on ep!c's website you can find through his signature.


DjinnAndTonic

Disgaeamon

Nagoya
Seen October 22nd, 2020
Posted December 17th, 2019
9 posts
9.5 Years
I found the sprite in UnLz just fine, but it isn't correctly indexed with a palette, so it's difficult to draw directly on it, and Importing an image doesn't seem to bring the palette with it. I read before about diegoisawesome's patch, but I'm not sure what it's called and the search feature isn't helping without a more specific name.

Sniper

ふゆかい

Male
Philippines
Seen August 9th, 2016
Posted June 5th, 2016
1,412 posts
9.5 Years
I found the sprite in UnLz just fine, but it isn't correctly indexed with a palette, so it's difficult to draw directly on it, and Importing an image doesn't seem to bring the palette with it. I read before about diegoisawesome's patch, but I'm not sure what it's called and the search feature isn't helping without a more specific name.
You can make any image with Oak sprite's size.
Then index it yourself, after that. Get the palette and change it on APE.
You must import the palette of your sprite that you're gonna insert in.
Use irfanview to export the palette. Also the patch of diegoisawesome
is on the first post.. I think? It's categorized.


DjinnAndTonic

Disgaeamon

Nagoya
Seen October 22nd, 2020
Posted December 17th, 2019
9 posts
9.5 Years
I have tried to import the palette a few times, but I can't find the correct palette offsets for the 256-color images (the Intro sprites for Oak, TrainerM/F, and Gary). The programs list them incorrectly. I'm assuming it's because these palettes are stored in 256-color instead of the usual 16-color (despite having less than 16 colors... >.>;; )

There doesn't seem to be a patch that skips the entirety of Oak's intro either. Diegoisawesome's patches seem to be able to skip "are you a boy or a girl?" and the Pikachu how-to-control pages, but nothing to skip me straight to gameplay.

Sniper

ふゆかい

Male
Philippines
Seen August 9th, 2016
Posted June 5th, 2016
1,412 posts
9.5 Years
I have tried to import the palette a few times, but I can't find the correct palette offsets for the 256-color images (the Intro sprites for Oak, TrainerM/F, and Gary). The programs list them incorrectly. I'm assuming it's because these palettes are stored in 256-color instead of the usual 16-color (despite having less than 16 colors... >.>;; )

There doesn't seem to be a patch that skips the entirety of Oak's intro either. Diegoisawesome's patches seem to be able to skip "are you a boy or a girl?" and the Pikachu how-to-control pages, but nothing to skip me straight to gameplay.
Ehh.. I've uploaded the files for you. Download it here. I didn't add the no Rival patch of ep!c.
Only diegoisawesome's force gender patch and skip both controls & tutorial.


Superjub

Pokémon Aureolin

Age 28
Male
Hoenn
Seen August 23rd, 2022
Posted November 5th, 2014
2,288 posts
15.7 Years
Yep, if you're using XSE then you can write '[$]' to create the PokeYen symbol. You can also add some extra commands and make it look even more legitimate.

Fresh Water\c\h13[BL][small][$]200
If you write the above text it will make it look like this:

Exactly what I was looking for, thanks! :D
Male
Seen May 3rd, 2022
Posted March 23rd, 2022
491 posts
12.3 Years
I was editing the trades in FireRed using Trader Advanced, everything was going fine. Then suddenly after saving a trade it spat a "Run-Time Error '380': Invalid Property Value" and the app closes. Now every time I go back to specifically the trade I saved on, it does the exact same thing before even bringing up the data.

I'm concerned. Did I do something wrong? Is this trade going to produce a Bad Egg or something?

miksy91

Dark Energy is back in action! ;)

Male
Finland
Seen September 21st, 2022
Posted September 21st, 2022
1,480 posts
14.6 Years
I was editing the trades in FireRed using Trader Advanced, everything was going fine. Then suddenly after saving a trade it spat a "Run-Time Error '380': Invalid Property Value" and the app closes. Now every time I go back to specifically the trade I saved on, it does the exact same thing before even bringing up the data.

I'm concerned. Did I do something wrong? Is this trade going to produce a Bad Egg or something?
If the program indeeds opens the rom fine, but it freezes and gives that same error message over and over again when you try to edit that specific trade, something probably got corrupted when you edited it for the first time.


If you have a backup rom file, use that. If you don't, test if that trade works. If it does, that still doesn't necessarily mean nothing is wrong. Best way for fixing the possible issue that has come up would be tracking the possible bug with IPS patches.


You can use a backup rom file as the unedited rom file and use the current, possible glitchy, rom file as edited rom file and create a patch file between them. Then, you open up the patch file with a hex editor and look for a possible issue the IPS patch has in it.
It's not nearly as difficult as I make it sound and I could even describe it better if you have a recent backup and feel like you want to try it out.


Also, you could try asking destinedjagold about it since I have told him about it earlier, and he has linked the issue to some other people here as well, so he might have the post I wrote him stored in his computer.
Pokémon Dark Energy
Some ROM hacking related stuff
Male
Seen May 3rd, 2022
Posted March 23rd, 2022
491 posts
12.3 Years
In accordance to my previous question, I just took a gander at the code between the one I had altered, and another backup version in which I took the liberty of altering the trade the exact same way (I had no errors on this version). Turns out, the code between them in the trade's offset is exactly the same! o.O

The only difference between these two versions is not the trade now, but the ability of the Pokemon you get in the trade: I had changed it's ability, and I just kept the ability set to the ability that was changed. Could it be that my ability changes screwed up Trader Advanced after I had saved it?
Male
Seen December 16th, 2016
Posted June 12th, 2016
33 posts
11.3 Years
Would anyone like to help me decipher the BSP script for Solarbeam?

Spoiler:

#org 0x1D7BE3
jumpifabilitypresent 0xD 0x81D7BFB //if CLOUD NINE
jumpifabilitypresent 0x4D 0x81D7BFB //if AIR LOCK
jumpifhalfword 0x4 0x2023F1C 0x60 0x81D7C23

#org 0x1D7BFB
jumpifsecondarystatus 0x1 0x1000 0x81D6F29
jumpifword 0x4 0x2023DD0 0x200 0x81D6F29
setbyte 0x2023FD3 0x1
call 0x81D6F58 //charging?
goto 0x81D694E

#org 0x1D7C23
orword 0x2023DD0 0x8000000
setbyte 0x2023E85 0x4C
seteffecttarget
ppreduce
goto 0x81D6F29

#org 0x1D6F29
attackcanceler
setbyte 0x2023E85 0xC
setbyte 0x2023FDC 0x1
clearstatus 0x1
orword 0x2023DD0 0x800
jumpifhalfword 0x1 0x2023D4A 0x8F 0x81D6927
setbyte 0x2023E85 0x8
goto 0x81D6927 //inflict damage

#org 0x1D6927
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x0
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

#org 0x1D695E
attackstring
ppreduce
pause 0x20
missmessage
resultmessage
waitmessage 0x40
goto 0x81D694E

#org 0x1D694E
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

#org 0x1D6F58
attackcanceler
printstring 0x130
ppreduce
attackanimation
waitanimation
orword 0x2023DD0 0x8000000
setbyte 0x2023E85 0x4C
seteffecttarget
copyarray 0x2023E87 0x2023FD3 0x1
printfromtable 0x83FE590
waitmessage 0x40
return

// Used Strings
// String 0x130
// =

#org 0x1D694E
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

Specifically, I'm trying to figure out what command, if any, checks for weather during move execution. I suspect that it might have to do with the third line (the one that is skipped by the Cloud Nine and Air Lock checks) but I'm really not savvy enough to figure it out.

DoesntKnowHowToPlay

Tiny Umbrella with Lots and Lots of Good

Seen February 18th, 2023
Posted February 3rd, 2023
264 posts
11.3 Years
The only difference between these two versions is not the trade now, but the ability of the Pokemon you get in the trade: I had changed it's ability, and I just kept the ability set to the ability that was changed. Could it be that my ability changes screwed up Trader Advanced after I had saved it?
I'm led to believe your project uses an expanded ability table- did you change the ability to something that isn't in vanilla? That's probably what's breaking it- I imagine your trainer editor was built with the assumption that only vanilla abilities exist.

I'm trying to figure out what command, if any, checks for weather during move execution.
jumpifhalfword 0x4 0x2023F1C 0x60 0x81D7C23

This one. x02023F1C is the location of the current weather- bit x20 is 1 in sun and bit x40 is 1 in permanent sun. The 0x4 in the command tells the game to jump if weather ANDed with x60 is non-zero.

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
I'm having a problem with Advanced Map..
When I click "file --> open map", I open my separately created map. Once the thing is loaded into the old map's slot, I click on the insert tab and replace the existing map with my new one. The problem is...

Whenever I insert the new map, the name changes to whatever the name of the first map in the bank is. Anyway to change the names so their names are different?

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
I'm having a problem with Advanced Map..
When I click "file --> open map", I open my separately created map. Once the thing is loaded into the old map's slot, I click on the insert tab and replace the existing map with my new one. The problem is...

Whenever I insert the new map, the name changes to whatever the name of the first map in the bank is. Anyway to change the names so their names are different?
Open the map whose name you want to change and go to its header tab. At the top of the page there should be a drop down list of all of the place names in the ROM. Select the one you want to give to the map and then save your ROM. Refresh Advance Map (F5) and your map should be under the correct name.
Male
Seen December 16th, 2016
Posted June 12th, 2016
33 posts
11.3 Years
jumpifhalfword 0x4 0x2023F1C 0x60 0x81D7C23

This one. x02023F1C is the location of the current weather- bit x20 is 1 in sun and bit x40 is 1 in permanent sun. The 0x4 in the command tells the game to jump if weather ANDed with x60 is non-zero.
Aha! So I suspected correctly. Thanks for your explanation. Does this mean that if I used 0x40 instead of 0x60, then the jump will only happen if the weather is permanent sun? Also, do you know which bits correspond to rain, hail, and sandstorm? Glancing at a different thread regarding Castform form changes (http://www.pokecommunity.com/showthread.php?t=205458), it looks like 0x7 corresponds to rain and 0x80 corresponds to hail.

On a somewhat different topic: is BSP the preferred tool to use when implementing new abilities into Fire Red?

DoesntKnowHowToPlay

Tiny Umbrella with Lots and Lots of Good

Seen February 18th, 2023
Posted February 3rd, 2023
264 posts
11.3 Years
http://www.pokecommunity.com/archive/index.php/t-215644.html

This thread details the weather byte, along with many other useful ones.

I don't think enough people make abilities to say if there's a "preferred tool" for it or not- personally I rarely if ever use it, and for all but around two you'll need to work with ASM as well.
Seen December 18th, 2017
Posted May 17th, 2016
72 posts
9.5 Years
Ok, I made a map connection in advanced map and it lines up perfectly fine. When I cross over into the connected map everything is still fine. However when I cross back to the original map I came from (there is a connection for that too). the tiles glitch up and change.
What am I doing wrong?

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
Ok, I made a map connection in advanced map and it lines up perfectly fine. When I cross over into the connected map everything is still fine. However when I cross back to the original map I came from (there is a connection for that too). the tiles glitch up and change.
What am I doing wrong?
That happens when the maps you're moving between have different secondary tilesets. Only one secondary tileset can be stored in the ROM's memory at a time, so one will overwrite the other when two different tilesets conflict. Your first map has some tiles which are too close to the second map's line of sight. You can avoid the glitchy tiles by doing either one of two things:
  • Add a gatehouse between the two maps, like Saffron city in FR/LG
  • Remake your maps so you can't see any secondary tilesets tiles from either side. Only use the tiles in your first tileset since they would be shared between the maps and therefore won't be overwritten.

DjinnAndTonic

Disgaeamon

Nagoya
Seen October 22nd, 2020
Posted December 17th, 2019
9 posts
9.5 Years
Ehh.. I've uploaded the files for you. Download it here. I didn't add the no Rival patch of ep!c.
Only diegoisawesome's force gender patch and skip both controls & tutorial.
I appreciate the link, but I already had those patches. And ep!c's No Rival patch. The problem isn't that I couldn't find those patches but that those patches only do half of what I want, which is to skip Oak's Intro entirely.

Alternately, if anyone knows a good tutorial on editing the Oak intro sprites, I can try to make his horrible yammering work with my hack, it just feels clumsy compared to just nulling out the bytes for Oak's whole speech.