[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 474

Started by Prof. 9 January 31st, 2007 7:25 AM
  • 1959835 views
  • 27748 replies
Age 27
Male
Slovenia
Seen March 30th, 2015
Posted July 24th, 2013
3,475 posts
15.2 Years
Guys, I have a glitch that occurs everytime I ask that guy that wants to trade a Pokemon:

I press Yes, but because I don't have a Magnemite, there should have been a textbox saying that that is not Magnemite. But instead, this happens:

And yes, the Movement is set to 11.
Age 31
Male
GMT+2
Seen June 19th, 2018
Posted May 24th, 2018
658 posts
13.7 Years
Guys, I have a glitch that occurs everytime I ask that guy that wants to trade a Pokemon:

I press Yes, but because I don't have a Magnemite, there should have been a textbox saying that that is not Magnemite. But instead, this happens:

And yes, the Movement is set to 11.
Does that glitch happen only to the specific NPC or just anyone who wants to trade and you don't have the required pokemon? Because if that also happened to NPCs with the original script then there has to be something with the ROM base...

Also, you can help us help you if you post the script, even though there's a separate thread for that...
Age 27
Male
Slovenia
Seen March 30th, 2015
Posted July 24th, 2013
3,475 posts
15.2 Years
Does that glitch happen only to the specific NPC or just anyone who wants to trade and you don't have the required pokemon? Because if that also happened to NPCs with the original script then there has to be something with the ROM base...

Also, you can help us help you if you post the script, even though there's a separate thread for that...
So far just a specific NPC.
It's not a custom script, I just modified the text from the guy that trades you a Mr. Mime. Here's the script:
Spoiler:
;---------------
#org 0x16F602
lock
faceplayer
setvar 0x8008 0x0
call 0x81A8CAD
checkflag 0x248
if 0x1 goto 0x816F674
msgbox 0x81A597B MSG_YESNO ;"Hey!\nDo you maybe have a [buffer1..."
compare LASTRESULT 0x0
if 0x1 goto 0x816F65C
call 0x81A8CBD
compare 0x8004 0x6
if 0x4 goto 0x816F65C
call 0x81A8CC9
comparevars LASTRESULT 0x8009
if 0x5 goto 0x816F666
call 0x81A8CD9
msgbox 0x81A59DA MSG_KEEPOPEN ;"Thank you!"
setflag 0x248
release
end

;---------------
#org 0x1A8CAD
copyvar 0x8004 0x8008
special2 LASTRESULT 0xFC
copyvar 0x8009 LASTRESULT
return

;---------------
#org 0x16F674
msgbox 0x81A59E7 MSG_KEEPOPEN ;"How is my old [buffer1]?"
release
end

;---------------
#org 0x16F65C
msgbox 0x81A59B6 MSG_KEEPOPEN ;"That's too bad[.]"
release
end

;---------------
#org 0x1A8CBD
special 0x9F
waitstate
lock
faceplayer
copyvar 0x800A 0x8004
return

;---------------
#org 0x1A8CC9
copyvar 0x8005 0x800A
special2 LASTRESULT 0xFF
copyvar 0x800B LASTRESULT
return

;---------------
#org 0x16F666
bufferpokemon 0x0 0x8009
msgbox 0x81A59C6 MSG_KEEPOPEN ;"What?\nI said [buffer1]!"
release
end

;---------------
#org 0x1A8CD9
copyvar 0x8004 0x8008
copyvar 0x8005 0x800A
special 0xFD
special 0xFE
waitstate
lock
faceplayer
return

;---------
; Strings
;---------
#org 0x1A597B
= Hey!\nDo you maybe have a [buffer1]?\lWould you trade it for my [buffer2]?

#org 0x1A59DA
= Thank you!

#org 0x1A59E7
= How is my old [buffer1]?

#org 0x1A59B6
= That's too bad[.]

#org 0x1A59C6
= What?\nI said [buffer1]!
Age 27
Male
Slovenia
Seen March 30th, 2015
Posted July 24th, 2013
3,475 posts
15.2 Years
can i edit the items value? for example, i want "red orb" to evolve feebas... or something like this, some tool... or tut?
You could change how to evolve Feebas by YAPE, but changing an item like that would require ASM.
can i edit the items value? for example, i want "red orb" to evolve feebas... or something like this, some tool... or tut?
Why ASM?

You only need Item Editor+.

Follow my instructions.


Apparently, you need ASM. My old method freezes the game~

It involves changing feebas to evolve by item and copying the field value of an evolution stone to the item you want to use.

I still dunno how to make it stable.
Male
Seen June 24th, 2010
Posted October 1st, 2009
8 posts
13.7 Years
Sorry to bother the lot of you again but I really need help with this.

In XSE:
- How do you store a string to a variable? Is it as simple as e.g. setvar 0x4033 "String" ? I doubt that as I found no information whatsoever concerning this.
- How do you store the name of the first Pokemon in a team to a variable? (the name the trainer can choose to give, not the actual pokemon, mind you)
- Does comparing two strings work the same as if they were not (compare 0xvar1 0xvar2 | if 0x1 goto ...) or do I require an additional method?
- In the latter case, how would I go about that?

Or merged into a single question:
- In XSE, how can I check whether the nickname of the first pokemon in the player's team matches a customly set string?

Thanks in advance.

0m3GA ARS3NAL

Im comin' home...

Age 30
Male
Superjail Penitentiary
Seen February 25th, 2023
Posted September 12th, 2013
1,816 posts
15.3 Years
Why ASM?

You only need Item Editor+.

Follow my instructions.


Apparently, you need ASM. My old method freezes the game~

It involves changing feebas to evolve by item and copying the field value of an evolution stone to the item you want to use.

I still dunno how to make it stable.
Just copy the ASM of a fire stone or something onto red orb.

Here is how the items are layed out...

Spoiler:
Item Format

       String 1      Item Name   14 bytes
[00 00 00 00 00 00 00 00 00 00 00 00 00 00]

      String 2       Item Index   2 Bytes
                        [00 00]

      String 3       Item Price    2 Bytes
                        [00 00]

      String 4    Unknown Val  1 Byte
                           [00]

      String 5  Unknown Val 2  1 Byte
                           [00]

      String 6  Description Pointer  4 Bytes
                    [00 00 00 00]

      String 7   Attack Contained (TM's)  2 Bytes
                         [00 00]

      String 8   Bag Pocket   1 Byte
                           [00]

       String 9  Unknown Vals  17 Bytes
[04 39 23 0B 08 00 00 00 00 00 00 00 00 00 00 00 00]


              Total Format   44 Bytes
            [14][2][2][1][1][4][2][1][17]


Those bottom 17 bytes are where pointers to ASM may go...
SO, if you completely copy all 44 bytes of Fire Stone (Other than Fire Stone's index number... since that might glitch things having 2 items of the same number.) Then you'll have made ANOTHER evolution item.
At that point all you have to do is edit it to your liking.
It is best to just copy/overwrite these bytes while in a hex editor, since you can COMPLETELY rewrite the item.

For anyone wondering, you can get the Fire Stone's 44 bytes of data starting at the offset:
Fire Red - 0x3DC07C
(If you need it for some other game, it is not too hard to find, simply search for:
C0C3CCBF00CDCEC9C8BFFF000000, in a hex editor, you'll find it right away. (Since taht is the 14 bytes made of its name.)

If you wanted to replace the Red Orb, from Fire Red of course, Search:
CCBFBE00C9CCBCFF000000000000, in your hex editor. It will take you to the very beginning of the 44 bytes made up of Red Orb.

All you have to do at this point, is copy the 44 bytes from Fire Stone, and overwrite the ones for Red Orb!

Not that hard when I give you step by step instructions eh?

Now just open it up in an item editor, and change the index number to teh old one of Red Orb (276) And you are good to go! A fully working new evolution item! (Though you MIGHT wanna repoint the description... it would be weird having it be the same as Fire Stone.)

Happy Hacking!

Sorry to bother the lot of you again but I really need help with this.

In XSE:
- How do you store a string to a variable? Is it as simple as e.g. setvar 0x4033 "String" ? I doubt that as I found no information whatsoever concerning this.
- How do you store the name of the first Pokemon in a team to a variable? (the name the trainer can choose to give, not the actual pokemon, mind you)
- Does comparing two strings work the same as if they were not (compare 0xvar1 0xvar2 | if 0x1 goto ...) or do I require an additional method?
- In the latter case, how would I go about that?

Or merged into a single question:
- In XSE, how can I check whether the nickname of the first pokemon in the player's team matches a customly set string?

Thanks in advance.
Unfortunately, you can't store strings with any scripting language other than ASM, you'll need to use ASM for it... I dunno how exactly though...
>Boot Jailbot
>Pass *****
.
.
Jailbot OS Ver 1.1.2
Greetings Warden
of Superjail Penitentiary
Awaiting user input...

>Display User_Info
╠══User Info══╣
Username:
0m3GA ARS3NAL
Age: 18
Sex: Male ♂
Race: Caucasian
Quote:
"What is this
I don't even..."

M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
╠══End of File══╣
Awaiting user input...

>

Zeffy

g'day

Male
Seen December 1st, 2022
Posted January 30th, 2021
6,395 posts
14.1 Years
How do you extend the PokeDex in FireRed? Also does anybody know of any tool that would let me modify the PokeDex?
Team Snag'Em tools can modify the pokedex. Also, for your first question I don't believe you can extend the PokeDex in FR I don't know about HEX editing though.
Male
Seen October 24th, 2022
Posted September 19th, 2022
1,323 posts
16 Years
Team Snag'Em tools can modify the pokedex. Also, for your first question I don't believe you can extend the PokeDex in FR I don't know about HEX editing though.
I already have that tool, it's pretty useful. I just found out that FR/LG does not actually have a separate Kanto Pokedex, it's that when you go select the Kanto Dex the game loads the National Dex, but a command tells it to stop displaying after #151.

So how would I make it so that the Kanto Pokedex displays up to #170?

NarutoActor

The rocks cry out to me

Age 29
Female
Brooklyn/Marlboro
Seen April 2nd, 2016
Posted March 22nd, 2016
1,974 posts
14.4 Years
your a bit off ,its that when you set a flag the pokedex shows 1-150 then later another flag is set to make it show 1-360
some hacks just go to the second flag so in the beginning you automatically have 1-360
to make the first flag go from 1-170 that would take asm
~There are those people who understand hex, F the rest
Male
Seen October 24th, 2022
Posted September 19th, 2022
1,323 posts
16 Years
your a bit off ,its that when you set a flag the pokedex shows 1-150 then later another flag is set to make it show 1-360
some hacks just go to the second flag so in the beginning you automatically have 1-360
to make the first flag go from 1-170 that would take asm
Asm? Also I hope you meant 1-386. What's "asm"?

NarutoActor

The rocks cry out to me

Age 29
Female
Brooklyn/Marlboro
Seen April 2nd, 2016
Posted March 22nd, 2016
1,974 posts
14.4 Years
yeah 1-386
asm arm (some thing)
its basically hacking the game engine insted of just moving/ changing values and variables (hex)
~There are those people who understand hex, F the rest

TheDon

Shedinja Enthusiast

Age 32
Seen September 25th, 2018
Posted September 20th, 2018
42 posts
15.1 Years
i asked this a while back, no1 answered so here it is again.

Does anyone know how to assign a battle music to a trainer class?(the one that plays when fighting, not the intro.
Advanced Trainer. I'm sure you can find it in the Toolbox forum somewhere. There's an option in it where you can change the music. IDK if you can assign the ENTIRE class of trainers with one change, but it's possible to do it individually, at least.
Seen November 19th, 2010
Posted February 22nd, 2010
34 posts
14.1 Years
Advanced Trainer. I'm sure you can find it in the Toolbox forum somewhere. There's an option in it where you can change the music. IDK if you can assign the ENTIRE class of trainers with one change, but it's possible to do it individually, at least.
it changes only the intro music
Male
Seen October 24th, 2022
Posted September 19th, 2022
1,323 posts
16 Years
Advanced Trainer. I'm sure you can find it in the Toolbox forum somewhere. There's an option in it where you can change the music. IDK if you can assign the ENTIRE class of trainers with one change, but it's possible to do it individually, at least.
No. Advance Trainer only changes intro music, it can't change the actual battle music.