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  #11851    
Old October 1st, 2009 (11:31 AM).
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    2 quick questions...
    1. How many Sinnoh Pokemon can I add to RSEFRLG (and which one can hold more? If any) and how do you do it?
    2. How many Pokemon spaces are there in GSC that I can use to add Pokemon? Is there anyway I can, say, put a Latios in Crystal?

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      #11852    
    Old October 1st, 2009 (11:39 AM).
    Wolfhead Wolfhead is offline
       
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      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.
        #11853    
      Old October 1st, 2009 (11:51 AM). Edited October 1st, 2009 by 0m3GA ARS3NAL.
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      Quote:
      Originally Posted by NatureKeeper View Post
      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:
      Code:
      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!

      Quote:
      Originally Posted by Wolfhead View Post
      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...
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        #11854    
      Old October 1st, 2009 (3:09 PM).
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        How do you extend the PokeDex in FireRed? Also does anybody know of any tool that would let me modify the PokeDex?
          #11855    
        Old October 1st, 2009 (8:46 PM).
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          Does anyone know how to use the Advanced Pallete to change a certain tileset's shading?
            #11856    
          Old October 2nd, 2009 (1:37 AM).
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          Quote:
          Originally Posted by AztecFire View Post
          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.
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            #11857    
          Old October 2nd, 2009 (1:31 PM).
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            Quote:
            Originally Posted by UltimaZelfier View Post
            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?
              #11858    
            Old October 2nd, 2009 (1:48 PM).
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            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
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              #11859    
            Old October 2nd, 2009 (1:59 PM).
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              Quote:
              Originally Posted by narutoactor View Post
              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"?
                #11860    
              Old October 2nd, 2009 (2:04 PM).
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              yeah 1-386
              asm arm (some thing)
              its basically hacking the game engine insted of just moving/ changing values and variables (hex)
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                #11861    
              Old October 2nd, 2009 (5:36 PM).
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              Bayonetta Bayonetta is offline
                 
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                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.
                  #11862    
                Old October 2nd, 2009 (8:19 PM).
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                  Quote:
                  Originally Posted by Drakuaza View Post
                  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.
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                    #11863    
                  Old October 2nd, 2009 (9:18 PM).
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                    Can you put a tile script on top of another tile script in Advance map and have them both work? I tried this and the first tile script works but after that when the right flag is set and I step on it again, the second tile script doesnt activate at all. Does anybody know why this is?
                      #11864    
                    Old October 2nd, 2009 (9:37 PM).
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                      Quote:
                      Originally Posted by TheDon View Post
                      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
                        #11865    
                      Old October 3rd, 2009 (3:00 AM).
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                        Does anybody know how I can put this kingdra in front of the pokemon text?
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                          #11866    
                        Old October 3rd, 2009 (10:32 AM).
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                          Quote:
                          Originally Posted by TheDon View Post
                          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.
                            #11867    
                          Old October 3rd, 2009 (12:07 PM).
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                          Quote:
                          Originally Posted by Aerodynamic View Post
                          Does anybody know how I can put this kingdra in front of the pokemon text?
                          You'll either have to remake the "Pokemon" Tileset to have all of Kingdra's tiles in it, partially covering the pokemon letters, or you'll have to erase part of the pokemon sign...
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                            #11868    
                          Old October 3rd, 2009 (12:52 PM).
                          specialjerm specialjerm is offline
                             
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                            I can't edit the text in a FireRed ROM using AdvanceText. I even redownloaded and extracted it, but it still doesn't display any text.
                              #11869    
                            Old October 3rd, 2009 (2:40 PM).
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                            why even use advance text just use a script eding/creating program like pksv or xse
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                              #11870    
                            Old October 3rd, 2009 (3:19 PM).
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                              Is there a program that finds free flags in RSE, or even FR/LG? I looked in the toolbox and didn't find one, but I just wanna make sure if there is one or not.
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                                #11871    
                              Old October 3rd, 2009 (3:25 PM).
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                              there is no one tool dedicated to finging free flags but pksv has a flag list and then flags not on the list are un used flags
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                                #11872    
                              Old October 3rd, 2009 (4:10 PM).
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                                Is there a way to change Shedinja's HP?
                                I tried using YAPE to change that 1 HP to something else, it doesn't work.
                                (Firered question)
                                  #11873    
                                Old October 3rd, 2009 (8:06 PM).
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                                  For a hack I am working on, I want to create a headbut tree. I saw a tutorial some where about creating field moves, but now I can't find it. Does anyone know where I can find the tutorial? I tried to search it on google and youtube already.

                                  ~Thanks
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                                    #11874    
                                  Old October 3rd, 2009 (10:22 PM).
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                                  Quote:
                                  Originally Posted by Anjirusensei View Post
                                  Is there a way to change Shedinja's HP?
                                  I tried using YAPE to change that 1 HP to something else, it doesn't work.
                                  (Firered question)
                                  Did ya save it before clicking on another bar?
                                  That might be the cause of problem...
                                  But maybe try
                                  first to change Wonder Guard ability
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                                    #11875    
                                  Old October 4th, 2009 (5:39 AM).
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                                  Is there an option on advenced map to compleatly blank a map?
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