[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 569

Started by Prof. 9 January 31st, 2007 7:25 AM
  • 1959835 views
  • 27748 replies
Age 48
Male
Scotland, Lesmahagow
Seen August 3rd, 2015
Posted February 7th, 2011
1,087 posts
13.4 Years
i tried using
spriteinvisible 0xFF 0x3 0x0
and it worked...but the player still stayed for, like, 2 seconds before disappearing. how would i fix that?
problem 2. i changed the pallete of the help screen, and it worked except for the intro. how did that happen?
and one more thing. is there a tutorial on hex editing the prof. oak intro?
bump..........................

i'm confused. i changed the titlescreen background, edited palette, worked perfectly.
inserted pokemon, had same colours as logo, even after editing the palette. so i palette edited the logo, and the pokemon was fine, the logo was messed up. how do i fix this?
oh, and my other question near the top of the page too...
and bump again...............
Age 28
Seen April 7th, 2014
Posted April 2nd, 2014
3,977 posts
15.8 Years
@altariaking: By the help screen do you mean the screen that explains the buttons and their use in FR/LG? Follow Hackmew's tutorial in the Documents and Tutorials section and save two different '.pal' files for the help screen and the intro. What specifically do you want to edit in the intro?
Age 28
Seen April 7th, 2014
Posted April 2nd, 2014
3,977 posts
15.8 Years
No, there isn't a tutorial for changing the intro text with a hex editor. But, I think you can use thingy with a text table to change it. Why doesn't A-text work? Don't you have the vb6 runtime components?

---Okay, now..----
Okay, so I was editing the water animation in Pokemon Ruby. I changed them perfectly, or so I think. But when I loaded my rom, this..
I tried to edit it with APE using the bg file. But an error message pops up saying pallete not found.
Help, please?


EDIT: Nvm

Mana

Age 31
Male
UK
Seen March 25th, 2023
Posted August 18th, 2021
10,075 posts
14.4 Years
Is there anyway to edit the animations in a FR ROM?

For example, to stop the screen or Pokéballs at the Pokécenter flashing >< something like that.




@altariaking:

Here ya go Click!
Male
Seen April 6th, 2015
Posted April 21st, 2010
3 posts
13.1 Years
Hello... i have a question... what i need for use the FR graphics of the ruby ROM (i don't want change the base ROM)... i want change the AM pallete or something for have the FR graphics of my ruby.

PD: i'm an excelent scripter if i need create some scripts... i said this because i no have idea about tilesets and graphics xD

Matteron (96)

Can't Read Lookin Ass

Age 26
Seen December 4th, 2022
Posted April 3rd, 2011
270 posts
15 Years
There is a fire red tile and palette rom base in the rom hacking resource thread.
Matteron(96)
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Male
Seen July 16th, 2012
Posted September 30th, 2010
15 posts
13.1 Years
I have a HUGE problem that I can't find a fix for (Mainly because of such common search terms, filtering out what wouldn't be the answer was taking too long.)

Basically, I'm in the middle of my first ROM hack, and somwehere along the way, my battles (wild and trainer) all started looking like this:

Spoiler:
i44.*.com/jhauyg.jpg

Who's bright idea was it to keep me from posting imgs and urls until I have 15 posts? Gah, not helping right now.


This happens while moves are being used, when the battle starts, and all the way through till the battle ends. It is both Trainer and Wild battles, but I have not myself added any trainers to my ROM at all, rather moved a pre-existing trainer to test if it was only wild battles.

Does anybody know what's happening here? Before, it was fine with just 4 little spots of pixels in the lefthand corner that didn't bother or obstruct view, hardly noticable actually.
Seen October 25th, 2019
Posted May 8th, 2010
12 posts
14.1 Years
Does someone know the command for the double battles 2 on 2.

example: the trainer tower multi battle. Is it possible to make them in the game rather than in batttle tower

because i want May to help the player battle someone else.

This is in Emerald version and i'm using poke script or PKS GUI
Can someone please help.
Male
Some place secret... ;)
Seen June 23rd, 2010
Posted June 16th, 2010
7 posts
13.1 Years
I've searched all around to get the answer to this hindrance (It is about tileset adding and what not):

Bassically, when I add a tileset, and make sure the animations and backrounds are what I want, I start editing the map. It looks fine in A-Map, but after I go play... ANARCHY! My beautiful map is replaced by random, incohesive tiles. Can someone help?

Oh, and I'm realtivley new to Pokemon Rom Hacking, so if there's something extremley manifest that I'm forgetting, don;t blow me off.


MASSIVE POKEMON TOURNAMENT UNDERWAY!

Click on the link and sign up for Doublet's ShadowBrawl!

http://www.pokecommunity.com/showthread.php?p=5729716#post5729716
Seen September 15th, 2013
Posted April 23rd, 2012
15 posts
13.1 Years
Ok so, I have a question about custom evolutions.

I added Shinx, Luxio, and Luxray into the first 3 extra Pokemon spaces on a Fire Red 1.0 (U) rom. I used YAPE to edit their evolutions, they're just simple level type evolutions.

I can catch and battle with all 3 of the Pokemon without any problems, but when they start to evolve, the screen goes black and the game freezes. This happens with or without the national dex. On a different instance of the rom, I got a successful Cranidos to Rampardos evolution to work using the same methods. I can't figure out why it's crashing the game on this rom, especially since it's practically clean, the only things changed are the title screen and all of the Pokemon sprites. So does anyone have any hint as to what might be causing this? Any help is greatly appreciated, thanks in advance.

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
I have a HUGE problem that I can't find a fix for (Mainly because of such common search terms, filtering out what wouldn't be the answer was taking too long.)

Basically, I'm in the middle of my first ROM hack, and somwehere along the way, my battles (wild and trainer) all started looking like this:

Spoiler:
i44.*.com/jhauyg.jpg

Who's bright idea was it to keep me from posting imgs and urls until I have 15 posts? Gah, not helping right now.


This happens while moves are being used, when the battle starts, and all the way through till the battle ends. It is both Trainer and Wild battles, but I have not myself added any trainers to my ROM at all, rather moved a pre-existing trainer to test if it was only wild battles.

Does anybody know what's happening here? Before, it was fine with just 4 little spots of pixels in the lefthand corner that didn't bother or obstruct view, hardly noticable actually.
You must of edited some important hex data that delt with the tilemap. Grab a clean rom and try copying some of the data and replacing it with your data. This is when a back up would of came in handy.
~There are those people who understand hex, F the rest
Male
Seen July 16th, 2012
Posted September 30th, 2010
15 posts
13.1 Years
You must of edited some important hex data that delt with the tilemap. Grab a clean rom and try copying some of the data and replacing it with your data. This is when a back up would of came in handy.
How would I go about doing this?

I have a clean Ruby rom, not sure what order I go about doing this in or even how to.

Kinda newbish. But eh.

Is there a tut somewhere you can link me to? Or can you give me a quick step-by-step?
Seen September 15th, 2013
Posted April 23rd, 2012
15 posts
13.1 Years
I'm making a hack game and I've made up my own characters whose sprites I would like to insert into the game. I've tried to figure out how to do so on Advance Map, but have been unsuccesful. Can you tell me what I'm supposed to do?
Are you trying to edit overworld sprites or trainer sprites?

For overworld sprites use Overworld Editer RE which you can get in HackMew's tool thread (sorry I can't post links yet).

For trainer sprites, use unLZ GBA, you can also get the hacked version from HackMew's thread. Trainer sprites start at 1499 in unLZ GBA for Fire Red, not sure about other roms but they should be in that general area.
Seen September 10th, 2012
Posted July 6th, 2012
3 posts
13.1 Years
Guess this is an odd place for a newbie to start, but oh well...I have two questions that are somewhat related.

First, I'm looking for a disassembler for the GBA games. The catches are, I'm not going to pay for something like IDA Pro (or pirate it either), it has to be compatible with Windows 7 and should be able to output its disassemblies. I've searched for quite a bit, but didn't find any like that. Anyone have any suggestions?

Second, I'm barreling right into GBA Pokémon hacking with the goal of adding an additional type. Bulbapedia's data structure articles have been helpful, but so far I've only managed to make a move type that is without strengths or weaknesses, just with the appropriate name, icon and such. Question is, does anyone have any documented disassemblies or know any addresses that could help me here? I'm looking mainly for where and how species data is stored (to change actual Pokémon's types) and where move type versus Pokémon type strengths/weaknesses are handled.

Vrai

can you feel my heart?

Age 28
Male
Seen October 24th, 2022
Posted April 1st, 2016
2,896 posts
14.9 Years
How would I go about doing this?

I have a clean Ruby rom, not sure what order I go about doing this in or even how to.

Kinda newbish. But eh.

Is there a tut somewhere you can link me to? Or can you give me a quick step-by-step?
He means try to redo everything you've done already to find out exactly what caused the error.
Male
Seen May 17th, 2010
Posted May 3rd, 2010
63 posts
13.7 Years
is there any way to put your rom hack onto a cartridge?
Diamond:3524 4944 6838

SEEKING:
Spoiler:

event mew, shaymin, and weavile.
Shinies
jap dittos
power items


I Have:
Spoiler:
pokerus
shiny charizard
shiny ev infranape 100
pika color pichu
other shinies
kanto starters
feebas
legendary birds and dogs
mewtwo
razor claw
electrizer n magmarizer
much, much more
Male
Seen July 16th, 2012
Posted September 30th, 2010
15 posts
13.1 Years
He means try to redo everything you've done already to find out exactly what caused the error.
.....would it be a problem caused by advance map?

I've only added scripts or changed scripts in about 4 areas, as well as mapped out 4 (rather large) areas that will be a pain to redraw over a new ROM.

I'm assuming that anything I did in advance map, map-wise, wouldn't cause this. Not sure tho. Is it possible that my maps could be the problem? Or is this definitely something caused by a change to an offset or a new script that possibly overwrote on an offset that was key to battles?

0m3GA ARS3NAL

Im comin' home...

Age 30
Male
Superjail Penitentiary
Seen February 25th, 2023
Posted September 12th, 2013
1,816 posts
15.3 Years
You have to buy the flash cart yourself, but yes.
And even then, It's just a flash cart, you can't really put it onto an official cart...
>Boot Jailbot
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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.
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HackMew

Mewtwo Strikes Back

Seen October 26th, 2011
Posted October 15th, 2010
1,314 posts
16.9 Years
Guess this is an odd place for a newbie to start, but oh well...I have two questions that are somewhat related.

First, I'm looking for a disassembler for the GBA games. The catches are, I'm not going to pay for something like IDA Pro (or pirate it either), it has to be compatible with Windows 7 and should be able to output its disassemblies. I've searched for quite a bit, but didn't find any like that. Anyone have any suggestions?

Second, I'm barreling right into GBA Pokémon hacking with the goal of adding an additional type. Bulbapedia's data structure articles have been helpful, but so far I've only managed to make a move type that is without strengths or weaknesses, just with the appropriate name, icon and such. Question is, does anyone have any documented disassemblies or know any addresses that could help me here? I'm looking mainly for where and how species data is stored (to change actual Pokémon's types) and where move type versus Pokémon type strengths/weaknesses are handled.
The standard VBA has an integrated disassembler. However, if you need to copy what get disassembled, VBA-SDL-H is definitely the right choice. It's a pretty powerful debugger, and it's totally free. For the second question, you should to look at the Documents and Tutorials section (soon to be the Tutorials section).
Seen September 15th, 2013
Posted April 23rd, 2012
15 posts
13.1 Years
Ok so, regarding my problem with the evolutions, I decided to just start completely over and add the Pokemon + evolutions first and it seems to work.

I have some other concerns though, such as, considering that the 25 ?? Pokemon spaces were originally allocated for the different unowns, will replacing them affect the different types of unowns in anyway? Or is it really just unused space I can edit without overwriting anything?

And, how can I increase the number of slots for Pokemon in the game?
Age 30
Female
Seen April 6th, 2019
Posted November 28th, 2010
2,048 posts
15.7 Years
I have some other concerns though, such as, considering that the 25 ?? Pokemon spaces were originally allocated for the different unowns, will replacing them affect the different types of unowns in anyway? Or is it really just unused space I can edit without overwriting anything?

And, how can I increase the number of slots for Pokemon in the game?
The 25 spaces between Celebi and Treecko are completely unused, so you don't have to worry about messing up the Unowns.

There was a project a while back to increase the number of slots available; however, it's currently on hiatus.