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  #14776    
Old May 29th, 2010 (7:56 PM).
melosfox melosfox is offline
     
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    Yeah, that's not a problem either. I can run the ROMs well until I compile the script.

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      #14777    
    Old May 29th, 2010 (7:59 PM).
    colcolstyles's Avatar
    colcolstyles colcolstyles is offline
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    Quote:
    Originally Posted by melosfox View Post
    Yeah, that's not a problem either. I can run the ROMs well until I compile the script.
    Then my first guess would be that you overwrote something important. To what address are you compiling the script?
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      #14778    
    Old May 29th, 2010 (8:12 PM).
    melosfox melosfox is offline
       
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      Quote:
      Originally Posted by colcolstyles View Post
      Then my first guess would be that you overwrote something important. To what address are you compiling the script?
      I was fairly certain I hadn't. I used the free space finder to make sure. The main one was written to E3CF64
        #14779    
      Old May 29th, 2010 (8:36 PM).
      colcolstyles's Avatar
      colcolstyles colcolstyles is offline
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      Quote:
      Originally Posted by melosfox View Post
      I was fairly certain I hadn't. I used the free space finder to make sure. The main one was written to E3CF64
      Well everything should be working fine if you did, in fact, compile your script to that address. Are you sure that it's the script that's causing the problem? Have you made any other changes to your ROM since it was last working fine?
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        #14780    
      Old May 29th, 2010 (8:38 PM).
      melosfox melosfox is offline
         
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        Quote:
        Originally Posted by colcolstyles View Post
        Well everything should be working fine if you did, in fact, compile your script to that address. Are you sure that it's the script that's causing the problem? Have you made any other changes to your ROM since it was last working fine?
        No, the script is the only change.

        I did add a person to a map, and gave it the script, but after adding the person, I tested the ROM before adding the script. As soon as it was compiled, I got the white screen.
          #14781    
        Old May 29th, 2010 (8:50 PM).
        colcolstyles's Avatar
        colcolstyles colcolstyles is offline
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        Quote:
        Originally Posted by melosfox View Post
        No, the script is the only change.

        I did add a person to a map, and gave it the script, but after adding the person, I tested the ROM before adding the script. As soon as it was compiled, I got the white screen.
        Could you post the entire script here please?
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          #14782    
        Old May 29th, 2010 (9:36 PM). Edited May 29th, 2010 by sonlen.
        sonlen sonlen is offline
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          OK, so I have all I need but the raw file for groudon, if anyone knows or can help me find out what it is on unLZ.GBA then I think I can finish it off. Thanks ahead of time.

          Edit: Finally after at least 12 hours of looking, researching, and even more paitience then I ever knew I had, I have found it.
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            #14783    
          Old May 29th, 2010 (10:39 PM).
          melosfox melosfox is offline
             
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            Quote:
            Originally Posted by colcolstyles View Post
            Could you post the entire script here please?
            Here it is, with dynamics deleted.

            Spoiler:
            '-----------------------
            #dynamic 0x800000
            #org @start
            lockall
            faceplayer
            checksound
            msgbox 0x8000001 '"It... moved?!"
            callstd 0x6
            cry 0x96 0x2
            pause 0x28
            waitcry
            startwildbattle 0x96 0x50 0x0
            setflag 0x1001
            special 0x13B
            clearflag 0x1001
            special2 LASTRESULT 0xB7
            compare LASTRESULT 0x1
            if 0x1 goto 0x0000000
            compare LASTRESULT 0x4
            if 0x1 goto 0x0000001
            compare LASTRESULT 0x5
            if 0x1 goto 0x0000001
            setflag 0x1002
            releaseall
            end

            '-----------------------
            #org 0x0000000
            setflag 0x1002
            '-----------------------
            #org 0x0000001
            setvar 0x8004 0x96

            '---------
            ' Strings
            '---------
            #org 0x1
            = It... moved?!
              #14784    
            Old May 29th, 2010 (10:51 PM). Edited May 29th, 2010 by colcolstyles.
            colcolstyles's Avatar
            colcolstyles colcolstyles is offline
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            Quote:
            Originally Posted by melosfox View Post
            Here it is, with dynamics deleted.

            Spoiler:
            '-----------------------
            #dynamic 0x800000
            #org @start
            lockall
            faceplayer
            checksound
            msgbox 0x8000001 '"It... moved?!"
            callstd 0x6
            cry 0x96 0x2
            pause 0x28
            waitcry
            startwildbattle 0x96 0x50 0x0
            setflag 0x1001
            special 0x13B
            clearflag 0x1001
            special2 LASTRESULT 0xB7
            compare LASTRESULT 0x1
            if 0x1 goto 0x0000000
            compare LASTRESULT 0x4
            if 0x1 goto 0x0000001
            compare LASTRESULT 0x5
            if 0x1 goto 0x0000001
            setflag 0x1002
            releaseall
            end

            '-----------------------
            #org 0x0000000
            setflag 0x1002
            '-----------------------
            #org 0x0000001
            setvar 0x8004 0x96

            '---------
            ' Strings
            '---------
            #org 0x1
            = It... moved?!
            The problem, as I see it, is that when you use "#org 0xXXXXXX", it tells XSE to compile that portion of the script to that address. So when you put "#org 0x000000", it places that part of the script at the address 0x000000 which, as you might imagine, overwrites some pretty crucial data seeing how it's the first address in the ROM. Instead of "#org 0xXXXXXX" and "goto 0xXXXXXX", I would recommend using something like "#org @script" and "goto @script". Also, the address 0x800000 is free space in Fire Red & Leaf Green but not in Ruby, Sapphire & Emerald.
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              #14785    
            Old May 30th, 2010 (1:39 AM).
            Sawakita's Avatar
            Sawakita Sawakita is offline
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              [QUOTE=Sawakita;5825561]
              Do you know how to turn an image (.gif or .jpg or .png) like this
              Attachment 54206
              into hexcode like this
              (hexcode of compressed image of "bulbasaur")
              Spoiler:
              557D 3C25 4CDF AAE5 3C0A 9A55 56CA
              5052 97FF 5385 B429 27EB 9622 157A 3093
              0BF5 AB74 6048 9092 7FE9 2962 6F48 51B2
              25B7 8204 8811 A2D6 A308 C2A8 12B0 B5E0
              8626 25B5 0530 9CB8 A6A2 671E 0812 D08B
              A496 3182 38E2 2088 8D11 4E55 F52A 3A5A
              314C 3B90 4861 4E48 88C2 74A6 D148 5918
              DD4A 8B7E 2D08 6306 A14C 1068 8A08 B52A
              21B5 A220 8148 759A 2152 174C 1252 EA16
              2621 FF25 A236 18B7 6962 7414 D60B 858C
              5614 D392 193B 7EA3 8204 8816 681C 9626
              308E 3541 D48E 50F2 5E0A 0495 8A4E 1C70
              E782 0B46 19A5 4652 2637 B696 41C6 2A25
              1504


              I found a program written in C that decompress front&back pics from pokemon red
              [SPOILER]
              [CODE]
              #include
              #include
              #include

              ///// Necessary Structures

              #define WIDTHBYTES(w,bpp) (((w*bpp+31)>>5)<<2)

              #ifdef BIGENDIAN
              #define SWAPWORD(a) \
              ((WORD) ((((a)>>8)&0x00FF))\
              |((((a)<<8)&0xFF00)))
              #define SWAPDWORD(a) \
              ((DWORD) ((((a)>>24)&0x000000FF))\
              |((((a)>>8) &0x0000FF00))\
              |((((a)<<8) &0x00FF0000))\
              |((((a)<<24)&0xFF000000)))
              #else
              #define SWAPWORD(a) a
              #define SWAPDWORD(a) a
              #endif

              typedef unsigned char BYTE;
              typedef unsigned short WORD;
              typedef unsigned long DWORD;
              typedef signed long LONG;
              typedef int BOOL;

              #define TRUE 1
              #define FALSE 0

              #pragma pack(1)
              typedef struct tagBITMAPINFOHEADER {
              DWORD biSize;
              LONG biWidth;
              LONG biHeight;
              WORD biPlanes;
              WORD biBitCount;
              DWORD biCompression;
              DWORD biSizeImage;
              LONG biXPelsPerMeter;
              LONG biYPelsPerMeter;
              DWORD biClrUsed;
              DWORD biClrImportant;
              } BITMAPINFOHEADER;


              typedef struct tagBITMAPFILEHEADER {
              WORD bfType;
              DWORD bfSize;
              WORD bfReserved1;
              WORD bfReserved2;
              DWORD bfOffBits;
              } BITMAPFILEHEADER;
              #pragma pack()

              ///// GB Graphics to Bitmap Files

              void GbSetTile(
              BYTE *tile,
              BYTE *data,
              DWORD stride,
              BYTE clrOrigin
              ){
              int y;
              BYTE k1,k2;
              BYTE * bits;
              for(y=0;y<8;y++){
              k1=tile[2*y];
              k2=tile[2*y+1];
              bits=data+y*stride;
              bits[0]=clrOrigin|((k1&0x80)>>7)|((k2&0x80)>>6);
              bits[1]=clrOrigin|((k1&0x40)>>6)|((k2&0x40)>>5);
              bits[2]=clrOrigin|((k1&0x20)>>5)|((k2&0x20)>>4);
              bits[3]=clrOrigin|((k1&0x10)>>4)|((k2&0x10)>>3);
              bits[4]=clrOrigin|((k1&0x08)>>3)|((k2&0x08)>>2);
              bits[5]=clrOrigin|((k1&0x04)>>2)|((k2&0x04)>>1);
              bits[6]=clrOrigin|((k1&0x02)>>1)|((k2&0x02) );
              bits[7]=clrOrigin|((k1&0x01) )|((k2&0x01)<<1);
              }
              }

              void SaveGbBitmapTiles(
              char *filename,
              BYTE *buffer,
              DWORD sz,
              DWORD cxTile,
              DWORD cyTile,
              BOOL orient // TRUE - ltr/utd; FALSE - utd/ltr
              ){
              int i;
              DWORD xx=0,yy=0;
              BITMAPINFOHEADER *ret;
              BITMAPFILEHEADER bfh;
              FILE *h;
              BYTE *bits;
              DWORD stride;
              DWORD neededsz;
              DWORD numtiles=cxTile*cyTile;
              LONG width=cxTile*8;
              LONG height=cyTile*8;
              DWORD bminfo;
              BYTE *ctbl;
              bminfo=sizeof(BITMAPINFOHEADER)+1024;//header and palette
              stride=WIDTHBYTES(width,8);
              neededsz=bminfo+stride*height; //add image size
              ret=malloc(neededsz);
              if(!ret)return;
              memset(ret,0,neededsz);
              ret->biSize=sizeof(BITMAPINFOHEADER);
              ret->biWidth=width;
              ret->biHeight=-height;
              ret->biPlanes=SWAPWORD(1);
              ret->biBitCount=SWAPWORD(8);
              ret->biSize=SWAPDWORD(ret->biSize);
              ret->biWidth=SWAPDWORD(ret->biWidth);
              ret->biHeight=SWAPDWORD(ret->biHeight);
              // Calculate color table
              ctbl=((BYTE*)ret)+sizeof(BITMAPINFOHEADER);
              ctbl[0]=ctbl[1]=ctbl[2] =0xFF;
              ctbl[4]=ctbl[5]=ctbl[6] =0xAA;
              ctbl[8]=ctbl[9]=ctbl[10] =0x55;
              ctbl[12]=ctbl[13]=ctbl[14]=0x00;
              // Calculate pointer to image
              bits=((BYTE*)ret)+bminfo;
              for(i=0;i>7) )

              #define RRC(a) \
              ( (((a)&0xFE)>>1)|(((a)&0x01)<<7) )

              #define SWAP(a) \
              ( (((a)&0xF0)>>4)|(((a)&0x0F)<<4) )


              #define SLA(a) \
              (((a)<<1)&0xFE)

              #define SLA16(a) \
              (((a)<<1)&0xFFFE)

              typedef struct{
              BYTE *ptr;
              BYTE cursize1;
              BYTE cursize2;
              BYTE size1;
              BYTE size2;
              BYTE curbyte;
              BYTE curbit;
              BYTE d084;
              BYTE d085;
              BYTE d086;
              BYTE d087;
              WORD o;
              WORD pos0;
              WORD pos1;
              WORD table1;
              WORD table2;
              WORD maxsize;
              WORD error;
              } GGCONTEXT;

              WORD BitMaskTable[]={
              0x0001,
              0x0003,
              0x0007,
              0x000F,
              0x001F,
              0x003F,
              0x007F,
              0x00FF,
              0x01FF,
              0x03FF,
              0x07FF,
              0x0FFF,
              0x1FFF,
              0x3FFF,
              0x7FFF,
              0xFFFF
              };
              BYTE BitTables[4][8]={
              {0x08,0xC4,0xE6,0x2A,0xF7,0x3B,0x19,0xD5},
              {0xF7,0x3B,0x19,0xD5,0x08,0xC4,0xE6,0x2A},
              {0x01,0x32,0x76,0x45,0xFE,0xCD,0x89,0xBA},
              {0xFE,0xCD,0x89,0xBA,0x01,0x32,0x76,0x45}
              };

              BYTE Tables2[16]={
              0x00,0x08,0x04,0x0C,0x02,0x0A,0x06,0x0E,
              0x01,0x09,0x05,0x0D,0x03,0x0B,0x07,0x0F
              };

              #define TESTPOS(ggc,x)\
              if(x>=(ggc)->maxsize){\
              (ggc)->error=1;\
              return 0;\
              }

              #define NEXTBIT(x) \
              do{\
              if(!(--ggc.curbit)){\
              ggc.curbyte=xgetc(f,offset+(ggc.o++));\
              ggc.curbit=8;\
              }\
              ggc.curbyte=RLC(ggc.curbyte);\
              x=ggc.curbyte&0x01;\
              }while(0)

              #define PUTTEMP(tmp) \
              do{\
              e=tmp;\
              switch(ggc.d084){\
              case 1:\
              e=SLA(e);e=SLA(e);break;\
              case 2:\
              e=SWAP(e);break;\
              case 3:\
              e=RRC(e);e=RRC(e);break;\
              }\
              TESTPOS(&ggc,ggc.pos0);\
              ggc.ptr[ggc.pos0]|=e;\
              }while(0)

              #define INCPTR \
              do{\
              ggc.cursize2++;\
              if(ggc.cursize2!=ggc.size2){\
              ggc.pos0++;\
              } else {\
              ggc.cursize2=0;\
              if(ggc.d084){\
              ggc.d084--;\
              ggc.pos0=ggc.pos1;\
              } else {\
              ggc.d084=3;\
              ggc.cursize1+=0x08;\
              if(ggc.cursize1!=ggc.size1){\
              ggc.pos0++;\
              ggc.pos1=ggc.pos0;\
              } else {\
              ggc.cursize1=0;\
              if(!(ggc.d085&0x02)){\
              ggc.d085^=0x01;\
              ggc.d085|=0x02;\
              goto label2574;\
              } else {\
              done=TRUE;\
              }\
              }\
              }\
              }\
              }while(0)

              int GetGraphicsRoutine1(GGCONTEXT *ggc, WORD hl){
              BYTE b;
              BYTE tmp,c,d;
              BOOL d087Old;
              WORD a;
              BYTE e;
              WORD i,j;
              ggc->cursize1=ggc->cursize2=0;
              ggc->pos0=ggc->pos1=hl;
              if(ggc->d087){
              ggc->table1=0;
              ggc->table2=1;
              } else {
              ggc->table1=2;
              ggc->table2=3;
              }
              e=0;
              do{
              do{
              BYTE bit;
              TESTPOS(ggc,ggc->pos0);
              a=b=ggc->ptr[ggc->pos0];
              a=SWAP(a)&0x0F;
              c=a&0x01;
              a>>=1;
              bit=(ggc->d087)?(e&0x04)e&0x01);
              if(bit){
              a=BitTables[ggc->table2][a];
              } else {
              a=BitTables[ggc->table1][a];
              }
              if(!(c&0x01))a=SWAP(a);
              a&=0x0F;
              e=a;
              d=SWAP(a);
              a=b&0x0F;
              c=a&0x01;
              a>>=1;
              bit=(ggc->d087)?(e&0x04)e&0x01);
              if(bit){
              a=BitTables[ggc->table2][a];
              } else {
              a=BitTables[ggc->table1][a];
              }
              if(!(c&0x01))a=SWAP(a);
              a&=0x0F;
              e=a;
              a|=d;
              TESTPOS(ggc,ggc->pos0);
              ggc->ptr[ggc->pos0]=a;
              ggc->pos0+=ggc->size1;
              ggc->cursize1+=0x08;
              }while(ggc->cursize1!=ggc->size1);
              e=0;
              ggc->cursize1=0;
              ggc->cursize2++;
              if(ggc->cursize2!=ggc->size2){
              ggc->pos1++;
              ggc->pos0=ggc->pos1;
              }
              }while(ggc->cursize2!=ggc->size2);
              ggc->cursize2=0;
              return !(ggc->error);
              }

              int GetGraphicsRoutine2(GGCONTEXT *ggc){
              BYTE b;
              BYTE tmp,c;
              BOOL d087Old;
              WORD a;
              WORD mask,de,hl;
              BYTE e;
              WORD i,j;
              ggc->cursize1=ggc->cursize2=0;
              ggc->pos0=(ggc->d085&0x01)?0:0x188;
              ggc->pos1=(ggc->d085&0x01)?0x188:0;
              GetGraphicsRoutine1(ggc,ggc->pos0);
              ggc->pos0=(ggc->d085&0x01)?0:0x188;
              ggc->pos1=(ggc->d085&0x01)?0x188:0;
              hl=ggc->pos0;
              de=ggc->pos1;
              do{
              do{
              if(ggc->d087){
              TESTPOS(ggc,de);
              a=ggc->ptr[de];
              b=a;
              a=SWAP(a)&0x0F;
              c=Tables2[a];
              c=SWAP(c);
              a=b&0x0F;
              a=Tables2[a];
              a|=c;
              ggc->ptr[de]=a;
              }
              TESTPOS(ggc,hl);
              TESTPOS(ggc,de);
              a=ggc->ptr[hl++]^ggc->ptr[de];
              ggc->ptr[de++]=a;
              ggc->cursize2++;
              }while(ggc->cursize2!=ggc->size2);
              ggc->cursize2=0;
              ggc->cursize1+=0x08;
              }while(ggc->cursize1!=ggc->size1);
              ggc->cursize1=0;
              return !(ggc->error);
              }

              int GetGraphics(
              FILE *f,
              DWORD offset,
              BYTE *ptr,
              DWORD sz
              ){
              GGCONTEXT ggc;
              BYTE b;
              BYTE tmp,c;
              BOOL d087Old;
              WORD a;
              WORD mask,de,hl;
              BYTE e;
              WORD i,j;
              BOOL done=FALSE;
              BYTE tmpbuf[0x310];
              ggc.size1=0;
              ggc.size2=0;
              ggc.cursize1=0;
              ggc.cursize2=0;
              ggc.curbit=1;
              ggc.d085=0;
              ggc.d086=1;
              ggc.d084=3;
              ggc.d087=0;
              ggc.pos0=0;
              ggc.pos1=0;
              ggc.ptr=tmpbuf;
              ggc.table1=0;
              ggc.table2=0;
              ggc.o=0;
              ggc.maxsize=0x310;
              ggc.error=0;
              ggc.curbyte=xgetc(f,offset+(ggc.o++));
              if(ggc.curbyte!=0x44
              &&ggc.curbyte!=0x55
              &&ggc.curbyte!=0x66
              &&ggc.curbyte!=0x77)return 0;
              b=ggc.curbyte;
              ggc.size1=(b&0x0F)*8;
              b=SWAP(b);
              ggc.size2=(b&0x0F)*8;
              memset(tmpbuf,0,0x310);
              NEXTBIT(tmp);
              ggc.d085=tmp;
              label2574:
              ggc.pos0=ggc.pos1=(ggc.d085&0x01)?0x188:0;
              if(ggc.d085&0x02){
              NEXTBIT(tmp);
              if(tmp){
              NEXTBIT(tmp);
              tmp++;
              }
              ggc.d086=tmp;
              }
              NEXTBIT(tmp);
              while(!done){
              if(tmp){
              while(1){
              NEXTBIT(tmp);
              c=tmp;
              NEXTBIT(tmp);
              tmp|=SLA(c);
              if(tmp){
              PUTTEMP(tmp);
              INCPTR;
              } else break;
              }
              }
              if(done)break;
              c=0;
              do{
              NEXTBIT(tmp);
              if(tmp)c++;
              }while(tmp);
              mask=BitMaskTable[c];
              de=0;
              c++;
              do{
              NEXTBIT(tmp);
              de=tmp|de;
              if(--c){
              de=SLA16(de);
              }
              }while(c);
              de+=mask;
              do{
              tmp=0;
              PUTTEMP(tmp);
              INCPTR;
              if(done)break;
              de--;
              if(de==0){
              tmp=1;//to continue upper loop
              break;
              }
              }while(1);
              }
              if(ggc.d086==0){
              GetGraphicsRoutine1(&ggc,0);
              GetGraphicsRoutine1(&ggc,0x188);
              } else if(ggc.d086==1){
              GetGraphicsRoutine2(&ggc);
              } else {
              ggc.pos0=(ggc.d085&0x01)?0:0x188;
              ggc.pos1=(ggc.d085&0x01)?0x188:0;
              d087Old=ggc.d087;
              ggc.d087=0;
              GetGraphicsRoutine1(&ggc,ggc.pos1);
              ggc.pos0=(ggc.d085&0x01)?0:0x188;
              ggc.pos1=(ggc.d085&0x01)?0x188:0;
              ggc.d087=d087Old;
              GetGraphicsRoutine2(&ggc);
              }
              for(i=0;i<0x188;i++){
              ptr[(i<<1)]=ggc.ptr[i];
              ptr[(i<<1)|1]=ggc.ptr[0x188+i];
              }
              return !(ggc.error);
              }

              int NumberToIndex(BYTE *ord,DWORD len,int n){
              int i;
              for(i=0;i
              __________________



              | 1st Gen Hacking: Useful Links | A good example of REAL ROM Hacking |
                #14786    
              Old May 30th, 2010 (2:06 AM).
              Darksun's Avatar
              Darksun Darksun is offline
              triple rainbow, yo
                 
                Join Date: Jul 2008
                Location: 22nd floor of the Carrot Tower in Setagaya, Tokyo, Japan
                Gender: Male
                Nature: Relaxed
                Posts: 123
                Quote:
                Originally Posted by Chaos Rush View Post
                I don't know if the graphics are compressed or uncompressed, but if they're uncompressed, you could use the same method as what this tutorial does.
                I really appreciate that you're helping me, but that didn't work either. D: I feel kinda doomed right now.. Any ways I can transfer all my data from this rom to another? It would be best to fix my current problem, but that seems too hard.
                __________________

                  #14787    
                Old May 30th, 2010 (2:12 AM).
                SonicBlazePlatinum's Avatar
                SonicBlazePlatinum SonicBlazePlatinum is offline
                /)^3^(\
                • Silver Tier
                 
                Join Date: Oct 2007
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                I tried to edit text with XSE, after I edit, save and look at it again/ see how it appears on the ROM, it's unedited even though I changed it. Can someone help me?
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                  #14788    
                Old May 30th, 2010 (2:18 AM).
                Darksun's Avatar
                Darksun Darksun is offline
                triple rainbow, yo
                   
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                  Quote:
                  Originally Posted by SonicBlazePlatinum View Post
                  I tried to edit text with XSE, after I edit, save and look at it again/ see how it appears on the ROM, it's unedited even though I changed it. Can someone help me?
                  Did you compile it and input the new offset in the script offset-thingy? You don't have to save the script.
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                    #14789    
                  Old May 30th, 2010 (5:25 AM).
                  Namorax Namorax is offline
                     
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                    Hi, I don't know if this is the right place but I'm still asking, because the search function didn't really help to solve my problem.

                    I want to change the items the Pokemarts in Celadon City and/or Goldenrod City are selling. I couldn't find any tool working with HG/SS, and that's why I wanted to ask:

                    Is there any other way to change the Items they're selling in these stores?
                      #14790    
                    Old May 30th, 2010 (7:19 AM).
                    melosfox melosfox is offline
                       
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                      Quote:
                      Originally Posted by colcolstyles View Post
                      The problem, as I see it, is that when you use "#org 0xXXXXXX", it tells XSE to compile that portion of the script to that address. So when you put "#org 0x000000", it places that part of the script at the address 0x000000 which, as you might imagine, overwrites some pretty crucial data seeing how it's the first address in the ROM. Instead of "#org 0xXXXXXX" and "goto 0xXXXXXX", I would recommend using something like "#org @script" and "goto @script". Also, the address 0x800000 is free space in Fire Red & Leaf Green but not in Ruby, Sapphire & Emerald.
                      Thanks, I didn't know that 800000 wasn't blanks space in Emerald. I haven't been using that though. I look up free space in the free space finder and change it to that. Same with the "000000" I look up what's free, then I change it to the proper address in the code.

                      I'm truly stumped.
                        #14791    
                      Old May 30th, 2010 (7:20 AM).
                      Chaos Rush's Avatar
                      Chaos Rush Chaos Rush is offline
                         
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                        Reposting my question:
                        How do I add level scripts in G/S/C?
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                          #14792    
                        Old May 30th, 2010 (7:50 AM).
                        Binary's Avatar
                        Binary Binary is offline
                        え?
                           
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                          Quote:
                          Originally Posted by SonicBlazePlatinum View Post
                          I tried to edit text with XSE, after I edit, save and look at it again/ see how it appears on the ROM, it's unedited even though I changed it. Can someone help me?
                          Decompile with the decompile button, edit and compile again.
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                            #14793    
                          Old May 30th, 2010 (9:51 AM).
                          melosfox melosfox is offline
                             
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                            To what dynamic should I compile things to in Emerald using XSE?
                              #14794    
                            Old May 30th, 2010 (9:56 AM).
                            Binary's Avatar
                            Binary Binary is offline
                            え?
                               
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                              @melosfox:
                              Use FSF. The same way you do with FR/LG.
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                                #14795    
                              Old May 30th, 2010 (10:39 AM).
                              sonlen sonlen is offline
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                                Does anyone know a way to have a palette that is inserted to free space used by just one pokemon?

                                The palette is in the upper left corner, I didnt't know if it was needed or not but I put it there incase someone needed to see it.
                                If it is possible I want just one Sneasel in the whole game to use that palette, but if it isn't possible it will be fine too. Thanks ahead of time.
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                                  #14796    
                                Old May 30th, 2010 (12:51 PM). Edited May 30th, 2010 by Samike360.
                                Samike360's Avatar
                                Samike360 Samike360 is offline
                                Lover of May
                                   
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                                  Does anybody know a script or a command to continue a script after losing a wild battle? I know that trainerbattle 0x3 will work for a trainer battle, but is there a similiar command for wild pokemon? It's very important XD
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                                  From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
                                    #14797    
                                  Old May 30th, 2010 (3:24 PM).
                                  sonlen sonlen is offline
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                                    Ok, so I can't find where the pokemon party sprites are located at, it seems PokePic doesn't work for editing or I can't figure out why it is exports 1 of the 2 animation pics. So does anyone know how I can change those?
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                                      #14798    
                                    Old May 30th, 2010 (3:47 PM).
                                    colcolstyles's Avatar
                                    colcolstyles colcolstyles is offline
                                    Yours truly
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                                    Quote:
                                    Originally Posted by melosfox View Post
                                    To what dynamic should I compile things to in Emerald using XSE?
                                    I believe that 0x9D0000-0xAFFFFF is all free space, along with some space near the end of the ROM. From 0xB00000 to something like 0xEC0000 there is a bunch of data (most of it compressed) that you don't want to mess with. I usually compile scripts to 0xA00000.
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                                      #14799    
                                    Old May 30th, 2010 (4:04 PM).
                                    melosfox melosfox is offline
                                       
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                                      Quote:
                                      Originally Posted by colcolstyles View Post
                                      I believe that 0x9D0000-0xAFFFFF is all free space, along with some space near the end of the ROM. From 0xB00000 to something like 0xEC0000 there is a bunch of data (most of it compressed) that you don't want to mess with. I usually compile scripts to 0xA00000.
                                      THANK YOU. That should help a great deal :D
                                        #14800    
                                      Old May 30th, 2010 (6:29 PM).
                                      Binary's Avatar
                                      Binary Binary is offline
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                                        @Samike360:
                                        Uhh..no? I think you just continue the script after the wildbattle command.
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