[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 626

Started by Prof. 9 January 31st, 2007 7:25 AM
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Kevin

kevin del rey

Age 24
Male
Virginia
Seen February 3rd, 2021
Posted July 5th, 2015
2,686 posts
12.8 Years
It only does it when i come into the map normally, If i move so its off screen then go back, it works though. This comes up in other places too, like the bottom row of a houses tiles being replaced by trees.

EDIT: does anyone know where i went wrong here?:
Is it the back sprite you need help on? :( I see. Alright;
Get the original back sprite of that Pokemon.
Get an indexed image of the front sprite of the Pokemon.
On Paint, open the indexed front sprite.
On another Paint, open the back sprite.
Press Ctrl+A then Ctrl+C
On the front sprite Paint press Ctrl+V. Then, it should look normal. Save as.
Then insert the back sprite on ASE. The reason is; the front and back sprites have to have the same palette. Remember that, same palette for front and back sprite of a Pokemon.

Drithlan

Self Proclaimed Cartographer

Male
California
Seen August 30th, 2010
Posted August 16th, 2010
47 posts
12.8 Years
I have previously looked up ROM bases but found too many options. Could someone point me to a Fire Red Base with no scripts in it? Or do they not work that way?
(@-.-)[email protected] VS Q('_'Q)
GET IT ON!

I am willing to take requests for maps.
But before you go PMing me I want to let you know that I am still learning how to map.
Here (http://s894.photobucket.com/albums/ac144/Drithlan/ROM%20Hacks/) is a link to My album Feel free to review and/or comment my work before requesting.

Resultz

All- round Poke-Whizz

Male
Yorkshire, England
Seen September 2nd, 2011
Posted August 22nd, 2011
583 posts
13.8 Years
Is it the back sprite you need help on? :( I see. Alright;
Get the original back sprite of that Pokemon.
Get an indexed image of the front sprite of the Pokemon.
On Paint, open the indexed front sprite.
On another Paint, open the back sprite.
Press Ctrl+A then Ctrl+C
On the front sprite Paint press Ctrl+V. Then, it should look normal. Save as.
Then insert the back sprite on ASE. The reason is; the front and back sprites have to have the same palette. Remember that, same palette for front and back sprite of a Pokemon.
well i only originally inserted the front sprite and shiny backsprite on Unlz, but i opened it here to show you the extent of the problem.

Do i have to import each of the 4 sprites separately? Ive been told only 2 need importing.
MY HACK:
LOOKING FOR HELP MAKING POKEMON HYACINTH:
APPLY IN THE THREAD!;
MANY POSITIONS AVAILABLE!

Resultz

All- round Poke-Whizz

Male
Yorkshire, England
Seen September 2nd, 2011
Posted August 22nd, 2011
583 posts
13.8 Years
If you mean a rombase im pretty sure theres a DP one in the Resources thread.

also, to insert a script into my hack, what exactly do i do.. like, i have the script, but dont know how to insert it :D using XSE.
MY HACK:
LOOKING FOR HELP MAKING POKEMON HYACINTH:
APPLY IN THE THREAD!;
MANY POSITIONS AVAILABLE!

Kevin

kevin del rey

Age 24
Male
Virginia
Seen February 3rd, 2021
Posted July 5th, 2015
2,686 posts
12.8 Years
If you mean a rombase im pretty sure theres a DP one in the Resources thread.

also, to insert a script into my hack, what exactly do i do.. like, i have the script, but dont know how to insert it :D using XSE.
?Oh? Go to FSF, get an offset, at the top of the script, put:
#dynamic 0xoffset

compile, copy offset, and paste offset in to the offset box of an event in the events page at A-Map.
Male
Seen December 9th, 2010
Posted August 8th, 2010
1 posts
12.8 Years
Im trying to music hack pokemon firered but everytime i open a rom in sappy 2006 it crashes
and i've been trying to find previous versions of this program but every link i find is broken
im using windows 7
if anyone can help me get sappy 2006 to work or post a WORKING link to sappy 2005 that would be great

Resultz

All- round Poke-Whizz

Male
Yorkshire, England
Seen September 2nd, 2011
Posted August 22nd, 2011
583 posts
13.8 Years
?Oh? Go to FSF, get an offset, at the top of the script, put:
#dynamic 0xoffset

compile, copy offset, and paste offset in to the offset box of an event in the events page at A-Map.
thanks :D i've never really understood it.
when i compile, will i get asked to save it? if so where do i save it?

edit: I just did: where do i put the Dynamic offset exactly, because i just did what you said, and when i opened the script using the button in A-Map, it was just Blank..
I fail a lot at scriptin...
MY HACK:
LOOKING FOR HELP MAKING POKEMON HYACINTH:
APPLY IN THE THREAD!;
MANY POSITIONS AVAILABLE!

Male
Seen August 17th, 2016
Posted May 9th, 2015
673 posts
14.2 Years
thanks :D i've never really understood it.
when i compile, will i get asked to save it? if so where do i save it?

edit: I just did: where do i put the Dynamic offset exactly, because i just did what you said, and when i opened the script using the button in A-Map, it was just Blank..
I fail a lot at scriptin...
You do not have to use FSF to compile your script. That is a bunch of wasted time. The offset you put at #dynamic is not necessarily (and not probably) the offset for your script.

#dynamic searches for free space for you, from the offset you put in. So say you want to look for free space for your script from offset 0x800000 and beyond. XSE will find a chunk of free space for you and deliver the offset to you after you've compiled the script.

The compiler output will tell you what the offset is for everything you just compiled, right beneath the big white window where it says Dynamic Offsets. That will be the offset where the script has been compiled to.

The steps you take to compile a script:

1. Write the script
2. Save the script
3. Control B or Tools > Batch Compiler
4. Make sure the Rom you're hacking is selected under ROM
5. Locate the script you just saved by clicking "Browse"
6. Click the checkmark box for the script you just saved
7. Click compile
8. Copy the new offset given to you by the Compiler Output
9. Paste the new offset to your script/sprite in A-Map

Resultz

All- round Poke-Whizz

Male
Yorkshire, England
Seen September 2nd, 2011
Posted August 22nd, 2011
583 posts
13.8 Years
ok, thanks Metapod23 :D imma have one last go before i give up on scripting forever.
wait. whare does it tell me where the available offsets are in The Batch compiler? :S all i get is
ROM
RBC files
2 blank white boxes
Options.

Im seriously confused as to why this isnt wotking, but whats weird is that i understand how the script im tryna compile works, ¬¬
MY HACK:
LOOKING FOR HELP MAKING POKEMON HYACINTH:
APPLY IN THE THREAD!;
MANY POSITIONS AVAILABLE!

Male
Seen August 17th, 2016
Posted May 9th, 2015
673 posts
14.2 Years
ok, thanks Metapod23 :D imma have one last go before i give up on scripting forever.
wait. whare does it tell me where the available offsets are in The Batch compiler? :S all i get is
ROM
RBC files
2 blank white boxes
Options.

Im seriously confused as to why this isnt wotking, but whats weird is that i understand how the script im tryna compile works, ¬¬
Under Options, make sure that "Show Log" is checked. After you hit "Compile" the Compiler Output window should appear and you should be able to see your offsets.
Seen August 5th, 2013
Posted September 25th, 2011
126 posts
13.3 Years
Ah.. Right, I've done that.

but which one do i use?
(sorry for so many questions,but like i said, i suck at Scripting..)
Use the first offset in the list it presents you with. Just click the "COPY" button on the right of those offsets and paste it into whatever you're using the script for in Advance Map.
Male
Seen August 17th, 2016
Posted May 9th, 2015
673 posts
14.2 Years
Ah.. Right, I've done that.

but which one do i use?
(sorry for so many questions,but like i said, i suck at Scripting..)
It tells you which offset corresponds to which. Like, if the start of the script was #org @start, it might show:

@start     0x800000
0x800000 is the offset for the @start script. Then just click Copy with that offset selected.
Male
San Diego
Seen August 7th, 2013
Posted September 1st, 2010
4 posts
12.8 Years
Despite the gratuitous amount of tools provided, I'd like to like to learn how a lot of the inside mechanics of the ROM work. For example, how would I manually find the trainer data in a hex editor (specifically for R/S/E), and how would I change them? (eg. sprite in the battle, and Pokemon loadout)

KotovSyndrome_

Consumer of many asparagus.

Male
Wales
Seen July 8th, 2012
Posted August 20th, 2010
57 posts
14.9 Years
Help.
I've been trying for so long to find a way of changing Oak's intro thing in FR for agesss..
I'm aware of the A-Text method, but the program doesn't seem to work on my laptop :/

PLEASE HELP! ><

Time out, let's stop and think this through,
We've all got better things to do,
Than talk in circles, run in place,
Answers inches from our face.

Drithlan

Self Proclaimed Cartographer

Male
California
Seen August 30th, 2010
Posted August 16th, 2010
47 posts
12.8 Years
Game: FR

Problem:
I notice when entering a Dual Battle with only 1 pokemon the game replicates your 1 pokemon for the battle. Is there a way to make it display only your 1 pokemon?

???:

Profit!
(@-.-)[email protected] VS Q('_'Q)
GET IT ON!

I am willing to take requests for maps.
But before you go PMing me I want to let you know that I am still learning how to map.
Here (http://s894.photobucket.com/albums/ac144/Drithlan/ROM%20Hacks/) is a link to My album Feel free to review and/or comment my work before requesting.

0m3GA ARS3NAL

Im comin' home...

Age 30
Male
Superjail Penitentiary
Seen February 25th, 2023
Posted September 12th, 2013
1,816 posts
15.3 Years
Game: FR

Problem:
I notice when entering a Dual Battle with only 1 pokemon the game replicates your 1 pokemon for the battle. Is there a way to make it display only your 1 pokemon?

???:

Profit!
Well... if you replicate everything from an already existing double battle you may be in a bit more luck... then again, I can't remember how many double battle there were in FR, but it should still work so long as everything is set up the same as a normal double battle.

Examine the scripts too, not just the trainer data, the trainerbattle command might have a parameter you might have gotten wrong.

Help.
I've been trying for so long to find a way of changing Oak's intro thing in FR for agesss..
I'm aware of the A-Text method, but the program doesn't seem to work on my laptop :/

PLEASE HELP! ><
You could use a text editor with a table function... or if you can't use table files, try writing down what oak says, then translate it into PokeText (My own term for the Hex that makes up the letters in the game... I believe thethethethe's tutorial has a list of every letter/symbol in the game and their corresponding hex digit.

After you have it written down, just search it in the hex editor and edit away... be careful though, unless you know how to repoint manually I suggest you make the text the same length, or shorter than Oak's original text...

Despite the gratuitous amount of tools provided, I'd like to like to learn how a lot of the inside mechanics of the ROM work. For example, how would I manually find the trainer data in a hex editor (specifically for R/S/E), and how would I change them? (eg. sprite in the battle, and Pokemon loadout)
All of those things require knowledge of a hex editor.
Most people start learning these things by fiddling around with the hex data in a ROM.

For instance, let's use editing a trainer.
Say you wanna edit Ace Trainer Joel (Disregard the name, this is an example.)
You'd naturally wanna search for Joel. So long as Joel only appears in the ROM once, you shouldn't have any problem finding him at all... though that wont always be the case.

From there all you really need to do to start learning is fiddle around with the bytes that come after his name.
You can change the Pokemon he has, his class (Ace Trainer and the like), whether or not he is a double battle, etc. etc.
Remember to make a backup before all this, if you screw something up, you might not remember everything you did... good to be careful eh?
After making the changes, open the ROM up in your Emulator and check what you did.
You could just as easily open it up in a tool to see if you wanna see EXACTLY what you did, cause the trainer's data would be different in the tool too.

Changing sprites can be done that way too, but you'll need to make sure to have the offset of a trainer image handy, or you wont have anything to change it to.

This is the same basic way you can change about anything in a ROM...
When I first started my Hex Editing learning, I started with item hacking.
Since I don't have a hex editor that supports table files, (You'll wanna learn about those too, google is your friend) I had to search for a bunch of random numbers, it's possible to edit it that way, but it's easier to use a table...
>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...

>

Resultz

All- round Poke-Whizz

Male
Yorkshire, England
Seen September 2nd, 2011
Posted August 22nd, 2011
583 posts
13.8 Years
well, metapod, you done something i thought no-one would ever do; teach me to script for myself!
thank you!

I have one last question, when im inserting pokemon sprites, do i need to insert Normal, normal back, shiny and shiny back or the normal and the shiny back..

the pallettes look messed up.
MY HACK:
LOOKING FOR HELP MAKING POKEMON HYACINTH:
APPLY IN THE THREAD!;
MANY POSITIONS AVAILABLE!