[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 627

Started by Prof. 9 January 31st, 2007 7:25 AM
  • 1958232 views
  • 27748 replies

Gamer2020

Accept no Imitations!

Male
Distant Land
Seen November 30th, 2021
Posted January 9th, 2021
1,062 posts
14.9 Years
Hi can someone tell me how to change move tutor move
I using the mega punch script for my hack but I want it to teach Tri Attack?
You have to hex edit.
I have an editor for it but I am not releasing it yet.
I have posted offsets here.
Look towards the bottom of the post. Find the offset for your version and hex edit the attacks there.
I don't use this site since the whole pedophile incident. (And honestly didn't really use it before that.)

You can find me on gamer2020.net

DuoRyan

Hack'in as usual, it seem.

Age 26
Male
Somewhere.
Seen January 7th, 2017
Posted October 12th, 2014
335 posts
13.5 Years


You have to hex edit.
I have an editor for it but I am not releasing it yet.
I have posted offsets here.
Look towards the bottom of the post. Find the offset for your version and hex edit the attacks there.
The link broke?
can you post it here or pm it to me?
Pokemon Treasure.
Progress: Planning.

Kevin

kevin del rey

Age 24
Male
Virginia
Seen February 3rd, 2021
Posted July 5th, 2015
2,686 posts
12.8 Years
The link broke?
can you post it here or pm it to me?
Hm? The link works fine;
http://thepkmnworld.co.uk/forum/t1620/
[BPRE]
ROMName=Pokémon Fire Red (English)
ItemData=&H3DB028
AttackNames=&H247094
TMData=&H45A80C
ItemIMGData=&H3D4294
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H459B60
PokemonNames=&H245EE0
NumberOfPokemon=412
NationalDexTable=&H251FEE
SecondDexTable=&H251CB8
PokedexData=&H44E850
NumberOfDexEntries=387

[AXVE]
ROMName=Pokémon Ruby (English)
ItemData=&H3C5564
AttackNames=&H1F8320
TMData=&H376504
NumberOfItems =349
NumberOfAttacks=354
PokemonNames=&H1F716C
NumberOfPokemon=412
NationalDexTable=&H1FC516
SecondDexTable=&H1FC1E0
PokedexData=&H3B1858
NumberOfDexEntries=387

[AXPE]
ROMName=Pokémon Sapphire (English)
ItemData=&H3C55BC
AttackNames=&H1F82B0
TMData=&H376494
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1F70FC
NumberOfPokemon=412
NationalDexTable=&H1FC4A6
SecondDexTable=&H1FC170
PokedexData=&H3B18B0
NumberOfDexEntries=387

[BPEE]
ROMName=Pokémon Emerald (English)
ItemData=&H5839A0
AttackNames=&H31977C
TMData=&H616040
ItemIMGData=&H614410
NumberOfItems=377
NumberOfAttacks=354
MoveTutorAttacks=&H61500C
PokemonNames=&H3185C8
NumberOfPokemon=412
NationalDexTable=&H31DC82
SecondDexTable=&H31D94C
PokedexData=&H56B5B0
NumberOfDexEntries=387

[BPGE]
ROMName=Pokémon Leaf Green (English)
ItemData=&H3DAE64
AttackNames=&H247070
TMData=&H45A22C
ItemIMGData=&H3D40D0
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H459580
PokemonNames=&H245EBC
NumberOfPokemon=412
NationalDexTable=&H251FCA
SecondDexTable=&H251C94
PokedexData=&H44E270
NumberOfDexEntries=387

[AXVF]
ROMName=Pokémon Rubis (Français)
ItemData=&H3CCFC4
AttackNames=&H200728
TMData=&H37D168
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1FF574
NumberOfPokemon=412
NationalDexTable=&H204962
SecondDexTable=&H20462C
PokedexData=&H
NumberOfDexEntries=387

[AXPF]
ROMName=Pokémon Saphir (Français)
ItemData=&H3CCAF4
AttackNames=&H2006B8
TMData=&H37D0F8
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1FF504
NumberOfPokemon=412
NationalDexTable=&H2048F2
SecondDexTable=&H2045BC
PokedexData=&H
NumberOfDexEntries=387

[BPEF]
ROMName=Pokémon Emeraude (Français)
ItemData=&H587D6C
AttackNames=&H3212AC
TMData=&H61A3C8
ItemIMGData=&H618798
NumberOfItems=377
NumberOfAttacks=354
MoveTutorAttacks=&H619394
PokemonNames=&H3200F8
NumberOfPokemon=412
NationalDexTable=&H3257F2
SecondDexTable=&H3254BC
PokedexData=&H
NumberOfDexEntries=387

[BPRF]
ROMName=Pokémon Rouge Feu (Français)
ItemData=&H3D3324
AttackNames=&H2414A0
TMData=&H453BA8
ItemIMGData=&H3CE114
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H453164
PokemonNames=&H2402EC
NumberOfPokemon=412
NationalDexTable=&H24C43E
SecondDexTable=&H24C108
PokedexData=&H
NumberOfDexEntries=387

[BPGF]
ROMName=Pokémon Vert Feuille (Français)
ItemData=&H3D3160
AttackNames=&H24147C
TMData=&H452968
ItemIMGData=&H3CDF50
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H451F24
PokemonNames=&H2402C8
NumberOfPokemon=412
NationalDexTable=&H24C41A
SecondDexTable=&H24C0E4
PokedexData=&H
NumberOfDexEntries=387

[AXVI]
ROMName=Pokémon Rubino (Italiano)
ItemData=&H3C5FF8
AttackNames=&H1F9FBC
TMData=&H3769F4
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1F8E08
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[AXPI]
ROMName=Pokémon Zaffiro (Italiano)
ItemData=&H3C5C9C
AttackNames=&H1F9F4C
TMData=&H376984
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1F8D98
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPEI]
ROMName=Pokémon Smeraldo (Italiano)
ItemData=&H58000C
AttackNames=&H319140
TMData=&H612BDC
ItemIMGData=&H610FAC
NumberOfItems=377
NumberOfAttacks=354
MoveTutorAttacks=&H611BA8
PokemonNames=&H317F8C
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPRI]
ROMName=Pokémon Rosso Fuoco (Italiano)
ItemData=&H3D1EE8
AttackNames=&H240138
TMData=&H4517E8
ItemIMGData=&H3CCDA4
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H450B3C
PokemonNames=&H23EF84
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPGI]
ROMName=Pokémon Verde Foglia (Italiano)
ItemData=&H3D1D24
AttackNames=&H240114
TMData=&H451018
ItemIMGData=&H3CCBE0
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H45036C
PokemonNames=&H23EF60
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[AXVS]
ROMName=Pokémon Rubi (Español)
ItemData=&H3C8FFC
AttackNames=&H1FD040
TMData=&H379A9C
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1FBE8C
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[AXPS]
ROMName=Pokémon Zafiro (Español)
ItemData=&H3C8D38
AttackNames=&H1FCFD0
TMData=&H379A2C
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H1FBE1C
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPES]
ROMName=Pokémon Esmeralda (Español)
ItemData=&H58639C
AttackNames=&H31F9E0
TMData=&H618E80
ItemIMGData=&H617250
NumberOfItems=377
NumberOfAttacks=354
MoveTutorAttacks=&H617E4C
PokemonNames=&H31E82C
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPRS]
ROMName=Pokémon Rojo Fuego (Español)
ItemData=&H3D4F50
AttackNames=&H242800
TMData=&H454E84
ItemIMGData=&H3CF48C
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H4541D8
PokemonNames=&H24164C
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPGS]
ROMName=Pokémon Verde Hoja (Español)
ItemData=&H3D4D8C
AttackNames=&H2427DC
TMData=&H454614
ItemIMGData=&H3CF2C8
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H453968
PokemonNames=&H241628
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[AXVJ]
ROMName=
ItemData=&H
AttackNames=&H
TMData=&H
NumberOfItems =349
NumberOfAttacks=354
PokemonNames=&H1CA354
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[AXPJ]
ROMName=
ItemData=&H
AttackNames=&H
TMData=&H
NumberOfItems=349
NumberOfAttacks=354
PokemonNames=&H
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPEJ]
ROMName=
ItemData=&H
AttackNames=&H
TMData=&H
ItemIMGData=&H
NumberOfItems=377
NumberOfAttacks=354
MoveTutorAttacks=&H
PokemonNames=&H
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPRJ]
ROMName=
ItemData=&H
AttackNames=&H
TMData=&H
ItemIMGData=&H
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H
PokemonNames=&H
NumberOfPokemon=412
NationalDexTable=&H
SecondDexTable=&H
PokedexData=&H
NumberOfDexEntries=387

[BPGJ]
ROMName=
ItemData=&H
AttackNames=&H
TMData=&H
ItemIMGData=&H
NumberOfItems=375
NumberOfAttacks=354
MoveTutorAttacks=&H
PokemonNames=&H
NumberOfPokemon=412
NationalDexTable=
SecondDexTable=
PokedexData=&H
NumberOfDexEntries=387
Gamer2020's credit.
Male
Confidential
Seen March 12th, 2014
Posted December 16th, 2011
22 posts
14.1 Years
3 questions.

1. Can you have a script give EXP points?

2. Is there a way to keep track of defeated pokemon so you can have a quest-like thing where you have to defeat 10 pidgys then come back for a prize?

3. You know those Yes/No selection boxes? Is there a way to make it say different things and increase the number of chioces so you can make it like a multiple choice test?

If it makes a difference, this is for a Fire Red hack.

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.
still would like to know what i can do to solve this thanks
MY HACK:
LOOKING FOR HELP MAKING POKEMON HYACINTH:
APPLY IN THE THREAD!;
MANY POSITIONS AVAILABLE!

Seen August 28th, 2022
Posted November 17th, 2014
694 posts
15.8 Years
3 questions.

1. Can you have a script give EXP points?

I'm not too sure on this but I don't think so.

2. Is there a way to keep track of defeated pokemon so you can have a quest-like thing where you have to defeat 10 pidgys then come back for a prize?
This I know is possible, in a way. You could use flags, which I don't recommend because flags are precious lol, or you can use a variable. I would go ahead and use variables.
3. You know those Yes/No selection boxes? Is there a way to make it say different things and increase the number of chioces so you can make it like a multiple choice test?
Yes. Use the multichoice command.
If it makes a difference, this is for a Fire Red hack.
Response in red. If you don't get what I'm getting at, checkout Diegos script tut in the tutorial section

in fire red are all of the tiles used in the tileset for something or are the black ones completely blank tiles?
The black tiles in the interior tileset is used for the border block (black around the room) There should be a a bunch of free spots (creamish color). In the outdoor tileset any tile after the first black one (near the flower and signposts) are free, for the most part.
The return of Pokemon Shattered Dreams! Click the screenshot to visit the thread, you know you want to.
Male
Confidential
Seen March 12th, 2014
Posted December 16th, 2011
22 posts
14.1 Years
[QUOTE=Quilava's Master;6054243]

Can you give me an example of how you'd do that with my 2nd question?

Also, with the multichoice command, that forces you to choose from choice boxes that were already in the game. I'm wondering if you can make one that doesn't have predefined choices. Like one that asks for your favorite color.
ATL
Seen June 9th, 2015
Posted October 3rd, 2010
397 posts
14.2 Years
[QUOTE=howieho;6054462]

Can you give me an example of how you'd do that with my 2nd question?

Also, with the multichoice command, that forces you to choose from choice boxes that were already in the game. I'm wondering if you can make one that doesn't have predefined choices. Like one that asks for your favorite color.
You have to use Hex in order to change the multichoices, there's a good tutorial somewhere in the tutorial section (I think its by JPAN).





Please warm my eggs...I'll be sure to return the favor

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.
Seen August 28th, 2022
Posted November 17th, 2014
694 posts
15.8 Years
[QUOTE=howieho;6054462]

Can you give me an example of how you'd do that with my 2nd question?
HYPOTHETICALLY SPEAKING

The way I would do it would be to have, say 10 Pidgey events. Choose a variable (say 0x7000 which should be set to 0x0) after each Pidgey battle use addvar to add one to the variable (0x7000). Have whoever completes the event (the person who sent you on the mission) check if you battled all ten (checkvar 0x7000 0xA) I imagine it wouldn't be as cut and paste as this but something generally similar.

Again this is all hypothetical, as I have yet to try it.
The return of Pokemon Shattered Dreams! Click the screenshot to visit the thread, you know you want to.
Male
Seen August 17th, 2016
Posted May 9th, 2015
673 posts
14.2 Years
[QUOTE=Quilava's Master;6054646]
HYPOTHETICALLY SPEAKING

The way I would do it would be to have, say 10 Pidgey events. Choose a variable (say 0x7000 which should be set to 0x0) after each Pidgey battle use addvar to add one to the variable (0x7000). Have whoever completes the event (the person who sent you on the mission) check if you battled all ten (checkvar 0x7000 0xA) I imagine it wouldn't be as cut and paste as this but something generally similar.

Again this is all hypothetical, as I have yet to try it.
The thing with that though, is that you can't do it with random battles in the wild. You can only do it with scripts generating wild battles. So the only thing I can really think of with using scripting would be to, say, have an area where there are no wild Pidgeys, but other wild Pokemon, and insert a tile script over each patch of grass, etc.

Then each tile script would have to have a script to randomly generate a Pidgey. You could use flags or a variable (I'd recommend flags for this one, but that's just me - if you use a variable, just use one and set it to a different number each time).

I'd use the random command to give you random odds of Pidgey appearing or not. You'd also have to have checks, to see if the 8 Pidgey you wanted to have appeared, and put the setflags after the wildbattle commands, but even then you can't assure that the player didn't run away from the battle.
Seen August 28th, 2022
Posted November 17th, 2014
694 posts
15.8 Years
[QUOTE=metapod23;6055779]

The thing with that though, is that you can't do it with random battles in the wild. You can only do it with scripts generating wild battles. So the only thing I can really think of with using scripting would be to, say, have an area where there are no wild Pidgeys, but other wild Pokemon, and insert a tile script over each patch of grass, etc.

Then each tile script would have to have a script to randomly generate a Pidgey. You could use flags or a variable (I'd recommend flags for this one, but that's just me - if you use a variable, just use one and set it to a different number each time).

I'd use the random command to give you random odds of Pidgey appearing or not. You'd also have to have checks, to see if the 8 Pidgey you wanted to have appeared, and put the setflags after the wildbattle commands, but even then you can't assure that the player didn't run away from the battle.
That's why I would you use a wildbattle script (like a one off pokemon). That's just one way to do it. The whole green script thing IS definitely a good idea but with him clearly not an advanced scripter it would be harder to pull off for him than if you or i would do it.
The return of Pokemon Shattered Dreams! Click the screenshot to visit the thread, you know you want to.
Male
Seen October 24th, 2022
Posted September 19th, 2022
1,323 posts
16 Years
Yeah, I have a question.

In Ruby, what is the variable of which starter you chose? Because I want to do something like 'if you chose Mudkip you get mystic water'. Any thoughts?

Thanks in advance!
It actually doesn't really mater which one, since you could set it anyway, but if you're still using the Birch's bag script, then the variable would be 0x4023.
Male
San Diego
Seen August 7th, 2013
Posted September 1st, 2010
4 posts
12.8 Years
Are there programs that can help me change the Cry, Footprint and Dex Number/Order of a Pokemon? If so, could you tell me there names or link me to them?
Would be much grateful. :)
Well, I know that someone here made a program to repoint cry's (in the tools section). As for the Pokemon editor, I think I know of a program, but I'm not too familiar with it. Which version are you hacking?

Shiny Quagsire

I'm Still Alive, Elsewhere

Age 25
Male
Hoenn Safari Zone
Seen August 7th, 2020
Posted April 17th, 2017
697 posts
14 Years
Are there programs that can help me change the Cry, Footprint and Dex Number/Order of a Pokemon? If so, could you tell me there names or link me to them?
Would be much grateful. :)
For the cry, you would use pokecry, and NACR/Cry Pointer Repointer (Which I made)

For the Pokedex stuff, I would use YAPE.

For the footprints, use mewthree9000's footprinted, which can be found at his website in the 3rd gen. tools.

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.
Going to ask this for the third time hoping to get an answer,
MY HACK:
LOOKING FOR HELP MAKING POKEMON HYACINTH:
APPLY IN THE THREAD!;
MANY POSITIONS AVAILABLE!

colcolstyles

Yours truly

Male
The Bay Area
Seen May 18th, 2019
Posted August 13th, 2012
1,588 posts
15 Years
Yeah, I have a question.

In Ruby, what is the variable of which starter you chose? Because I want to do something like 'if you chose Mudkip you get mystic water'. Any thoughts?

Thanks in advance!
This post should be able to help you.

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.
You should only have to insert two images – the front sprite and the back sprite. The difference between normal and shiny is simply a palette change.

How do I add an OW sprite to a FR ROM instead of replacing another OW. I know that I would have to find a free space offset. Tools: OW Editor Rebirth Ed. and NSE.
This tutorial teaches you how to add completely new overworlds.

Brother of Vrai

colcolstyles

Yours truly

Male
The Bay Area
Seen May 18th, 2019
Posted August 13th, 2012
1,588 posts
15 Years
Does palette 0 in advance map for ruby use anything other than the pokemart?
I'm certain that it does, although I don't know exactly what at the moment. I would guess that ponds use Palette 0 and probably a lot of other stuff too.

Brother of Vrai

Resultz

All- round Poke-Whizz

Male
Yorkshire, England
Seen September 2nd, 2011
Posted August 22nd, 2011
583 posts
13.8 Years
@colcolstyles.
So can i Manually pallette change the shiny pallette?, because i've been working with unLZ and that only requires the back shiny and front :/
-also, this is what appears in game for one of the sprites i just inserted, which is no different to any of the others, which all work fine :/
MY HACK:
LOOKING FOR HELP MAKING POKEMON HYACINTH:
APPLY IN THE THREAD!;
MANY POSITIONS AVAILABLE!

colcolstyles

Yours truly

Male
The Bay Area
Seen May 18th, 2019
Posted August 13th, 2012
1,588 posts
15 Years
@colcolstyles.
So can i Manually pallette change the shiny pallette?, because i've been working with unLZ and that only requires the back shiny and front :/
-also, this is what appears in game for one of the sprites i just inserted, which is no different to any of the others, which all work fine :/
I'm sure you could change the shiny palette, though you'd have to find it in the ROM somehow. I believe that the palettes used for Pokémon sprites are LZ77 compressed (don't quote me on that, though) so if you're going to search for one using APE, remember to check the "Compressed Palette (LZ77)" box.
Also, if you want to display the front sprite as shiny, just click "Next Pal" while viewing the front sprite (and similarly, if you want to see the normal back sprite, click "Previous Pal" when viewing the back sprite). When you click "Next" to go from the front sprite to the back sprite, you'll notice that unLZ goes to the next palette as well. For example, if you take a look at Bulbasaur's front sprite in an unedited Ruby ROM, you'll notice that the image number is 461 and the palette number is 266. However, upon clicking "Next" and moving to Bulbasaur's back sprite, not only is 461 incremented to 462 (the index of Bulbasaur's back sprite obviously), 266 is incremented to 267. 266 is Bulbasaur's normal palette and 267 is its shiny palette. By using the steps outlined earlier in this paragraph, you can view each of Bublasaur's sprites but with both the normal and shiny palettes. I hope that made a least a little sense.

Oof, that's not a pretty sprite. I can't tell you what, exactly, went wrong because I don't know what steps you took but it looks like something went wrong when importing your sprite with unLZ. Maybe you overwrote the sprite with some other form of data or maybe you didn't fix the pointers. I can't say for sure.

Brother of Vrai

Resultz

All- round Poke-Whizz

Male
Yorkshire, England
Seen September 2nd, 2011
Posted August 22nd, 2011
583 posts
13.8 Years
thats really helpful, thanks :D i know its hard to sound appreciative over the internet but that made a lot of sense to me.

and with the sprite, i got the original 15 colour sprite, added the red background, Indexed it with Irfanview, then imported it over Cascoon, found an offset in FSF, wrote it to the ROM, ticking all boxes on the window.
I'm thinking it has something to do with the sprite, although if the sprite was wrong in anyway. unLZ wouldve told me. :/
MY HACK:
LOOKING FOR HELP MAKING POKEMON HYACINTH:
APPLY IN THE THREAD!;
MANY POSITIONS AVAILABLE!