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  #1576    
Old July 26th, 2007 (6:24 AM).
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soemaal soemaal is offline
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      #1577    
    Old July 26th, 2007 (8:23 AM).
    Sagiri's Avatar
    Sagiri Sagiri is offline
       
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      Quote:
      Originally Posted by Hiidoran View Post
      You may ask this question here, it is the forum for general hacking. It just so happens that many of us hack pokemon games only, so many of us, including myself, do not know much about Zelda hacking....
      As always, Hope it helped!
      -Hiidoran
      As happy as I am my question can asked here, I am crushed that most people here can't help me.
        #1578    
      Old July 26th, 2007 (11:00 AM).
      >Bent<'s Avatar
      >Bent< >Bent< is offline
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        Quote:
        Originally Posted by newblue View Post
        I do not really know if I can ask this question here. Its related to Rom-Hacking, but not to Rom-Hacking Pokemon games.

        Does anyone know a level editor for LoZ:OoA/OoS(The two oracle games)?
        Due to the extremely high level of compression in the games, there is no level editor released. If you're handy with a hex editor however, I've got some info on it, mostly from the old Acmlm archives.
        Quote:
        Originally Posted by Jigglybells
        The format for the dungeons I found is like this: First, there are 256 rows of pre-defined blocks. Second, each row in a room is defined by 2 bytes. The first byte has 2 uses: The first nybble is the first byte that references rows of data between 60000 to 61000(first bank), the next nybble is the position of the row. The next byte is almost similar: The first part is the length of the row. Sometimes the row wraps down to the next one, so what it does is it repeats the first few bytes in that row if the row is big enough. The next nybble is the second reference.

        Let's use an example: In Oracle of Seaons, in the room with the stairway to the ember seeds, the second row(two walls with normal ground tiles between them). The two byte value is 10 FF. Here's how it works: The 1 in 10 is the second most right number in the offset for which row to use. The 0 in 10 is the x co-ordinate of the row in conjunction to the other rows. The first part of FF is F, which means the length of the row. I haven't totally figured it out yet though. The next part is the second offset value, so the row of data is stored at 60F10, or if you read the bytes backwards, FF 01, or F1.

        The hard part is that many of the rows used in the game are repeats and combos of several rows of data. for example, in this same room, there is a bottom row that is two inside wall connector pieces with bottom wall tiles between them. There is no such row in the game, which means that it actually uses 2 rows, cut to length and pasted together to make it look like one wall.
        Quote:
        Originally Posted by Jigglybells
        If you look at offset 60000 you will find the rows that make up the dungeons. I hear the whole data is compressed to hades and back but I dunno. Other things I found out is that somewhere I found the asm? data for shutters and such where if I changed a byte I could make it so you have to bomb a block instead of push it to open the door. The exact location eludes me. Also, just like in Link's Awakining, the room order is exactly the same, including the fact that levels 7 and 8 are on a seperate map. Also, each unique room belongs to a certain dungeon unlike the la ones that could be changed arround. Music, map and compass data, enemy, pallete, which dungeon you are in, and other things are expressed via each map piece, so the map data would technically be easier to manipulate than la's data.

        That's all I know for now. Oh, one more thing. Any door you go through that doesn't have a warp assigned to it will warp you, and I only tried this in Seasons, to the place in winter where you talk to Impa in her cave.
        Quote:
        Originally Posted by Jigglybells
        Okay, first of all, I found out that shutters require 2 parts. The level data is merely graphical in nature, and it makes the animation look correctl. The other part is in another section of the rom, and it consists of a co-ordinate and an animation byte. The animation byte is what the door will look like as it's opening, up down, left or right. Then, I found out enemy data. Yes, for now I can swap enemy groups in rooms, and overworld and such. The enemy data is 2 bytes, and works(so far) like the enemy data in LA, but is more flexable. For example, c7 49 is in the roo above the enterence in level 1. What it does is makes bushes contain stuff. Then there is a special object byte that basically sets up the triggers, chests, keys, ect for the room. Also is the person you want to appear. It seems that you can make a person say different things, as the sprite is not a seperate entity, but rather a two-byte pointer, thus far. I still need to do more work.
        Quote:
        Originally Posted by Jigglybells
        I found enemy data! Now I should be able to place enemies in dungeons and such!. Also, sprites have this weird co-ordinates thing. Say I want to put somthing in position 64. Instead of it being 64, the data looks like 6848. I have no idea why that is, unless the 8 is a pixle offset, just like bytes ending in 8 in the megaman games make's it exactly on the square. I should try that.
        Quote:
        Originally Posted by Jigglybells
        As for the enemy bytes, there are 4 per enemy, and it seems as if there are several areas that enemies are drawn from. The first 2 bytes I haven't deciphered yet, nor do I know exactly what any f* bytes inbetween are for. As for the actual enemy data, there are 2 bytes. Let's take traps for example, 0e. The bytes for a standard trap is oe01, while a faster trap is 0e05, while the super fast trap is 0e02. The traps that follow you are 0e00. Moblins? 0a00. Want to turn them blue? 0a01. The second byte seems to be the properties of the sprite, but I'm not sure exactly of all the sprites and their commands.
        Quote:
        Originally Posted by Jigglybells
        Basically, the dungeon data has been fully decoded. At first, there were problems because some bytes didn't seem to match up. that's been figured out now.

        Basically, the structure of each room in the rom is that each room is made from a mixture of 2 byte pairs that reference pre-defined horizontal macros, only their length can be adjusted. With the first byte, the first part is half of a pointer that leads to a row of data. The second part is how many bytes into the row the data starts. The second byte has a part that determines the length of the row. If the row exceeds the edge of the screen, either the remainder of the data will be drawn, or it will start to draw the next macro that's below it. The last part is the second pointer. So the byte pair 20 D2 means that at 60220 In the first byte, the 2 is the 10's digit in the offset(20), and the 0 means the row starts on the first byte. In the second byte, the D means that the row goes for 13 bytes, plus 2(which is always added). The other 2 is the 100's digit in the offset(200).

        Now, each room starts off with a unique byte. This byte is a bitflag, and most rooms are set it as FF. For each bit, starting from the right, each bit represents 2 bit pairs. If the game encounters a 0, then on that byte the game will draw a single tile from the tile index. So lets say for example that the room starts with F7. This means that there will be 3 byte pairs, and then a single tile drawn. After there will be 4 byte pairs, and then another length byte. Some rooms seem to only have the FF, and the rest are all byte pairs. It's also interesting to note that a lot of rooms have either 24 bytes(with a second one of these length bytes), or 27 bytes(wthout a second one). My guess is that if the game detects the size of the room to be a certain size, then it reads the other bytes or somthing.

        BTW, the pointers are all relitive or somthing. They look local, but the pointer list and the room data arn't in the same bank. I though I'd mention my breakthrough in case somebody want's to make a level editor. Using this data it's possible, although it would still require a little bit extra hand work unless the pointers are able to be re-adjusted.
        Quote:
        Originally Posted by HyperHacker
        Anyway, sounds like a crazy combination of two different types of LZ77 compression. One type, which I often refer to as MIO0 (since the first time I saw it was in N64 games, which have that in the compression header), has 3 elements. Raw data, compressed data, and bit flags. For each byte, if the flag is a 1, it reads a length/position pair from the compressed data, and outputs the raw data. (Ex: Length = 4, position = 2, means output 4 bytes from raw data starting at #2.) If the flag is a zero, it simply outputs a byte from the raw data. (Of course, these can be reversed.)

        The second type is the more traditional LZ77 seen in GBA games, in which the raw and compressed data are mixed together. It simply copies the raw data, but if it finds a certain byte, that means there's a length/position pair after it. (Though this means you have to do extra coding to be able to use that byte.)

        Now what it sounds like this game is doing is mixing those methods together. The raw and compressed data are mixed, but all of it is considered compressed. If the flag bit is a 1, it's assumed that whatever is at the current position is a length/position pair, otherwise it's a single tile number. (I assume that for the actual LZ77 part, it uses the already-decompressed data as the raw data. It doesn't make a lot of sense to reference forward anyway. A lot of normal LZ77 implementations do this too.))

        So I hope that makes it even clearer (not that your post was unclear, but best to have as much info from as many sources as possible) for anyone who intends to work on this. (The only thing I don't get is only having one flag byte. )
        Quote:
        Originally Posted by Jigglysaint
        ORACLE OF SEASONS HACKING GUIDE BY JIGGLYSAINT








        Contents:

        1. Introduction

        2. Dungeon editing

        3. Overworld editing

        4. Sprite and object editing

        5. Dungeon maps editing

        6. Warp editing.









        Introduction

        This is a documentation of various data in the Oracle of Seasons ROM It's purpose is for educational value, and also to aid in the creation of a level editor. Please note that Oracle of Ages shares the same data format, but they do not share the same rom offsets.

        I first became interested in hacking Oracle of Seasons long ago, so long ago in fact, that the actual cartrage wasn't even released yet! Yes, I obtained a Japanese rom, and no, I can't give it to you, sorry. Anyway, after playing the game for a while, I thought I'd have some fun and do a little searching. This was my first introduction to the game's very unique dungeon level format. I'll go into more late, but let's just say that this format took quite a while to crack. It's my hope that somebody is able to build a working level editor for this game, because wouldn't we want new dungeons to crawl arround in?


        Dungeon Editing

        In Oracle of Seasons, the overworld and dungeons each have a different level format. This is actually not surprising, since just about every 2d Zelda with the exception of The Adventure of Link and Link's Awakening, has this feature. The Oracle Games are no exception to this rule, and I am starting with the dungeon format because it's the one I found first without any outside help, and because it's so messed up that you've got to see it to believe it.

        Anyway, to get started, let me first explain the three data parts to the dugeon room editing. The first part is a series of bytes, each in rows of 16, with the exception of the last byte on the row being 00(a dungeon room is 15 blocks wide, but some rows are differnt). Each row represents 15 blocks, by byte ID, that is placed in a level. For example, there may be a series of 15 blocks that have 13 floor tiles sandwiched between 2 wall tiles. If you change one of the floor tiles to somthing else, you will make a change. However, you will seem to edit more than just one piece of the dungeon. It will seem like you've edited a good portion of the whole dungeon! What this means is that this row is used many, many times in the rom bank, and that changing this row alone will not yield a good level edit.

        The second piece of data is found later in the ROM, and it contains an unbroken chunk of data that is very hard to read unless you have a good starting place. This is the room's row data. The format is actualy easy, yet very difficult. At the start of a room there is one byte that starts it all off. In many rooms it's an FF. Why? Well FF is 256 in decimal, but more importantly it's 8 bits, or 11111111. See, if you read the bitstring from the right, like you are supposed to, each bit that's turned on represents a two byte pair that is actually a combination pointer/row size value. If the bits are turned off, the corrosponding data will, instead, be a block ID value, exactly like the ones used to make up the rows. So FF means that there will be 8 rows of data used, or 16 byes. If 00 was used, the next 8 bytes would be 8 blocks, each byte a different block. The room will continue to read this data in this format untill the room is fully defined, which is 15 rows by 11 columns.

        Now, to describe the two byte pairs: This is by far the most unique compression system I've seen, and had the privilage of actually figuing out. Each nybble in this pair has a function. The first nybble of the first byte is half of a pointer, and it points back to the row. The first nybble points to the row between 256 bytes of data. That is, depending on the other pointer, that nybble will reference 256 bytes. The second nybble is part of the length indicator. It tells the game what byte on the row to start at. However, by default, it will add 3 tiles, so the very minium a row can be is 3 tiles. Anything less and you need to use the individual tile ID's. The next nybble, or the first nybble in the second byte is when the row ends. If the length overflows, it will use some of the next row as data. The game uses this overflow a lot, so be careful. The last nybble is which set of 256 bytes to use. Because of this method of pointers, only 16 pages of data can be referenced, which is fine since each bank contains exactly 16 pages.

        The last bit of the data comes right after the row definitions, and they are the room pointers. They arn't tradditional pointers, but are relative. That means that starting at the start of the dungeon data, one byte is what out of 256 bytes the pointer starts, and the second is what out of 256 pages the pointer starts.



        6. Warp Editing

        Warp data starts at arround 13000 or so. At 13457 are 8 pointers that lead to 8 warp data sections for 8 "regions". The regions are as follows: 0 - Overworld, 1 - Subrosia, 2 - Maku Tree, 3 - houses and such, 4 - dungeon bank 1, 5 - dungeon bank 2, 6 - side scrolling sections bank 1, 7 - side scrolling sections bank 2.

        After the region pointers is the start of the warp data. How the data works, is there are 4 bytes. The first byte is a branch, if set to 40, it will affect the last 2 bytes of the 4. The second byte tells the game what room or section of the map to put the warp(s). The third byte is the destination byte, and is a reletive pointer to the destination room and co-ordinates. The last byte is a nybble byte, where the first nybble is from 0 to 7, and is the region selector. The last nybble is the warp action(stairs uses 2, doors use 4, ect). Now, if the first byte is set to 40, then the last 2 bytes become a pointer to special data that is used in multiple warps on the same screen. For example, the very first set of 4 bytes uses this. The second byte is D4, for the Hero's Cave. The next two bytes point to the new values, which are 4 bytes like the last, except the room byte is replaced by a co-ordinate byte of where on screen it's located(normally it's assumed that if you enter a door or stairs, you activate the warp, but if there's more than one this tells the game to read it as such). Then the next two are same as usual. The first byte is used to connect more than one string together. If the first byte of the next set of 4 bytes is set to 80, that data will be used on the same screen as the previous set of bytes.

        Destination values start at 12d5e, and their pointers start at 12d4e. Destination values consist of 3 bytes. The first is what screen you end up on, the second byte is the x/y co=ordinates, and the last byte is direction and maybe exit action. For example, dungeon entrances tend to have the second byte as FF, and the third as 93. I think it basically tells the game to ignore normal co-ordinates and just make the entrance in the bottom centre of the screen.

        Ring chest values:

        00 - no chest

        01 - no chest

        02 -

        03 -

        04 - Discovery Ring

        05 - Moblin Ring

        06 - Steadfast Ring

        07 - Blast Ring

        08 - Rang Ring L-1

        09 - Octo Ring

        0a - Quicksand Ring

        0b - Armor Ring L-2

        0c - Spin Ring

        0d - Snowshoe Ring

        0e - Power Ring L-1

        0f - Power Ring L-3

        10 - Subrosian Ring

        11 -
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          #1579    
        Old July 26th, 2007 (11:48 AM).
        Sinnoh_Freak's Avatar
        Sinnoh_Freak Sinnoh_Freak is offline
           
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          Where can I find buildings compatiable with kyledove's tileset?
            #1580    
          Old July 26th, 2007 (12:36 PM).
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          linkandzelda linkandzelda is offline
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            is it possable to script time based events in fr/lg?
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              #1581    
            Old July 26th, 2007 (1:45 PM).
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            Kyber-Groudon Kyber-Groudon is offline
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              Can anybody tell me how to use one of The pokemon Spare slots? I want to add arceus into my hack and I don't know how to do it. I have a sprite but I don't know how to use it, such as attaching it to a New pokemon, giving it pokedex data, etc. Can anybody help me?
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              Spoiler:
              Well, I actually decided to put something here.








              Scrapped that. Nobody really liked it anyway.
                #1582    
              Old July 26th, 2007 (2:59 PM).
              Naoshi Naoshi is offline
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                Is there a way to add more frames for overworld sprites? (Some of the characters needs walking frames =()
                  #1583    
                Old July 26th, 2007 (5:19 PM).
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                Squeenix Squeenix is offline
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                  I have no idea how to compile Rubikode scripts
                    #1584    
                  Old July 26th, 2007 (8:21 PM).
                  Darkrai64's Avatar
                  Darkrai64 Darkrai64 is offline
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                    I'm haking firered right now and I want to know, how do I change the music into English instead of that weird language it's in?
                      #1585    
                    Old July 26th, 2007 (9:01 PM).
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                    Hiidoran Hiidoran is offline
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                    Quote:
                    Originally Posted by zant View Post
                    I have no idea how to compile Rubikode scripts
                    Use the program ScriptED.

                    Quote:
                    Originally Posted by Darkrai64 View Post
                    I'm haking firered right now and I want to know, how do I change the music into English instead of that weird language it's in?
                    O_o
                    What are you talking about? The music in Fire-Red has no lyrics!
                      #1586    
                    Old July 26th, 2007 (11:58 PM). Edited July 27th, 2007 by exedissolve.
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                    exedissolve exedissolve is offline
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                      I know this has been asked, and i apoligise, but with my internet connection, I dont have the patience to go through all these pages.

                      when i try and edit a sprite in ULNZ, or watever it's called, I export the sprite, edit it in paint, and when i try importing it it says it's too big or something. PLEASE HELP ME!!!! noob in need!!!

                      and is there any program like dexter for firered and leafgreen???
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                        #1587    
                      Old July 27th, 2007 (4:46 AM).
                      sternshadow sternshadow is offline
                         
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                        for some reason whenever i try to play a gbc rom, patched or unpatched,(i use the newest vba) emulator the screen turns black, nothing happens, then if i click the menu at the top turns white and the vba freezes. Can some on help me?
                          #1588    
                        Old July 27th, 2007 (5:31 AM). Edited July 27th, 2007 by linkandzelda.
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                        linkandzelda linkandzelda is offline
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                          how do i edit the names of items and their description in fr/lg and is there a list of items for fr/lg?

                          please help
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                            #1589    
                          Old July 27th, 2007 (6:39 AM).
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                          Josephine Josephine is offline
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                          @Linkandzelda - Use a text editor like A-Text and search for the Items name & Description.
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                            #1590    
                          Old July 27th, 2007 (8:03 AM).
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                          Darkrai64 Darkrai64 is offline
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                            Let me make myself clear. In advance map, I want to change the music, but the music is in some weird language like instead it saying pallet town, it says alabastia, or something like that. How do I change it to english?
                              #1591    
                            Old July 27th, 2007 (9:55 AM).
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                            Epsilon Epsilon is offline
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                              I cant 'compile' scripts
                              i use pokescript.
                              When i finnished a script and i save it as .rbc and click all files.
                              And then right click on it nothinh happens
                              What's the cause of that?
                                #1592    
                              Old July 27th, 2007 (10:17 AM).
                              Supergamecube14's Avatar
                              Supergamecube14 Supergamecube14 is offline
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                                Does anyone know ANYTHING about Sappy here? I posted two questions about it a month and a half ago and got no response, while questions are getting whizzed right past and answered lickety split. Someone just asked a few days ago and got no response as well. I'm using the newest sappy, the newest midi2gba, i'm hacking fire red, and the music plays in sappy's built in player when it's inserted, but not in-game. If you can help, thanks, if not, one of you pipe up and say, sorry I don't know the answer or something. I know one of you has had to have used the program before.
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                                  #1593    
                                Old July 27th, 2007 (10:30 AM).
                                mattheulmcinnis mattheulmcinnis is offline
                                   
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                                  I feel the same way. some of my questions never get answerd and I keep posting until they get tired and answer my question.
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                                    #1594    
                                  Old July 27th, 2007 (10:58 AM). Edited July 27th, 2007 by HackMew.
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                                  HackMew HackMew is offline
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                                  Quote:
                                  Originally Posted by Darkrai64 View Post
                                  Let me make myself clear. In advance map, I want to change the music, but the music is in some weird language like instead it saying pallet town, it says alabastia, or something like that. How do I change it to english?
                                  Well, in the Documents and Tutorial section there's what you want. Simply search, next time... Click here


                                  Quote:
                                  Originally Posted by Cronos View Post
                                  I cant 'compile' scripts
                                  i use pokescript.
                                  When i finnished a script and i save it as .rbc and click all files.
                                  And then right click on it nothinh happens
                                  What's the cause of that?
                                  Look in the Documents and Tutorials section to find some tutorials about PokeScript.


                                  Quote:
                                  Originally Posted by mattheulmcinnis View Post
                                  I feel the same way. some of my questions never get answerd and I keep posting until they get tired and answer my question.
                                  Well, people don't have to answer your questions, they do it because they want to. We are human beings, not answering machines. Don't forget that.
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                                    #1595    
                                  Old July 27th, 2007 (11:53 AM).
                                  Swampert 22's Avatar
                                  Swampert 22 Swampert 22 is offline
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                                  I know a lot of people have been asking for the key items list in FireRed/LeafGreen, myself included so this morning I took it upon myself to find it and... here it is!

                                  Spoiler:
                                  Oak's Parcel 0x15D
                                  PokéFlute 0x15E
                                  Secret Key 0x15F
                                  Bike Voucher 0x160
                                  Gold Teeth 0x161
                                  Old Amber 0x162
                                  Card Key 0x163
                                  Lift Key 0x164
                                  Helix Fossil 0x165
                                  Dome Fossil 0x166
                                  Silph Scope 0x167
                                  Bicycle 0x168
                                  Town Map 0x169
                                  VS Seeker 0x16A
                                  Fame Checker 0x16B
                                  TM Case 0x16C
                                  Berry Pouch 0x16D
                                  Teachy TV 0x16E
                                  Tri Pass 0x16F
                                  Rainbow Pass 0x170
                                  Tea 0x171
                                  Mystic Ticket 0x172
                                  Aurora Ticket 0x173
                                  Powder Jar 0x174
                                  Ruby 0x175
                                  Sapphire 0x176


                                  I hope this helps everyone! Plus if you want to you can download it in a document here.

                                  Happy Hacking!
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                                    #1596    
                                  Old July 27th, 2007 (12:33 PM).
                                  Naoshi Naoshi is offline
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                                    Thank you swampert! That helps alot :D
                                      #1597    
                                    Old July 27th, 2007 (1:32 PM).
                                    Darkrai64's Avatar
                                    Darkrai64 Darkrai64 is offline
                                    Pokemon expert trainer
                                       
                                      Join Date: Jul 2007
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                                      Nature: Adamant
                                      Posts: 35
                                      I'm sorry for keep on asking questions, but this may be the last question I'll ask. How do I edit the Pokemon Firered title screen like how they did in pokemon shinygold and chaosblack?
                                        #1598    
                                      Old July 27th, 2007 (1:34 PM).
                                      Youji's Avatar
                                      Youji Youji is offline
                                      Game Designer
                                      • Crystal Tier
                                       
                                      Join Date: Jun 2007
                                      Location: Germany
                                      Age: 25
                                      Gender: Male
                                      Nature: Quiet
                                      Posts: 600
                                      Quote:
                                      Originally Posted by Darkrai64 View Post
                                      I'm sorry for keep on asking questions, but this may be the last question I'll ask. How do I edit the Pokemon Firered title screen like how they did in pokemon shinygold and chaosblack?
                                      Here read this.
                                      Titlescreen tutorial
                                        #1599    
                                      Old July 27th, 2007 (1:59 PM).
                                      linkandzelda's Avatar
                                      linkandzelda linkandzelda is offline
                                      n00b desu ka?
                                         
                                        Join Date: Dec 2006
                                        Location: Hastings, England
                                        Gender: Male
                                        Nature: Careful
                                        Posts: 776
                                        hi
                                        im having problems with advance text.
                                        i searched for some text in fire red because it was not listed. i found the text and saved it where it should be. i edited it and made it longer but when i tried to save it then it says it asks me if i want to re-point the text and i say yes and it says:

                                        the text pointer wasnt found
                                        the text cant be edited.

                                        it works for all the other text if i make them longer.
                                        please help
                                        __________________
                                          #1600    
                                        Old July 27th, 2007 (2:10 PM).
                                        Youji's Avatar
                                        Youji Youji is offline
                                        Game Designer
                                        • Crystal Tier
                                         
                                        Join Date: Jun 2007
                                        Location: Germany
                                        Age: 25
                                        Gender: Male
                                        Nature: Quiet
                                        Posts: 600
                                        Quote:
                                        Originally Posted by linkandzelda View Post
                                        hi
                                        im having problems with advance text.
                                        i searched for some text in fire red because it was not listed. i found the text and saved it where it should be. i edited it and made it longer but when i tried to save it then it says it asks me if i want to re-point the text and i say yes and it says:

                                        the text pointer wasnt found
                                        the text cant be edited.

                                        it works for all the other text if i make them longer.
                                        please help
                                        Try to script the text by your own with empty offsets. Or give me the text you want and I make it for you.(Only a text not a whole script). Or I search the text on my A-text. Yeaah that's better. Post the text part please and say which on is it.(I know the most texts/trainers in FR/LG)
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