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  #19101    
Old July 27th, 2011 (10:13 AM).
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~Anbuja ~Anbuja is offline
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    Quote:
    Originally Posted by Forever Alone View Post
    3 questions very simple
    1) what is the difference if i select search from beginning of rom than to not on FSF
    2) is there a limit of new offset scripts i can add
    3) umm... i forgot
    1.if u press search from beginning of rom it might find u free space but maybe it wont find u enough space for that spprites or pic or whatsover u are inserting and might overwrite actuall data.
    2.as long as u have free space u can inserte everything with 16 olours(i think)
    3.hopefully all this helped u a bit:)
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      #19102    
    Old July 27th, 2011 (10:44 AM).
    Missingyep Missingyep is offline
       
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      Quote:
      Originally Posted by Forever Alone View Post
      2) is there a limit of new offset scripts i can add
      If I'm understanding this post correctly, we can't edit anything past 0x09FFFFFF.
        #19103    
      Old July 27th, 2011 (12:59 PM).
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      Dark pokemon Dark pokemon is offline
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        In a Pokemon Gold hack what should I do first
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          #19104    
        Old July 27th, 2011 (2:43 PM).
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        ZangoMango ZangoMango is offline
           
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          Can anyone think of why in my FR/LG hack, events such as Oak stopping you from leaving Pallet w/o a Pokemon or Gary challenging you would make wrong noises? Like the Oak thing, his song wouldnt play (Pallet Town music continued until entering Oak's lab) and, and when Gary challenged me, the poisoned sound effect played.
            #19105    
          Old July 27th, 2011 (3:28 PM).
          Missingyep Missingyep is offline
             
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            Quote:
            Originally Posted by Dark pokemon View Post
            In a Pokemon Gold hack what should I do first
            Well, you can start anywhere. A lot of people like to start with the map. Some like to dive into editing Pokemon sprites or Trainer data first. It all depends on where you want to start.
              #19106    
            Old July 28th, 2011 (8:53 AM).
            Cherrysa23 Cherrysa23 is offline
               
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              Hi!

              I'm going to make a pokemon hack of ruby. I have knowledge of ASM and pointers, but there is an important point I never knew... it's how to find a data... for example, if I know where is a pokemon graphics, is there a way to find where is the pointer which points there? can someone tell me how I can find it, or know a tutorial where I can how to do it?

              any hints would be appreciated!

              thx
                #19107    
              Old July 28th, 2011 (10:00 AM).
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              Lyzo Lyzo is offline
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                I have an ASM related question... I just finished this simple asm tutorial: http://www.pokecommunity.com/showthread.php?t=233645

                And I have a question after finishing it.... How woulgd I store data from a register back into the RAM. For example, what I'm trying to do is the following:

                I want to level up my Pokemon by 2 levels. I do this by taking the pokemon data at the level bit area, and then add that up by 2, and then I want to store that data again... But command prompt won't assemble my asm and gives me an error, stating that I can't store the pokemon data.

                Here's the ASM code I'm using:
                Spoiler:

                There are 2 versions I tried.
                Code:
                .align 2
                .thumb
                
                main:
                		push {r0-r1,lr}
                		ldr r0, pokemon_data
                		ldrb r0, [r0]
                		add r0, #0x2
                		ldr r1, var
                		strh r0, [r1]
                		ldr r0, pokemon_data
                		add r0, #0x2
                		str r0, pokemon_data
                		pop {r0-r1,pc}
                
                .align 2
                
                pokemon_data:
                		.word 0x02024284 + 0x54
                var:
                		.word 0x020270B6 + (0x800D * 2)
                OR:

                Code:
                .align 2
                .thumb
                
                main:
                		push {r0-r1,lr}
                		ldr r0, pokemon_data
                		ldrb r0, [r0]
                		add r0, #0x2
                		ldr r1, var
                		strh r0, [r1]
                		strh r0, pokemon_data
                		pop {r0-r1,pc}
                
                .align 2
                
                pokemon_data:
                		.word 0x02024284 + 0x54
                var:
                		.word 0x020270B6 + (0x800D * 2)


                Neither work when I try to assemble them.

                I guess there is a different method to storing things back to the RAM? Or am I just being stupid?

                I'd love some help!
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                  #19108    
                Old July 28th, 2011 (10:36 AM).
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                colcolstyles colcolstyles is offline
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                I don't know if increasing the Level byte without changing the experience is such a good idea but regardless, try this:

                Code:
                .align 2
                .thumb
                
                main:
                		push {r0-r1,lr}
                		ldr r0, pokemon_data
                		ldrb r1, [r0]
                		add r1, #0x2
                		strb r1, [r0]
                		pop {r0-r1,pc}
                
                .align 2
                
                pokemon_data:
                		.word 0x02024284 + 0x54
                var:
                		.word 0x020270B6 + (0x800D * 2)
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                  #19109    
                Old July 28th, 2011 (11:05 AM).
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                Lyzo Lyzo is offline
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                  Wow thanks, that worked! :D

                  No it isn't supposed to be functional or useful, I was just trying some things out and trying to learn ASM in the process

                  So, I'm trying to understand what you did there.

                  First you load the word at pokemon_data in r0.
                  Then you do the same for r1, using the address used to load r0.
                  You add 2 to r1.
                  You store r1 back to the address of r0.
                  Then you end it.

                  Am I getting it right like that?

                  And if so, could you also do it by only using one register? Like so :
                  Code:
                  .align 2
                  .thumb
                  
                  main:
                  		push {r0-r1,lr}
                  		ldr r0, pokemon_data
                  		ldrb r0, [r0]
                  		add r0, #0x2
                  		strb r0, [r0]
                  		pop {r0-r1,pc}
                  
                  .align 2
                  
                  pokemon_data:
                  		.word 0x02024284 + 0x54
                  var:
                  		.word 0x020270B6 + (0x800D * 2)
                  Thanks for helping me. I'm really interested in learning this! :D
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                    #19110    
                  Old July 28th, 2011 (11:08 AM).
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                  colcolstyles colcolstyles is offline
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                  You can't use one register because if you load the level byte into r0, then it will overwrite the address that r0 previously contained. You'll have to use a minimum of two registers: one for the address, and one for the level.
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                    #19111    
                  Old July 28th, 2011 (11:15 AM).
                  Lyzo's Avatar
                  Lyzo Lyzo is offline
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                    Waaait, so:
                    Code:
                    ldr r0, pokemon_data
                    loads the address of pokemon_data into r0 and not the actual level bit?
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                      #19112    
                    Old July 28th, 2011 (11:21 AM).
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                    colcolstyles colcolstyles is offline
                    Yours truly
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                    Quote:
                    Originally Posted by Lyzo View Post
                    Waaait, so:
                    Code:
                    ldr r0, pokemon_data
                    loads the address of pokemon_data into r0 and not the actual level bit?
                    "ldr r0, pokemon_data" loads some address, in this case 0x020242d8, into r0. "ldrb r1, [r0]" loads the byte that is stored at whatever address is in r0 and puts it in r1. Finally, "strb r1, [r0]" takes the contents of r1 and puts it at whatever address is stored in r0 (which is still the address of the level byte). So, that routine loads a byte from the RAM, modifies it a little, and then puts it back where it got it from, overwriting what used to be there.
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                      #19113    
                    Old July 28th, 2011 (11:45 AM).
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                    Lyzo Lyzo is offline
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                      Alright, that's what I did not get from the tutorial. I didn't really understand the difference between ldr str and ldrb and strb. But now I do, thanks so much :D
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                        #19114    
                      Old July 28th, 2011 (5:58 PM).
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                        Does anyone know how to change the Pokemon's small sprite? The ones that look like this?
                          #19115    
                        Old July 28th, 2011 (6:24 PM).
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                        Lyzo Lyzo is offline
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                          Quote:
                          Originally Posted by ZangoMango View Post
                          Does anyone know how to change the Pokemon's small sprite? The ones that look like this?
                          Wichu has made a tool for editing Pokemon Icons

                          Here's a link
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                            #19116    
                          Old July 29th, 2011 (2:59 AM).
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                          Posiden Posiden is offline
                             
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                            I've inserted a bitmap sprite in the place of Torchic on Ruby, and it works fine when you battle against it but when you use it in battle (i.e. see its backsprite) or see it in the pokedex, the game freezes or restarts just before you would see the sprite. I used nameless sprite editor to insert the image. Does anyone know what the problem could be?
                              #19117    
                            Old July 29th, 2011 (5:24 AM).
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                              Hey, I have a few questions. How do I edit the main trainers sprite. I've indexed the file, and then I replace it in UnLz, but it looks messed up so I tried to change the palette in APE, but It said not to, the reason is because when I clicked ignore the game now freezes and goes black when I click the trainer card?? I was thinking that I should insert the sprite into a empty slot and then repoint the offset so the game uses that trainer, but i'm a complete newb, so how would you do that?


                              Also, I've looked over mapping and it's seem very annoying as when I say change one part of grass, loads of it changes all through the world, when I only want that spot. Is there any way to only change the one spot...?
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                                #19118    
                              Old July 29th, 2011 (12:10 PM).
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                                In Pokémon Gold can you use the RAM Map in PKSV-UI
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                                  #19119    
                                Old July 29th, 2011 (12:45 PM).
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                                  Pokemon Emerald 1.0
                                  Advance Map
                                  XSE
                                  ---

                                  Does anyone know Bagon and Trapinch's hexadecimal number?

                                  Oh, and could I make a title screen in Adobe/Macromedia Fireworks and somehow send it into unLz.gba to use as my titlescreen? I need the titlescreen number too for unLZ.gba unless there's another way I could edit the titlescreen.
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                                    #19120    
                                  Old July 29th, 2011 (12:55 PM).
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                                  Sawakita Sawakita is offline
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                                    Quote:
                                    Originally Posted by Cheesewig View Post
                                    In Pokémon Gold can you use the RAM Map in PKSV-UI
                                    If you can't find a way to word your question in an understandable form you are going to have a hard time in getting any answer.

                                    Quote:
                                    Originally Posted by PokemonPurple View Post
                                    Does anyone know Bagon and Trapinch's hexadecimal number?
                                    Check this link; these are decimal but you can use windows calculator to convert them in hexadecimal format.
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                                      #19121    
                                    Old July 29th, 2011 (1:02 PM).
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                                    colcolstyles colcolstyles is offline
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                                    Quote:
                                    Originally Posted by PokemonPurple View Post
                                    Does anyone know Bagon and Trapinch's hexadecimal number?
                                    Quote:
                                    Originally Posted by Sawakita View Post
                                    Check this link; these are decimal but you can use windows calculator to convert them in hexadecimal format.
                                    And if you don't know how to do that, XSE comes with a file called "stdpoke.rbh" which contains the hexadecimal numbers for every pokémon from the first three generations.
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                                      #19122    
                                    Old July 29th, 2011 (1:02 PM).
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                                      Quote:
                                      Originally Posted by PokemonPurple View Post
                                      Pokemon Emerald 1.0
                                      Advance Map
                                      XSE
                                      ---

                                      Does anyone know Bagon and Trapinch's hexadecimal number?

                                      Oh, and could I make a title screen in Adobe/Macromedia Fireworks and somehow send it into unLz.gba to use as my titlescreen? I need the titlescreen number too for unLZ.gba unless there's another way I could edit the titlescreen.
                                      Decimal counts from 0 till 9 and hex counts from 0 till F ( 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F)

                                      Bagon's number is 371 what makes 0x173 (funny it's the opposite)
                                      Trapinch's number is 328 what makes 0x148

                                      You CAN edit the title screen, the only way I know is with one of the tools from HackMew (I guess, sorry I'm not sure 'cus i deleted it O.O)
                                      And maybe you can edit it all but than you need to hex edit it and I don't think you're going to that since you asked for the hex codes I say: GOOD LUCK! =D

                                      P.s: You can also use RMXP but I don't know this programm, never got interested in it.
                                        #19123    
                                      Old July 29th, 2011 (3:30 PM). Edited July 29th, 2011 by PokemonPurple.
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                                        Thanks for the help guys, but i'm still unclear on the titlescreen editing, I want it to be completley custom, like I just want to edit the title and background. Can I use Fireworks to do this?

                                        Oh, and does anyone have a flag list for Emerald? Cause i'm new to using flags and I dunno what flag means what. Thanks!
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                                          #19124    
                                        Old July 29th, 2011 (5:02 PM).
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                                        I want to know how to decapitalize Pokemon, move names, and item names for Fire Red and Emerald, how do I do that? Also for Fire Red when you get the Pokedex I want it to be in National Dex form when you first obtain it, how do I do that?
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                                          #19125    
                                        Old July 29th, 2011 (5:51 PM).
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                                          Quote:
                                          Originally Posted by SonicBlazePlatinum View Post
                                          I want to know how to decapitalize Pokemon, move names, and item names for Fire Red and Emerald, how do I do that? Also for Fire Red when you get the Pokedex I want it to be in National Dex form when you first obtain it, how do I do that?
                                          1) To decapitalize, you have to download a script editor, move editor, Pokemon editor, etc. and manually decapitalize everything. I don't think there's an easier way.
                                          2) It involves flags. I believe the flag for the National Dex (and how to get it to work) is in the XSE tutorial in the Tutorials section here. (I'd explain more but I'm not exactly good at this stuff...)
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