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  #19151    
Old July 30th, 2011 (7:11 PM).
Cherrysa23 Cherrysa23 is offline
     
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    hi!

    I've been searching for 1 hour, how to edit the intro with prof birch, and the starting map of pokemon ruby (which is the truck, and I don't find this map) and also, I don't find the script for the mother first speech...

    if there is already a thread, please tell me, because Idon,t find it

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      #19152    
    Old July 30th, 2011 (7:33 PM).
    PokemonPurple's Avatar
    PokemonPurple PokemonPurple is offline
       
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      Pokemon Emerald 1.0
      XSE
      Advance Map
      ---

      How could I make the "tree" person event be able to be cut?

      Thanks guys. <3
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        #19153    
      Old July 30th, 2011 (7:48 PM).
      Darthatron's Avatar
      Darthatron Darthatron is offline
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      Quote:
      Originally Posted by PokemonPurple View Post
      Pokemon Emerald 1.0
      XSE
      Advance Map
      ---

      How could I make the "tree" person event be able to be cut?

      Thanks guys. <3
      Find a tree from the original Emerald and copy the script offset onto your new tree.
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        #19154    
      Old July 30th, 2011 (9:38 PM).
      ZangoMango's Avatar
      ZangoMango ZangoMango is offline
         
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        Hey guys, in FR/LG, is it possible to edit the ghost of Marowak battle in Pokemon Tower so that it's a different Pokemon? I tried my best to go into the script and change it, but it kept reverting back to Marowak.

        Quote:
        Originally Posted by Lyzo View Post
        Alright, I don't know much about PokeScript, sorry about that. The hidesprite command is for XSE, but pokescript should have it as well, but it's probably named differently, or it's a #raw... But I wouldn't know...

        You should switch over to XSE anyway, seeing as PokeScript is quite outdated and unsupported anyway. It's much like pokescript, but a bit different, and so much easier to use!

        You can get it here and here is a quite extensive tutorial. In this tutorial it also shows you how to get the person event number
        Cool, thanks man. XSE sounds good, I'll definitely switch over.
          #19155    
        Old July 30th, 2011 (9:46 PM).
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        DrFuji DrFuji is offline
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        Quote:
        Originally Posted by ZangoMango View Post
        Hey guys, in FR/LG, is it possible to edit the ghost of Marowak battle in Pokemon Tower so that it's a different Pokemon? I tried my best to go into the script and change it, but it kept reverting back to Marowak.
        You can't change the Pokemon which you battle in a regular FR ROM. JPAN's Hacked ROM has a special that allows you to battle other ghost Pokemon so I'd suggest trying it out.
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          #19156    
        Old July 31st, 2011 (1:09 AM).
        DuoRyan's Avatar
        DuoRyan DuoRyan is offline
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          How do you make the press start in the titlescreen flash?
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            #19157    
          Old July 31st, 2011 (1:56 AM).
          Cheesewig's Avatar
          Cheesewig Cheesewig is offline
          Hi!
             
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            Is there a way to create new maps in Pokemon Gold
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              #19158    
            Old July 31st, 2011 (2:32 AM).
            Darthatron's Avatar
            Darthatron Darthatron is offline
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            Quote:
            Originally Posted by DuoRyan View Post
            How do you make the press start in the titlescreen flash?
            In Ruby/Sapphire/Emerald, part of the tileset is cleared and reloaded every X frames, so you need to use that part of the tileset for the "Press Start" words.* In FireRed/LeafGreen, the a certain palette is changed to all black and reloaded every few frames, so you have to set that part of the tilemap to use that palette.*

            *All from memory, may be wrong.
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              #19159    
            Old July 31st, 2011 (4:02 AM).
            Cheesewig's Avatar
            Cheesewig Cheesewig is offline
            Hi!
               
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              Is there a support banner creator anwhere
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                #19160    
              Old July 31st, 2011 (10:01 AM).
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              phinamthi phinamthi is offline
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                -Firered
                I was trying to import the hero sprite, but it gives me this message

                Error during bitmap loading.
                The palette of the bitmap you are goint to import is not a 16 color one

                Yes that "goint" is actually there, so can anyone help?
                  #19161    
                Old July 31st, 2011 (11:10 AM).
                Banjora Marxvile's Avatar
                Banjora Marxvile Banjora Marxvile is offline
                hOI!!!!!! i'm tEMMIE!!
                   
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                  Quote:
                  Originally Posted by phinamthi View Post
                  -Firered
                  I was trying to import the hero sprite, but it gives me this message

                  Error during bitmap loading.
                  The palette of the bitmap you are goint to import is not a 16 color one

                  Yes that "goint" is actually there, so can anyone help?
                  You need to index the sprite you are inserting into 16 pallettes. I suggest using Irfanview for this, then Decrease Colour Depth to 16, unchecking the dithering option.

                  goint was perhaps meant to be going.
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                  awwAwa cute!! (pets u)

                  OMG!! humans TOO CUTE (dies)

                  can't blame a BARK for tryin'...

                  RATED TEM OUTTA TEM.

                    #19162    
                  Old July 31st, 2011 (11:19 AM).
                  phinamthi's Avatar
                  phinamthi phinamthi is offline
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                    Thanks, I understand now
                      #19163    
                    Old July 31st, 2011 (5:49 PM). Edited July 31st, 2011 by Missingyep.
                    Missingyep Missingyep is offline
                       
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                      This question is most certainly out of place in a thread for "simple" questions, but the lack of any easily-findable ASM Questions thread leaves me with no recourse but to post here.

                      JPAN's FireRed Hacked Engine contains specials that copy and decrypt the data of a Pokemon to a specific offset. I am trying to make an ASM function that will take that decrypted data, and change the Pokemon's Personality Value without corrupting the Pokemon -- the result being that upon re-encryption, the Pokemon's personality value (and all linked data) is changed while leaving other data intact. Naturally, this requires that I rearrange all four of the data substructures within the Pokemon data; ergo, this is something for which only ASM is appropriate.

                      (The purpose of this? Simple: a Pokemon's gender and nature are both determined by the least-significant byte of the personality value. An Unown's letter is determined by bits found in each byte of the personality value. An ASM function that copies the contents of variables 0x8001 and 0x8002 over the personality value without corrupting the Pokemon allows one to set the letter of an Unown, and the gender and nature of any other Pokemon using scripting.)

                      I have attempted to compile my ASM code using the compiler (GNU Assembler, or GAS) provided by HackMew in their ASM tutorial. The compiler gives me only a flurry of errors. I do not know if these are bugs in the compiler (word-of-mouth says it's unreliable) or in my code.

                      The code, a commented alternate version -- comments broke the compiler, which is ridiculous in more ways than I can count -- and the compiler output, respectively:

                      Spoiler:
                      Code:
                      .text
                      .align 2
                      .thumb
                      .thumb_func
                      
                      main:
                          push {r0-r7, lr}
                          ldr r0, .VAR_8001
                          ldr r1, .DECRYPTED_POKEMON
                          str r0, [r1, #0x0]
                              ldr r0, .DECRYPTED_POKEMON
                              ldrb r0, [r0, #0x0]
                          mov r1, #24
                          swi #0x06
                          mov r0, r1
                          ldr r1, .PTR_SUBSTRUCT_G
                          mov r2, #0x0C
                          ldr r3, .Cobb_storage
                          bl CopyDataChunk
                          ldr r1, .PTR_SUBSTRUCT_A
                          mov r2, #0x0C
                          ldr r3, .Cobb_storage
                          add r3, #0x0C
                          bl CopyDataChunk
                          ldr r1, .PTR_SUBSTRUCT_E
                          mov r2, #0x0C
                          ldr r3, .Cobb_storage
                          add r3, #0x18
                          bl CopyDataChunk
                          ldr r1, .PTR_SUBSTRUCT_M
                          mov r2, #0x0C
                          ldr r3, .Cobb_storage
                          add r3, #0x24
                          bl CopyDataChunk
                          b DoWriting
                      
                      CopyDataChunk:
                          ldr r4, [r1, #0x0]
                          str r4, [r3, #0x0]
                          add r1, #0x4
                          add r3, #0x4
                          sub r2, #0x4
                          cmp r2, #0x0
                          bne CopyDataChunk
                          pop {pc}
                      
                      WriteSlot:
                          mov r4, #0xC
                          mul r1, r4
                          sub r1, r4
                          mul r2, r4
                          sub r2, r4
                          mov r4, r1
                          ldr r3, .SUBSTRUCT_1
                          add r3, r1
                          mov r5, r3
                          ldr r1, .Cobb_storage
                          add r1, r2
                          mov r2, #0xC
                          bl CopyDataChunk
                          pop {pc}
                      
                      WriteG:
                          mov r2, #0x1
                          bl WriteSlot
                          ldr r4, .PTR_SUBSTRUCT_G
                          str r4, [r5, #0x0]
                          pop {pc}
                      WriteA:
                          mov r2, #0x2
                          bl WriteSlot
                          ldr r4, .PTR_SUBSTRUCT_A
                          str r4, [r5, #0x0]
                          pop {pc}
                      WriteE:
                          mov r2, #0x3
                          bl WriteSlot
                          ldr r4, .PTR_SUBSTRUCT_E
                          str r4, [r5, #0x0]
                          pop {pc}
                      WriteM:
                          mov r2, #0x4
                          bl WriteSlot
                          ldr r4, .PTR_SUBSTRUCT_M
                          str r4, [r5, #0x0]
                          pop {pc}
                      
                      
                      DoWriting:
                          cmp r0, #0x00
                          beq Write_GAEM
                          cmp r0, #0x01
                          beq Write_GAME
                          cmp r0, #0x02
                          beq Write_GEAM
                          cmp r0, #0x03
                          beq Write_GEMA
                          cmp r0, #0x04
                          beq Write_GMAE
                          cmp r0, #0x05
                          beq Write_GMEA
                          cmp r0, #0x06
                          cmp r0, #0x07
                          beq Write_AGEM
                          cmp r0, #0x08
                          beq Write_AGME
                          cmp r0, #0x09
                          beq Write_AEGM
                          cmp r0, #0x0A
                          beq Write_AEMG
                          cmp r0, #0x0B
                          beq Write_AMGE
                          cmp r0, #0x0C
                          beq Write_AMEG
                          cmp r0, #0x0D
                          beq Write_EGAM
                          cmp r0, #0x0E
                          beq Write_EGMA
                          cmp r0, #0x0F
                          beq Write_EAGM
                          cmp r0, #0x10
                          beq Write_EAMG
                          cmp r0, #0x11
                          beq Write_EMGA
                          cmp r0, #0x12
                          beq Write_EMAG
                          cmp r0, #0x13
                          beq Write_MGAE
                          cmp r0, #0x14
                          beq Write_MGEA
                          cmp r0, #0x15
                          beq Write_MAGE
                          cmp r0, #0x16
                          beq Write_MAEG
                          cmp r0, #0x17
                          beq Write_MEGA
                          cmp r0, #0x18
                          beq Write_MEAG
                          b End
                      
                      Write_GAEM:
                          mov r1, #0x1
                          bl WriteG
                          mov r1, #0x2
                          bl WriteA
                          mov r1, #0x3
                          bl WriteE
                          mov r1, #0x4
                          bl WriteM
                          b End
                      Write_GAME:
                          mov r1, #0x1
                          bl WriteG
                          mov r1, #0x2
                          bl WriteA
                          mov r1, #0x3
                          bl WriteM
                          mov r1, #0x4
                          bl WriteE
                          b End
                      Write_GEAM:
                          mov r1, #0x1
                          bl WriteG
                          mov r1, #0x2
                          bl WriteE
                          mov r1, #0x3
                          bl WriteA
                          mov r1, #0x4
                          bl WriteM
                          b End
                      Write_GEMA:
                          mov r1, #0x1
                          bl WriteG
                          mov r1, #0x2
                          bl WriteE
                          mov r1, #0x3
                          bl WriteM
                          mov r1, #0x4
                          bl WriteA
                          b End
                      Write_GMAE:
                          mov r1, #0x1
                          bl WriteG
                          mov r1, #0x2
                          bl WriteM
                          mov r1, #0x3
                          bl WriteA
                          mov r1, #0x4
                          bl WriteE
                          b End
                      Write_GMEA:
                          mov r1, #0x1
                          bl WriteG
                          mov r1, #0x2
                          bl WriteM
                          mov r1, #0x3
                          bl WriteE
                          mov r1, #0x4
                          bl WriteA
                          b End
                      
                      Write_AGEM:
                          mov r1, #0x1
                          bl WriteA
                          mov r1, #0x2
                          bl WriteG
                          mov r1, #0x3
                          bl WriteE
                          mov r1, #0x4
                          bl WriteM
                          b End
                      Write_AGME:
                          mov r1, #0x1
                          bl WriteA
                          mov r1, #0x2
                          bl WriteG
                          mov r1, #0x3
                          bl WriteM
                          mov r1, #0x4
                          bl WriteE
                          b End
                      Write_AEGM:
                          mov r1, #0x1
                          bl WriteA
                          mov r1, #0x2
                          bl WriteE
                          mov r1, #0x3
                          bl WriteG
                          mov r1, #0x4
                          bl WriteM
                          b End
                      Write_AEMG:
                          mov r1, #0x1
                          bl WriteA
                          mov r1, #0x2
                          bl WriteE
                          mov r1, #0x3
                          bl WriteM
                          mov r1, #0x4
                          bl WriteG
                          b End
                      Write_AMGE:
                          mov r1, #0x1
                          bl WriteA
                          mov r1, #0x2
                          bl WriteM
                          mov r1, #0x3
                          bl WriteG
                          mov r1, #0x4
                          bl WriteE
                          b End
                      Write_AMEG:
                          mov r1, #0x1
                          bl WriteA
                          mov r1, #0x2
                          bl WriteM
                          mov r1, #0x3
                          bl WriteE
                          mov r1, #0x4
                          bl WriteG
                          b End
                      
                      Write_EGAM:
                          mov r1, #0x1
                          bl WriteE
                          mov r1, #0x2
                          bl WriteG
                          mov r1, #0x3
                          bl WriteA
                          mov r1, #0x4
                          bl WriteM
                          b End
                      Write_EGMA:
                          mov r1, #0x1
                          bl WriteE
                          mov r1, #0x2
                          bl WriteG
                          mov r1, #0x3
                          bl WriteM
                          mov r1, #0x4
                          bl WriteA
                          b End
                      Write_EAGM:
                          mov r1, #0x1
                          bl WriteE
                          mov r1, #0x2
                          bl WriteA
                          mov r1, #0x3
                          bl WriteG
                          mov r1, #0x4
                          bl WriteM
                          b End
                      Write_EAMG:
                          mov r1, #0x1
                          bl WriteE
                          mov r1, #0x2
                          bl WriteA
                          mov r1, #0x3
                          bl WriteM
                          mov r1, #0x4
                          bl WriteG
                          b End
                      Write_EMGA:
                          mov r1, #0x1
                          bl WriteE
                          mov r1, #0x2
                          bl WriteM
                          mov r1, #0x3
                          bl WriteG
                          mov r1, #0x4
                          bl WriteA
                          b End
                      Write_EMAG:
                          mov r1, #0x1
                          bl WriteE
                          mov r1, #0x2
                          bl WriteM
                          mov r1, #0x3
                          bl WriteA
                          mov r1, #0x4
                          bl WriteG
                          b End
                      
                      Write_MGAE:
                          mov r1, #0x1
                          bl WriteM
                          mov r1, #0x2
                          bl WriteG
                          mov r1, #0x3
                          bl WriteA
                          mov r1, #0x4
                          bl WriteE
                          b End
                      Write_MGEA:
                          mov r1, #0x1
                          bl WriteM
                          mov r1, #0x2
                          bl WriteG
                          mov r1, #0x3
                          bl WriteE
                          mov r1, #0x4
                          bl WriteA
                          b End
                      Write_MAGE:
                          mov r1, #0x1
                          bl WriteM
                          mov r1, #0x2
                          bl WriteA
                          mov r1, #0x3
                          bl WriteG
                          mov r1, #0x4
                          bl WriteE
                          b End
                      Write_MAEG:
                          mov r1, #0x1
                          bl WriteM
                          mov r1, #0x2
                          bl WriteA
                          mov r1, #0x3
                          bl WriteE
                          mov r1, #0x4
                          bl WriteG
                          b End
                      Write_MEGA:
                          mov r1, #0x1
                          bl WriteM
                          mov r1, #0x2
                          bl WriteE
                          mov r1, #0x3
                          bl WriteG
                          mov r1, #0x4
                          bl WriteA
                          b End
                      Write_MEAG:
                          mov r1, #0x1
                          bl WriteM
                          mov r1, #0x2
                          bl WriteE
                          mov r1, #0x3
                          bl WriteA
                          mov r1, #0x4
                          bl WriteG
                          b End
                      
                      End:
                          pop {r0-r7, pc}
                      
                      .align 2
                      .JPAN_storage:
                          .word 0x0203f400
                      .Cobb_storage:
                          .word 0x02030000
                      .DECRYPTED_POKEMON:
                          .word 0x0203F400
                      .PTR_SUBSTRUCT_G:
                          .word 0x0203F464
                      .PTR_SUBSTRUCT_A:
                          .word 0x0203F468
                      .PTR_SUBSTRUCT_E:
                          .word 0x0203F46C
                      .PTR_SUBSTRUCT_M:
                          .word 0x0203F470
                      .SUBSTRUCT_1:
                          .word 0x0203F432
                      .SUBSTRUCT_2:
                          .word 0x0203F43E
                      .SUBSTRUCT_3:
                          .word 0x0203F44A
                      .SUBSTRUCT_4:
                          .word 0x0203F458
                      .VAR_8001:
                          .word 0x020270B6 + (0x8001 * 2)
                      .VAR_8002:
                          .word 0x020270B6 + (0x8002 * 2)
                      .LASTRESULT:
                          .word 0x020270B6 + (0x800D * 2)


                      Spoiler:
                      Code:
                      @ assembling directives for assembler thing
                      .text
                      .align 2 @ Code offset must be multiple of 2
                      .thumb   @ we are writing THUMB code
                      .thumb_func
                      
                      @ we're using RAM from 02030000 - 02030030
                      @ if we apply a hack that uses that RAM, we 
                      @ must edit this ASM and re-insert it into 
                      @ the game.
                      
                      @ start execution, with a defined label
                      main:
                          @ backup registers
                          Push{r0-r7,lr}
                      
                          @ script code
                      
                          @ overwrite the personality value
                          @ based on the values of 0x8001 
                          @ and 0x8002.
                          ldr r0, .VAR_8001
                          ldr r1, .DECRYPTED_POKEMON
                          str r0, [r1, #0x0]
                      
                              @ find new arrangement
                              ldr r0, .DECRYPTED_POKEMON
                          @ store least significant byte of personality value
                              ldrb r0, [r0, #0x0]
                          mov r1, #24
                          @ division, using a BIOS function
                          swi #0x06
                          @ transfer result of r0 % r1 from r1 to r0
                          mov r0, r1
                      
                          @ copy G data to an available place in RAM
                          ldr r1, .PTR_SUBSTRUCT_G
                          mov r2, #0x0C
                          ldr r3, .Cobb_storage
                          bl CopyDataChunk
                      
                          ldr r1, .PTR_SUBSTRUCT_A
                          mov r2, #0x0C
                          ldr r3, .Cobb_storage
                          add r3, #0x0C
                          bl CopyDataChunk
                      
                          ldr r1, .PTR_SUBSTRUCT_E
                          mov r2, #0x0C
                          ldr r3, .Cobb_storage
                          add r3, #0x18
                          bl CopyDataChunk
                      
                          ldr r1, .PTR_SUBSTRUCT_M
                          mov r2, #0x0C
                          ldr r3, .Cobb_storage
                          add r3, #0x24
                          bl CopyDataChunk
                      
                          b DoWriting
                      
                      CopyDataChunk:
                          @  IN r1        pointer: source data chunk (as number value)
                          @  IN r2                 length of source
                          @  IN r3        pointer: target data chunk (as number value)
                          @     r4        Throwaway variable, will be overwritten
                          ldr r4, [r1, #0x0]
                          str r4, [r3, #0x0]
                          add r1, #0x4
                          add r3, #0x4
                          sub r2, #0x4
                          cmp r2, #0x0
                          bne CopyDataChunk
                          pop {pc}
                      
                      WriteSlot:
                          @ REQ CopyDataChunk
                          @ IN  r1        data substructure slot to write to (1-4)
                          @ IN  r2        data substructure (1-4 = G,A,E,M)
                          @     r3        Throwaway (parameter to subfunction)
                          @     r4        Throwaway (here and subfunction)
                          @ OUT r5        computed target address
                          mov r4, #0xC
                          mul r1, r4
                          sub r1, r4
                          mul r2, r4
                          sub r2, r4
                          mov r4, r1
                          ldr r3, .SUBSTRUCT_1
                          add r3, r1
                          mov r5, r3
                          ldr r1, .Cobb_storage
                          add r1, r2
                          mov r2, #0xC
                          bl CopyDataChunk
                          pop {pc}
                      
                      WriteG:
                          @ REQ WriteSlot
                          @   > CopyDataChunk
                          @ IN  r1        data substructure slot to write to (1-4)
                          @     r2        Throwaway (parameter to subfunction)
                          @     r3        Throwaway (parameter to subfunction)
                          @     r4        Throwaway (here and subfunction)
                          @     r5        address to write to one of JPAN's pointers
                          mov r2, #0x1
                          bl WriteSlot
                          ldr r4, .PTR_SUBSTRUCT_G
                          str r4, [r5, #0x0]
                          pop {pc}
                      WriteA:
                          mov r2, #0x2
                          bl WriteSlot
                          ldr r4, .PTR_SUBSTRUCT_A
                          str r4, [r5, #0x0]
                          pop {pc}
                      WriteE:
                          mov r2, #0x3
                          bl WriteSlot
                          ldr r4, .PTR_SUBSTRUCT_E
                          str r4, [r5, #0x0]
                          pop {pc}
                      WriteM:
                          mov r2, #0x4
                          bl WriteSlot
                          ldr r4, .PTR_SUBSTRUCT_M
                          str r4, [r5, #0x0]
                          pop {pc}
                      
                      
                      DoWriting:
                          @ BRANCH CALLS GO HERE
                          @ IN  r0        New personality value modulo 24
                          @     r1        Throwaway (subfunction)
                          @     r2        Throwaway (subfunction)
                          @     r3        Throwaway (subfunction)
                          @     r4        Throwaway (subfunction)
                          @     r5        Throwaway (subfunction)
                      
                          cmp r0, #0x00
                          beq Write_GAEM
                          cmp r0, #0x01
                          beq Write_GAME
                          cmp r0, #0x02
                          beq Write_GEAM
                          cmp r0, #0x03
                          beq Write_GEMA
                          cmp r0, #0x04
                          beq Write_GMAE
                          cmp r0, #0x05
                          beq Write_GMEA
                          cmp r0, #0x06
                      
                          cmp r0, #0x07
                          beq Write_AGEM
                          cmp r0, #0x08
                          beq Write_AGME
                          cmp r0, #0x09
                          beq Write_AEGM
                          cmp r0, #0x0A
                          beq Write_AEMG
                          cmp r0, #0x0B
                          beq Write_AMGE
                          cmp r0, #0x0C
                          beq Write_AMEG
                      
                          cmp r0, #0x0D
                          beq Write_EGAM
                          cmp r0, #0x0E
                          beq Write_EGMA
                          cmp r0, #0x0F
                          beq Write_EAGM
                          cmp r0, #0x10
                          beq Write_EAMG
                          cmp r0, #0x11
                          beq Write_EMGA
                          cmp r0, #0x12
                          beq Write_EMAG
                      
                          cmp r0, #0x13
                          beq Write_MGAE
                          cmp r0, #0x14
                          beq Write_MGEA
                          cmp r0, #0x15
                          beq Write_MAGE
                          cmp r0, #0x16
                          beq Write_MAEG
                          cmp r0, #0x17
                          beq Write_MEGA
                          cmp r0, #0x18
                          beq Write_MEAG
                      
                          b End
                      
                      Write_GAEM:
                          @ G
                          mov r1, #0x1
                          bl WriteG
                          @ A
                          mov r1, #0x2
                          bl WriteA
                          @ E
                          mov r1, #0x3
                          bl WriteE
                          @ M
                          mov r1, #0x4
                          bl WriteM
                          b End
                      Write_GAME:
                          mov r1, #0x1
                          bl WriteG
                          mov r1, #0x2
                          bl WriteA
                          mov r1, #0x3
                          bl WriteM
                          mov r1, #0x4
                          bl WriteE
                          b End
                      Write_GEAM:
                          mov r1, #0x1
                          bl WriteG
                          mov r1, #0x2
                          bl WriteE
                          mov r1, #0x3
                          bl WriteA
                          mov r1, #0x4
                          bl WriteM
                          b End
                      Write_GEMA:
                          mov r1, #0x1
                          bl WriteG
                          mov r1, #0x2
                          bl WriteE
                          mov r1, #0x3
                          bl WriteM
                          mov r1, #0x4
                          bl WriteA
                          b End
                      Write_GMAE:
                          mov r1, #0x1
                          bl WriteG
                          mov r1, #0x2
                          bl WriteM
                          mov r1, #0x3
                          bl WriteA
                          mov r1, #0x4
                          bl WriteE
                          b End
                      Write_GMEA:
                          mov r1, #0x1
                          bl WriteG
                          mov r1, #0x2
                          bl WriteM
                          mov r1, #0x3
                          bl WriteE
                          mov r1, #0x4
                          bl WriteA
                          b End
                      
                      Write_AGEM:
                          mov r1, #0x1
                          bl WriteA
                          mov r1, #0x2
                          bl WriteG
                          mov r1, #0x3
                          bl WriteE
                          mov r1, #0x4
                          bl WriteM
                          b End
                      Write_AGME:
                          mov r1, #0x1
                          bl WriteA
                          mov r1, #0x2
                          bl WriteG
                          mov r1, #0x3
                          bl WriteM
                          mov r1, #0x4
                          bl WriteE
                          b End
                      Write_AEGM:
                          mov r1, #0x1
                          bl WriteA
                          mov r1, #0x2
                          bl WriteE
                          mov r1, #0x3
                          bl WriteG
                          mov r1, #0x4
                          bl WriteM
                          b End
                      Write_AEMG:
                          mov r1, #0x1
                          bl WriteA
                          mov r1, #0x2
                          bl WriteE
                          mov r1, #0x3
                          bl WriteM
                          mov r1, #0x4
                          bl WriteG
                          b End
                      Write_AMGE:
                          mov r1, #0x1
                          bl WriteA
                          mov r1, #0x2
                          bl WriteM
                          mov r1, #0x3
                          bl WriteG
                          mov r1, #0x4
                          bl WriteE
                          b End
                      Write_AMEG:
                          mov r1, #0x1
                          bl WriteA
                          mov r1, #0x2
                          bl WriteM
                          mov r1, #0x3
                          bl WriteE
                          mov r1, #0x4
                          bl WriteG
                          b End
                      
                      Write_EGAM:
                          mov r1, #0x1
                          bl WriteE
                          mov r1, #0x2
                          bl WriteG
                          mov r1, #0x3
                          bl WriteA
                          mov r1, #0x4
                          bl WriteM
                          b End
                      Write_EGMA:
                          mov r1, #0x1
                          bl WriteE
                          mov r1, #0x2
                          bl WriteG
                          mov r1, #0x3
                          bl WriteM
                          mov r1, #0x4
                          bl WriteA
                          b End
                      Write_EAGM:
                          mov r1, #0x1
                          bl WriteE
                          mov r1, #0x2
                          bl WriteA
                          mov r1, #0x3
                          bl WriteG
                          mov r1, #0x4
                          bl WriteM
                          b End
                      Write_EAMG:
                          mov r1, #0x1
                          bl WriteE
                          mov r1, #0x2
                          bl WriteA
                          mov r1, #0x3
                          bl WriteM
                          mov r1, #0x4
                          bl WriteG
                          b End
                      Write_EMGA:
                          mov r1, #0x1
                          bl WriteE
                          mov r1, #0x2
                          bl WriteM
                          mov r1, #0x3
                          bl WriteG
                          mov r1, #0x4
                          bl WriteA
                          b End
                      Write_EMAG:
                          mov r1, #0x1
                          bl WriteE
                          mov r1, #0x2
                          bl WriteM
                          mov r1, #0x3
                          bl WriteA
                          mov r1, #0x4
                          bl WriteG
                          b End
                      
                      Write_MGAE:
                          mov r1, #0x1
                          bl WriteM
                          mov r1, #0x2
                          bl WriteG
                          mov r1, #0x3
                          bl WriteA
                          mov r1, #0x4
                          bl WriteE
                          b End
                      Write_MGEA:
                          mov r1, #0x1
                          bl WriteM
                          mov r1, #0x2
                          bl WriteG
                          mov r1, #0x3
                          bl WriteE
                          mov r1, #0x4
                          bl WriteA
                          b End
                      Write_MAGE:
                          mov r1, #0x1
                          bl WriteM
                          mov r1, #0x2
                          bl WriteA
                          mov r1, #0x3
                          bl WriteG
                          mov r1, #0x4
                          bl WriteE
                          b End
                      Write_MAEG:
                          mov r1, #0x1
                          bl WriteM
                          mov r1, #0x2
                          bl WriteA
                          mov r1, #0x3
                          bl WriteE
                          mov r1, #0x4
                          bl WriteG
                          b End
                      Write_MEGA:
                          mov r1, #0x1
                          bl WriteM
                          mov r1, #0x2
                          bl WriteE
                          mov r1, #0x3
                          bl WriteG
                          mov r1, #0x4
                          bl WriteA
                          b End
                      Write_MEAG:
                          mov r1, #0x1
                          bl WriteM
                          mov r1, #0x2
                          bl WriteE
                          mov r1, #0x3
                          bl WriteA
                          mov r1, #0x4
                          bl WriteG
                          b End
                      
                      End:
                          @ restore registers and return
                          Pop{r0-r7,pc}
                      
                      .align 2
                      .JPAN_storage:
                          .word 0x0203f400
                      .Cobb_storage:
                          .word 0x02030000
                      .DECRYPTED_POKEMON:
                          .word 0x0203F400
                      .PTR_SUBSTRUCT_G:
                          .word 0x0203F464
                      .PTR_SUBSTRUCT_A:
                          .word 0x0203F468
                      .PTR_SUBSTRUCT_E:
                          .word 0x0203F46C
                      .PTR_SUBSTRUCT_M:
                          .word 0x0203F470
                      .SUBSTRUCT_1:
                          .word 0x0203F432
                      .SUBSTRUCT_2:
                          .word 0x0203F43E
                      .SUBSTRUCT_3:
                          .word 0x0203F44A
                      .SUBSTRUCT_4:
                          .word 0x0203F458
                      .VAR_8001:
                          .word 0x020270B6 + (0x8001 * 2)
                      .VAR_8002:
                          .word 0x020270B6 + (0x8002 * 2)
                      .LASTRESULT:
                          .word 0x020270B6 + (0x800D * 2)


                      Spoiler:
                      Code:
                      C:\Users\David\Desktop\Cobb Fam Desktop\Miscellaneous\rawrms\tules\THUMB ASM Com
                      piler>thumb pv_asm_ncom.asm pv_asm_ncom.bin
                      pv_asm_ncom.asm: Assembler messages:
                      pv_asm_ncom.asm:60: Warning: Failed to find real start of function: CopyDataChun
                      k
                      
                      pv_asm_ncom.asm:65: Warning: Failed to find real start of function: WriteSlot
                      
                      pv_asm_ncom.asm:71: Warning: Failed to find real start of function: WriteSlot
                      
                      pv_asm_ncom.asm:77: Warning: Failed to find real start of function: WriteSlot
                      
                      pv_asm_ncom.asm:83: Warning: Failed to find real start of function: WriteSlot
                      
                      pv_asm_ncom.asm:143: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:145: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:147: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:149: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:153: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:155: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:157: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:159: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:163: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:165: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:167: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:169: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:173: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:175: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:177: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:179: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:183: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:185: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:187: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:189: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:193: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:195: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:197: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:199: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:204: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:206: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:208: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:210: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:214: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:216: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:218: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:220: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:224: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:226: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:228: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:230: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:234: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:236: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:238: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:240: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:244: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:246: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:248: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:250: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:254: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:256: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:258: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:260: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:265: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:267: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:269: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:271: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:275: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:277: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:279: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:281: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:285: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:287: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:289: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:291: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:295: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:297: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:299: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:301: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:305: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:307: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:309: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:311: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:315: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:317: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:319: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:321: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:326: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:328: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:330: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:332: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:336: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:338: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:340: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:342: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:346: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:348: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:350: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:352: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:356: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:358: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:360: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:362: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:366: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:368: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:370: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:372: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:376: Warning: Failed to find real start of function: WriteM
                      
                      pv_asm_ncom.asm:378: Warning: Failed to find real start of function: WriteE
                      
                      pv_asm_ncom.asm:380: Warning: Failed to find real start of function: WriteA
                      
                      pv_asm_ncom.asm:382: Warning: Failed to find real start of function: WriteG
                      
                      pv_asm_ncom.asm:108: Error: branch out of range
                      pv_asm_ncom.asm:110: Error: branch out of range
                      pv_asm_ncom.asm:112: Error: branch out of range
                      pv_asm_ncom.asm:114: Error: branch out of range
                      pv_asm_ncom.asm:116: Error: branch out of range
                      pv_asm_ncom.asm:118: Error: branch out of range
                      pv_asm_ncom.asm:120: Error: branch out of range
                      pv_asm_ncom.asm:122: Error: branch out of range
                      pv_asm_ncom.asm:124: Error: branch out of range
                      pv_asm_ncom.asm:126: Error: branch out of range
                      pv_asm_ncom.asm:128: Error: branch out of range
                      pv_asm_ncom.asm:130: Error: branch out of range
                      pv_asm_ncom.asm:132: Error: branch out of range
                      pv_asm_ncom.asm:134: Error: branch out of range
                      pv_asm_ncom.asm:136: Error: branch out of range
                      pv_asm_ncom.asm:138: Error: branch out of range
                      
                      C:\Users\David\Desktop\Cobb Fam Desktop\Miscellaneous\rawrms\tules\THUMB ASM Com
                      piler>


                      P.S. I am aware that my ASM is horrendously inelegant. It's the first such code I have ever written. It's the best way I could find to do what I am attempting to do.

                      P.P.S. If you're wondering what the comments regarding JPAN's pointers are, in my ASM code... JPAN's special stores pointers to the Pokemon's data substructures. I do not know if the other custom specials rely on those pointers. In case they do, my ASM will, after reordering the data substructures, replace those pointers so that they point to the proper sections. This would prevent problems from arising should one use one of JPAN's other Pokemon-modifying specials after using my ASM, but before re-encrypting.

                      ...

                      So, does anyone know what's wrong? D:
                        #19164    
                      Old July 31st, 2011 (6:56 PM).
                      Cherrysa23 Cherrysa23 is offline
                         
                        Join Date: Apr 2009
                        Gender:
                        Posts: 14
                        hi!
                        I wanted to make a hack of ruby which I will expand the pokemon bank.

                        before doing so, I just want to make sure no one did.... I look in the post and found nothing... can someone confirm me no one ever did it? I found nothing for it...
                          #19165    
                        Old July 31st, 2011 (9:48 PM).
                        mystletainn mystletainn is offline
                        Master of the Elements
                        • Crystal Tier
                         
                        Join Date: Jun 2007
                        Location: New York
                        Age: 28
                        Gender: Male
                        Nature: Naughty
                        Posts: 7,827
                        You posted this in the Game Development section which is not for hack-related questions. So I've moved it to the ROM hacking forum and merged it with the Quick Questions thread!
                        __________________
                        The bloody blade
                          #19166    
                        Old July 31st, 2011 (10:36 PM).
                        Gamer2020's Avatar
                        Gamer2020 Gamer2020 is offline
                        Accept no Imitations!
                           
                          Join Date: Jun 2008
                          Location: Distant Land
                          Gender: Male
                          Nature: Bold
                          Posts: 902
                          Quote:
                          Originally Posted by Cherrysa23 View Post
                          hi!
                          I wanted to make a hack of ruby which I will expand the pokemon bank.

                          before doing so, I just want to make sure no one did.... I look in the post and found nothing... can someone confirm me no one ever did it? I found nothing for it...
                          Someone did do it once but that person never released it. You won't find a ruby version with extra pokemon so you must do it yourself.
                          __________________

                            #19167    
                          Old August 1st, 2011 (12:16 PM).
                          EdensElite's Avatar
                          EdensElite EdensElite is offline
                          No0b, but getting there.
                             
                            Join Date: Jun 2011
                            Location: UK
                            Gender: Male
                            Nature: Bold
                            Posts: 190
                            I've given up on my question now

                            Anyway, How do 'Steal' a Pokemon from a trainer? I assume it's just deleting the script that prevents you from stealing it?
                            __________________

                            ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

                            That means it will be playable in the browser, and across multiple devices such as the iPod touch.
                              #19168    
                            Old August 1st, 2011 (12:20 PM).
                            Kevin's Avatar
                            Kevin Kevin is offline
                            kevin del rey
                            • Silver Tier
                             
                            Join Date: Jul 2010
                            Location: Virginia
                            Age: 18
                            Gender: Male
                            Posts: 2,689
                            How do you make overworlds disappear when you enter a map automatically, like after another event.

                            Sort of like when Team Rocket takes over a place, and after you defeat the boss all the grunts in the maps disappear?
                            __________________
                              #19169    
                            Old August 1st, 2011 (12:21 PM).
                            Lyzo's Avatar
                            Lyzo Lyzo is offline
                            On vacation
                               
                              Join Date: Mar 2007
                              Location: The Netherlands
                              Age: 22
                              Gender: Male
                              Nature: Bold
                              Posts: 252
                              Quote:
                              Originally Posted by EdensElite View Post
                              I've given up on my question now

                              Anyway, How do 'Steal' a Pokemon from a trainer? I assume it's just deleting the script that prevents you from stealing it?
                              I assume you mean in battle use a pokeball? You can't simply 'delete' that script, because it isn't a script. It was written into the battle system, and you'd have to use ASM to skip the check for a trainerbattle when you use a pokeball. It's not easy to accomplish, and you'd need knowledge of ASM. So if you REALLY want to, go for it
                              __________________


                              Thank you The Blueprint !!!
                                #19170    
                              Old August 1st, 2011 (12:54 PM).
                              EdensElite's Avatar
                              EdensElite EdensElite is offline
                              No0b, but getting there.
                                 
                                Join Date: Jun 2011
                                Location: UK
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                                Nature: Bold
                                Posts: 190
                                Quote:
                                Originally Posted by Lyzo View Post
                                I assume you mean in battle use a pokeball? You can't simply 'delete' that script, because it isn't a script. It was written into the battle system, and you'd have to use ASM to skip the check for a trainerbattle when you use a pokeball. It's not easy to accomplish, and you'd need knowledge of ASM. So if you REALLY want to, go for it
                                Oh...A Patch wouldn't go amiss if anybody wants to upload one with that already done Yeah thats exactly what I mean btw sort of like a Pokemon Colisseum sort of thing.
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                                ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

                                That means it will be playable in the browser, and across multiple devices such as the iPod touch.
                                  #19171    
                                Old August 1st, 2011 (1:25 PM).
                                Lyzo's Avatar
                                Lyzo Lyzo is offline
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                                  Quote:
                                  Originally Posted by EdensElite View Post
                                  Oh...A Patch wouldn't go amiss if anybody wants to upload one with that already done Yeah thats exactly what I mean btw sort of like a Pokemon Colisseum sort of thing.
                                  Right, it's probably been done before by someone, but I doubt they'd have uploaded a patch... :\ Bring it up in the Research&Developement forum, in the question thread. People there could probably help you
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                                    #19172    
                                  Old August 1st, 2011 (1:25 PM).
                                  toeter toeter is offline
                                     
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                                    Hi, I would like to know if it is possible to link battle music to a specific trainer class in pokémon fire red. I'm not talking about inserting music from another rom. For example the LEADER trainer class is linked to battle 3(hex: 0128 advance map) and CHAMPION to battle 6(hex: 12B in advance map). How do I give someone like a tuber(or someone else) a specific trainer battle song, that is my question. I can't seem to find another way to play a specific song during battle.

                                    Thanks anyway
                                      #19173    
                                    Old August 1st, 2011 (1:34 PM).
                                    Surigamaru Surigamaru is offline
                                     
                                       
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                                      Quote:
                                      Originally Posted by Destiny Demon View Post
                                      How do you make overworlds disappear when you enter a map automatically, like after another event.

                                      Sort of like when Team Rocket takes over a place, and after you defeat the boss all the grunts in the maps disappear?
                                      After defeating the boss, a flag will be set within the battle script; the script that lets you battle the boss. When a flag value is put in the person ID of an OW sprite, the OW disappears. If you notice the grunt's person IDs, you'll find a certain value (eg. in Celadon City, the person ID of the grunt's outside is 005F). Now, if you decompile the script of the boss in the rocket hideout, you'll find a command setflag 0x5F. After it is set and with the flag value in the person ID of the grunts, all grunts with that ID (5F) will disappear.

                                      I hope this helps.
                                        #19174    
                                      Old August 1st, 2011 (4:52 PM).
                                      xionreaver xionreaver is offline
                                         
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                                        I edited two maps for trial and error purposes(I'm new to this) and when I go from one map to the other, some of the tiles turn into seemingly random tiles. How would I fix this? I'm hacking Emerald.
                                          #19175    
                                        Old August 1st, 2011 (5:01 PM).
                                        Kevin's Avatar
                                        Kevin Kevin is offline
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                                        Quote:
                                        Originally Posted by xionreaver View Post
                                        I edited two maps for trial and error purposes(I'm new to this) and when I go from one map to the other, some of the tiles turn into seemingly random tiles. How would I fix this? I'm hacking Emerald.
                                        Are the two maps connected? Because that's probably since the two maps have different tilesets. You could try and add a gatehouse between the two maps or make the path to the city/route longer so the tiles will change (I hope I explained that alright).
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