[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 780

Started by Prof. 9 January 31st, 2007 7:25 AM
  • 1958403 views
  • 27748 replies

Thrasher24

~Legendary Master~

Male
Outside of Pallet Town, Kanto
Seen June 16th, 2015
Posted January 22nd, 2014
55 posts
12.2 Years
You need to have a script in your ROM that, when it is activated, uses the commands that make your Pokédex work.
As treeckopa said, you should first use the command setflag 0x861 to activate your Regional Pokédex, then after that use special 0x1F3 to turn it into a National Pokédex.
If you have AdvanceMap and XSE, you really don't need anything else to edit scripts (AdvanceMap to find the offsets, XSE to edit the script and put it in the ROM).
Hex editing won't really help you write this script.
If you have no idea how to write scripts, then check out one of these tutorials:
http://www.pokecommunity.com/showthread.php?t=164276
http://www.pokecommunity.com/showthread.php?t=146174

DUDE! Thnx man, it took me a while to figure out how to put it in2 the game but i got it. thnx a BUNCH!!!
Male
Seen December 22nd, 2011
Posted September 19th, 2011
4 posts
11.9 Years
Okay, so ive been searching around for a way to force an egg to hatch through an XSE script, and ive come across Special 0x0C2. This special is supposed to hatch an egg, but whenever i test it, another egg hatches out of it. Any tips on what im doing wrong or how to use the special right?

EdensElite

No0b, but getting there.

Male
UK
Seen July 4th, 2014
Posted August 11th, 2013
190 posts
11.9 Years
Thanks. Thats really helpful :)

I have a problem with OWs. It worked with the first couple of OWS but when I inserted this certain one, when I try and use this particular one, it only show the first frame in-game. All my other ones work though...

Note to people: Fire Red BPRE, NSE Palette 13 is dodgy. I tried a different palette and it worked perfectly.

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.

EdensElite

No0b, but getting there.

Male
UK
Seen July 4th, 2014
Posted August 11th, 2013
190 posts
11.9 Years
Ok picture this: There are a bunch of OWs in game, These are starter pokemon. When I click on them I want there to be a message and a pokepic of them and then ask me if I want them. When I accept one of them, I want a flag to activate that will stop asking if I want them but keep the OW and the message and pokepic there. btw Can script at all. Help please.

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.
Seen October 9th, 2019
Posted August 6th, 2012
275 posts
12.9 Years
Ok picture this: There are a bunch of OWs in game, These are starter pokemon. When I click on them I want there to be a message and a pokepic of them and then ask me if I want them. When I accept one of them, I want a flag to activate that will stop asking if I want them but keep the OW and the message and pokepic there. btw Can script at all. Help please.
Use checkflag before asking to accept one, and end the script if the flag is set. After accepting one, setflag.

...
checkflag 0x123 // random flag, make sure you pick a safe one
if 0x1 goto @end
msgbox @sAskPlayer 0x05
compare LASTRESULT 0x0
if 0x1 goto @end
goto @giveStarter

#org @giveStarter
// code to give the starter

#org @end
releaseall
end

#org @sAskPlayer
= Do you want this Pokemon?
Male
Seen November 1st, 2015
Posted September 22nd, 2011
3 posts
11.7 Years
Heyho, just another newb asking some questions. ;)

I was wondering if there is a possibility to check the levels of the pokemons that are in the players party? If someone could show me a way to do this that would be really helpful.

Another question is how to use the Pokedollar/Yen/whatever sign in a msgbox?
Second question got answered (ty for that), but I still got no idea how to check the levels. Any help would be highly appreciated.

Darthatron

巨大なトロール。

Age 31
Male
Melbourne, Australia
Seen February 2nd, 2015
Posted October 28th, 2014
1,152 posts
17.4 Years
I was wondering if there is a possibility to check the levels of the pokemons that are in the players party? If someone could show me a way to do this that would be really helpful.
Not in an overly easy way, no. You can either implement some ASM code to store the level of a pokemon in a variable then use a script to display it, or you can do it ALL in a script. The ASM code is a much better option.

ASM Code option:
.align 2
.thumb

start:

	push {r0-r3, lr}
	
		ldr r0, Var_8004		/*load the pointer of variable 0x8004 into r0*/
		ldrh r1, [r0]			/*load the value of variable 0x8004 into r1*/
		
		cmp r1, #0x5			/*compares the value of r1 to 0x5*/
		bgt quit				/*if greater than 0x5, goto quit label*/
		
		mov r0, #0x64			/*set the value of r1 to 0x64*/
		mul r1, r0				/*multiply by r1 (0x64) to 'move' to that pokemon slot*/

		ldr r2, Party_Pointer	/*load the pointer for party data into r2*/
		add r2, #0x54			/*move to where the level is stored*/
		add r2, r1				/*add the value of r1 to r2*/
		
		ldrb r3, [r2]			/*load the level byte into r0*/

quit:

		ldr r1, Var_800D		/*load the pointer for variable 0x800D into r1*/
		strh r3, [r1]			/*store the (halfword) level value into var 0x800D*/
 
	pop {r0-r3, pc}

Party_Pointer: .word 0x02024284
Var_8004: .word 0x020370c0
Var_800D: .word 0x020370d0
Script option:
#dynamic 0x800000

#org @Pokemon1
setvar LASTRESULT 0x0000
copybyte 0x020370d0 0x020242D8
return
end

#org @Pokemon2
setvar LASTRESULT 0x0000
copybyte 0x020370d0 0x0202433C
return
end

#org @Pokemon3
setvar LASTRESULT 0x0000
copybyte 0x020370d0 0x020242A0
return
end

#org @Pokemon4
setvar LASTRESULT 0x0000
copybyte 0x020370d0 0x02024404
return
end

#org @Pokemon5
setvar LASTRESULT 0x0000
copybyte 0x020370d0 0x02024468
return
end

#org @Pokemon6
setvar LASTRESULT 0x0000
copybyte 0x020370d0 0x020244CC
return
end
Hope that helps.
あなた は しきしゃ です
わたし は ばか です

Flowerchild

> brilliant morning

Age 24
She/Her
Hyperspace
Seen 5 Days Ago
Posted July 7th, 2022
8,699 posts
13 Years
1) Is there a format for obstacles cleared by HMs (such as the tree for cut, the rock for rock smash)? Also, how do the movement permission numbers in Advance Map apply to these obstacles?
I don't know what you mean by "a format", but there are no movement permissions for those. They're not tiles; they're events, just like a person that you talk to. Naturally, they have a script attached to them which allows them to be smashed, cut, pushed around, etc.
2) Can you change the Professor's "New Game" speech in Leaf Green?
Just use Advance-Text. Google it.
(\__/)
(='.'=)
('')_('')
This Is Bunny. Copy And Paste Bunny Into
Your Signature To Help Him Gain World Domination!!!!
PairFamilyPalArt
Male
Seen November 1st, 2015
Posted September 22nd, 2011
3 posts
11.7 Years
Spoiler:
Not in an overly easy way, no. You can either implement some ASM code to store the level of a pokemon in a variable then use a script to display it, or you can do it ALL in a script. The ASM code is a much better option.

ASM Code option:
.align 2
.thumb

start:

    push {r0-r3, lr}
    
        ldr r0, Var_8004        /*load the pointer of variable 0x8004 into r0*/
        ldrh r1, [r0]            /*load the value of variable 0x8004 into r1*/
        
        cmp r1, #0x5            /*compares the value of r1 to 0x5*/
        bgt quit                /*if greater than 0x5, goto quit label*/
        
        mov r0, #0x64            /*set the value of r1 to 0x64*/
        mul r1, r0                /*multiply by r1 (0x64) to 'move' to that pokemon slot*/

        ldr r2, Party_Pointer    /*load the pointer for party data into r2*/
        add r2, #0x54            /*move to where the level is stored*/
        add r2, r1                /*add the value of r1 to r2*/
        
        ldrb r3, [r2]            /*load the level byte into r0*/

quit:

        ldr r1, Var_800D        /*load the pointer for variable 0x800D into r1*/
        strh r3, [r1]            /*store the (halfword) level value into var 0x800D*/
 
    pop {r0-r3, pc}

Party_Pointer: .word 0x02024284
Var_8004: .word 0x020370c0
Var_800D: .word 0x020370d0
Script option:
#dynamic 0x800000

#org @Pokemon1
setvar LASTRESULT 0x0000
copybyte 0x020370d0 0x020242D8
return
end

#org @Pokemon2
setvar LASTRESULT 0x0000
copybyte 0x020370d0 0x0202433C
return
end

#org @Pokemon3
setvar LASTRESULT 0x0000
copybyte 0x020370d0 0x020242A0
return
end

#org @Pokemon4
setvar LASTRESULT 0x0000
copybyte 0x020370d0 0x02024404
return
end

#org @Pokemon5
setvar LASTRESULT 0x0000
copybyte 0x020370d0 0x02024468
return
end

#org @Pokemon6
setvar LASTRESULT 0x0000
copybyte 0x020370d0 0x020244CC
return
end
Hope that helps.
Ok, I started hacking a few days ago and I don't understand too much of it yet. But I will work it over and I'm sure it will be helpful. Thank you very much.

Darthatron

巨大なトロール。

Age 31
Male
Melbourne, Australia
Seen February 2nd, 2015
Posted October 28th, 2014
1,152 posts
17.4 Years
Ok, I started hacking a few days ago and I don't understand too much of it yet. But I will work it over and I'm sure it will be helpful. Thank you very much.
Check out this thread for help with scripting. The scripting option will definitely be the option for you. It takes a long time to understand ASM. And you're very welcome. :) PM me if you have any questions.
あなた は しきしゃ です
わたし は ばか です

tente2

"Outta my way, dammit!"

Male
Snowpoint City
Seen July 9th, 2016
Posted July 7th, 2013
403 posts
13.7 Years
Well, I'll feel like a total idiot if this has already been answered, but I searched the thread for a while and couldn't find very helpful answers to some of my questions. Also, I had a problem with Advance Text.

First is Advance Text. Whenever I try to open it I get this:

First of all, when I first got the file I copied the contents onto another folder instead of extracting them (is that bad?) Also, I've tried putting Advance Text in the ini folder in case that helped. It didn't.

Next, my questions:

1. I did see an answer for this one, but it wasn't extremely clear in my opinion. So, my question is how do I enable the Pokemon tab (without Oak)? I did see some kind of code, but my question is a) can I just copy and paste this code in whatever script I wish and b) does it work in Pokewitch? If not, in which script program does it work in? (I have PKSUVI too, I just don't know how to use it at all)

2. How do I make a script to give the player the National Pokedex?

3. Okay, promise this is the last one (for now): Is there any step-by-step newbie guide for changing Oak's sprite?

Thanks a lot if anybody answers!

chrunch

Male
Seen December 10th, 2021
Posted February 24th, 2021
1,343 posts
13.6 Years
Well, I'll feel like a total idiot if this has already been answered, but I searched the thread for a while and couldn't find very helpful answers to some of my questions. Also, I had a problem with Advance Text.

First is Advance Text. Whenever I try to open it I get this:

First of all, when I first got the file I copied the contents onto another folder instead of extracting them (is that bad?) Also, I've tried putting Advance Text in the ini folder in case that helped. It didn't.
you need to get comctl32.ocx on your computer. download it and follow the instructions here.

Or at least that's how I fixed that error.
Seen October 9th, 2019
Posted August 6th, 2012
275 posts
12.9 Years
1. I did see an answer for this one, but it wasn't extremely clear in my opinion. So, my question is how do I enable the Pokemon tab (without Oak)? I did see some kind of code, but my question is a) can I just copy and paste this code in whatever script I wish and b) does it work in Pokewitch? If not, in which script program does it work in? (I have PKSUVI too, I just don't know how to use it at all)
I have no idea what Pokewitch is, and I'm told that PKSVUI is unreliable. Use XSE.

Anyway, enabling the Pokemon and Pokedex menus is done by setting certain flags in the game. The flag number varies across games but, to my knowledge, is always between 0x800 and 0x8FF.

If you check XSE's "std.rbh" file, it should have... Well, basically it's a list matching shorthand names to various in-game numbers, and the flags for each game should be in there.

2. How do I make a script to give the player the National Pokedex?
In FireRed, it's a special. I think XSE's Guide lists which one.
Male
Seen November 6th, 2014
Posted September 25th, 2011
4 posts
11.7 Years
I've been searching my a** off and can't find a solution to my problem, so I'm sorry if this has been asked, but I tried to be thorough:

FireRed (without JPAN engine)

I'm using the addpokemon command in PKSV to give me a Pokemon with an index chosen through the Mart (similar to DavidJCobb's method (wish I'd seen that sooner, would have saved me a lot of time), but mine uses only ones). Switching to XSE should be easy enough, I just prefer PKSV, it's proved to be simpler, at least for me.

I'm able to set the Pokemon's index with a var set in the first field, but not it's level, as it seems to take only HEX (or decimal) values directly.

For example, if I use:
addpokemon 0x4002 0x4003 NONE 0x0 0x0 0x0

I'm given the Pokemon I chose through the Market, and I use the same method to choose it's level, but no matter what value is in my 0x4003, I only get level 3. If I try var 0x4004 I'd only get level 4, which means it takes in the level directly as HEX, and not as a var.
I tried LASTRESULT (or 0x800D), of course, didn't work either, as it's stil HEX after all.

Anybody know a way around this? Changing Pokemon's levels I mean...
Thanks in advance.

P.S.: I'm VERY limited in my knowledge regarding ASM, so if your answer is related to it, please supply an explanation of your code, just for me to know what's happening... If possible of course.
Seen October 9th, 2019
Posted August 6th, 2012
275 posts
12.9 Years
similar to DavidJCobb's method (wish I'd seen that sooner, would have saved me a lot of time)
I should note that that method is bloody terrible unless it's a debugging script. Sloppy. :\

I'm able to set the Pokemon's index with a var set in the first field, but not it's level, as it seems to take only HEX values directly.

Anybody know a way around this? Changing Pokemon's levels I mean...
Thanks in advance.

P.S.: I'm VERY limited in my knowledge regarding ASM, so if your answer is related to it, please supply an explanation of your code, just for me to know what's happening... If possible of course.
I myself don't know a method, but JPAN has code for changing a Pokemon's happiness. I mention this because theoretically, you would change a Pokemon's experience using the exact same method (experience and happiness are stored in the same data substructure).

(Any ASM that does this will need to change experience. A Pokemon's level is only stored with it when that Pokemon is in your party -- and even then, it's only kept for convenience' sake. Level is recalculated from experience, always.)

Unfortunately, you may not find that code easy to understand if you don't know ASM very well. But it's a starting point. :\
Male
Seen November 6th, 2014
Posted September 25th, 2011
4 posts
11.7 Years
I should note that that method is bloody terrible unless it's a debugging script. Sloppy. :\
I was thinking the exact same thing when making it, but it for personal use, to make the game more enjoyable...

Unfortunately, you may not find that code easy to understand if you don't know ASM very well. But it's a starting point. :\
True. Oh well... I was thinking of playing around with Rare Candies, but might as well push myself to learn ASM... I've prolonged not learning it for a while now... :\
Seen October 9th, 2019
Posted August 6th, 2012
275 posts
12.9 Years
True. Oh well... I was thinking of playing around with Rare Candies, but might as well push myself to learn ASM... I've prolonged not learning it for a while now... :\
ASM's a good thing to learn. It'll make it so much easier to understand FireRed and do more advanced things than scripts can provide.

Word of advice 1: Start by just trying to read and understand ASM. Put off writing your own routines until you've a good grasp of the language.

Word of advice 2: If you already know your own programming languages, you may find translation to be an easier way to understand the game's ASM. For example, when I read ASM, I literally do a line-by-line translation into something that resembles JavaScript more than it does ASM. Makes it more readable, IMO.
Seen October 9th, 2019
Posted August 6th, 2012
275 posts
12.9 Years
RE: NATDEX WORKS

Nvm, it worked once but now it doesnt. I open XSE and the script offset, and it has the nat dex info but i still only get the old dex. How do i fix this?
Uh... Could you perhaps post the script (in a spoiler tag, please) for us to look at, so we can see if there are errors in it? And which game are you working with? FireRed, right?

Flowerchild

> just dye your hair and sleep

Age 24
She/Her
Hyperspace
Seen 5 Days Ago
Posted July 7th, 2022
8,699 posts
13 Years
Hey I have a question is it possible to replace a pokemons moves? Like for example I want to change quick attack to " Roar of time " Is it possible to import it like importing a new sprite?
No, don't get rid of quick attack, do you want a bunch of Rattata that know Roar of Time?

The move animations can be edited in uNLZ, the effects and stats, in A-Tack. I'm not sure how to change the name of the moves themselves, but I know there is a way.
(\__/)
(='.'=)
('')_('')
This Is Bunny. Copy And Paste Bunny Into
Your Signature To Help Him Gain World Domination!!!!
PairFamilyPalArt

EdensElite

No0b, but getting there.

Male
UK
Seen July 4th, 2014
Posted August 11th, 2013
190 posts
11.9 Years
Does anybody know the flag for recieving a pokemon

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.

Flowerchild

> reload the page

Age 24
She/Her
Hyperspace
Seen 5 Days Ago
Posted July 7th, 2022
8,699 posts
13 Years
Does anybody know the flag for recieving a pokemon
There's no flag, it's a givepokemon script. Flags are for stuff like Pokedex, Running Shoes, etc.
(\__/)
(='.'=)
('')_('')
This Is Bunny. Copy And Paste Bunny Into
Your Signature To Help Him Gain World Domination!!!!
PairFamilyPalArt
Seen September 26th, 2011
Posted September 25th, 2011
5 posts
11.7 Years
No, don't get rid of quick attack, do you want a bunch of Rattata that know Roar of Time?

The move animations can be edited in uNLZ, the effects and stats, in A-Tack. I'm not sure how to change the name of the moves themselves, but I know there is a way.
Haha nah i wasn't it was just an example, and do you mind linking me to " A-tack ". Much appreciated man.