ROM Hacking Need a helping hand? You can get help on any ROM Hacking-related problems or questions you have here.

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  #19651    
Old September 18th, 2011 (1:48 AM).
pafc11 pafc11 is offline
     
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    My simple question is:
    How can I edit the evolution conditions for some pokémon? Especially the ones that need to be traded to evolve (Hunter, Kadabra, etc.)
    I found some hacking tools but they're only for gba roms and I'm working on a Pokémon yellow rom.
    Thanks in advance.


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      #19652    
    Old September 18th, 2011 (3:16 AM).
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      Quote:
      Originally Posted by pafc11 View Post
      My simple question is:
      How can I edit the evolution conditions for some pokémon? Especially the ones that need to be traded to evolve (Hunter, Kadabra, etc.)
      I found some hacking tools but they're only for gba roms and I'm working on a Pokémon yellow rom.
      Thanks in advance.
      Read through this thread (read all the replies).

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        #19653    
      Old September 18th, 2011 (8:01 AM).
      Thrasher24's Avatar
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        Are you talking about national pokedex?
        For Emerald, setflag 0x861 can activate your pokedex, while special 0x1F3 can upgrade your pokedex into national pokedex.[/QUOTE]

        but how do i activate it w/ the hex program. i type in everything ... and thats it im stumped.

          #19654    
        Old September 18th, 2011 (8:17 AM). Edited September 18th, 2011 by SupahNinja.
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          Quote:
          Originally Posted by Thrasher24 View Post
          Quote:
          Originally Posted by treeckopa View Post
          Quote:
          Originally Posted by Thrasher24 View Post
          How do i activate a hex? i want 2start my emerald hack with the nat dex
          Are you talking about national pokedex?
          For Emerald, setflag 0x861 can activate your pokedex, while special 0x1F3 can upgrade your pokedex into national pokedex.
          but how do i activate it w/ the hex program. i type in everything ... and thats it im stumped.
          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

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          My feelings on
          ROM hacking:

          -I like scripting a lot.
          -Mapping is almost as fun.
          -Hex editing isn't bad at all.
          -I do NOT enjoy spriting.
          -I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

          Favorites:

          -My favorite color is green.
          -My favorite type is fire.
          -My favorite Pokémon are:
          Growlithe, Charizard, Mew,
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          SupahNinja

            #19655    
          Old September 18th, 2011 (9:04 AM).
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          EdensElite EdensElite is offline
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            Hey, I'm a bit of a newbie when it comes to scripting. I have no problems with how to write the script or how to use it or even find space for it. I'm just not sure how much space to allocate? How many bytes (as an average) should I search for for a script.

            Secondly, my hack features many OWs all with very unique palettes, so the stupid 15 palette or whatever thing is really annoying, anyway to get around this and insert more palettes into the OW Table?

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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.

              #19656    
            Old September 18th, 2011 (2:58 PM).
            Missingyep Missingyep is offline
               
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              Quote:
              Originally Posted by EdensElite View Post
              Hey, I'm a bit of a newbie when it comes to scripting. I have no problems with how to write the script or how to use it or even find space for it. I'm just not sure how much space to allocate? How many bytes (as an average) should I search for for a script.
              You don't allocate space at all. You use XSE's "#dynamic" preprocessing directive; place it at the top of your script.

              Essentially, "#dynamic 0xXXYYZZ" tells XSE to search for free space starting at (and including) the ROM offset 0x08XXYYZZ. Every time you use a "#org @NameOfSomething" statement, XSE will find free space for the associated data.

              When you compile the script, a small log window should pop up. At the bottom are two listboxes, showing the offsets that were found and used for each named "#org" statement. You'd copy the offset for whichever "#org" is the start of your script, and that is what you would put into AdvanceMap or some other program.

              Quote:
              Originally Posted by EdensElite View Post
              Secondly, my hack features many OWs all with very unique palettes, so the stupid 15 palette or whatever thing is really annoying, anyway to get around this and insert more palettes into the OW Table?
              No. The GBA can only have 32 palettes loaded at a time; 16 for the background (maps, box frames, etc.) and 16 for sprites.

                #19657    
              Old September 19th, 2011 (6:33 AM).
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                Quote:
                Originally Posted by DavidJCobb View Post
                You don't allocate space at all. You use XSE's "#dynamic" preprocessing directive; place it at the top of your script.

                Essentially, "#dynamic 0xXXYYZZ" tells XSE to search for free space starting at (and including) the ROM offset 0x08XXYYZZ. Every time you use a "#org @NameOfSomething" statement, XSE will find free space for the associated data.

                When you compile the script, a small log window should pop up. At the bottom are two listboxes, showing the offsets that were found and used for each named "#org" statement. You'd copy the offset for whichever "#org" is the start of your script, and that is what you would put into AdvanceMap or some other program.

                No. The GBA can only have 32 palettes loaded at a time; 16 for the background (maps, box frames, etc.) and 16 for sprites.

                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...

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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.

                  #19658    
                Old September 19th, 2011 (10:59 AM).
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                Thrasher24 Thrasher24 is offline
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                  Quote:
                  Originally Posted by SupahNinja View Post
                  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!!!

                    #19659    
                  Old September 19th, 2011 (4:09 PM).
                  Derriken Derriken is offline
                     
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                    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?

                      #19660    
                    Old September 20th, 2011 (11:45 AM).
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                    EdensElite EdensElite is offline
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                      Quote:
                      Originally Posted by EdensElite View Post
                      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.

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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.

                        #19661    
                      Old September 21st, 2011 (8:10 AM).
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                      EdensElite EdensElite is offline
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                        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.

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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.

                          #19662    
                        Old September 21st, 2011 (8:39 AM).
                        Missingyep Missingyep is offline
                           
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                          Quote:
                          Originally Posted by EdensElite View Post
                          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.

                          Code:
                          ...
                          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?

                            #19663    
                          Old September 21st, 2011 (9:36 AM).
                          xyer xyer is offline
                             
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                            Quote:
                            Originally Posted by xyer View Post
                            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.

                              #19664    
                            Old September 21st, 2011 (6:13 PM).
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                            Darthatron Darthatron is offline
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                            Quote:
                            Originally Posted by xyer View Post
                            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:

                            Code:
                            .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:

                            Code:
                            #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.

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                              #19665    
                            Old September 21st, 2011 (11:04 PM).
                            penguinpanda0 penguinpanda0 is offline
                               
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                              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?

                              2) Can you change the Professor's "New Game" speech in Leaf Green?

                                #19666    
                              Old September 22nd, 2011 (3:06 PM).
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                              Rainbow Rainbow is offline

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                              Quote:
                              Originally Posted by penguinpanda0 View Post
                              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.
                              Quote:
                              Originally Posted by penguinpanda0 View Post
                              2) Can you change the Professor's "New Game" speech in Leaf Green?
                              Just use Advance-Text. Google it.

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                                #19667    
                              Old September 22nd, 2011 (5:09 PM).
                              xyer xyer is offline
                                 
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                                Quote:
                                Originally Posted by Darthatron View Post
                                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:

                                Code:
                                .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:
                                Code:
                                #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.

                                  #19668    
                                Old September 22nd, 2011 (7:31 PM).
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                                Darthatron Darthatron is offline
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                                Quote:
                                Originally Posted by xyer View Post
                                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.

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                                  #19669    
                                Old September 23rd, 2011 (8:35 AM).
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                                tente2 tente2 is offline
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                                  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!

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                                    #19670    
                                  Old September 23rd, 2011 (4:08 PM).
                                  chrunch chrunch is offline
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                                  Quote:
                                  Originally Posted by tente2 View Post
                                  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.

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                                    #19671    
                                  Old September 23rd, 2011 (5:21 PM).
                                  Missingyep Missingyep is offline
                                     
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                                    Quote:
                                    Originally Posted by tente2 View Post
                                    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.

                                    Quote:
                                    Originally Posted by tente2 View Post
                                    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.

                                      #19672    
                                    Old September 24th, 2011 (7:43 PM). Edited September 24th, 2011 by Nitrus015.
                                    Nitrus015 Nitrus015 is offline
                                       
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                                      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.

                                        #19673    
                                      Old September 24th, 2011 (8:17 PM).
                                      Missingyep Missingyep is offline
                                         
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                                        Quote:
                                        Originally Posted by Nitrus015 View Post
                                        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. :\

                                        Quote:
                                        Originally Posted by Nitrus015 View Post
                                        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. :\

                                          #19674    
                                        Old September 24th, 2011 (8:30 PM).
                                        Nitrus015 Nitrus015 is offline
                                           
                                          Join Date: Sep 2011
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                                          Quote:
                                          Originally Posted by DavidJCobb View Post
                                          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...

                                          Quote:
                                          Originally Posted by DavidJCobb View Post
                                          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... :\

                                            #19675    
                                          Old September 24th, 2011 (8:59 PM).
                                          Missingyep Missingyep is offline
                                             
                                            Join Date: Jul 2010
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                                            Quote:
                                            Originally Posted by Nitrus015 View Post
                                            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.

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