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  #19826    
Old October 20th, 2011 (6:51 PM).
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    Quote:
    Originally Posted by Masou Shoujo Haruna View Post
    is there some sort of method to figure out the offset of a certain variable? (like 0x8004 is 0x020370c0)
    Using VBA and the cheat finder you can find it. Set up a script and set the variable to a certain value. Search for that. Change the value to something else and search. Eventually you'll be left with one offset.
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      #19827    
    Old October 21st, 2011 (12:59 AM).
    Missingyep Missingyep is offline
       
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      Quote:
      Originally Posted by Gamer2020 View Post
      Using VBA and the cheat finder you can find it. Set up a script and set the variable to a certain value. Search for that. Change the value to something else and search. Eventually you'll be left with one offset.
      Adding to this: the temporary variables (0x8000 and up) can be found with this method, but all other script variables are moved around in RAM constantly. Their offsets change frequently.
        #19828    
      Old October 21st, 2011 (1:53 AM).
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        Quote:
        Originally Posted by DavidJCobb View Post
        Adding to this: the temporary variables (0x8000 and up) can be found with this method, but all other script variables are moved around in RAM constantly. Their offsets change frequently.
        Then he just needs to make note of that and search for the location of the pointer if that's the case. The offset may change but not the location of the pointer.
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          #19829    
        Old October 21st, 2011 (8:50 AM). Edited October 21st, 2011 by EdensElite.
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          Also, How do you create battle backgrounds from standard images 0.o?
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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.

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            #19830    
          Old October 21st, 2011 (10:35 AM). Edited October 21st, 2011 by romancandle.
          romancandle romancandle is offline
             
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            Are there any tools or easy way to edit the habitat pokedex in Fire Red? I'd like to be able to move around some of the fakemon I'm making so they make more sense--a Saber-Tooth Cat wouldn't be found in the sea.

            It's not a big issue to warrant a lot of work on my part, so that's why I'm only asking if there is a tool.
              #19831    
            Old October 21st, 2011 (3:54 PM).
            Struedelmuffin Struedelmuffin is offline
               
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              Hi! I'm new here so I'm hoping this is the right place to post a request for help. I don't see a help area so... Anyways, I'm currently hacking Pokemon Silver Version and I have made quite a bit of progress so far. I tried changing Hiro's trainer card sprite, though, and it bugged out hardcore. I had to delete that rom but fortunately I have several backups so it didn't do much harm. What i want to know though is how I'm supposed to edit the trainer card sprite for Hiro in Silver version. The backsprite worked fine but could someone maybe give me the dimensions (like 56 x 56) for that particular sprite please? Thank!

              And if this is the wrong spot to post this could you re-direct me to the right one or at least please answer my question before deleting it.
                #19832    
              Old October 21st, 2011 (11:36 PM).
              darkprince909 darkprince909 is offline
                 
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                Alright, what I'm trying to do is create two types of grass for my hack, one normal and one snowy. Ive unlocked the tall grass animation and edited the OAM's palette so that i have a few colors for the snow in there, along with all the greens and blues that were there (just making sure, the palette that the grass animations use is ONLY used by the grass and the waves trailing behind while surfing, right?)

                ive inserted the new animations for the snow covered grass over the tall grass tiles, and everything loads okay when i test it. however, im having transparency issues. enerything looks fine as im walking into the grass, but once the animation is done, the im covered except for the top of my head. you can see what i mean in the pictures



                The last frame's tiles are set up just like the others, so having the wrong tiles there isnt the problem. Also, when i walk to another patch of grass, im still completely covered save for my hat.
                If anyone could tell me a fix for this thatd be so awesome
                  #19833    
                Old October 22nd, 2011 (1:05 AM).
                Missingyep Missingyep is offline
                   
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                  Quote:
                  Originally Posted by darkprince909 View Post
                  Alright, what I'm trying to do is create two types of grass for my hack, one normal and one snowy. Ive unlocked the tall grass animation and edited the OAM's palette so that i have a few colors for the snow in there, along with all the greens and blues that were there (just making sure, the palette that the grass animations use is ONLY used by the grass and the waves trailing behind while surfing, right?)

                  ive inserted the new animations for the snow covered grass over the tall grass tiles, and everything loads okay when i test it. however, im having transparency issues. enerything looks fine as im walking into the grass, but once the animation is done, the im covered except for the top of my head. you can see what i mean in the pictures



                  The last frame's tiles are set up just like the others, so having the wrong tiles there isnt the problem. Also, when i walk to another patch of grass, im still completely covered save for my hat.
                  If anyone could tell me a fix for this thatd be so awesome
                  Just a guess: what are the exact behavior and background bytes on those tiles? It seems like you're having trouble with the tile whenever the animation isn't running (look close at pic 2...).

                  IIRC you need background 21 (Wild Grass + Hero Covers Block) in addition to the behavior byte for the animation.
                    #19834    
                  Old October 22nd, 2011 (1:22 AM).
                  darkprince909 darkprince909 is offline
                     
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                    Well heres how the tiles are set up for that block and the behaviors

                    The only difference between this and the normal grass is the 3 is a 2, but that would change it to the green animation. and what you referenced in pic 2 can be fixed by messing with the actual animation tile. i think i just put the same thing in for each frame to save time so i could test it. my main concern is the transparency issue in pic 4. it works in every frame up until the player is completely in the block then he gets buried alive
                      #19835    
                    Old October 22nd, 2011 (1:56 AM).
                    Missingyep Missingyep is offline
                       
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                      Try background bytes 00 21.
                        #19836    
                      Old October 22nd, 2011 (2:18 AM). Edited October 22nd, 2011 by darkprince909.
                      darkprince909 darkprince909 is offline
                         
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                        thanks, that worked for the normal snowy grass blocks. but i tried it on the ones that are behind tree tops, and the animation was overlaid on top of the tree. maybe if i tell those not to use the animation since you wont see the character anyway... now i just have to go fix the animation so it actually looks good when walking.

                        btw, is there a way through hex or anything else to stop cut from working on grass blocks? it causes problems with the snowy blocks (when i cut them, its replaced by an uncuttable normal grass block), and honestly theres no reason to have it there, since it takes longer to go through the menu than it does to run from a pokemon

                        edit: nevermind. that behavior byte doesnt work. at least not when you walk vertically. the oam will cover the player's head until the animation finishes. i'm tempted to just change the snowy wild encounter blocks to something similar to the blocks from rse's desert. and on that note, would it be possible to add footprint/bike trail animations for the snow blocks, but have them be the right palette? i tried with copying the behavior bytes from the sand blocks to the snow, but the palette was wrong. (gosh im asking so many questions... sorry >.<)
                          #19837    
                        Old October 22nd, 2011 (8:14 AM). Edited October 22nd, 2011 by AlexMonroe.
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                        AlexMonroe AlexMonroe is offline
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                          Hi, I'm kind of new here, so I'm not sure if this can be done:

                          Can you change what the hero sprite is for a brief period? Not like using an over world editor to change what the hero looks like, but have it swap to a new sprite for a while. Like in SoulSilver, when the hero briefly looks like team rocket.

                          Thanks!
                            #19838    
                          Old October 22nd, 2011 (2:06 PM).
                          Missingyep Missingyep is offline
                             
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                            Quote:
                            Originally Posted by darkprince909 View Post
                            btw, is there a way through hex or anything else to stop cut from working on grass blocks?
                            I suspect you'd need to edit the relevant ASM either for CUT or for the behavior/background bytes used for grass tiles.

                            Quote:
                            Originally Posted by darkprince909 View Post
                            and on that note, would it be possible to add footprint/bike trail animations for the snow blocks, but have them be the right palette? i tried with copying the behavior bytes from the sand blocks to the snow, but the palette was wrong.
                            I suspect you'd need to create a modified copy of the behavior byte ASM, and then apply the new ASM to one of the many unused behavior byte values.

                            Quote:
                            Originally Posted by AlexMonroe View Post
                            Can you change what the hero sprite is for a brief period? Not like using an over world editor to change what the hero looks like, but have it swap to a new sprite for a while.
                            If you're hacking FireRed, then you can apply JPAN's Hacked Engine to it. It contains functionality that allows you to change the player's OW from scripts. Be careful if applying it to a hack already in progress, however.
                              #19839    
                            Old October 22nd, 2011 (3:07 PM).
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                              How do the GBA Pokemon games determine when to use which battle background? Like the water one when a battle occurs while surfing and the sand one when a battle occurs on a beach? I'm using BPRE if that makes any difference.

                              Thanks.
                                #19840    
                              Old October 22nd, 2011 (4:19 PM).
                              dudedude1 dudedude1 is offline
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                                Hey Is it possible too make an Overworld larger that 64 by 64 in FR. I know #153 is 128 by 64 but I planning to add a very large Overworld that you can walk around that's 180 long and 64 tall. Thanks.
                                  #19841    
                                Old October 22nd, 2011 (10:36 PM).
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                                Satoshi Ookami Satoshi Ookami is offline
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                                Quote:
                                Originally Posted by dudedude1 View Post
                                Hey Is it possible too make an Overworld larger that 64 by 64 in FR. I know #153 is 128 by 64 but I planning to add a very large Overworld that you can walk around that's 180 long and 64 tall. Thanks.
                                The only possibility I see is to make one OW of 2 or even 4...
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                                  #19842    
                                Old October 23rd, 2011 (5:33 AM).
                                dudedude1 dudedude1 is offline
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                                  Quote:
                                  Originally Posted by Ash493 View Post

                                  The only possibility I see is to make one OW of 2 or even 4...
                                  Well I guess that'll work. Thanks anyways.
                                    #19843    
                                  Old October 23rd, 2011 (10:38 AM). Edited October 24th, 2011 by Bilaterus.
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                                    Hey hackers I was wondering if someone could show me a link to a tutorial of some sort which shows how to change Oak and the background bit. I mean the part at the beginning where he's making an epic speech but can't tell whether your'e a boy or girl :s

                                    Thanks in advance :D
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                                      #19844    
                                    Old October 23rd, 2011 (2:06 PM).
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                                    AlexMonroe AlexMonroe is offline
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                                      Quote:
                                      Originally Posted by DavidJCobb View Post
                                      If you're hacking FireRed, then you can apply JPAN's Hacked Engine to it. It contains functionality that allows you to change the player's OW from scripts. Be careful if applying it to a hack already in progress, however.
                                      What do you mean "Be careful," exactly? Is there specifically something that I can do to prevent it from going wrong, or is there just a possibility that it will mess stuff up? Plus, where do I get the scripts for that if it only works when a person's used that?
                                        #19845    
                                      Old October 23rd, 2011 (3:57 PM).
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                                        Um, hi I have a question. I am a beginner hacker and I am just barely getting through with my first hack. I was doing good with Advance Map until a problem occurred. I changed a Bulbasaur front sprite into something else with unlz GBA and then, when I walked out of the house in Pallet Town, the screen went black. I wasn't having any problems until now. Whenever I go into Advance map and click on Pallet Town a window pops up twice saying "The Script Value of People 255 is not a pointer! Data seems to be Corrupted." he AdvanceMap also says that there are a total of three warps on it, but all I see is the "F" for flying position. I'm pretty sure that this may have something to do with the black screen, but I'm not sure about the data corruption. Two other programs that I consistently use are Advance Text and Pokescripter (pksvui). What do I do? The game can't be tested until it's fixed, and I really don't want to remap everything I did in the past two months. If there's a way to help, please tell me!
                                          #19846    
                                        Old October 23rd, 2011 (6:11 PM).
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                                        Darthatron Darthatron is offline
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                                        Quote:
                                        Originally Posted by Cowsocks View Post
                                        Um, hi I have a question. I am a beginner hacker and I am just barely getting through with my first hack. I was doing good with Advance Map until a problem occurred. I changed a Bulbasaur front sprite into something else with unlz GBA and then, when I walked out of the house in Pallet Town, the screen went black. I wasn't having any problems until now. Whenever I go into Advance map and click on Pallet Town a window pops up twice saying "The Script Value of People 255 is not a pointer! Data seems to be Corrupted." he AdvanceMap also says that there are a total of three warps on it, but all I see is the "F" for flying position. I'm pretty sure that this may have something to do with the black screen, but I'm not sure about the data corruption. Two other programs that I consistently use are Advance Text and Pokescripter (pksvui). What do I do? The game can't be tested until it's fixed, and I really don't want to remap everything I did in the past two months. If there's a way to help, please tell me!
                                        It seems like you overwrote some important data when changing the Bulbasaur sprite. Your best bet is to find the location of the new Bulbasuar image and replace the bytes there with bytes from a clean ROM.

                                        But in all honesty, there's no guarantee this will work. You really should have been making back-ups. At the very least, one per day. Because if something like this happens, you'll only have to redo a days worth of work, not two months.
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                                          #19847    
                                        Old October 23rd, 2011 (8:14 PM).
                                        Missingyep Missingyep is offline
                                           
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                                          Quote:
                                          Originally Posted by AlexMonroe View Post
                                          What do you mean "Be careful," exactly? Is there specifically something that I can do to prevent it from going wrong, or is there just a possibility that it will mess stuff up? Plus, where do I get the scripts for that if it only works when a person's used that?
                                          Well, the caution comes from how you apply the engine. There are two ways to add it to a ROM, and each has its own strengths and drawbacks.

                                          Using JPAN's patch
                                          • Deletes all event data, level scripts, etc., from all maps, except for warps
                                            • Could cause issues if substantial edits have been made to maps, or if maps have been deleted/rearranged/etc.?
                                            • Accidentally deletes Pallet Town warps -- you must re-add them
                                          • Deletes nearly all default scripts (and, therefore, any data you may have overwritten them with)
                                          Using JPAN's tool
                                          • Should leave most data intact
                                            • But scripts using changed features will end up broken
                                          • Allows you to choose which variables and RAM/ROM offsets are used for most features
                                            • You'll need to look at the instructions and maybe do a bit of research if you want consistency with the vars/offsets that the patch version (and therefore that nearly everybody) uses
                                          The benefits of using the hacked engine generally outweigh the negatives, though.
                                            #19848    
                                          Old October 24th, 2011 (8:50 AM).
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                                          Gamer2020 Gamer2020 is offline
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                                            Quote:
                                            Originally Posted by romancandle View Post
                                            Are there any tools or easy way to edit the habitat pokedex in Fire Red? I'd like to be able to move around some of the fakemon I'm making so they make more sense--a Saber-Tooth Cat wouldn't be found in the sea.

                                            It's not a big issue to warrant a lot of work on my part, so that's why I'm only asking if there is a tool.
                                            I don't think anyone has made such a tool. However with proper documentation I could add it to PGE so just find that documentation and I'll add it to my to-do list.
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                                              #19849    
                                            Old October 24th, 2011 (1:28 PM).
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                                            Nate VonGrimm Nate VonGrimm is offline
                                               
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                                              Hey guys.
                                              I am trying to create a new Pokemon game using Ruby as a template.
                                              I am still new to the scripting side of the game but I am slowly making progress.

                                              But I need to know if it is at all possible to remove the Prof. Birch speech introducing you to the world of Pokemon after you select new game (where you choose your Gender and Name).
                                              I want to add my own introduction but can't find any information on the web about it.

                                              Any help you can give me will be much appreciated and I will add you to the credits. (I don't take credit for anything I didn't find out or do).
                                                #19850    
                                              Old October 24th, 2011 (6:45 PM).
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                                              Gamer2020 Gamer2020 is offline
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                                                Quote:
                                                Originally Posted by Nate VonGrimm View Post
                                                Hey guys.
                                                I am trying to create a new Pokemon game using Ruby as a template.
                                                I am still new to the scripting side of the game but I am slowly making progress.

                                                But I need to know if it is at all possible to remove the Prof. Birch speech introducing you to the world of Pokemon after you select new game (where you choose your Gender and Name).
                                                I want to add my own introduction but can't find any information on the web about it.

                                                Any help you can give me will be much appreciated and I will add you to the credits. (I don't take credit for anything I didn't find out or do).
                                                It is editable but it isn't a script. It's all ASM. The only easy things to edit there are the images and the text.
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