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  #20251    
Old January 3rd, 2012 (11:14 AM).
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AustinWolff AustinWolff is offline
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    hello! I have a question about tile molester alternate:

    Spoiler:
    When I click the button "paste from" I choose my tile map I made in NTME for my ruby world map, but when I choose it, it says "Error Loading Bitmap Null"


    any help?
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      #20252    
    Old January 3rd, 2012 (11:51 AM).
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    Quote:
    Originally Posted by jdthebud View Post
    Okay, I just want to try something simple for Emerald. I would like to change the names of May, Brendan, and Wally. Is there a way to do that? I couldn't find anything here that dealt with that specifically, and everything I looked at for editing trainers just talked about sprites and stuff.

    EDIT: I was able to change the trainer names with A-Trainer, but I'm not sure how to change the names in dialogue, as A-Text, which I think should be able to do that, isn't working for me with Emerald, the text that comes up has symbols and stuff, and apparently all that's there is the start up to Route 102, which kind of surprised me, considering how long Emerald has been around.
    Try this post.

    Quote:
    Originally Posted by AustinWolff View Post
    hello! I have a question about tile molester alternate:

    Spoiler:
    When I click the button "paste from" I choose my tile map I made in NTME for my ruby world map, but when I choose it, it says "Error Loading Bitmap Null"


    any help?
    Why are you using Tile Molester to insert a tile map? Tile Molester is for editing & inserting graphics. Tile maps are not graphics (more like data/metadata) and can be inserted with a hex editor or even unLZ if it needs to be compressed.
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      #20253    
    Old January 3rd, 2012 (12:02 PM).
    Truality Truality is offline
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      Quote:
      Originally Posted by redriders180 View Post
      I tried using APE to search for the specific blue that the rectangle is, but it found many pallates, and I don't want to mess them up. What do you mean by Pallate 6, 9, and 7? What are their offsets?
      You don't need offsets. I was referring to the palettes shown in the palette editor on A-Map (from Block editor).
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        #20254    
      Old January 3rd, 2012 (2:48 PM).
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        Alright, I can't find this asked before. I want to have one Pokemon of the same species look different, but through breeding the Pokemon look normal. Example, lets say the Spiky-eared Pichu. Lets say you would encounter it, and catch it. However if you breed it (I know Pichu cannot breed, but *if* you could I'm saying, in my hack I'm using another Pokemon I do not wish to reveal yet who is breed-able), you would get normal Pichu and the Spiky-eared Pichu would still register in the dex as a Pichu. Hopefully you get what I'm saying here, and, is this possible to do in Firered? Basically have a certain Pokemon look different in one area (even if only one can be encounter-able, that's all I need anyways) but if you breed it the Pokemon would be normal unlike the parent? I know this has worked in HGSS, but I need this to work in Firered. Thanks for any answers or suggestions, I'm new at hacking but eager to get working on my new hack =)
          #20255    
        Old January 3rd, 2012 (3:30 PM).
        SKRoy SKRoy is offline
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          I'm making a hack, but I have a big problem. I have done a few things and I was trying some things out in the game. But when I want to the start menu (the menu with pokédex, pokemon, bag, save etc.) the whole game freeze.... How can I fix this?
            #20256    
          Old January 3rd, 2012 (3:51 PM).
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            Quote:
            Originally Posted by Truality View Post
            You don't need offsets. I was referring to the palettes shown in the palette editor on A-Map (from Block editor).
            I also failed to mention I'm hacking Firered. Pallates 7 and 9 change depending on the map.

            Additionally, the hero halfway underwater is a sprite, and not tile related at all. If I could locate this sprite, perhaps I could recolor it as well.
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              #20257    
            Old January 3rd, 2012 (6:31 PM).
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            Darthatron Darthatron is offline
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            Quote:
            Originally Posted by armanr View Post
            Thanks. Is it possible to modify existing abilities (make iron fist do 1.5X instead of 1.2X)? Also is it possible to alter frenzy plant/grass pledge etc. move tutor to teach more moves?
            Both of these things are possible with the use of ASM. But there are no tools to do these specific things.
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              #20258    
            Old January 3rd, 2012 (9:15 PM).
            movieguy12 movieguy12 is offline
               
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              Question, if I were to replace all 386 pokemon in Pokemon ruby with 386 fakemon, would I be able to trade them to pearl and they keep their sprites? So for example let's say in ruby I replace bulbsaurs sprite/name with (for argument sake lets just say bob) lol. Now would since it's not really bob anymore persay, could I transfer bob to pearl and it still look like Bob and not bulbsaur? Hope this makes sense...
                #20259    
              Old January 3rd, 2012 (9:35 PM).
              Missingyep Missingyep is offline
                 
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                Quote:
                Originally Posted by movieguy12 View Post
                Question, if I were to replace all 386 pokemon in Pokemon ruby with 386 fakemon, would I be able to trade them to pearl and they keep their sprites? So for example let's say in ruby I replace bulbsaurs sprite/name with (for argument sake lets just say bob) lol. Now would since it's not really bob anymore persay, could I transfer bob to pearl and it still look like Bob and not bulbsaur? Hope this makes sense...
                Nope. They'll show up as real Pokemon in Pearl.
                  #20260    
                Old January 3rd, 2012 (9:39 PM).
                movieguy12 movieguy12 is offline
                   
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                  Aw man. Right on. Is there any way to replace pearl pokemon yet?
                    #20261    
                  Old January 3rd, 2012 (11:41 PM).
                  Truality Truality is offline
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                    Quote:
                    Originally Posted by redriders180 View Post
                    I also failed to mention I'm hacking Firered. Pallates 7 and 9 change depending on the map.

                    Additionally, the hero halfway underwater is a sprite, and not tile related at all. If I could locate this sprite, perhaps I could recolor it as well.
                    How is it not tile-related if it's a behavior type? What are the behavior bytes on the tile you altered this to?
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                      #20262    
                    Old January 3rd, 2012 (11:58 PM).
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                      Quote:
                      Originally Posted by Truality View Post
                      How is it not tile-related if it's a behavior type? What are the behavior bytes on the tile you altered this to?
                      It's tile related, but the rectangle itself is a sprite. The behavior byte is $28 $00, Hero halfway
                      underwater.

                      Edit: I know it's a sprite because it shows up in VBA's OAM viewer, which shows all the sprites currently on the screen.
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                        #20263    
                      Old January 4th, 2012 (12:22 AM).
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                      Satoshi Ookami Satoshi Ookami is offline
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                      This question just kinda popped up into my head right now.
                      Didi anyone try to implement PokéRus throughout hacking...?
                      Is it even possible? =)
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                        #20264    
                      Old January 4th, 2012 (12:25 AM). Edited January 4th, 2012 by Nate VonGrimm.
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                      Nate VonGrimm Nate VonGrimm is offline
                         
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                        Quote:
                        Originally Posted by movieguy12 View Post
                        Aw man. Right on. Is there any way to replace pearl pokemon yet?
                        Not been done yet.
                        Still a lot more we need to learn about Pokemon DS games before we can hack them at all.
                        We can only do the minor things like change the started Pokemon etc...


                        Quote:
                        Originally Posted by Ash493 View Post
                        This question just kinda popped up into my head right now.
                        Didi anyone try to implement PokéRus throughout hacking...?
                        Is it even possible? =)
                        This can only be done through ASM hacking.
                        As PokeRus is random, it isn't implemented through any scripts (seeing as wild pokemon in grass aren't scripts).
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                          #20265    
                        Old January 4th, 2012 (12:41 AM).
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                        Satoshi Ookami Satoshi Ookami is offline
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                        Quote:
                        Originally Posted by Nate VonGrimm View Post



                        This can only be done through ASM hacking.
                        As PokeRus is random, it isn't implemented through any scripts (seeing as wild pokemon in grass aren't scripts).
                        I'm not that dumb to not know that it cannot be done throughout regular scripting and ASM is needed.
                        I actually wanted to know if anyone actually finished implementing it.
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                          #20266    
                        Old January 4th, 2012 (1:09 AM).
                        SKRoy SKRoy is offline
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                          I'm making a hack, but I have a big problem. I have done a few things and I was trying some things out in the game. But when I want to the start menu (the menu with pokédex, pokemon, bag, save etc.) the whole game freeze.... How can I fix this?
                            #20267    
                          Old January 4th, 2012 (3:15 AM).
                          Banjora Marxvile's Avatar
                          Banjora Marxvile Banjora Marxvile is offline
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                            Quote:
                            Originally Posted by SKRoy View Post
                            I'm making a hack, but I have a big problem. I have done a few things and I was trying some things out in the game. But when I want to the start menu (the menu with pokédex, pokemon, bag, save etc.) the whole game freeze.... How can I fix this?
                            Unless we know exactly what you did and what you edited with exact offsets, there is no chance of fixing it, and even if we did, the most common piece of advice is either to restart or find a backup that has a working start menu. Sorry.
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                              #20268    
                            Old January 4th, 2012 (12:17 PM).
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                            Quote:
                            Originally Posted by colcolstyles View Post
                            Okay, that leads me to this:
                            Quote:
                            Originally Posted by colcolstyles View Post
                            Alright I found it. The names for the rivals and other stuff are stored at '0x5E821B'. Each name is separated by an '0xFF' byte so if your new name is shorter than the previous name, then all you have to do is fill the bytes of the previous name that you didn't use with '0xFF'. However, if your new name is longer (and it most likely will be if you're replacing May's name) then you will have to repoint the text. The pointer to Brendan's name can be found at '0x009090' and May's at '0x00909C'. I don't know where the pointers to the other texts (e.g. Team names, game names, team leader names, etc.) are but they shouldn't be too hard to locate.
                            Oh yeah and this is all for Emerald, by the way.
                            Well, I am a complete amateur at hacking. What program would I use to do this (Hex editing, right)? and maybe a little starter tutorial link? TIA!
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                              #20269    
                            Old January 4th, 2012 (12:58 PM).
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                            redriders180 redriders180 is offline
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                              Out of curiousity, how do the trainer stars work in-game? Is it a flag that's set, or a variable, or is it a built-in function? I'm hacking Firered, btw.
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                                #20270    
                              Old January 4th, 2012 (1:37 PM).
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                              Quote:
                              Originally Posted by redriders180 View Post
                              Out of curiousity, how do the trainer stars work in-game? Is it a flag that's set, or a variable, or is it a built-in function? I'm hacking Firered, btw.
                              It's a flag.

                              I believe that's what the settrainerflag and cleartrainerflag script commands are for. (I've never used them, though).
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                                #20271    
                              Old January 4th, 2012 (2:12 PM).
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                                Quote:
                                Originally Posted by hinkage View Post
                                It's a flag.

                                I believe that's what the settrainerflag and cleartrainerflag script commands are for. (I've never used them, though).
                                I was talking about the trainer stars, the stars that appear on your trainer card if you complete certain events, like completing the Pokedex or getting into the Hall of Fame.
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                                  #20272    
                                Old January 4th, 2012 (5:47 PM).
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                                Quote:
                                Originally Posted by redriders180 View Post
                                I was talking about the trainer stars, the stars that appear on your trainer card if you complete certain events, like completing the Pokedex or getting into the Hall of Fame.
                                Also flags. Logically, it makes sense: if Badges (aka achievements) are flags, Trainer Card stars (also achievements) would also be flags.

                                But, I don't know what number they are.
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                                  #20273    
                                Old January 4th, 2012 (7:07 PM).
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                                  Quote:
                                  Originally Posted by hinkage View Post
                                  Also flags. Logically, it makes sense: if Badges (aka achievements) are flags, Trainer Card stars (also achievements) would also be flags.

                                  But, I don't know what number they are.
                                  But then again, you can obtain the stars in any order, which led me to believe that its a variable. If anyone does know the flags or variables, though, I'd be grateful if they told me.
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                                    #20274    
                                  Old January 4th, 2012 (9:09 PM).
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                                  Has anybody developed ASM code to disregard the female character? I would very much like to get in on that.
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                                    #20275    
                                  Old January 5th, 2012 (3:34 AM).
                                  Truality Truality is offline
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                                    Quote:
                                    Originally Posted by redriders180 View Post
                                    But then again, you can obtain the stars in any order, which led me to believe that its a variable. If anyone does know the flags or variables, though, I'd be grateful if they told me.
                                    It's neither a flag nor a variable; it's a special. Well to be exact, a special2, which associates with a common variable and returns a value.

                                    Specifically, special2 LASTRESULT 0xA3 checks the Trainer Card achievements-its color and number of stars; placing the achievement number from 0 to 7 in 0x8004 (LASTRESULT), you get a number in return. If it's 0, the achievement is incomplete. If 1, it's completed. I still don't know which variable is which, though.

                                    So in script form, it should be like this:
                                    Code:
                                    #org @start
                                    ...
                                    special2 LASTRESULT 0xA3
                                    compare LASTRESULT 0xZ (Z is the number from 0 to 7)
                                    if 0x1 goto @achievementcomplete
                                    ...
                                    end
                                    You should thank JPAN for this.

                                    Quote:
                                    Originally Posted by Evil Arms View Post
                                    Has anybody developed ASM code to disregard the female character? I would very much like to get in on that.
                                    I don't think so, I've been searching for that as well, and to no avail so far. (somebody PLEASE, prove me wrong)

                                    Quote:
                                    Originally Posted by redriders180 View Post
                                    It's tile related, but the rectangle itself is a sprite. The behavior byte is $28 $00, Hero halfway underwater.

                                    Edit: I know it's a sprite because it shows up in VBA's OAM viewer, which shows all the sprites currently on the screen.
                                    I want to do a research about this sometime soon, as it's an interesting bit. I'll notify you with a VM if I get any results.
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