[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 817

Started by Prof. 9 January 31st, 2007 7:25 AM
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redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
I still need that offset for the amount of money the player founds, but I also have another question. Basically, I need to make a box similar to the showmoney and showcoins box. But I need this box to display a certain string when its called in a script, in my case. I'd use a showpokemonpic command or something like that if i could, but I want the box to be smaller than 64x64. I'm hacking Firered, version 1.0, with JPANs hack engine. If someone could point me to a tutorial or something, I'd be most obliged.


I think I'm done with ROM hacking. I'll still pop in and visit, though.


Male
Poland
Seen March 26th, 2023
Posted May 28th, 2019
69 posts
14.9 Years
I'm making a hack, and I have one problem...
Marill, to breed Azurill, needs to have Sea Incense while breeding, but I don't want Marill to breed Azurill in that way. I want it to breed in regular way.
Same with others Pokemon that need Incenses to breed to lowest evolution stage.
Do I need to modify it in hex?
Or derp in ASM?
Or there's a simple tool to modify this?
Please help.
Male
In the depths of space...
Seen March 19th, 2023
Posted July 24th, 2013
134 posts
11.4 Years
I'd like to find out how to adjust the music that plays during certain battles in Emerald version.

I've found out so far that it seems to depend on the trainer's title (for trainer battles), or the species (for wild Pokémon), and what I'd like to do is adjust a few of these that don't already have different music (i.e. adjust Articuno so that it plays the FR/LG legendary music, or adjust the Schoolboy trainers to play the FR/LG music).

Since Emerald already has all of FR/LG's music, I'm glad I don't have to mess around with importing new music, but I'd really like to figure out how to adjust the above. I've searched around for some answers for a couple days, but I've had no luck.

If none of that is possible, is there any other way to trigger a particular track of music during a wild/trainer battle?
Its a bit complicated but this may help. Its for Ruby however so may not work.

I still need that offset for the amount of money the player founds, but I also have another question. Basically, I need to make a box similar to the showmoney and showcoins box. But I need this box to display a certain string when its called in a script, in my case. I'd use a showpokemonpic command or something like that if i could, but I want the box to be smaller than 64x64. I'm hacking Firered, version 1.0, with JPANs hack engine. If someone could point me to a tutorial or something, I'd be most obliged.
I'm still not sure where to access the money offset. Couldn't it be related to the PokeMart script in which your money is shown? As for your second question, I've been working on this on right now. As far as I can say right now you need to create your own ASM routine.
I'm making a hack, and I have one problem...
Marill, to breed to Azurill, need to have Sea Incense while breeding, but I don't to Marill breed Azurill in that way. I want it to breed in regular way.
Same with others Pokemon that need Incenses to breed to lowest evolution stage.
Do I need to modify it in hex?
Or derp in ASM?
Or there's a simple tool to modify this?
Please help.
I'm not exactly sure but I'll take a peek around to see what I can find.
is there a way in Amap to expand the tileset count?
Yes but only for the secondary tileset though. Go into A-Map, select a map, click the purple puzzle piece near the top, once the window opens click "Blocks," scroll to "Change amount" and select the max amount.

.:Aegis:.
~coming soon~
Age 29
Male
Ireland
Seen 1 Week Ago
Posted April 6th, 2023
1,655 posts
14.1 Years
Something I've always wondered but never really looked into; the door animations of Pokémon Ruby (and Emerald, if you like).

The animations that show when the player walks through a door in Pokémon Ruby and Emerald take up two tiles; the door itself, and the tile above it. This is not the case in FireRed or LeafGreen, where the doors' animations only use one tile. This means that in FireRed, doors can be interchangable between buildings and so on, but you can't get away with that in Ruby or Emerald, seeing as the tile above the door will always show, and so the tiles will be mismatched.

I'm aware that there are various tools out there to edit the door animations, but what I want to know is if anyone's managed to make an RSE door animation use just one tile? If I recall correctly, editing the animation so that the top tile is 'transparent' doesn't work, but I may be mistaken. Thoughts?

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Male
Seen November 20th, 2012
Posted February 26th, 2012
5 posts
11.2 Years
I assume this is where this goes. This is driving me up the wall. I've found the dozens of map editors etc....but is there a program that allows you to edit the pokemon directly? Like their evolution levels etc. PokemonAmplifier does it for all the GBA games, but I can't for the life of me find one for second gen games. The ONLY thing I want to edit is that...so I can maybe have a Kadabra that evolves, or Haunter etc. It'd amazing if it existed or if there's a way.
Age 26
Male
My house
Seen February 17th, 2014
Posted January 15th, 2013
24 posts
11.8 Years
I assume this is where this goes. This is driving me up the wall. I've found the dozens of map editors etc....but is there a program that allows you to edit the pokemon directly? Like their evolution levels etc. PokemonAmplifier does it for all the GBA games, but I can't for the life of me find one for second gen games. The ONLY thing I want to edit is that...so I can maybe have a Kadabra that evolves, or Haunter etc. It'd amazing if it existed or if there's a way.
http://swamperttools.webs.com/downloads.htm
look for a tool called poke edit or something like that
I envy many of you

Mana

Age 31
Male
UK
Seen March 25th, 2023
Posted August 18th, 2021
10,075 posts
14.3 Years
Does anyone know the offset for the starting map/bank/co-ordinates for FireRed? I've been doing Hex searches for 0401FF0607 but can't find anything, I'm probably not even doing it right ><.

hinkage

Everyone currently in an argument with this member: I really suggest you stop.

Seen October 3rd, 2021
Posted October 30th, 2020
378 posts
12.7 Years
Does anyone know the offset for the starting map/bank/co-ordinates for FireRed? I've been doing Hex searches for 0401FF0607 but can't find anything, I'm probably not even doing it right ><.
If what you want is to change the starting map, there's a tool for it. http://www.pokemonpoint.com/tools/start-map-chooser-advance/

Otherwise, I can't help, sorry.
(ღ˘⌣˘ღ)
Male
Seen September 30th, 2017
Posted November 4th, 2012
72 posts
11.2 Years
Well, this is a really basic question, but I couldnt really find it in any tutorials or the search function, because I assume people find it basic knowledge. Yet, I'm gonna ask it anyway.

How does the dynamic offset work? How do you know what code to use after '#dynamic'. And what does it even do. Really, I'm stumped.

Mana

Age 31
Male
UK
Seen March 25th, 2023
Posted August 18th, 2021
10,075 posts
14.3 Years
If what you want is to change the starting map, there's a tool for it. http://www.pokemonpoint.com/tools/start-map-chooser-advance/

Otherwise, I can't help, sorry.
I have that tool, however the problem is that you can't change Y-Values with it.

droomph

weeb

Age 26
Male
nowhere spectacular
Seen February 1st, 2017
Posted January 3rd, 2017
4,282 posts
11.7 Years
Well, this is a really basic question, but I couldnt really find it in any tutorials or the search function, because I assume people find it basic knowledge. Yet, I'm gonna ask it anyway.

How does the dynamic offset work? How do you know what code to use after '#dynamic'. And what does it even do. Really, I'm stumped.
#dynamic is to find free space for you.

So instead of having to count all the bytes and doing math, you just have to pick out a random offset (e.g. 0x800000) and then it will count the bytes for you. Trust me it's easy.

Example:
#dynamic 0x800000

#org @start
msgbox @hello 0x2
release
end

#org @hello
= Hey!
I learned some codes etc. but i need the code list for items,pokemons and movements...pls in notepad if someone has :S
Google is your friend.

items.txt
movements.txt
stdpoke.txt
I have that tool, however the problem is that you can't change Y-Values with it.
Wait...

Does the Y-Value box not exist, or does entering a Y-value return an error?
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt


Male
Seen September 30th, 2017
Posted November 4th, 2012
72 posts
11.2 Years
#dynamic is to find free space for you.

So instead of having to count all the bytes and doing math, you just have to pick out a random offset (e.g. 0x800000) and then it will count the bytes for you. Trust me it's easy.

Example:
[font="consolas"]#dynamic 0x800000

#org @start
msgbox @hello 0x2
release
end

#org @hello
Ah well, that makes a bit more sense.

So, basically, by using #dynamic 0x800000 it starts with searching a free space to put in the script?

droomph

weeb

Age 26
Male
nowhere spectacular
Seen February 1st, 2017
Posted January 3rd, 2017
4,282 posts
11.7 Years
Ah well, that makes a bit more sense.

So, basically, by using #dynamic 0x800000 it starts with searching a free space to put in the script?
Yes. It looks at 0x800000 and checks if it corresponds to the "free" value (usually 0xFF). If there is enough free bytes in a row, it will overwrite those bytes to compile the script.

It is also smart, and instead of having to look at offsets (e.g. 0x809293) you will only need to match up logical labels (e.g. @hellomsg, @subtract) and it makes life a loooooot easier.
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt


Seen August 2nd, 2021
Posted August 11th, 2014
9 posts
15.2 Years
I replaced Castform's sprites using the Advanced Pokemon Sprite Editor, and now I'm having an issue--the alternate forms are completely black. Looks like something happened in regards to their palettes, and I'm not sure what to do to make them use their original palettes.

For reference, I didn't alter their palettes at all--the new sprites share the old palette, which fits perfectly. But I don't know what to do to make the alternate forms use their old palettes again.

Any chance someone could run me through some steps to fix this?
If you don't like my driving, stay off the sidewalk!
Male
Seen November 20th, 2012
Posted February 26th, 2012
5 posts
11.2 Years
look for a tool called poke edit or something like that
Thanks for the reply...but I downloaded the program you're talking about and it only does the same as what I originally was working with...edit the stats/type...not the evolutions. If you were to use PokemonAmplifier, it lets you do that plus the level they evolve...that's the kind of thing I'm looking for it if exists.
Male
In the depths of space...
Seen March 19th, 2023
Posted July 24th, 2013
134 posts
11.4 Years
Thanks for the reply...but I downloaded the program you're talking about and it only does the same as what I originally was working with...edit the stats/type...not the evolutions. If you were to use PokemonAmplifier, it lets you do that plus the level they evolve...that's the kind of thing I'm looking for it if exists.
Try YAPE. It is very useful. I could highly recommend PGE's Pokemon editor if YAPE is not good enough.

.:Aegis:.
~coming soon~

EdensElite

No0b, but getting there.

Male
UK
Seen July 4th, 2014
Posted August 11th, 2013
190 posts
11.9 Years
My ROM stopped working in Amap after I installed DNS, it works on 1.92, but when I try to load it in 1.95, it says "Cannot read bytes behind end of file. How can I fix this?

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.
Male
Seen April 4th, 2016
Posted April 3rd, 2016
351 posts
15.6 Years
How (if possible) do I create new moves in Pokemon Fire Red without replacing any current ones?
I see you posted in Chaos Rush's thread in Research and Development. Only if you wouldve scrolled down a bit further...

http://www.pokecommunity.com/showthread.php?t=263479
I laugh looking at this.

But sometimes I want to come back to it...

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
I replaced Castform's sprites using the Advanced Pokemon Sprite Editor, and now I'm having an issue--the alternate forms are completely black. Looks like something happened in regards to their palettes, and I'm not sure what to do to make them use their original palettes.


For reference, I didn't alter their palettes at all--the new sprites share the old palette, which fits perfectly. But I don't know what to do to make the alternate forms use their old palettes again.

Any chance someone could run me through some steps to fix this?
Did you check all the sprites in APSE for Castform? You never know, the pallate may be the problem.


My ROM stopped working in Amap after I installed DNS, it works on 1.92, but when I try to load it in 1.95, it says "Cannot read bytes behind end of file. How can I fix this?
The way it sounds is as if the Rom has been slightly expanded, e.g. no longer 16 MB, but maybe something like 16.1 MB or something. You can check by opening it in a hex editor; the file should stop at 0xFFFFFF

Where can I find a program that allows me to edit the pokemon of trainers in Fire Red?

I have not learned scripting for the trainer's pokemon if it exists. A link to a tutorial or tips on how to do that would be welcome.
There is a tool called Advance Trainer, which allows you to edit pretty much anything about the trainers. As for scripting a trainer, use the following format:

trainerbattle [type of battle] [trainer number in A-trainer] 0x0 @challengetext @textwhendefeated.

The last two commands vary depending on the type of battle. 0x0 uses the two shown above. 0x1 is for gym or rival battles, uses an additional command after text when defeated, the pointer to what should happen after a battle. 0x4 is for double battles, and uses a different command after textwhendefeated, which would be what the trainer says if you only have one Pokemon. There are others, but for the sake of time, those three should be fine.


I think I'm done with ROM hacking. I'll still pop in and visit, though.


Satoshi Ookami

Memento Mori

Age 30
Male
Abyss of Time, Great Seal
Seen August 5th, 2018
Posted July 3rd, 2018
14,253 posts
14.8 Years
Any chance someone could run me through some steps to fix this?
Were I you I'd put the desired sprite into another location in ROM and then repoint the Castform's sprite location.
ROM hacking FAQ - Read before asking how to play a hack.

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