[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 821

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

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
Okay, here I go again with two more basic questions:

Is it possible to implement a shared double battle (such as the one alongside Steven in the Space Center in Emerald) in a LeafGreen hack?

This one may sound silly, but can you reassign ROM data space from one type of data to another - so, for example, say I wanted to remove 100 pokemon from my Emerald ROM altogether and free up their data; could I use that extra room to add additional maps?

Thanks in advance.
HoscoFelix (GGSD)

PS
Spoiler:
Where can I go to ask advice on the design side of things (map looks, ideas, pokemon inclusion/exclusion), rather than the actual hacking process?
It is possible, but simply extracting ASM from R/S/E and placing it in FR/LG won't be a guarantee that it will work. You will definitely have to tinker with it or code it from the ground up, which will be difficult since ASM is the most advanced form of Pokemon hacking.

Ehh... You could probably do that, but it could definitely be troublesome, especially when you're working with tools which could become garbled when they try to read the data. It would be far easier to just work with what you have. Besides, deleting 100 or so Pokemon wouldn't really provide that much free space in the end, plus it won't result in one large block of free space, but several smaller ones dotted throughout the ROM.

We have a map rating and review thread, as well as a storyline one, but unfortunately there really isn't a place to get a general consensus on a variety of things. The closest thing I can think of that would fit what you're asking for (apart from the two previous threads I linked) would be the ROM Hacking Discussions thread if you phrased things in a way so that it could become a starting point for a discussion and not necessarily pertain solely to you and your circumstances.

I have no idea where to find those 0x282 things, but the part I did understand explained enough. I changed one tile because the shade wasn't to my liking and that ruined my entire stairs apparently. Thank you!

Edit: I did find the 0x6C, 0x6D things, which makes my life sooooo much easier. Again, thanks!
No problem, I'm glad it all worked out :)

You can see the number of the tile (0x282) by hovering your mouse over a tile on the map or in the side bar. Its number should appear in the bottom left corner of Advance Map, along with its X and Y coordinates.

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
I have just two questions:

1) Does anyone know what the largest value a variable can hold is?

2) Do the 0x8000 family of variables retain their value when a script is called to completion, or is everything erased? Essentially, are the 0x8000 family of variables permanent or not?


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


Seen August 2nd, 2021
Posted August 11th, 2014
9 posts
15.2 Years
Havin' a lovely little problem that I didn't notice until pretty late. I made a new game, looked in the truck, aaand... Brendan's palettes were messed up. In different ways, depending on the scene.

In the truck, outside of the truck, and on the first floor of his house (until his clock is set), he had three different palettes--neither of which were the correct one. The palette works fine in the second floor of your house, and seems to fix itself completely after you set the clock. Oddly, starting the game as May does not present this problem.

Anyone have an idea as to what it could be? I'm stumped.
If you don't like my driving, stay off the sidewalk!

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
Havin' a lovely little problem that I didn't notice until pretty late. I made a new game, looked in the truck, aaand... Brendan's palettes were messed up. In different ways, depending on the scene.

In the truck, outside of the truck, and on the first floor of his house (until his clock is set), he had three different palettes--neither of which were the correct one. The palette works fine in the second floor of your house, and seems to fix itself completely after you set the clock. Oddly, starting the game as May does not present this problem.

Anyone have an idea as to what it could be? I'm stumped.
I don't know if this is helpful, but it looks like the game is taking the Pallate of other OWs and mistaking them for Brendans... In the first picture you showed, it took on the pallate of the moving van, and in the second, it took on the color of the Vigoroth. As for fixing it, I'm as lost as you; When my player gets near a Mew Sprite, it randomly takes on the Mew's colors. It might have something to do with the game loading palates of the other OWs before loading Brendans pallate. A viable option is to remove the Vigoroth and the Moving Van, but that might not be practical in the long run, seeing as I don't know what your planning for the beginning.


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


Lyzo

Back from vacation

Age 28
Male
The Netherlands
Seen February 25th, 2023
Posted November 30th, 2022
261 posts
16.2 Years
Hey can someone help me with pokemon fire red title screen?
the thing I need to know is how to make a animated title screen.
ZAINheroOFtime
That's difficult, but it's being worked on in the Research and Developement forum. Check this link.

Does anyone know the script command after you get your starter pokemon, when you press start and have the pokemon choice there?
Yeah, it's a flag, but different for each game.
FireRed:
setflag 0x828
Ruby/Sapphire:
setflag 0x800
Emerald:
setflag 0x860


^^ Thank you The Blueprint !!!
Male
Seen March 9th, 2012
Posted March 9th, 2012
4 posts
13.4 Years
I was wondering if anyone could help me. I am decently new to rom hacking so please don't be too harsh.
Here is my problem:
I am using advance map 1.92. I am editing Fire red. While creating a Poke mart I added a person event. The sprite shows up in advance map but when I play the rom to test it, the sprite is no where to be found. How can I fix this?

Another problem I have encountered:
Same rom and same program.
I am experimenting with scripting using pokescript.
I made a basic movement script where the hero follows. The script works fine but the person I assigned the script to is in the wrong position. In advance map it shows the person where I want them. When I test the rom in VBA the person is moved to a different x/y coordinate. I have no clue. It is almost like a glitch.

Has anyone else encountered these problems? If so, how did you fix it?
Thanks in advance for help..
P.S. I am using a custom made map.

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
I have just two questions:

1) Does anyone know what the largest value a variable can hold is?

2) Do the 0x8000 family of variables retain their value when a script is called to completion, or is everything erased? Essentially, are the 0x8000 family of variables permanent or not?
1.) A variable is made up of 2 bytes. Essentially this means that they can hold anything ranging from 0x0 to 0xFFFF.

2.) The first few variables of the 0x8000 family should be able to hold their values, but the later ones in the first 16 will not (e.g 0x800D, 0x800F). In FR the 0x4000 family retain their variables, not sure about R/S/E but there should also be other families that remain the same. There are some variables that could overwrite other things (Pokemon on the PC, Day Care Centre Pokemon etc.) which you can see in a huge discussion that starts on the second page of the R&D Quick Research and Development Thread.

Is it possible to save separate maps as a .map file for example in Advance Map?
Oh absolutely. Open the map that you want to save and go to 'File > Map > Save Map As...' then save the resulting .map file. When you open the map in another ROM you can edit and save it again if you've made any changes, but you will have to reinsert it in order for it to be in the new ROM permanently.

I was wondering if anyone could help me. I am decently new to rom hacking so please don't be too harsh.
Here is my problem:
I am using advance map 1.92. I am editing Fire red. While creating a Poke mart I added a person event. The sprite shows up in advance map but when I play the rom to test it, the sprite is no where to be found. How can I fix this?

Another problem I have encountered:
Same rom and same program.
I am experimenting with scripting using pokescript.
I made a basic movement script where the hero follows. The script works fine but the person I assigned the script to is in the wrong position. In advance map it shows the person where I want them. When I test the rom in VBA the person is moved to a different x/y coordinate. I have no clue. It is almost like a glitch.

Has anyone else encountered these problems? If so, how did you fix it?
Thanks in advance for help..
P.S. I am using a custom made map.
Are there any other NPCs that share the 'Person Event No' of the person you want to move? Are there any level scripts in your maps? Do they have anything in their 'Person ID' boxes?
Male
Seen March 9th, 2012
Posted March 9th, 2012
4 posts
13.4 Years
TO DRFUJI:
The person I want to move is currently the only person on the map. I have 3 warps (to go in the buildings) and this one person event so far. When I talk to the person the script works and I follow them. The NPC is just located on the wrong spot of the map. The person ID number is 0000. I would attach photos; however, I am on an iPhone. I don't know what a "level script" is so I'm guessing that I don't have any. Unless level script refers to the movement permissions.
Thanks again for help!!

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
TO DRFUJI:
The person I want to move is currently the only person on the map. I have 3 warps (to go in the buildings) and this one person event so far. When I talk to the person the script works and I follow them. The NPC is just located on the wrong spot of the map. The person ID number is 0000. I would attach photos; however, I am on an iPhone. I don't know what a "level script" is so I'm guessing that I don't have any. Unless level script refers to the movement permissions.
Thanks again for help!!
You can see if you map has a level script by going into Advance Map's Header tab and scrolling down to the section that says "Map Script" - There you should find a button that allows you to open a script (if you do in fact have a level script active on that map). Anyway, if you don't have a level script that is operating on the map, try creating another person on your map and transfer your movement script to them so that they take the place of the person even which is acting strangely. It won't be a perfect fix, but hopefully you'll be able to have your script play out the way you want.

If this new person event also doesn't show up on the map where expected (and there wasn't any level script), then I'd suspect that there is something wrong with the ROM you are using.
Male
Seen March 9th, 2012
Posted March 9th, 2012
4 posts
13.4 Years
You can see if you map has a level script by going into Advance Map's Header tab and scrolling down to the section that says "Map Script" - There you should find a button that allows you to open a script (if you do in fact have a level script active on that map). Anyway, if you don't have a level script that is operating on the map, try creating another person on your map and transfer your movement script to them so that they take the place of the person even which is acting strangely. It won't be a perfect fix, but hopefully you'll be able to have your script play out the way you want.

If this new person event also doesn't show up on the map where expected (and there wasn't any level script), then I'd suspect that there is something wrong with the ROM you are using.
Thank you so much!!
I did a little bit of everything you said and it fixed it as soon as I added a new person to the map. After the problem seemed to be resolved I gave a simple message script to the new person and let the original person (the one causing all the problems) have the movement script.
Thank you for your time!!!!
Seen January 16th, 2017
Posted March 8th, 2012
23 posts
15.2 Years
Okay, so here's an odd request for you guys. I'm looking for something that will let me edit the moves in a japanese romhack. There's no english patch, so playing through it is...interesting. I should be able to manage fine though, since its pretty much just the plot of fire red. The PROBLEM is that battles are a pain, because I don't know whats happening at all. :P I know what moves my pokemon have, because its pretty easy to figure out based on the type and power, but my opponents...not so much.

In THEORY, I should be able to edit the move names to english ones, but I don't have a tool that will work on a japanese rom. Everything I've tried so far doesn't play nice with it. Or, well, I'm ASSUMING its a language problem. It may very well not be, I've never done this before. @[email protected]

EDIT: I tried one of the tools on an unpatched japanese rom, and same result. So I am assuming its not an issue with the patching.

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
Okay, so here's an odd request for you guys. I'm looking for something that will let me edit the moves in a japanese romhack. There's no english patch, so playing through it is...interesting. I should be able to manage fine though, since its pretty much just the plot of fire red. The PROBLEM is that battles are a pain, because I don't know whats happening at all. :P I know what moves my pokemon have, because its pretty easy to figure out based on the type and power, but my opponents...not so much.

In THEORY, I should be able to edit the move names to english ones, but I don't have a tool that will work on a japanese rom. Everything I've tried so far doesn't play nice with it. Or, well, I'm ASSUMING its a language problem. It may very well not be, I've never done this before. @[email protected]

EDIT: I tried one of the tools on an unpatched japanese rom, and same result. So I am assuming its not an issue with the patching.
Most of the tools here are for English roms, and the offsets are most likely different. I don't know where the offset for the moves names are stored (they are independent of the actual move data), but it should be simple enough to convert a move's japanese name into hex, and search for it with a hex editor. You could then change the name accordingly, through hex editing.

How would I go about to change the number of Map Names on a Romhack? I can't seem to figure it out.
It requires a fair amount of editing the hex structure of the rom...There's a "tutorial" floating around in the research and development thread, I think. I attempted to put it in my rom hack, but it just messed up everything. Feel free to try it, if you want.


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


Seen January 16th, 2017
Posted March 8th, 2012
23 posts
15.2 Years
Most of the tools here are for English roms, and the offsets are most likely different. I don't know where the offset for the moves names are stored (they are independent of the actual move data), but it should be simple enough to convert a move's japanese name into hex, and search for it with a hex editor. You could then change the name accordingly, through hex editing.
Is it possible you could point me in the direction of a tutorial on how to do that?

droomph

weeb

Age 26
Male
nowhere spectacular
Seen February 1st, 2017
Posted January 3rd, 2017
4,282 posts
11.7 Years
Is it possible you could point me in the direction of a tutorial on how to do that?
The charmap for Japanese should be easy to understand, as it is the kana chart (which is the Japanese alphabet if you didn't already care). It's "あいうえお", then "さしすせそ" (or something), and it's pretty straightforward from there, and it should take you about fifteen minutes to get the charmap figured out.

So once you've figured that out, you take the hex values corresponding to the letters, and in a hex editor find the hex values (e.g. for "いいえ" you would search up "02 02 04", and change it however you wish, and you can repoint if necessary.
It requires a fair amount of editing the hex structure of the rom...There's a "tutorial" floating around in the research and development thread, I think. I attempted to put it in my rom hack, but it just messed up everything. Feel free to try it, if you want.
Where might this be? I tried to find something like it a long time ago, but couldn't. I appreciate ^^
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt


Seen January 16th, 2017
Posted March 8th, 2012
23 posts
15.2 Years
The charmap for Japanese should be easy to understand, as it is the kana chart (which is the Japanese alphabet if you didn't already care). It's "あいうえお", then "さしすせそ" (or something), and it's pretty straightforward from there, and it should take you about fifteen minutes to get the charmap figured out.

So once you've figured that out, you take the hex values corresponding to the letters, and in a hex editor find the hex values (e.g. for "いいえ" you would search up "02 02 04", and change it however you wish, and you can repoint if necessary.
I meant the hex editing bit. I don't know how to do that, or what it means exactly. ^^;

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
I meant the hex editing bit. I don't know how to do that, or what it means exactly. ^^;
Here is a basic overview of finding and replacing words with a hex editor...It's uses an english rom, but it's the same concept for a japanese rom...However, japanese characters don't seem to be built in to an english rom, so you'd have to have another way to find out what each japanese character is in hex.

Where might this be? I tried to find something like it a long time ago, but couldn't. I appreciate ^^
This is what I used...it's difficult because just a plain Firered rom has space for only 196 names...108 names for Firered, and the remaining 88 names for locations in Hoenn (for compatibility). The tutorial on there has two options; either replacing the Hoenn names, or adding onto the list entirely.


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


Male
Seen January 14th, 2015
Posted March 8th, 2012
5 posts
12.9 Years
So I'm kinda new to scripting. And by "kinda new", I mean completely new. I have the concepts down, and I'm working on a storyline before I even begin to start writing script.

Two questions. Both related to event scripting. I searched for both, and neither were answered very well.

1. So, you know the "grayscale" palette that's used during the flashbacks of what you did before your last save? Well, is there any way to use that while events are going on? Such as, to show a flashback sequence? I'd like to know if it's possible and how difficult it would be, so I can alter my storyline a bit as to not include that part.

2. How would you go about making the camera warp to a different map to show an event that's happening at the same time in a different location? My idea is that once the player enters the cave for the first time, the camera will warp to a different location while the screen fades out, and an event will be shown all the way across the map, and then the player will regain control back in the cave. I know there's a command to do this, but I couldn't find it anywhere.

Any tips would be appreciated. :)

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
So I'm kinda new to scripting. And by "kinda new", I mean completely new. I have the concepts down, and I'm working on a storyline before I even begin to start writing script.

Two questions. Both related to event scripting. I searched for both, and neither were answered very well.

1. So, you know the "grayscale" palette that's used during the flashbacks of what you did before your last save? Well, is there any way to use that while events are going on? Such as, to show a flashback sequence? I'd like to know if it's possible and how difficult it would be, so I can alter my storyline a bit as to not include that part.

2. How would you go about making the camera warp to a different map to show an event that's happening at the same time in a different location? My idea is that once the player enters the cave for the first time, the camera will warp to a different location while the screen fades out, and an event will be shown all the way across the map, and then the player will regain control back in the cave. I know there's a command to do this, but I couldn't find it anywhere.

Any tips would be appreciated. :)
I can try to help you with your second question. The best way to make a camera "warp" to a different place is to warp the player there, and immediately hide him using what we call a level script, which is a script that activates when you enter a map. There are different kinds, one being a script that activates once you warp into a building. There's also a kind that activates the very instant you enter a map, even before the fade effect has finished. You'd use the second kind to hide the player, and the first kind to start your script immediately. once the script is finished, warp the player to the entrance of the cave. Before you tackle that, i'd read up on level scripts.

As for your first question, I don't know any conventional, simple way to make that occur. Of course it's possible, but it requires tinkering with the games internal coding.


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