[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 877

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
This is what i said in my message if i do that it changes the current names of all the maps so example i make a new map and name it Shadow Cave maps named ROCK TUNNEL get that name i want to make a completely new name

hope anyone understands it now and might work

PS: Thnx for trying to help you just misunderstood how i ment it but thnx alot:D
You can only use the pre-existing names. In Firered, you get 109 names to use to your leisure, and you can only assign maps those 109 names. You can assign a map a different name in the way I mentioned earlier, by selecting the dropdown next to the name list.

Ok, I just realized I don't like music hacking, as it is very difficult and tedious (especially with Sappy), so I may switch over to Ruby as my rom base due to it having a lot more and better music in my opinion.

My question is: Is it possible to initiate a wild battle similar to the GHOST from FireRed using Ruby(where you can't do anything to it but Run)? If not, can I somehow make a Pokemon absolutely uncatchable/have attacks done to it be completely ineffective?

EDIT: Another question, In Ruby, is it possible to script a "checkpokemon" event (like special2 does for FireRed), where it will check if I have a certain Pokemon, and will do something else based on that?
Ironically enough, both of these are the reasons I've stayed with Firered. Of course, the cheating way is to make a Dark/Ghost Pokemon with Wonderguard and a catch rate of 0, but there won't be Silph Scope functionality, and it won't look as neat. You might want to disassemble the routine called by Special 0x156 and see what happens, and try to port it over.

I just took a look at an in-game trade script, and the important parts are so:

Setvar 0x8008 0x0
...
special2 LASTRESULT 0xFC
copyvar 0x8009 LASTRESULT
...
special2 LASTRESULT 0xFF
copyvar 0x800B LASTRESULT
comparevars LASTRESULT 0x8009
if 0x5 goto @donthave
...
It seems like special2 LASTRESULT 0xFC will put the species of the Pokemon wanting to be received in a trade into LASTRESULT. special2 LASTRESULT 0xFF seems to convert the slot number you specify into the species number, and stores it in LASTRESULT. The slot number is specified with Special 0x9F, which prompts you to choose a Pokemon. If Ruby is like Firered, Special 0x9F should store the slot chosen into a variable, most likely 0x8004. So, in theory, if you write the slot value to 0x8004, and call special2 LASTRESULT 0xFF, that should store the species number of that slot into LASTRESULT.

Hello! I've just started ROM hacking today, and I'd like to start small by simply editing a Pokemon Emerald ROM to better suit my preferences. First on the agenda is to replace all of the protagonist trainer sprites.

Using destinedjagold's Sprite Indexing and Inserting Tutorial thread, I was able to change the basic sprite (the one in the trainer card) of the female protagonist. However, how am I to go about changing all of the sprites? This includes walking, cycling, surfing, in the end credits, etc.

Much appreciated to anyone who can help me out!
OW sprites are uncompressed, so UNLZ.gba won't help you at all. Nameless Sprite Editor (Classic) and Overworld Editor (Rebirth Edition) are both great programs to edit overworld sprites. The credit sprites ARE compressed, so use UNLZ.gba to find them. I don't have a specific number, so just go through them all.


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


Seen January 14th, 2022
Posted June 16th, 2020
88 posts
11.4 Years
Hello.

I'm trying to create a new move, using the Attack Editor with Pokemon Game Editor. I replaced a move that I do not intend to use on any of my Fakemons: Volt Tackle. Everything seems to work as intended, except for two things:

-The description always stays the one for Volt Tackle. Even thought I press Save, just switching moves and going back to it changes the description back.
-The move animation also stays the Volt Tackle one, despite trying to repoint to the Leaf Blade animation. The Animation Pointer keeps the Leaf Blade value thought...

Any idea what's wrong? Should I download a new program to modify those?

Thanks in advance for the answer.
Age 31
Male
Texas
Seen January 8th, 2017
Posted March 23rd, 2015
150 posts
14.4 Years
okay... so i was trying to figure out how to extend just the starting dex to hold a couple more pokemon (cuz i figured in my hack 180ish pokemon were enough) so i started searching the forums for a way to do this. Jambo had a thread for pokedex hacking so i figured it was a good place to start.
Upon reading his post, i realized that that the following was exactly what i needed:

Kanto Dex Limiting Bytes:
Spoiler:
(Bear in mind that it loops the compare + 1 times, as it also loops on 0)
0x10352C - mov r1, #0x97
0x1035F6 - cmp r0, #0x96


Evolutions work without National Dex:
Spoiler:
At 0xCE91A change the next 4 bytes to 00 00 14 E0. This makes the previously conditional branch into an unconditional branch, which fixes the evolutions.

So after testing this out, I realized that while level -up evolutions worked, stone-based evolutions didn't (only 2 evolution types i tried)... which implies that there should be another limiter for the kanto dex in the stone - evolution data. Does any1 know where this limiter is?


Seen January 14th, 2022
Posted June 16th, 2020
88 posts
11.4 Years


When I resize pokemon sprite in photoshop that looks like blurry. What tool do you recommend to use?
The problem is that Photoshop isn't really made for Pixel-art. If you resize a 1-pixel-think line of 150%, you'll see a line of 2 pixels layers: one fully black, and one fully grey. Same goes from resizing of 50%, in which the pixel will just become grey instead of black.

Your best bet is to manually redraw it. Resize it from Photoshop, send it on paint, and redraw every line so that it looks sharp. Or you could attempt to force photoshop to work in 16 colors only, but that may not look good...

BrandoSheriff

Has a tendency to figure things out

Age 28
Male
On an island with Hakaze
Seen February 8th, 2022
Posted June 6th, 2020
753 posts
15.9 Years
Ironically enough, both of these are the reasons I've stayed with Firered. Of course, the cheating way is to make a Dark/Ghost Pokemon with Wonderguard and a catch rate of 0, but there won't be Silph Scope functionality, and it won't look as neat. You might want to disassemble the routine called by Special 0x156 and see what happens, and try to port it over.

I just took a look at an in-game trade script, and the important parts are so:

Setvar 0x8008 0x0
...
special2 LASTRESULT 0xFC
copyvar 0x8009 LASTRESULT
...
special2 LASTRESULT 0xFF
copyvar 0x800B LASTRESULT
comparevars LASTRESULT 0x8009
if 0x5 goto @donthave
...
It seems like special2 LASTRESULT 0xFC will put the species of the Pokemon wanting to be received in a trade into LASTRESULT. special2 LASTRESULT 0xFF seems to convert the slot number you specify into the species number, and stores it in LASTRESULT. The slot number is specified with Special 0x9F, which prompts you to choose a Pokemon. If Ruby is like Firered, Special 0x9F should store the slot chosen into a variable, most likely 0x8004. So, in theory, if you write the slot value to 0x8004, and call special2 LASTRESULT 0xFF, that should store the species number of that slot into LASTRESULT.
I took a look at one of the three trade scripts in Ruby and found those same commands as well. What I think I'll do is copy one of them and mess around with it to see if I can make it want different Pokemon and possibly give me more than one in return using givepokemon with it (I'm very ambitious. xD).
Seems there's a way around everything, I completely forgot about Wonder Guard! I just wanted a battle where nothing worked against it, forcing the player to Run as the only option. I guess that can work. Thanks for that.

iirc, special 0x156 is the Ghost battle? how do I disassemble that?

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
I took a look at one of the three trade scripts in Ruby and found those same commands as well. What I think I'll do is copy one of them and mess around with it to see if I can make it want different Pokemon and possibly give me more than one in return using givepokemon with it (I'm very ambitious. xD).
Seems there's a way around everything, I completely forgot about Wonder Guard! I just wanted a battle where nothing worked against it, forcing the player to Run as the only option. I guess that can work. Thanks for that.

iirc, special 0x156 is the Ghost battle? how do I disassemble that?
The routine for the Ghost battle starts at 0x0807F904. Just open that up in a disassembler and try to piece together how it works.


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


NarutoActor

The rocks cry out to me

Age 29
Female
Brooklyn/Marlboro
Seen April 2nd, 2016
Posted March 22nd, 2016
1,974 posts
14.4 Years
You can only use the pre-existing names. In Firered, you get 109 names to use to your leisure, and you can only assign maps those 109 names. You can assign a map a different name in the way I mentioned earlier, by selecting the dropdown next to the name list
Well, you can always repoint the name of the maps table, and change the limiter bytes. You can find this topic in the r and d section.
~There are those people who understand hex, F the rest

BrandoSheriff

Has a tendency to figure things out

Age 28
Male
On an island with Hakaze
Seen February 8th, 2022
Posted June 6th, 2020
753 posts
15.9 Years
sorry for asking so many questions, but I've run into a bit of a snag.
I'm currently using this tutorial to expand my attack table so I can include some Gen 4/5 moves: http://www.pokecommunity.com/showthread.php?t=263479

It says it can be done with Ruby, but since it's done with FireRed in mind, I don't know the offset for the attack table or anything else, and therefore, can't do anything it's asking me to do. Is there a list of Ruby's offsets for the attack table, the attack names, and stuff like that? Google is not being my friend here. :/

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
Does anyone know how to set a spawn point in Pokemon Fire Red? I know there is a command "sethealingplace 0x?" but I want to change what happens when the player spawns. Maybe it has something to do with a flying position tile? Thanks.
Currently, I only know how to change the map and bank you spawn at...I don't know what's involved in repointing the sethealingplace table, but it shouldn't be major. JPANs engine substitutes sethealingplace with the use of variables, so you might want to look into his coding.

Additionally, the scripts that are run when the player respawns are at 0x1A8D97 and 0x1A8DD8 for Pokemon Center and Mom, respectively.

sorry for asking so many questions, but I've run into a bit of a snag.
I'm currently using this tutorial to expand my attack table so I can include some Gen 4/5 moves: http://www.pokecommunity.com/showthread.php?t=263479

It says it can be done with Ruby, but since it's done with FireRed in mind, I don't know the offset for the attack table or anything else, and therefore, can't do anything it's asking me to do. Is there a list of Ruby's offsets for the attack table, the attack names, and stuff like that? Google is not being my friend here. :/
It seems that the table of names are at 0x1F832D, while the data is at 0x1FB12C


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


Age 31
Male
Texas
Seen January 8th, 2017
Posted March 23rd, 2015
150 posts
14.4 Years
sorry for asking so many questions, but I've run into a bit of a snag.
I'm currently using this tutorial to expand my attack table so I can include some Gen 4/5 moves: http://www.pokecommunity.com/showthread.php?t=263479

It says it can be done with Ruby, but since it's done with FireRed in mind, I don't know the offset for the attack table or anything else, and therefore, can't do anything it's asking me to do. Is there a list of Ruby's offsets for the attack table, the attack names, and stuff like that? Google is not being my friend here. :/
for future reference, check a tool's ini... it usually has relevant offsets there :) (use pge's, its got all the main offsets)


Darthatron

巨大なトロール。

Age 31
Male
Melbourne, Australia
Seen February 2nd, 2015
Posted October 28th, 2014
1,152 posts
17.4 Years
Okay, I have another question. Is the "setmaptile" command a permanent change to the landscape? Or is it only temporary?
Only temporary. Put it in a level script to make it appear permanently. :)
あなた は しきしゃ です
わたし は ばか です

BrandoSheriff

Has a tendency to figure things out

Age 28
Male
On an island with Hakaze
Seen February 8th, 2022
Posted June 6th, 2020
753 posts
15.9 Years
It seems that the table of names are at 0x1F832D, while the data is at 0x1FB12C
for future reference, check a tool's ini... it usually has relevant offsets there :) (use pge's, its got all the main offsets)
I looked in the ini, and found those exact offsets for the attack table and attack names array (with the exception of the names array, which is actually 0x1F8320. I'm sure it was a typo though. xD )

Thank you both! :D Next I'm going to figure out the other offsets the tutorial mentions and try to find those in Ruby.
Seen January 14th, 2022
Posted June 16th, 2020
88 posts
11.4 Years
It appears I've been forgotten already? I'm still waiting for an answer.

Hello.

I'm trying to create a new move, using the Attack Editor with Pokemon Game Editor. I replaced a move that I do not intend to use on any of my Fakemons: Volt Tackle. Everything seems to work as intended, except for two things:

-The description always stays the one for Volt Tackle. Even thought I press Save, just switching moves and going back to it changes the description back.
-The move animation also stays the Volt Tackle one, despite trying to repoint to the Leaf Blade animation. The Animation Pointer keeps the Leaf Blade value thought...

Any idea what's wrong? Should I download a new program to modify those?

Thanks in advance for the answer.

blue

gucci

Male
United Kingdom
Seen September 26th, 2021
Posted August 7th, 2019
21,056 posts
15.4 Years
Just got a minor question.. when using A-Trainer with creating new trainers, I wanted the music to be the FRLG Gym Leader music but whenever I set it as what I think is right (Music 0, Unknown 7) it just plays the normal trainer music, is there any way I can fix this?

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
Just got a minor question.. when using A-Trainer with creating new trainers, I wanted the music to be the FRLG Gym Leader music but whenever I set it as what I think is right (Music 0, Unknown 7) it just plays the normal trainer music, is there any way I can fix this?
Try intro music 1 and unknown 7.

blue

gucci

Male
United Kingdom
Seen September 26th, 2021
Posted August 7th, 2019
21,056 posts
15.4 Years
Try intro music 1 and unknown 7.
I've tried both 0 & 1 but neither of them work, it works fine in Emerald just not Fire Red.

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years


I've tried both 0 & 1 but neither of them work, it works fine in Emerald just not Fire Red.
I believe music in FRLG is dependent on the Trainer Class, and not by music number and stuff. Meaning, without ASM, only trainers with the Trainer Class "Gym Leader" (or is it just "Leader"...I don't remember, but you get the idea) will play that theme. Same with Champion music and everything else.


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


Age 31
Male
Texas
Seen January 8th, 2017
Posted March 23rd, 2015
150 posts
14.4 Years
Does anyone know how to remove the Kanto region dex from the pokedex menu? I am planning to create my own custom pokedex with around 350 Pokemon from Gen 1 - 5.
Fire Red Pokedex Hacking :)

^Instead of removing it, wouldn't it be easier to just use the Kanto Dex? I was trying to do the same thing in my in-planning hack, so i increased the limiters and used the 'evo-doesn't-need-national-dex' patch thing. leveling evolutions work, but stone evolutions don't (atleast for me they didn't :P you could try and see if it works for you). I've msged Jambo bout it, cuz he seems the most knowledgeable about dex hacking :) and i'm waiting to see if he can help me out.

Still... this method works... mostly :P.