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  #22101    
Old July 18th, 2012 (2:21 PM).
Ferox Ferox is offline
     
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    Crystal, I had the same problem and this is how I fixed it...

    Find the tile that you want to place the warp on
    go to 'Block editor' (Purple jigsaw piece in advance map)
    Select the tile
    On the right is a menu called 'Behaviour byte'.
    Set the Behaviour Byte to 'Use warp' #61

    That's how I got it working in mine.

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      #22102    
    Old July 18th, 2012 (2:49 PM).
    Blue's Avatar
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    Quote:
    Originally Posted by redriders180 View Post
    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 know, I've set it as Leader and everything else is according to what it should be but it just seems to play the default music still, maybe it's just an error but I'm sure people have done it before.
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      #22103    
    Old July 18th, 2012 (3:12 PM).
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    Renegade Renegade is offline
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      Quote:
      Originally Posted by Ferox View Post
      Crystal, I had the same problem and this is how I fixed it...

      Find the tile that you want to place the warp on
      go to 'Block editor' (Purple jigsaw piece in advance map)
      Select the tile
      On the right is a menu called 'Behaviour byte'.
      Set the Behaviour Byte to 'Use warp' #61

      That's how I got it working in mine.
      Ah, I figured it out. There are several different floor tiles that look the exact same. But the behavior of some of them is different. There is one floor tile that warps you if you step down. But without your information, I wouldn't have figured it out, so thanks!
        #22104    
      Old July 18th, 2012 (6:40 PM).
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      mewmasterify mewmasterify is offline
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        How do i make a frame for trainer sprites so that i can animate them?
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          #22105    
        Old July 18th, 2012 (8:45 PM). Edited July 18th, 2012 by Ark_Silvanos.
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        Ark_Silvanos Ark_Silvanos is offline
           
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          Quote:
          Originally Posted by FrozenInfernoZX View Post
          Cool! So I just change the 97 in hex to something else at the offset 0x10352C? And the Kanto dex will have, lets say 253 regional Pokemon. Also, how would I change the name of Kanto to my region? Thanks!
          I dont think you need to... It only shows up as 'Pokedex' if you dont have the national dex.

          edit: ya... change the 96 & 97 to whatever number you want, then change the bytes that restrict evolutions.


          Quote:
          Originally Posted by mewmasterify View Post
          How do i make a frame for trainer sprites so that i can animate them?
          I think it works the same way as making animated pokemon. ie inserting them as 128x64 images.
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            #22106    
          Old July 18th, 2012 (9:03 PM).
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            Quote:
            Originally Posted by Suicune™ View Post


            I know, I've set it as Leader and everything else is according to what it should be but it just seems to play the default music still, maybe it's just an error but I'm sure people have done it before.
            Just to make sure, try intro music 6 and unknown 7. That plays a gym leader song for me.
              #22107    
            Old July 18th, 2012 (9:19 PM).
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            FrozenInfernoZX FrozenInfernoZX is offline
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              Quote:
              Originally Posted by Ark_Silvanos View Post
              I dont think you need to... It only shows up as 'Pokedex' if you dont have the national dex.

              edit: ya... change the 96 & 97 to whatever number you want, then change the bytes that restrict evolutions.
              The only little problem I have now is that the Pokemon between 150 and 253 do not count as added Pokemon (Meaning how much Pokemon you have) However, it does show as "caught" and "seen," but the counter thing in the dex doesn't count them.
                #22108    
              Old July 19th, 2012 (3:13 AM).
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                is it Possible to for the Pokemon to like animate forever like for example in Pokemon Black and White are animating there Pokemon for upto 11 frames and then it Goes through those Frames again.
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                  #22109    
                Old July 19th, 2012 (3:43 AM).
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                Ark_Silvanos Ark_Silvanos is offline
                   
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                  Quote:
                  Originally Posted by FrozenInfernoZX View Post
                  The only little problem I have now is that the Pokemon between 150 and 253 do not count as added Pokemon (Meaning how much Pokemon you have) However, it does show as "caught" and "seen," but the counter thing in the dex doesn't count them.
                  ah yeah... i didn't think of that... hmmm.... ah well... gotta try to find a fix sometime, but i honestly dont have a clue how it works

                  Quote:
                  Originally Posted by mewmasterify View Post
                  is it Possible to for the Pokemon to like animate forever like for example in Pokemon Black and White are animating there Pokemon for upto 11 frames and then it Goes through those Frames again.
                  no its not.
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                    #22110    
                  Old July 19th, 2012 (2:55 PM). Edited July 19th, 2012 by FrozenInfernoZX.
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                    Ughhh, I don't think I'm going to edit the Pokedex order anymore. It's a looooooooong and tedious task, not including having to edit the footprints and the description of each assigned number since the description, etc is tied to the number. Ohh, and the habitats for the Pokemon. I think I'll just have to go the National Dex route.

                    Or is there a faster way to do this?
                      #22111    
                    Old July 20th, 2012 (1:46 AM).
                    vasilis vasilis is offline
                       
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                      hi ,i would like to know how i can change the starting pokemon in soul silver
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                        #22112    
                      Old July 20th, 2012 (5:00 AM).
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                        okay... so i was thinking about the problem about evolution stones not working when using Jambo's 'no need of national dex' fix, and i also realized that in the thread he said he couldn't find any other checks (skipped reading that part b4 for some reason ) so that got me thinking, what if the evolution stones actually checked for the national dex when they were used and not a limiter on the entries? xcept i'm not able to figure this out

                        Now getting the stone evo's to work isn't an absoulte must, but i thought it would be nice for a proper regional dex, so if any1's got any info on this, please let me know.

                        Oh and suppose the player recieves the national dex, where is the byte that gets set? like where in the memory is the flag?
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                          #22113    
                        Old July 20th, 2012 (6:33 AM).
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                          Quote:
                          Originally Posted by Ark_Silvanos View Post
                          okay... so i was thinking about the problem about evolution stones not working when using Jambo's 'no need of national dex' fix, and i also realized that in the thread he said he couldn't find any other checks (skipped reading that part b4 for some reason ) so that got me thinking, what if the evolution stones actually checked for the national dex when they were used and not a limiter on the entries? xcept i'm not able to figure this out

                          Now getting the stone evo's to work isn't an absoulte must, but i thought it would be nice for a proper regional dex, so if any1's got any info on this, please let me know.

                          Oh and suppose the player recieves the national dex, where is the byte that gets set? like where in the memory is the flag?
                          The byte is DMA protected, and stored at 0x0300500C + 0x1A. If the byte at that location is 0xDA, then the National Dex is enabled.

                          (Credits to DavidJCobb for the above )
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                            #22114    
                          Old July 20th, 2012 (8:37 AM).
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                            Quote:
                            Originally Posted by redriders180 View Post
                            The byte is DMA protected, and stored at 0x0300500C + 0x1A. If the byte at that location is 0xDA, then the National Dex is enabled.

                            (Credits to DavidJCobb for the above )
                            Thanks ... i searched around and didnt find anything ... As far as i can tell theres no check in the stones behavioral data... and i dont think theres one in the evolution data for stone evolutions either, but there might be... can't really figure it out ... ah well... easiest fix I kno, is to move all the pokemon with stone evolutions before 151
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                              #22115    
                            Old July 20th, 2012 (10:05 AM).
                            memy02 memy02 is offline
                               
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                              My questions fell back two pages without any help so i will repost it.

                              Hello, I am new to rom hacking but I am picking it up pretty fast. I am working on a hack of pokemon red and I am trying to figure out how to edit warps. Specifically what I would love to do is have you enter a house in viridian city but end up inside the pokemon fan club, when you leave the fan club you are taken to the bike shop, and leaving the bike shop will put you back in viridian city. I know I can do the bike another way but I am looking for how you chain warps as mine will be more complicated. I am also interested in learning how to add warp points in towns. I played with pokemap some but it will not let me edit warp tiles inside buildings, nor could I find a way to create new warp points in a town so I would rather just learn how it works in hex so that I can just edit it directly. Any help in finding and explaining the coding used for warps in 1st gen would be greatly appreciated.

                              Also while I'm at it, is there a way to have battle animations turned off even when turned on in options (or just turned off and remove battle animations from the options screen)? This is more of an aesthetics concern and won't effect game play but I would like to do this while working on the rest of the game before coming back to fix attack animations.
                                #22116    
                              Old July 20th, 2012 (12:12 PM).
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                                Quote:
                                Originally Posted by memy02 View Post
                                Hello, I am new to rom hacking but I am picking it up pretty fast. I am working on a hack of pokemon red and I am trying to figure out how to edit warps. Specifically what I would love to do is have you enter a house in viridian city but end up inside the pokemon fan club, when you leave the fan club you are taken to the bike shop, and leaving the bike shop will put you back in viridian city. I know I can do the bike another way but I am looking for how you chain warps as mine will be more complicated. I am also interested in learning how to add warp points in towns. I played with pokemap some but it will not let me edit warp tiles inside buildings, nor could I find a way to create new warp points in a town so I would rather just learn how it works in hex so that I can just edit it directly. Any help in finding and explaining the coding used for warps in 1st gen would be greatly appreciated.
                                In this thread, you'll find the link to RBGY Map Header structure. Under Object data you can see how Warp-to -points are defined.
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                                  #22117    
                                Old July 20th, 2012 (2:43 PM).
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                                  I'm curious, would it be possible at all to script this:
                                  In my hack I would like to do something like, you get a glitch pokemon however it can be 'disinfected' (remove the glitch turn it back into a normal pokemon, while retaining nicknames, moveset, held items, level ect.). Upon 'disinfecting' a roaming legendary would spring up but what legendary it is would be determined by the starter you chose. I was wondering if there could be a way to do that??? If not I'll just leave that feature out of the game.

                                  Thanks in advance!
                                    #22118    
                                  Old July 20th, 2012 (3:18 PM).
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                                    Hey guys I'm new to pokecommunity and I need some help on my hacked FR I dont now how to make my Character talk can you help me out like with a link or something thanks
                                      #22119    
                                    Old July 20th, 2012 (3:24 PM).
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                                      Try going on this thread http://www.pokecommunity.com/showthread.php?t=164276
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                                        #22120    
                                      Old July 20th, 2012 (9:22 PM).
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                                        I have a quick question. Is it possible to write a script that plays the sound effects from an attack such as thundershock, flamethrower, thunder, etc?
                                          #22121    
                                        Old July 20th, 2012 (9:49 PM).
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                                        DrFuji DrFuji is offline
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                                        Quote:
                                        Originally Posted by supernova651 View Post
                                        I have a quick question. Is it possible to write a script that plays the sound effects from an attack such as thundershock, flamethrower, thunder, etc?
                                        If you're working on a third generation game then use the 'sound' command somewhere in a script and write a byte afterwards to indicate which effect you want it to play. Here is a list of sounds that was largely compiled by Darthatron; I just wrote out the last couple that weren't in it and correlated some to moves that use them.

                                        Spoiler:
                                        0x0 – Blank Noise (Stops BGM, not other S.E.)
                                        0x1 – Use Item
                                        0x2 – Log onto PC
                                        0x3 – Turn off PC
                                        0x4 – Turn on PC
                                        0x5 – Click Noise
                                        0x6 – Open Menu
                                        0x7 – Wall Bump
                                        0x8 – Door Open
                                        0x9 – Exit Room
                                        0xA – Jump
                                        0xB – Bike Bell
                                        0xC – Loud Crash (Like dropping of a heavy object)
                                        0xD – Loud Crash (Higher pitch, and with echo)
                                        0xE – Loud Crash (3 in rapid succession, with long echo)
                                        0xF – Low Pitch Pokéball Open
                                        0x10 – Pokéball Close
                                        0x11 – Run from Battle
                                        0x12 – PokéCentre Door Open
                                        0x13 – Strange Noise (Like Water at the beginning, then like electricity)
                                        0x14 – Low Pitch crash
                                        0x15 – Super high pitch beep
                                        0x16 – Error / False sound
                                        0x17 – PokéCentre Pokéball Load up (Pokéballs being placed onto the heal machine.)
                                        0x18 – PokéCasino Reel Stop
                                        0x19 – Insert Coin into Machine
                                        0x1A – Buzz (False/fail at Casino)
                                        0x1B – EXP gauge
                                        0x1C – Hop (Like on an Acro Bike)
                                        0x1D – Lock / Break small rock?
                                        0x1E – Unlock
                                        0x1F – Going through cave entrance
                                        0x20 – Strange Sound (A singular version of the previous sound)
                                        0x21 – Falling through cave hole
                                        0x22 – Singular Metal attack Sound (Like when using steel wing, but singular)
                                        0x23 – Ice Break
                                        0x24 – Ice Crack
                                        0x25 – Falling
                                        0x26 – Strange Sound (Super Low Pitch Ice Break?)
                                        0x27 – Warp Away
                                        0x28 – Warp Return
                                        0x29 – Electricity?
                                        0x2A – Turn Winch (Like in Winona's Gym)
                                        0x2B – Truck Driving (Loop)
                                        0x2C – Truck Stopping
                                        0x2D – Truck Brake
                                        0x2E – Truck Open
                                        0x2F – Airplane Turbines (Loop)
                                        0x30 – Save
                                        0x31 – Pokéball Bounce (Like in a trade)
                                        0x32 – Pokéball Bounce (Quieter)
                                        0x33 – Pokéball Bounce (Even Quieter)
                                        0x34 – Pokéball Bounce (Even Quieter Still)
                                        0x35 – Pokéball Open (Like in a trade)
                                        0x36 – Throw Pokéball
                                        0x37 – Musical Decoration Pad (Low C)
                                        0x38 – Musical Decoration Pad (D)
                                        0x39 – Musical Decoration Pad (E)
                                        0x3A – Musical Decoration Pad (F#)
                                        0x3B – Musical Decoration Pad (G)
                                        0x3C – Musical Decoration Pad (A)
                                        0x3D – Musical Decoration Pad (B)
                                        0x3E – Musical Decoration Pad (High C)
                                        0x3F – Mud Ball Smash/ Walking in Puddle
                                        0x40 – Wooden Board
                                        0x41 – Get Money
                                        0x42 – P.A. (Like when an elevator is done, or end of Safari Zone)
                                        0x43 – Water Balloon Pop (Low)
                                        0x44 – Water Balloon Pop (Med)
                                        0x45 – Water Balloon Pop (High)
                                        0x46 – Wooden Smash
                                        0x47 – Wooden Break
                                        0x48 – Poison Affliction
                                        0x49 – Conveyor Belt
                                        0x4A – Conveyor Belt 2 (Loop)
                                        0x4B – Conveyor Belt 2 (end)
                                        0x4C – Loud Noise (Like a low conveyor belt 2) (Loop)
                                        0x4D – Loud Noise (End)
                                        0x4E – Light noise (Like a High conveyor belt 2) (Loop)
                                        0x4F – Light Noise (End)
                                        0x50 – Thunder
                                        0x51 – Thunder continued
                                        0x52 – Buzz (Like a Circular Saw)
                                        0x53 – Low Health Alert (Loop) (Can Not Be Turned Off Without Map Refresh)
                                        0x54 – Level–Up Ding
                                        0x55 – Low Grumbling (Like a Diesel Engine) (Loop)
                                        0x56 – Low Grumbling (End)
                                        0x57 – Wing Attack (Loop)
                                        0x58 – Sell Item
                                        0x59 – Low Ding (Like a really low "Low C" note)
                                        0x5A – High Pitch Swipe
                                        0x5B – High Pitch Swipe (Reverse)
                                        0x5C – Smack
                                        0x5D – Sand–Attack
                                        0x5E – VS Seeker
                                        0x5F – Shiny Pokemon
                                        0x60 – Explosion (Not the Attack)
                                        0x61 – Explosion (After Effect / Cont)
                                        0x62 – STRONG Wind (Or Crowd Screaming? My PC to slow to tell...)
                                        0x63 – Low Slamming sound (Like someone setting down a heavy box.)
                                        0x64 – Red / Blue Orb
                                        0x65 – Computer Chatter (One High Pitch Blip)
                                        0x66 – Computer Chatter (2 Blips, pattern: MedHi–High)
                                        0x67 – Computer Chatter (High Pitch PC on?)
                                        0x68 – Computer Chatter (High Pitch PC off?)
                                        0x69 – Computer Chatter (PC Scanning)
                                        0x6A – Egg Hatching (Where the Pokémon actually breaks free)
                                        0x6B – Light Shuffle sound (Like feet sliding across the floor)
                                        0x6C – High Pitch Quiet Blip
                                        0x6D – Small Sound (Like a twig snapping)
                                        0x6E – Strange Sound (Like low pitch Ice Shimmering, or Use of Flute)
                                        0x6F – Electric attack of some kind (Short and sharp)
                                        0x70 – Spark
                                        0x71 – Metal Sheen (Steel Wing & Metal Claw etc)
                                        0x72 – Curse Attack (Draining energy)
                                        0x73 – Karate Chop/ Baton Pass (?)
                                        0x74 – Tackle
                                        0x75 – Bubble Attack (Launch)
                                        0x76 – Substitute attack?
                                        0x77 – Water Gun Attack (Launch)
                                        0x78 – Rain Dance Attack
                                        0x79 – Slash Attack
                                        0x7A – Whirlwind
                                        0x7B – Very Strange Sound (Like a downward Spiral?)
                                        0x7C – Rock Smash Attack? (In Battle or not? I Can't tell)
                                        0x7D – Powerful Wind (Loop)
                                        0x7E – Powerful Wind (End)
                                        0x7F – Pound Attack?
                                        0x80 – Throwing Sound (Like Bait in the Safari Zone)
                                        0x81 – Slash
                                        0x82 – Ice Ball Attack
                                        0x83 – Part of Thunder
                                        0x84 – Pokémon took damage (Was not SE or Not Very Effective)
                                        0x85 – Beam Attack Charge Sound. (Like Solar Beam's Charging sound)
                                        0x86 – Deep Bang (Similar to 0x84)
                                        0x87 – Bubbling Noise
                                        0x88 – Throwing noise (Slightly Higher Pitch)
                                        0x89 – Ember (?)
                                        0x8A – Flamethrower (?)
                                        0x8B – Fire Spin (?)
                                        0x8C – Flame Wheel (?)
                                        0x8D – Deep Bubbling
                                        0x8E – Deep Crash (Like a super deep opening Pokéball)
                                        0x8F – Deep Fire
                                        0x90 – Pokémon hurt by burn
                                        0x91 – Focus Energy/ Revenge/ Counter (?)
                                        0x92 – High Pitch Powerful Wind (Loop)
                                        0x93 – High Pitch Powerful Wind (End)
                                        0x94 – Scratch
                                        0x95 – Loud Noise (No Explanation)
                                        0x96 – Wing Flapping (Singular)
                                        0x97 – Wing Flapping (Descending Octaves, High To Low)
                                        0x98 – Sand Attack
                                        0x99 – Air Cutter
                                        0x9A – Bite/ Crunch
                                        0x9B – Bulk up (?)
                                        0x9C – Super Strong Wind Burst
                                        0x9D – Hydro Pump/ Hydro Cannon
                                        0x9E – Hydro Pump/ Hydro Cannon
                                        0x9F – Small Noise (Like a twig breaking)
                                        0xA0 – Tail Whip (Singular)
                                        0xA1 – Sandpaper–ish?
                                        0xA2 – Small Noise (No Explanation)
                                        0xA3 – Stretching noise?
                                        0xA4 – Focus Punch (Gaining focus)
                                        0xA5 – Sing Attack
                                        0xA6 – Perish Song Attack
                                        0xA7 – Ice? (Sounds like when a Pokémon gets frozen...)
                                        0xA8 – Dig (Singular)
                                        0xA9 – Confusion (singular)
                                        0xAA – Loud Sound (No Explanation)
                                        0xAB – Eruption (?)
                                        0xAC – Recover Attack
                                        0xAD – Absorb Smack (The sound before the absorption)
                                        0xAE – Metal Sound?
                                        0xAF – Aurora Beam (Small)
                                        0xB0 – Aurora Beam (Main)
                                        0xB1 – Confusion
                                        0xB2 – Belly Drum (Singular)
                                        0xB3 – Amnesia "?" Appear
                                        0xB4 – Softboiled Egg
                                        0xB5 – Lick (?)
                                        0xB6 – Loud Hover Sound (Descending)
                                        0xB7 – Loud Hover Sound (Ascending)
                                        0xB8 – Swords Dance
                                        0xB9 – Leer
                                        0xBA – Swagger (?)
                                        0xBB – Frustration "Angry" Symbols
                                        0xBC – Small Metallic "Bling" sound
                                        0xBD – Confuse Ray (Singular)
                                        0xBE – Rest/ Snore
                                        0xBF – Shattering Ice
                                        0xC0 – Water Pulse (Singular)
                                        0xC1 – Strange Noise (No Explanation)
                                        0xC2 – Solar Beam (Launch)
                                        0xC3 – Sunny Day Attack
                                        0xC4 – Strange Noise (Sounds like a small absorption, but not from any absorb attacks...)
                                        0xC5 – Strange Noise (Previous sound, in reverse)
                                        0xC6 – Small Noise (No Explanation)
                                        0xC7 – Swift Attack (Singular – higher pitch)
                                        0xC8 – Swift Attack (Singular – Longer)
                                        0xC9 – Swift Attack (Singular – Lower Pitch)
                                        0xCA – Odor Sleuth Attack
                                        0xCB – Small Noise (Like a twig snapping... again)
                                        0xCC – Moonlight
                                        0xCD – Charm
                                        0xCE – Noise (Descending Sound)
                                        0xCF – Fall down Cave hole (?)
                                        0xD0 – Leer–ish sound
                                        0xD1 – Waterfall (In–Battle)
                                        0xD2 –
                                        0xD3 – Toxic (?)
                                        0xD4 – Sandstorm (?)
                                        0xD5 – Defense Curl (Singular)
                                        0xD6 – Thunder
                                        0xD7 – Fake Out
                                        0xD8 – Crowd cheering / Truck (?)
                                        0xD9 – Baton Pass
                                        0xDA – Shimmer
                                        0xDB – Metronome (?)
                                        0xDC – Hypnosis (?)
                                        0xDD – Synthesis
                                        0xDE – Slap / Fake Out (?)
                                        0xDF – Wind
                                        0xE0 – Grasswhistle
                                        0xE1 –
                                        0xE2 – Dive
                                        0xE3 – Magnitude (?)
                                        0xE4 – Gust
                                        0xE5 – Sweet Scent
                                        0xE6 – Yawn
                                        0xE7 – Seismic Toss (Beginning)
                                        0xE8 – Stat is raised
                                        0xE9 – Fire Attack of some kind
                                        0xEA – Uproar (Singular)
                                        0xEB – Icicle (?)
                                        0xEC – Moonlight
                                        0xED – Teeter Dance
                                        0xEE – Stat is lowered
                                        0xEF – Psychic Attack (Psywave?)
                                        0xF0 – Egg (?)
                                        0xF1 – Open Door
                                        0xF2 – Sand Attack (?)
                                        0xF3 – 0xF2 Backwards
                                        0xF4 – Get Money
                                        0xF5 – Flick a switch (?)
                                        0xF6 – Blob
                                        0xF7 – Egg Hatch
                                        0xF8 – Cash Register
                                        0xF9 – S.S Anne foghorn
                                        0xFA – Opening to Oak’s theme
                                        0xFB – Similar to 0xFA
                                        0xFC – Beginning of 0xFA followed by error noise
                                        0xFD – Deoxys
                                        0xFE – Regain health
                                        0xFF – Error sound

                                        All numbers following 0xFF start playing the music available in the ROM (e.g Trainerbattle and Town Themes)
                                        __________________
                                          #22122    
                                        Old July 20th, 2012 (9:55 PM).
                                        redriders180's Avatar
                                        redriders180 redriders180 is offline
                                        Mastermind of Pokemon Glazed
                                           
                                          Join Date: Jun 2010
                                          Location: Path of Victory, Tunod
                                          Gender: Male
                                          Nature: Quirky
                                          Posts: 540
                                          Quote:
                                          Originally Posted by supernova651 View Post
                                          I have a quick question. Is it possible to write a script that plays the sound effects from an attack such as thundershock, flamethrower, thunder, etc?
                                          There is a list of all the sounds in-game here. To use in a script, just use the command "sound", followed by the number of the sound you want. For example, sound 0x29 would play a sound of crackling electricity.

                                          Edit: CURSE YOU DRFUJI :@
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                                          I think I'm done with ROM hacking. I'll still pop in and visit, though.


                                            #22123    
                                          Old July 20th, 2012 (10:15 PM).
                                          dragonluver449's Avatar
                                          dragonluver449 dragonluver449 is offline
                                             
                                            Join Date: Nov 2010
                                            Posts: 15
                                            Sorry to ask so much, but I have one more question.
                                            Would it be possible to make some sort of an even where you examine a rock or something and if you have a certain pokemon in your party it evolves??
                                            And if you don't it just says something like "Nothing happened...."??
                                              #22124    
                                            Old July 20th, 2012 (10:49 PM).
                                            tajaros's Avatar
                                            tajaros tajaros is offline
                                            Hi I'm dawg
                                               
                                              Join Date: Apr 2012
                                              Location: Philippines
                                              Age: 18
                                              Gender: Male
                                              Nature: Timid
                                              Posts: 857
                                              Quote:
                                              Originally Posted by dragonluver449 View Post
                                              Sorry to ask so much, but I have one more question.
                                              Would it be possible to make some sort of an even where you examine a rock or something and if you have a certain pokemon in your party it evolves??
                                              And if you don't it just says something like "Nothing happened...."??
                                              Yes it's Possible but only through ASM....
                                              __________________
                                                #22125    
                                              Old July 20th, 2012 (11:10 PM).
                                              dragonluver449's Avatar
                                              dragonluver449 dragonluver449 is offline
                                                 
                                                Join Date: Nov 2010
                                                Posts: 15
                                                Asm?? Sorry, I'm a bit of a noob at this.
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