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  #22351    
Old August 5th, 2012 (9:57 AM).
Andrut's Avatar
Andrut Andrut is offline
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    How to change the items sold in shops in Emerald? I know there are tools which change the ones in Pokémarts, but I would like to change the items in one that is not in a Pokémart, like the market in Slateport.

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      #22352    
    Old August 5th, 2012 (1:14 PM).
    redriders180's Avatar
    redriders180 redriders180 is offline
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      Quote:
      Originally Posted by xoax View Post
      How to change the items sold in shops in Emerald? I know there are tools which change the ones in Pokémarts, but I would like to change the items in one that is not in a Pokémart, like the market in Slateport.
      The most direct way is to open one of their scripts. All pokemarts follow the same basic structure:

      #org @start
      lock
      faceplayer
      preparemsg @welcome *\This command is basically a "msgbox" command
      waitmsg *\basically a "closeonkeypress" command
      pokemart @item_data
      msgbox @comeagain MSG_KEEPOPEN
      release
      end

      The @item_data pointer then points to the list of items to sell. It's laid out in this structure:

      #org @item_data
      #raw word 0xItem_Number_One
      #raw word 0xItem_Number_Two
      ...
      #raw word 0x0 <--REQUIRED! Marks the end of the table

      The item numbers are the exact same as the item numbers in a giveitem command. So, for just the four basic Poke Balls, the list would look like so:

      #org @item_data
      #raw word 0x1 (Master Ball)
      #raw word 0x2 (Ultra Ball)
      #raw word 0x3 (Great Ball)
      #raw word 0x4 (Pokeball)
      #raw word 0x0 (End of List)
      Quote:
      Originally Posted by tajaros View Post


      Actually you can just open scripts and use them as your own...

      But there's really nothing that much special in the Gary's Tutorial Battle it just uses this command

      trainerbattle 0x9 0x(Trainer no. (Hex)) 0x3 @(Message to be displayed when you won) @(Message to be displayed when you lose)

      The only peculiar about it is the 0x9 at the first part of it cause normal trainer battles just leave it 0x0...

      Here let me give you an example of a script that uses that script... (This is in XSE)
      (I'll also explain how the scripts work... )

      Here's the clean script without the explanations if you want to use it...
      After you have done this make sure that you have your ROM opened in XSE, after that compile it and copy the offset of @start since it's the very first pointer, then copy that offset in Advance-Map...

      Note: Use XSE 1.1.1 and Advance-Map 1.95...

      Also maybe reposting my question will bring some people to answer it.. xD
      Darn autoquote...in any case, your question refers to sprites as gif images, instead of .png files? When you upload sprites with Unlz.gba or NSE, you're not actually inserting .png files into a game. Those programs simply accept .png files, since they typically end up being the cleanest, with no rasterizing or anything funny, and convert them into the GBA's primary mode of image display. As such, while the GBA makes no distinction of file formats, the programs to insert them do. The only way around it is to convert to .png.

      Quote:
      Originally Posted by Cold Ivory View Post
      How does one determine the RAM address for a given variable?
      Specifically, I'm looking for either the address of LASTRESULT in Ruby or how I can go about finding it.
      But if I knew how to determine the pointer for any given variable, that would be just as useful.

      I am also correct in understanding that a var is a 2-byte structure, so using writebytetooffset only effects "half" of the variable, yes?
      Probably the easiest way is to make a script that increments LASTRESULT by 0x1, and try scrolling through the memory in VBA (with Auto-Update checked) to find the value. I only know about Firered, but under the assumption that the variable structure is similar, there are a few clues:

      1. In Firered, the variables of the 0x8000 family are stored in the 0x02000000 range (all the other variables are DMA protected, and hidden away in one of the save blocks that gets shuffled around). In Firered, the location of LASTRESULT (which is really 0x800D) is at 0x020370B8, if its any use.

      2. In Firered, the 0x8000 variables are all stored one after another.

      You're correct about the size: each variable is a half-word, or two bytes. Writebytetooffset only writes one byte at a time, so you need to use it twice. Also, don't forget the bytes are flipped, similar to how pointers work. So 0x1234 is 34 12 in the RAM.
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        #22353    
      Old August 5th, 2012 (3:21 PM).
      MissDigitalis's Avatar
      MissDigitalis MissDigitalis is offline
         
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        I keep getting errors after I open Pidgey's stats in YAPE but everything seems to be fine in GBA Pokemon Game Editor's Pokemon Editor. Is there a way to keep the error from occurring other than going back to the beginning of my game and comparing ALL the changes I've made?
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          #22354    
        Old August 5th, 2012 (4:06 PM).
        Shootingace's Avatar
        Shootingace Shootingace is offline
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          Tajaros gave a good explanation which i copied onto a word document.
          I still have 2 more questions about starting Gary's battle scene from scratch:

          1) When you walk south in the lab then Gary stops you. Which commands do i use for him to walk up to you and stop you?

          2) In XSE and Advanced Map, how do i open a script from Advancedmap to XSE?
          For example if i want to adjust Gary's script on XSE, how do i get his script on the tab there?
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            #22355    
          Old August 5th, 2012 (4:44 PM).
          MidiMasterShiro's Avatar
          MidiMasterShiro MidiMasterShiro is offline
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            This question has to do with the music in the ROM of Pokemon Fire Red.

            I know how to hack GBA music very well, but how would I set different music for different trainers. For example, different trainers in RSE have different music set for them, like the Elite 4 has battle music different from the Gym Leaders, and team members do not have the ordinary trainer battle music.
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              #22356    
            Old August 5th, 2012 (4:50 PM).
            machomuu's Avatar
            machomuu machomuu is offline
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            Quote:
            Originally Posted by MidiMasterShiro View Post
            This question has to do with the music in the ROM of Pokemon Fire Red.

            I know how to hack GBA music very well, but how would I set different music for different trainers. For example, different trainers in RSE have different music set for them, like the Elite 4 has battle music different from the Gym Leaders, and team members do not have the ordinary trainer battle music.
            Ah, the very adept hacker, Aichiya Sanae, can help you there. Please note that this information was originally meant for the hack Touhoumon: Another World, but it still applies.

            Quote:
            Controlling Music
            Variable 0x4090 and 0x4092 pair and variable 0x4091 and 0x4093 pair are used for controlling sound. As you can see that some trainers used their specific song theme while battle.
            I will explain a bit, for example I will use 0x4090 and 0x4092 pair
            0x4090 value determines which song that will be changed
            0x4092 value determines which new song will be used
            Value is the song ID

            For example I want change trainer battle song... from default song (Faith is for the Transient People) to Splendid Encount~2nd Style song...
            Trainer Battle song ID is 0x129 and the desired song (Splendid Encount~2nd Style) ID is 0x172
            So the script would be:


            #org 0x834830
            msgbox 0x8834930 0x4
            closeonkeypress
            pause 0x20
            setvar 0x4090 0x129
            setvar 0x4092 0x172
            trainerbattle 0x3 0x57 0x0 0x8834970
            setvar 0x4090 0x0
            setvar 0x4092 0x0
            pause 0x20
            msgbox 0x88349B0 0x4
            closeonkeypress
            release
            end


            As you can see, put both variable before trainerbattle line.
            Additionally, you need to write again variable after battle with value 0x0 to return into original song...
            To be safe, you need to put servar value 0x0 in every level script in the outside of healing spots, this is because the value won’t revert to 0x0 if you lost a battle (because the script won’t continue)
            But, all healing spots are already used, so don’t bother about it, because I already wrote all level scipts in gensokyo. Except, you want to add more healing spots.

            You don’t need to add setvar 0x4090 0x0 and setvar 0x4092 0x0 lines if you want to change the song forever.

            I have a simple script:

            #org 0x890000
            setvar 0x4090 0x129
            setvar 0x4092 0x169
            setvar 0x4091 0x12A
            setvar 0x4093 0x16D
            end
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              #22357    
            Old August 6th, 2012 (1:19 AM).
            Satoshi Ookami's Avatar
            Satoshi Ookami Satoshi Ookami is offline
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            Quote:
            Originally Posted by Zupplu View Post

            How can I do that? This is all new to me so i don't know much.
            If you use A-Text then just search for the part of string and A-Text will find it in ROM.
            Then you just need to enter what you want and save the ROM.

            If you want to do it XSE-way (which will help you in future when you start scripting), I would suggest reading some scripting tutorials, they will surely help you

            Quote:
            Originally Posted by Shootingace View Post
            Tajaros gave a good explanation which i copied onto a word document.
            I still have 2 more questions about starting Gary's battle scene from scratch:

            1) When you walk south in the lab then Gary stops you. Which commands do i use for him to walk up to you and stop you?

            2) In XSE and Advanced Map, how do i open a script from Advancedmap to XSE?
            For example if i want to adjust Gary's script on XSE, how do i get his script on the tab there?
            1) OWs are moved by using applymovement commands.
            2) You need to set XSE as default script editor and then just click on Open Script.
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              #22358    
            Old August 6th, 2012 (10:08 AM). Edited August 6th, 2012 by Shootingace.
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            Shootingace Shootingace is offline
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              hi guys i have another question:

              1) If i wanted to create Arceus in FR, which tools do i use for its sprite and image?
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                #22359    
              Old August 6th, 2012 (3:45 PM).
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              Epitaph93 Epitaph93 is offline
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                Quote:
                Originally Posted by Shootingace View Post
                hi guys i have another question:

                1) If i wanted to create Arceus in FR, which tools do i use for its sprite and image?
                I use GraphicsGale to edit the sprites, then use Advanced Sprite Inserter to replace a pokemon with the new one's image.
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                  #22360    
                Old August 6th, 2012 (4:18 PM).
                Ω Ruby and α Sapphire's Avatar
                Ω Ruby and α Sapphire Ω Ruby and α Sapphire is offline
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                  Hey guys quick question. I can't seem to find the reason why one of my warps in pallet town only works one way? I go into a cave and can't return back to pallet town? Any help is appreciated :)
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                    #22361    
                  Old August 6th, 2012 (4:53 PM).
                  tajaros's Avatar
                  tajaros tajaros is offline
                  Hi I'm dawg
                     
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                    Quote:
                    Originally Posted by Shootingace View Post
                    Tajaros gave a good explanation which i copied onto a word document.
                    I still have 2 more questions about starting Gary's battle scene from scratch:

                    1) When you walk south in the lab then Gary stops you. Which commands do i use for him to walk up to you and stop you?

                    2) In XSE and Advanced Map, how do i open a script from Advancedmap to XSE?
                    For example if i want to adjust Gary's script on XSE, how do i get his script on the tab there?
                    You use the applymovement command...

                    Applymovement goes like this:

                    Applymovement 0x(Person Event no.(Hex)) @offset(input any pointer just make sure it doesn't have spaces...

                    Here's an example script...
                    Quote:
                    #dynamic 0x800000 <- This is needed for every script in XSE, with this XSE finds some Free Space needed starting from offset 0x800000

                    #org @start <- Starts the script
                    lock <- Locks the NPC to the player
                    faceplayer <- Makes the NPC face the player
                    msgbox @hi 0x6 <- Loads the message in the pointer "@hi"
                    applymovement 0xff @down <- Makes the person with the person event no. 0xff move it loads the movement in the pointer "@down", note 0xFF is the players person event no., so that means that this will move your player...
                    waitmovement 0x0 <- Waits the movement to be finished so that it will continue, you have to input these after every applymovement commands...
                    msgbox @haha 0x6 <- Loads the message in the pointer "@haha"
                    release <- Releases the NPC to the player
                    end <- Ends the script

                    #org @hi <- Message of @hi
                    = GIRL: Hello there!\pDo you believe that I have Psychic\nPowers?\p\v\h01: No, your just an ordinary\ngirl.\pGIRL: Well, let's see If your\ncorrect!\pI will control you to move\ndownwards.

                    #org @down <- Loads the movement to be done...
                    #raw 0x10 <- Makes the player move one step down
                    #raw 0x10 <- Makes the player move one step down
                    #raw 0x10 <- Makes the player move one step down
                    #raw 0xfe <- Now in every movement commands you have to input #raw 0xfe at the last part if you don't do this it somehows messes up your script...

                    #org @haha < - Message of @haha
                    = \v\h01: Woah!, that's scary!\pGIRL: Haha, that's what you get\nfor not believing me.
                    You might ask how did I know that it's raw 0x10?

                    I have a list of the raw movements here they are so you can use them...
                    Spoiler:
                    Movement
                    #raw 0x0 = Face Down
                    #raw 0x1 = Face Up
                    #raw 0x2 = Face Left
                    #raw 0x3 = Face Right
                    #raw 0x4 = Face Down (Faster)
                    #raw 0x5 = Face Up (Faster)
                    #raw 0x6 = Face Left (Faster)
                    #raw 0x7 = Face Right (Faster)
                    #raw 0x8 = Step Down (Very Slow)
                    #raw 0x9 = Step Up (Very Slow)
                    #raw 0xA = Step Left (Very Slow)
                    #raw 0xB = Step Right (Very Slow)
                    #raw 0xC = Step Down (Slow)
                    #raw 0xD = Step Up (Slow)
                    #raw 0xE = Step Left (Slow)
                    #raw 0xF = Step Right (Slow)
                    #raw 0x10 = Step Down (Normal)
                    #raw 0x11 = Step Up (Normal)
                    #raw 0x12 = Step Left (Normal)
                    #raw 0x13 = Step Right (Normal)
                    #raw 0x14 = Jump2 Down
                    #raw 0x15 = Jump2 Up
                    #raw 0x16 = Jump2 Left
                    #raw 0x17 = Jump2 Right
                    #raw 0x18 = Delay1
                    #raw 0x19 = Delay2
                    #raw 0x1A = Delay3
                    #raw 0x1B = Delay4
                    #raw 0x1C = Delay5
                    #raw 0x1D = Step Down (Fast)
                    #raw 0x1E = Step Up (Fast)
                    #raw 0x1F = Step Left (Fast)
                    #raw 0x20 = Step Right (Fast)
                    #raw 0x21 = Step on the Spot Down (Normal)
                    #raw 0x22 = Step on the Spot Up (Normal)
                    #raw 0x23 = Step on the Spot Left (Normal)
                    #raw 0x24 = Step on the Spot Right (Normal)
                    #raw 0x25 = Step on the Spot Down (Faster)
                    #raw 0x26 = Step on the Spot Up (Faster)
                    #raw 0x27 = Step on the Spot Left (Faster)
                    #raw 0x28 = Step on the Spot Right (Faster)
                    #raw 0x29 = Step on the Spot Down (Fastest)
                    #raw 0x2A = Step on the Spot Up (Fastest)
                    #raw 0x2B = Step on the Spot Left (Fastest)
                    #raw 0x2C = Step on the Spot Right (Fastest)
                    #raw 0x2D = Face Down (Delayed)
                    #raw 0x2E = Face Up (Delayed)
                    #raw 0x2F = Face Left (Delayed)
                    #raw 0x30 = Face Right (Delayed)
                    #raw 0x31 = Slide Down (Slow)
                    #raw 0x32 = Slide Up (Slow)
                    #raw 0x33 = Slide Left (Slow)
                    #raw 0x34 = Slide Right (Slow)
                    #raw 0x35 = Slide Down (Normal)
                    #raw 0x36 = Slide Up (Normal)
                    #raw 0x37 = Slide Left (Normal)
                    #raw 0x38 = Slide Right (Normal)
                    #raw 0x39 = Slide Down (Fast)
                    #raw 0x3A = Slide Up (Fast)
                    #raw 0x3B = Slide Left (Fast)
                    #raw 0x3C = Slide Right (Fast)
                    #raw 0x3D = Slide Running on Right Foot (Down)
                    #raw 0x3E = Slide Running on Right Foot (Up)
                    #raw 0x3F = Slide Running on Right Foot (Left)
                    #raw 0x40 = Slide Running on Right Foot (Right)
                    #raw 0x41 = Slide Running on Left Foot (Down)
                    #raw 0x42 = Slide Running on Left Foot (Up)
                    #raw 0x43 = Slide Running on Left Foot (Left)
                    #raw 0x44 = Slide Running on Left Foot (Right)
                    #raw 0x46 = Jump Facing Left (Down)
                    #raw 0x47 = Jump Facing Down (Up)
                    #raw 0x48 = Jump Facing Up (Left)
                    #raw 0x49 = Jump Facing Left (Right)
                    #raw 0x4A = Face Player
                    #raw 0x4B = Face Against Player
                    #raw 0x4C = Lock Sprite Facing
                    #raw 0x4D = Release Sprite Facing
                    #raw 0x4E = Jump Down
                    #raw 0x4F = Jump Up
                    #raw 0x50 = Jump Left
                    #raw 0x51 = Jump Right
                    #raw 0x52 = Jump in Place (Facing Down)
                    #raw 0x53 = Jump in Place (Facing Up)
                    #raw 0x54 = Jump in Place (Facing Left)
                    #raw 0x55 = Jump in Place (Facing Right)
                    #raw 0x56 = Jump in Place (Facing Down/Up)
                    #raw 0x57 = Jump in Place (Facing Up/Down)
                    #raw 0x58 = Jump in Place (Facing Left/Right)
                    #raw 0x59 = Jump in Place (Facing Right/Left)
                    #raw 0x60 = Hide Sprite
                    #raw 0x61 = Show Sprite
                    #raw 0x62 = Exclamation Mark (!)
                    #raw 0x63 = Question Mark (?)
                    #raw 0x64 = Cross (X)
                    #raw 0x65 = Double Exclamation Mark (!!)
                    #raw 0x66 = Happy ()
                    #raw 0xFE = End of Movements


                    Again you might want the clean script so here it is...
                    Quote:
                    #dynamic 0x800000

                    #org @start
                    lock
                    faceplayer
                    msgbox @hi 0x6
                    applymovement 0xff @down
                    waitmovement 0x0
                    msgbox @haha 0x6
                    release
                    end

                    #org @hi
                    = GIRL: Hello there!\pDo you believe that I have Psychic\nPowers?\p\v\h01: No, your just an ordinary\ngirl.\pGIRL: Well, let's see If your\ncorrect!\pI will control you to move\ndownwards.

                    #org @down
                    #raw 0x10
                    #raw 0x10
                    #raw 0x10
                    #raw 0fe

                    #org @haha
                    = \v\h01: Woah!, that's scary!\pGIRL: Haha, that's what you get\nfor not believing me.
                    In order to make XSE open scripts in Advance-Map you have to goto "Settings" and then click on the "Choose script editor" then browse for XSE and XSE can now open scripts in A-map!

                    Also if you want the Original Gary Script here it is...
                    Spoiler:
                    '---------------
                    #org 0x1692F3
                    lockall
                    setvar 0x4002 0x2
                    goto 0x816930B

                    '---------------
                    #org 0x16930B
                    textcolor 0x0
                    playsong 0x13B 0x0
                    applymovement 0x8 0x81A75ED
                    waitmovement 0x0
                    applymovement 0xFF 0x81A75E9
                    waitmovement 0x0
                    msgbox 0x818DDA4 0x4 '"[rival]: Wait, [player]!\nLet's ch..."
                    closeonkeypress
                    applymovement 0x4 0x81A75F1
                    waitmovement 0x0
                    compare 0x4031 0x0
                    if 0x1 goto 0x81693D2
                    compare 0x4031 0x1
                    if 0x1 goto 0x816944D
                    compare 0x4031 0x2
                    if 0x1 goto 0x816935A
                    end

                    '---------------
                    #org 0x1693D2
                    compare 0x4002 0x1
                    if 0x1 goto 0x81693F4
                    compare 0x4002 0x2
                    if 0x1 goto 0x8169404
                    compare 0x4002 0x3
                    if 0x1 goto 0x8169414
                    end

                    '---------------
                    #org 0x16944D
                    compare 0x4002 0x1
                    if 0x1 goto 0x816946F
                    compare 0x4002 0x2
                    if 0x1 goto 0x816947F
                    compare 0x4002 0x3
                    if 0x1 goto 0x816948F
                    end

                    '---------------
                    #org 0x16935A
                    compare 0x4002 0x1
                    if 0x1 goto 0x816937C
                    compare 0x4002 0x2
                    if 0x1 goto 0x816938C
                    compare 0x4002 0x3
                    if 0x1 goto 0x816939C
                    end

                    '---------------
                    #org 0x1693F4
                    applymovement 0x8 0x8169438
                    waitmovement 0x0
                    goto 0x8169424

                    '---------------
                    #org 0x169404
                    applymovement 0x8 0x8169440
                    waitmovement 0x0
                    goto 0x8169424

                    '---------------
                    #org 0x169414
                    applymovement 0x8 0x8169447
                    waitmovement 0x0
                    goto 0x8169424

                    '---------------
                    #org 0x16946F
                    applymovement 0x8 0x81694B3
                    waitmovement 0x0
                    goto 0x816949F

                    '---------------
                    #org 0x16947F
                    applymovement 0x8 0x81694B9
                    waitmovement 0x0
                    goto 0x816949F

                    '---------------
                    #org 0x16948F
                    applymovement 0x8 0x81694BE
                    waitmovement 0x0
                    goto 0x816949F

                    '---------------
                    #org 0x16937C
                    applymovement 0x8 0x81693C0
                    waitmovement 0x0
                    goto 0x81693AC

                    '---------------
                    #org 0x16938C
                    applymovement 0x8 0x81693C7
                    waitmovement 0x0
                    goto 0x81693AC

                    '---------------
                    #org 0x16939C
                    applymovement 0x8 0x81693CD
                    waitmovement 0x0
                    goto 0x81693AC

                    '---------------
                    #org 0x169424
                    trainerbattle 0x9 0x148 0x3 0x818DDEA 0x818DE1A
                    goto 0x81694C2

                    '---------------
                    #org 0x16949F
                    trainerbattle 0x9 0x147 0x3 0x818DDEA 0x818DE1A
                    goto 0x81694C2

                    '---------------
                    #org 0x1693AC
                    trainerbattle 0x9 0x146 0x3 0x818DDEA 0x818DE1A
                    goto 0x81694C2

                    '---------------
                    #org 0x1694C2
                    special 0x0
                    msgbox 0x818DE38 0x4 '"[rival]: Okay! I'll make my\nPOKéM..."
                    closeonkeypress
                    playsong 0x13C 0x0
                    compare 0x4002 0x1
                    if 0x1 call 0x8169504
                    compare 0x4002 0x2
                    if 0x1 call 0x8169516
                    compare 0x4002 0x3
                    if 0x1 call 0x8169528
                    hidesprite 0x8
                    sound 0x9
                    fadedefault
                    setvar 0x4055 0x4
                    setflag 0x258
                    releaseall
                    end

                    '---------------
                    #org 0x169504
                    applymovement 0x8 0x816953A
                    applymovement 0xFF 0x8169553
                    waitmovement 0x8
                    return

                    '---------------
                    #org 0x169516
                    applymovement 0x8 0x816954A
                    applymovement 0xFF 0x8169553
                    waitmovement 0x8
                    return

                    '---------------
                    #org 0x169528
                    applymovement 0x8 0x8169542
                    applymovement 0xFF 0x8169559
                    waitmovement 0x8
                    return


                    '---------
                    ' Strings
                    '---------
                    #org 0x18DDA4
                    = [rival]: Wait, [player]!\nLet's check out our POKéMON!\pCome on, I'll take you on!

                    #org 0x18DDEA
                    = WHAT?\nUnbelievable!\lI picked the wrong POKéMON!

                    #org 0x18DE1A
                    = [rival]: Yeah!\nAm I great or what?

                    #org 0x18DE38
                    = [rival]: Okay! I'll make my\nPOKéMON battle to toughen it up!\p[player]! Gramps!\nSmell you later!


                    '-----------
                    ' Movements
                    '-----------
                    #org 0x1A75ED
                    #raw 0x2D 'Face Down (Delayed)
                    #raw 0xFE 'End of Movements

                    #org 0x1A75E9
                    #raw 0x2E 'Face Up (Delayed)
                    #raw 0xFE 'End of Movements

                    #org 0x1A75F1
                    #raw 0x0 'Face Down
                    #raw 0xFE 'End of Movements

                    #org 0x169438
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0xFE 'End of Movements

                    #org 0x169440
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0xFE 'End of Movements

                    #org 0x169447
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0xFE 'End of Movements

                    #org 0x1694B3
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0xFE 'End of Movements

                    #org 0x1694B9
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0xFE 'End of Movements

                    #org 0x1694BE
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0xFE 'End of Movements

                    #org 0x1693C0
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0xFE 'End of Movements

                    #org 0x1693C7
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0xFE 'End of Movements

                    #org 0x1693CD
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0xFE 'End of Movements

                    #org 0x16953A
                    #raw 0x13 'Step Right (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x1B 'Delay4
                    #raw 0xFE 'End of Movements

                    #org 0x169553
                    #raw 0x1C 'Delay5
                    #raw 0x1B 'Delay4
                    #raw 0x30 'Face Right (Delayed)
                    #raw 0x1C 'Delay5
                    #raw 0x2D 'Face Down (Delayed)
                    #raw 0xFE 'End of Movements

                    #org 0x16954A
                    #raw 0x13 'Step Right (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x1B 'Delay4
                    #raw 0xFE 'End of Movements

                    #org 0x169542
                    #raw 0x12 'Step Left (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x10 'Step Down (Normal)
                    #raw 0x1B 'Delay4
                    #raw 0xFE 'End of Movements

                    #org 0x169559
                    #raw 0x1C 'Delay5
                    #raw 0x1B 'Delay4
                    #raw 0x2F 'Face Left (Delayed)
                    #raw 0x1C 'Delay5
                    #raw 0x2D 'Face Down (Delayed)
                    #raw 0xFE 'End of Movements


                    Or if you want you can manually decompile the offset using XSE all you need is the script's offset... Gary script offset is 0x1692F3 just input that in XSE and decompile it, remove the 0x it's not needed...

                    Quote:
                    Originally Posted by Shootingace View Post
                    hi guys i have another question:

                    1) If i wanted to create Arceus in FR, which tools do i use for its sprite and image?
                    To insert sprites use the Advanced Pokemon Sprite Editor, or Wichu's Sprite Editor, it also includes the Advance Sprite Position Editor, and Advanced Pokemon Icon Editor... You can also Use UNLZ but you need to index them while in the Advanced series you don't have to index the sprites cause it reads images with colors higher than 16 colors and automatically indexes them...

                    You can use either YAPE or Poke Edit Pro, if you want to edit the Info about the Pokemon...
                    __________________
                      #22362    
                    Old August 6th, 2012 (7:22 PM).
                    Darkrai Lv.1000's Avatar
                    Darkrai Lv.1000 Darkrai Lv.1000 is offline
                    Has a tendency to figure things out
                       
                      Join Date: Jul 2007
                      Location: On an island with Hakaze
                      Age: 23
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                      Nature: Quirky
                      Posts: 684
                      *goes into a corner and cries*

                      I can't change attack animations. I extended the attack table perfectly, I added the attacks, and I detailed the attacks, but the animations are all wrong, for example, Roost has Pound's animation. I've tried using Pokemon Game Editor to give Roost the same animation pointer as Featherdance, but it still uses Pound's animation. How do I go about changing animations the right way? I'm using Ruby, by the way.
                      __________________
                        #22363    
                      Old August 6th, 2012 (9:18 PM).
                      Ph3nom3nal's Avatar
                      Ph3nom3nal Ph3nom3nal is offline
                         
                        Join Date: Jul 2012
                        Gender: Male
                        Posts: 7
                        How do I play pokemon hacks? Sorry, I'm new to playing pokemon hacks. And if this has been asked before, I'm sorry.
                          #22364    
                        Old August 6th, 2012 (9:59 PM).
                        Darthatron's Avatar
                        Darthatron Darthatron is offline
                        巨大なトロール。
                        • Silver Tier
                         
                        Join Date: Jan 2006
                        Location: Melbourne, Australia
                        Age: 26
                        Gender: Male
                        Nature: Modest
                        Posts: 1,152
                        Quote:
                        Originally Posted by Ph3nom3nal View Post
                        How do I play pokemon hacks? Sorry, I'm new to playing pokemon hacks. And if this has been asked before, I'm sorry.
                        Trying reading this helpful thread: http://www.pokecommunity.com/showthread.php?t=73966

                        __________________
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                        わたし は ばか です
                          #22365    
                        Old August 7th, 2012 (8:06 AM).
                        be10an be10an is offline
                           
                          Join Date: Apr 2010
                          Gender: Male
                          Posts: 1
                          Okay so I am new to this whole place (I have had an account, but that was just to download some of your guys awesome hacks) and I have been inspired to make me own hack... so I understand why you all have soooo many people helping cause it is hard as a one person job.

                          So anyway my question, whenever I changed up littleroot I messed something up because everytime the avatar walks out the door this happens
                          oi45.tinypic[.]com/2iarbwy.jpg (I cannot post urls cause I am to new )
                          So I hit A and it goes into a loop... I have not changed any scripts in the town yet, all I have done is changed what it looks like and I added some new warps and people in it...
                          So I am sorry if other people have asked this, or if it doesn't belong in this thread... but please please help.
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                            #22366    
                          Old August 7th, 2012 (9:35 AM).
                          The_Show The_Show is offline
                          Banned
                             
                            Join Date: Jan 2012
                            Location: Carracosta Rock, Akmin Region
                            Gender: Male
                            Nature: Sassy
                            Posts: 43
                            For the XSE command "spritebehave", how do I use it, and how could I use it to my advantage?
                              #22367    
                            Old August 7th, 2012 (10:12 AM).
                            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 The_Show View Post
                              For the XSE command "spritebehave", how do I use it, and how could I use it to my advantage?
                              Spritebehave is useful, because it lets you change the behavior of an overworld. The parameters are the OW number, and the behavior number, the latter able to be found in A-Map (for example, "Look Down" is 0x8, and "Walk Around" is 0x2). This command is mainly if you need an OW to have two different behaviors, one before and one after an event occurs. First example that comes to mind is the little girl in Pallet Town, who is first reading the sign (look up), then walking around at some other point.

                              Quote:
                              Originally Posted by be10an View Post
                              Okay so I am new to this whole place (I have had an account, but that was just to download some of your guys awesome hacks) and I have been inspired to make me own hack... so I understand why you all have soooo many people helping cause it is hard as a one person job.

                              So anyway my question, whenever I changed up littleroot I messed something up because everytime the avatar walks out the door this happens
                              oi45.tinypic[.]com/2iarbwy.jpg (I cannot post urls cause I am to new )
                              So I hit A and it goes into a loop... I have not changed any scripts in the town yet, all I have done is changed what it looks like and I added some new warps and people in it...
                              So I am sorry if other people have asked this, or if it doesn't belong in this thread... but please please help.
                              In A-Map, open the header tab of Littleroot Town. Near the middle, there's an option for "Map Script", with many different fields. Click the "remove" button until you can no longer click it, and save everything. That should fix the problem.
                              __________________


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


                                #22368    
                              Old August 7th, 2012 (10:44 AM).
                              Nate VonGrimm's Avatar
                              Nate VonGrimm Nate VonGrimm is offline
                                 
                                Join Date: Oct 2011
                                Location: Uxbridge
                                Age: 25
                                Gender: Male
                                Nature: Relaxed
                                Posts: 124
                                Quote:
                                Originally Posted by be10an View Post
                                Okay so I am new to this whole place (I have had an account, but that was just to download some of your guys awesome hacks) and I have been inspired to make me own hack... so I understand why you all have soooo many people helping cause it is hard as a one person job.

                                So anyway my question, whenever I changed up littleroot I messed something up because everytime the avatar walks out the door this happens
                                oi45.tinypic[.]com/2iarbwy.jpg (I cannot post urls cause I am to new )
                                So I hit A and it goes into a loop... I have not changed any scripts in the town yet, all I have done is changed what it looks like and I added some new warps and people in it...
                                So I am sorry if other people have asked this, or if it doesn't belong in this thread... but please please help.
                                What you have there is a Level Script error.
                                Because you have edited Littleroot Town and removed the other sprites that are part of the script, the level script can't function so you get stuck in that loop.

                                How to fix:
                                Go into Advanced Map, Open up your map and click the 'Header' Tab.
                                Go to the 3rd section named 'Map script'.
                                Click on the 'remove' button until the section is completely greyed out.

                                You should have no more problems after that.
                                __________________
                                Currently working on a new Pokemon Hack with an in-depth story line!
                                That's about as much as you're going to get for now...


                                  #22369    
                                Old August 7th, 2012 (12:07 PM). Edited August 7th, 2012 by Wendle.
                                Wendle's Avatar
                                Wendle Wendle is offline
                                Not So Standard Trainer
                                   
                                  Join Date: Sep 2009
                                  Nature: Modest
                                  Posts: 16
                                  How any extra maps can I add to a fire red hack? How can I increase the amount allotted?

                                  I have the A-ptch tool, does it work on IPS not APS files?
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                                  "Disaster isn't coming, its already arrived
                                  I am so lucky i think that i survived"

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                                    #22370    
                                  Old August 7th, 2012 (12:48 PM).
                                  Satoshi Ookami's Avatar
                                  Satoshi Ookami Satoshi Ookami is offline
                                  Memento Mori
                                  • Gold Tier
                                   
                                  Join Date: Jul 2008
                                  Location: Abyss of Time, Great Seal
                                  Age: 25
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                                  Nature: Calm
                                  Posts: 14,503
                                  Quote:
                                  Originally Posted by Wendle View Post
                                  I have the A-ptch tool, does it work on IPS not APS files?
                                  A-ptch works only with APS. For IPSs, use LIPS.
                                  __________________
                                  ROM hacking FAQ - Read before asking how to play a hack.

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                                    #22371    
                                  Old August 7th, 2012 (12:49 PM).
                                  Nate VonGrimm's Avatar
                                  Nate VonGrimm Nate VonGrimm is offline
                                     
                                    Join Date: Oct 2011
                                    Location: Uxbridge
                                    Age: 25
                                    Gender: Male
                                    Nature: Relaxed
                                    Posts: 124
                                    So I am returning to my old hack which I haven't worked on in almost 10 months and I came across an error on Advance Map while trying to view my scripts.

                                    Spoiler:
                                    (EProcess) Failed to execute C: \Users\Nate VonGrimm\Documents\PokeHack\Pokemon Editor\Editors\Script Editor\XSE\XSE.exe Pokemon - Ruby Version (USA).gba:80160E : 193


                                    At first, Advance Map wouldn't accept XSE as the script editor until I edited the .ini file for XSE as it's path was still directed to it's old location (I moved my entire PokéHack project along with any files and programs associated with it to a new location on my PC). After that, A-Map accepted XSE but refuses to load it when I try to view scripts.
                                    A-Map and XSE used to work perfectly together until I moved all the files to a new location.

                                    Does this have anything to do with why A-Map is being stubborn?
                                    __________________
                                    Currently working on a new Pokemon Hack with an in-depth story line!
                                    That's about as much as you're going to get for now...


                                      #22372    
                                    Old August 7th, 2012 (1:07 PM).
                                    ectyrant ectyrant is offline
                                       
                                      Join Date: Aug 2012
                                      Gender: Male
                                      Posts: 5
                                      I added new pokemon to my game, but when they go to evolve the animation starts then it stops as if B was pressed and the message box say "?" How do I fix this?
                                        #22373    
                                      Old August 7th, 2012 (1:14 PM).
                                      machomuu's Avatar
                                      machomuu machomuu is offline
                                      • Crystal Tier
                                       
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                                      Location: Americalanavania
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                                      Nature: Relaxed
                                      Posts: 10,300
                                      Quote:
                                      Originally Posted by ectyrant View Post
                                      I added new pokemon to my game, but when they go to evolve the animation starts then it stops as if B was pressed and the message box say "?" How do I fix this?
                                      Did you change the name of the Pokemon you added?
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                                      I also watch anime sometimes. Just a little.
                                        #22374    
                                      Old August 7th, 2012 (2:47 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 ectyrant View Post
                                        I added new pokemon to my game, but when they go to evolve the animation starts then it stops as if B was pressed and the message box say "?" How do I fix this?
                                        By any chance, did you replace a Pokemon not from Kanto? (from JOHTO, and HOENN?)

                                        And by that when you tried to evolve your Pokemon do you have The National Dex?

                                        The solution to this is, get the National Dex, or Replace a Pokemon in Kanto so that the Pokemon will evolve Properly...
                                        __________________
                                          #22375    
                                        Old August 7th, 2012 (4:13 PM).
                                        shinyabsol1's Avatar
                                        shinyabsol1 shinyabsol1 is offline
                                        Pokemon DarkJasper!?
                                           
                                          Join Date: Aug 2010
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                                          Nature: Calm
                                          Posts: 330
                                          How do you edit the palette of the grass battle background?

                                          I just inserted a new background and I want to change the colors, but I can't seem to pinpoint where the colors are that I need to change. I read somewhere that the palette is stored at 00248405, but when I open that in APE, it doesn't look right and it tells me that it is not safe to edit. And if I ignore that warning and replace it anyways, it wrecks the battle background palette.

                                          Any help with figuring this out would be greatly appreciated!
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