[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 931

Started by Prof. 9 January 31st, 2007 7:25 AM
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Male
Seen July 14th, 2020
Posted September 14th, 2015
215 posts
10.7 Years
When I applied Jpans hacker, I got a problem in a few of my maps.
In AdvancedMap, when I went to the events tab, the map was gone; Like I can't see the map in the events tab, but I can see the map in the other tabs. I am not able to put new events in on those maps anymore. Anyone know a way to fix this?
Check out my Pokemon Rom! Click the Image Below!

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
well, theres a few questions but some background things are i know how to do stuff for the most part, but there are a few things im not really sure about, also, im doing a firered hack
1. can i make the overworld sprites for people completely in monochrome, save for a few?
2. is it possible to make a whole map at once monochrome, and then later make different things in color?
3. if not, is there another way to do it?
4. how do i make the healing circle thing in lavender tower work, stepping in the circle and getting healed
the reason i want to know these things are because im trying to make a creepypasta-ish hack, with almost everything in black and white save for a few things to make everything feel more "off"
edit, i found another thing i need help with
5. im trying to mae it so that all the water in the game will be red, i've looked at the palettes and cant find the normal surf water in red, might need a bit of help with that
1. You can do whatever you want with sprites, especially since you can use JPAN's hacked engine and have as many pallets as you please. To do this, I would say just redo all of the palletes to create the monochrome effect you are looking for, but save one or two (if you're not going to use JPAN's hack, which you could just make more) and use those to color your "normal sprites".

2. I have no idea, but I believe it would involve a map script. The "previously on your quest" is able to make any map look black and white, so it is possible to change a maps color. hmmm

3. You could have two maps, one in monochrome and one in color. Every warp would have to be a script and depending on a flag you would go to either the monochrome one or the colored one.

4. Script! You could copy the one in Lavender Town or write your own. Little tutorial that I found a while ago, hopefully it will help: Tutorial
The "fadescreen" command can be used to create the flash and "special 0x0" will heal your Pokemon.

5. Your gonna have to redraw the water in red, along with it's animation. Here's some options: "Okay tutorial but all of the pictures are messed up" or "a general animation tutorial"





When I applied Jpans hacker, I got a problem in a few of my maps.
In AdvancedMap, when I went to the events tab, the map was gone; Like I can't see the map in the events tab, but I can see the map in the other tabs. I am not able to put new events in on those maps anymore. Anyone know a way to fix this?
I know that if there aren't any events on a map, it won't show the map, but I don't understand not being able edit the events.

Just a couple questions to help anyone understand what is going on:
1. Were you able to edit events before applying JPAN's hack?

2. Did you clean your rom with JPAN's cleaner?

3. Did you make any modifications to the rom before applying the hack.

4. Did you use the patch and do everything, or did you use the tool and select only certain things or everything.
Male
Seen July 14th, 2020
Posted September 14th, 2015
215 posts
10.7 Years
I know that if there aren't any events on a map, it won't show the map, but I don't understand not being able edit the events.

Just a couple questions to help anyone understand what is going on:
1. Were you able to edit events before applying JPAN's hack?

2. Did you clean your rom with JPAN's cleaner?

3. Did you make any modifications to the rom before applying the hack.

4. Did you use the patch and do everything, or did you use the tool and select only certain things or everything.
1. Yeah I was, I had a whole bunch of my own made events

2. Hmmm maybe? What is JPAN's cleaner? Is that a seperate program?

3. No I didn't

4.I used the patch

Thanks for helping me! I really appreciate the time you are taking to assist me!
Check out my Pokemon Rom! Click the Image Below!

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
1. Yeah I was, I had a whole bunch of my own made events

2. Hmmm maybe? What is JPAN's cleaner? Is that a seperate program?

3. No I didn't

4.I used the patch

Thanks for helping me! I really appreciate the time you are taking to assist me!
Your answer to 1 and 3 confuses me, you didn't modify the rom, but you made custom events.... So, you modified the rom? haha :) I guess you thought I meant with a hex editor and such. Anyways, I know that the patch will apply everything to specific areas and if you have made any custom events or modifications in those areas, they could get screwed up, whereas the tool will only apply to free space except for modifications like changing special pointers.

JPAN's cleaner is a patch will clear out every old script, event, and such. It wasn't until now that I learned his engine is built on it. Whoops. So, the patch version of his hack will clear out all old scripts from the original game. However, I just tested it myself and I can still create new events. Try patching a different rom and see how it goes. If you still can't make new events, then I don't know what to tell you. Also, give the tool a try, it won't clear out all old scripts.

Herpahermaderp

I liek Mudkipz

Age 25
Male
USA
Seen January 3rd, 2017
Posted July 27th, 2016
66 posts
10.9 Years
When I applied Jpans hacker, I got a problem in a few of my maps.
In AdvancedMap, when I went to the events tab, the map was gone; Like I can't see the map in the events tab, but I can see the map in the other tabs. I am not able to put new events in on those maps anymore. Anyone know a way to fix this?
The problem wasn't very hard to duplicate or fix. First, you open your ROM in A-Map, click the 'Events' tab, go down to where it lists the events(Person, Signpost, Warp, Script). Change the '0' next to these to any number you like, and click 'Change events'. The screen will still show no map, but have no worries, as that will be fixed in a moment. Press Ctrl+S, making sure everything is saved, and close out of A-Map. Now, reopen your ROM in A-Map, and open the 'Events' tab again. Your map should show now. The events you previously created will be sitting in the top left corner of the map. Just click them and drag them where you want them to be.
Y: Roak || 1177-8023-4387
Female
USA
Seen March 25th, 2016
Posted November 17th, 2015
240 posts
10.5 Years
I've got something odd happening in my hack.

I copied the guy who blocks Cerulean Cave to a different map, keeping everything else the same. Now when you talk to him, he's unlimited awakenings...any ideas?
IGN: Anna/Noossab Blue
3DS FC: 3196 3609 8450

Thanks to SilverGrey for the awesome banner! Click to see!
Current as of 1/31/14: I updated again!

Age 29
Male
Seen May 10th, 2016
Posted January 9th, 2016
372 posts
12 Years
I've got something odd happening in my hack.

I copied the guy who blocks Cerulean Cave to a different map, keeping everything else the same. Now when you talk to him, he's unlimited awakenings...any ideas?
He would have most likely had scripts in the level script assigned to him so that it changes automatically depending on where you've reached in the game. It'd be easier to just write your own script.
Male
Seen November 12th, 2021
Posted January 10th, 2021
20 posts
10.4 Years
1. Wouldn't have a clue. It would most likely involve ASM.

2. It should be in UNLZ, but you could try opening the ROM up in TileMolester. It will most definitely be in there.

3. You'd just have to delete the flag I'm fairly sure so that the script doesn't change no matter how many times it's used. If you want to have them ask in a new box whether they want to battle again, you'd just set a flag for the first battle and have the script go to a new script for the remainder of the battles with different dialogue. It's fairly easy stuff, and you should have looked in the tutorial section but I'll link you to a thread that more then likely has your answer somewhere. [links]

4. This is another simple script you'd have to just take your time to write. You'd have the script continue at a different place depending on the answer. Again, browse the tutorials that I linked in 3.

5. This is another extremely easy script involving the givepokemon command. You'll definitely find it in the tutorials above.
1. Leafeon evolution -> can anyone tell me how to open up the raw ASM of the game? Where you could edit something like this? (Eevee evolutions). I can't find it.

2. Thanks!
3. Thanks!
4. Thanks!
5. Thanks!

Looking at the script is hard for me, and its hard to know how to write it from a noob stand point, but those helped, and I was able to find a few others in line with all of that. Still got a couple of questions.

1. Editing Ruby Intro - (NOT title screen) - the text and Birch sprite. Apparently Text Editor works, but for me, it is all messed up. Any text edited in the intro (even those without making it repoint/go too long) messes up text ELSEWHERE (dialogue) in Littleroot.

2. Opening Sequence- Ruby has that cursed truck scene (which I'm utilizing) but I'm having trouble editing all of the dialogue! (After setting the clock, the mom comes in, after rescuing Birch, he goes into a rant in the lab with questions). No matter what part of the script on my ADVANCE MAP and PKSV I open up, this isn't showing up. Again, A-TEXT is failing me here. Recommendations or thoughts?

3. PKSVU has a script generator and there are various PKSV command tutorials out there, but what i cannot seem to find is the merging of scripts.

For example of the most complicated I would like a trainer to:
Ask a question, if yes, then battle.
If won, give pokemon/item/egg.
Then the trainer walk away/disappear like the rival.

This basic string of code is something I would really like to use. I'm seeing them in the tutorials but not exactly explaining the mixing and matching. (Maybe they are and I'm too dumb to catch it).

4. Advance Map has no highlight/copy/paste method for its tiles does it?

5. Lastly, and mostly out of interest, has anyone created map packs of Kanto/Johto for R/S/E to be uploaded via A-MAP? While this really isn't necessary, it could be super fun to mess around with.

tajaros

Hi I'm dawg

Age 24
Male
Philippines
Seen August 7th, 2015
Posted April 15th, 2013
855 posts
11.1 Years
1. Leafeon evolution -> can anyone tell me how to open up the raw ASM of the game? Where you could edit something like this? (Eevee evolutions). I can't find it.

2. Thanks!
3. Thanks!
4. Thanks!
5. Thanks!

Looking at the script is hard for me, and its hard to know how to write it from a noob stand point, but those helped, and I was able to find a few others in line with all of that. Still got a couple of questions.

1. Editing Ruby Intro - (NOT title screen) - the text and Birch sprite. Apparently Text Editor works, but for me, it is all messed up. Any text edited in the intro (even those without making it repoint/go too long) messes up text ELSEWHERE (dialogue) in Littleroot.

2. Opening Sequence- Ruby has that cursed truck scene (which I'm utilizing) but I'm having trouble editing all of the dialogue! (After setting the clock, the mom comes in, after rescuing Birch, he goes into a rant in the lab with questions). No matter what part of the script on my ADVANCE MAP and PKSV I open up, this isn't showing up. Again, A-TEXT is failing me here. Recommendations or thoughts?

3. PKSVU has a script generator and there are various PKSV command tutorials out there, but what i cannot seem to find is the merging of scripts.

For example of the most complicated I would like a trainer to:
Ask a question, if yes, then battle.
If won, give pokemon/item/egg.
Then the trainer walk away/disappear like the rival.

This basic string of code is something I would really like to use. I'm seeing them in the tutorials but not exactly explaining the mixing and matching. (Maybe they are and I'm too dumb to catch it).

4. Advance Map has no highlight/copy/paste method for its tiles does it?

5. Lastly, and mostly out of interest, has anyone created map packs of Kanto/Johto for R/S/E to be uploaded via A-MAP? While this really isn't necessary, it could be super fun to mess around with.
1. A-text is the best way to edit the text but if you're having problems then do it manually and use a hex editor to edit the text in it.

2. You're just editing the dialogue? I recommend you using XSE rather than using PKSV it's much easier and is more widely used. And it may be because your text is larger than the text before I recommend you repointing the script by replacing the offset with a pointer and compile it again your new text should work.

3. Mixing matching? You can just put them in one script and there will be no arguments. I really recommend you using XSE.

So the script that you want would be something like this in XSE.

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @question 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
compare LASTRESULT 0x0
if 0x1 goto @no
end

#org @yes
msgbox @great 0x6
trainerbattle 0x3 0x(Trainer ID) 0x0 @win
msgbox @after 0x6
giveegg 0x1
givepokemon 0x19 0x5 0x0 0x0 0x0 0x0
giveitem 0x4 0x5 0x0
msgbox @takecare 0x6
applymovement 0x(Person Event No.) @move
waitmovement 0x0
sound 0x9
hidesprite 0x(Person Event No.)
setflag 0x200
release
end

#org @no
msgbox @ok 0x6
release
end

#org @question
= Hey \v\h01!\pWould you like to have a battle\nwith me?

#org @great
= Great!\pI won't hold back though!

#org @win
= What?!\pHow could I lose?

#org @after
= Pretty nice battle \v\h01!\pIt was so much fun, even though I\nlost.\pI'll win next time anyways!\pOh, and here are some things from\nme to you.\pA Bulbasaur EGG, Pikachu, and 5\nPoké Balls!

#org @takecare
= Take care of them \v\h01 ok?\pWell, I'll be going now, I'll be\nseing you later.

#org @ok
= Ok, come back if you change your\nmind.

#org @move
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE


Here's the explained script.

Spoiler:
#dynamic 0x800000 <- Where XSE will find free-space to insert your script.

#org @start <- Starts the script.
lock <- Locks the player to the NPC.
faceplayer <- The NPC will face the player.
msgbox @question 0x5 <- Makes a textbox with a yes/no multichoice box appear. It makes the text on the "@question" appear.
compare LASTRESULT 0x1 <- Checks if you choose "YES" as your answer.
if 0x1 goto @yes <- If it is true that you chose "YES" then the script will continue or go to the pointer "@yes"
compare LASTRESULT 0x0 <- Checks if you choose "NO" as your answer.
if 0x1 goto @no <- If it is true that you chose "NO" then the script will contninue or go to the pointer "@no"
end

#org @yes <- Pointer "@yes" serves as a bookmark of this part of the script.
msgbox @great 0x6 <- Makes a normal textbox to appear that will close after you click when the text is finished. It makes the text at the pointer "@great" appear.
trainerbattle 0x3 0x(Trainer ID) 0x0 @win <- Makes a battle to start with a trainer, replace "(Trainer ID)" with the Trainers ID no. (You can edit Trainers using A-Trainer), 0x3 is the trainer battle type and there are many types of it which is explained in my tutorial here. And the pointer "@win" refers to the text to be displayed when you defeat your opponent.
msgbox @after 0x6 <- Makes a normal textbox to appear that will close after you click when the text is finished. It makes the text at the pointer "after" appear.
giveegg 0x1 <- Gives a Bulbasaur Egg.
givepokemon 0x19 0x5 0x0 0x0 0x0 0x0 <- This gives you a Level 5 Pikachu.
giveitem 0x4 0x5 0x0 <- Now this one gives you 5 Poké Balls and displays a script at the end that you received the item that you gave to the player.
msgbox @takecare 0x6 <- Makes a normal textbox to appear that will close after you click when the text is finished. It makes the text at the pointer "takecare" appear.
applymovement 0x(Person Event No.) @move <- This is a movement command and replace "(Person Event No.)" with the Person Event No. of the OW you want to move. (You can view that in Advance Map.) And the pointer "@move" refers to the movement that is going to be done.
waitmovement 0x0 <- Waits for the movements to finish.
sound 0x9 <- Makes a door sound, since you want the person bearing this script to disappear in the house by goignout.
hidesprite 0x(Person Event No.) <- Hides the sprite of the OW that has the Person Event No. it uses.
setflag 0x200 <- Sets the flag 200, put it in the Person ID so the OW will dissappear forever!
release <- Releases the player, this is needed to be in the end of the scripts if you put a "lock" command at your script.
end <- Ends the script.

#org @no
msgbox @ok 0x6 <- Makes a normal textbox to appear that will close after you click when the text is finished. It makes the text at the pointer "ok" appear.
release <- Releases the player, this is needed to be in the end of the scripts if you put a "lock" command at your script.
end <- Ends the script.

#org @question
= Hey \v\h01!\pWould you like to have a battle\nwith me? <- The text to be displayed in pointer "@question".

#org @great
= Great!\pI won't hold back though! <- The text to be displayed in pointer "@great".

#org @win
= What?!\pHow could I lose? <- The text to be displayed in pointer "@win".

#org @after
= Pretty nice battle \v\h01!\pIt was so much fun, even though I\nlost.\pI'll win next time anyways!\pOh, and here are some things from\nme to you.\pA Bulbasaur EGG, Pikachu, and 5\nPoké Balls! <- The text to be displayed in pointer "@after".

#org @takecare
= Take care of them \v\h01 ok?\pWell, I'll be going now, I'll be\nseing you later. <- The text to be displayed in pointer "@takecare".

#org @ok
= Ok, come back if you change your\nmind. <- The text to be displayed in pointer "@ok".

#org @move <- The movements to be done in pointer "@move". #raw 0x10 = One Step Down. You can view the full list of the movements in my tutorial.
#raw 0x10 <- One Step Down.
#raw 0x10 <- One Step Down.
#raw 0x10 <- One Step Down.
#raw 0x10 <- One Step Down.
#raw 0x10 <- One Step Down.
#raw 0x10 <- One Step Down.
#raw 0xFE <- Ends the movement.


4. There are, there's multiple buttons on top of the A-map tab like the paint and select etc.

5. Map Packs? What are those? :3

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
For your "map packs", I would contact someone, you you find them, that has created maps for Jhoto/kanto on R/S/E and is willing to share them. No body has "map packs" like you would in CoD or such:D

And tajaros, those tools for painting maps are only in 1.95. Remember that because alot of people don't use 1.95 due to the bugs and it is more difficult to use. I personally, create the maps and data and such in 1.92, then open up 1.95 and draw them.

Paired with Simba
Female
USA
Seen March 25th, 2016
Posted November 17th, 2015
240 posts
10.5 Years
Got a couple questions:

1. Is there a way to make blizzard 100% accurate in hail for fire red? I assume a similar mechanic is already built into the game since Thunder is 100% accurate in rain...

2. Is there a way to make it hail in-battle when the weather is set to snow in fire red?
IGN: Anna/Noossab Blue
3DS FC: 3196 3609 8450

Thanks to SilverGrey for the awesome banner! Click to see!
Current as of 1/31/14: I updated again!

Male
Seen October 1st, 2013
Posted May 23rd, 2013
8 posts
10.4 Years
Hi there,

I'm new to this forum although I've played a lot of hacks and followed this a while. I've started hacking myself, and already done some small things. There are so many tuts out there, I'm kinda lost... I'm hacking a Ruby game, and what I basicly want now, is to edit the main story line. The truck is cursed, I've accepted that. But I hope to achieve that when leaving the truck, you'll end up in Littleroot, which is fine, but then the whole Mom story needs to be changed. I found a script through AM where MOM talks to you the first time, and I'm using PKSV-UI as scripting program since XSE gives a Runtime error which won't be fixed, even after changing my DPI values (windows 7).

Sorry to be such a noob, I've modded some PC games before, but this is a bit more scripting. Main goal of this post: After the truck, I want my own scripts to start, not all the MOM/enter house/set clock scripts etc.

Thanks in advance, sorry for long post/wrong section maybe
Male
Seen January 28th, 2018
Posted December 6th, 2015
736 posts
13.9 Years
Got a couple questions:

1. Is there a way to make blizzard 100% accurate in hail for fire red? I assume a similar mechanic is already built into the game since Thunder is 100% accurate in rain...
As far as I know, this is already the case. Correct me if I'm wrong. If I am wrong, then it would be simple enough for any ASM hacker to add.

ETA: Here's how to do it:
Spoiler:


Firstly, assemble this code:
.text
.align 2
.thumb
.thumb_func
.global simpleandcontrary

main:
	push {r0-r1}
	ldr r0, weather
	ldrh r0, [r0, #0x0]
	mov r1, #0x80
	and r0, r1
	cmp r0, #0x0
	beq normal
	ldr r0, move
	ldrh r0, [r0, #0x0]
	cmp r0, #0x3B
	bne normal
	mov r3, #0x64
	b exit
normal:	ldrb r3, [r7, #0x3]
exit:	mov r8, r3
	pop {r0-r1}
	mov r0, #0x0
	str r0, [sp, #0x0]
	mov r0, #0x13
	ldr r1, return
	bx r1
.align
weather:	.word 0x02023F1C
move:	.word 0x02023D4A
return:	.word 0x0801DFD5
And note down the location you inserted it at. Remember to insert it in a word aligned location. That is to say, the END of the insert location must be 0, 4, 8 or C.

Now, take that location, add 1 to it and reverse hex it. So, if you inserted it at 0x80000C, you would use 0D 00 80 08.

Now, in your hex editor, navigate to 0x1DFCA and change the code to:
01 4B 18 47 00 00 XX XX XX XX
Where the XX's stand for the reversed hex pointer you made above.

That's it!


2. Is there a way to make it hail in-battle when the weather is set to snow in fire red?
I have done this for LC and the 649 patch, so it's possible. Lemme dig up the ASM and instructions for how to do it. I'll edit this post and put it below.
Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
Hi there,

I'm new to this forum although I've played a lot of hacks and followed this a while. I've started hacking myself, and already done some small things. There are so many tuts out there, I'm kinda lost... I'm hacking a Ruby game, and what I basicly want now, is to edit the main story line. The truck is cursed, I've accepted that. But I hope to achieve that when leaving the truck, you'll end up in Littleroot, which is fine, but then the whole Mom story needs to be changed. I found a script through AM where MOM talks to you the first time, and I'm using PKSV-UI as scripting program since XSE gives a Runtime error which won't be fixed, even after changing my DPI values (windows 7).

Sorry to be such a noob, I've modded some PC games before, but this is a bit more scripting. Main goal of this post: After the truck, I want my own scripts to start, not all the MOM/enter house/set clock scripts etc.

Thanks in advance, sorry for long post/wrong section maybe
Easy enough, go into Advance Map and delete the level scripts that contain what you're trying to remove, then write your own. If you need any help getting it to work, just pm me.

Paired with Simba
Female
USA
Seen March 25th, 2016
Posted November 17th, 2015
240 posts
10.5 Years
As far as I know, this is already the case. Correct me if I'm wrong. If I am wrong, then it would be simple enough for any ASM hacker to add.
What I read on Pokemon DB is that this effect wasn't added until Gen 4. This was backed up when my husband experienced a miss in game with blizzard in hail. As I am not an ASM hacker, would you direct me to someone who might be able to help?



I have done this for LC and the 649 patch, so it's possible. Lemme dig up the ASM and instructions for how to do it. I'll edit this post and put it below.
Thanks! I appreciate the help.
IGN: Anna/Noossab Blue
3DS FC: 3196 3609 8450

Thanks to SilverGrey for the awesome banner! Click to see!
Current as of 1/31/14: I updated again!

MattyJ

Serial Procrastinator

Male
Australia
Seen April 15th, 2016
Posted January 10th, 2013
40 posts
11.1 Years
Hey guys,
A quick question. I'm trying to hack Seadra's evolution in FireRed, to not need an item/trade. I used the Pokemon Editor as part of the GBA Pokemon Game Editor Package, and changed the evolution to Level, at Level 50. However, I've got a Seadra to L50, and it goes to the "Seadra is evolving" screen, but then, this happens:


And Seadra fails to evolve. I tried changing the evolution to Water Stone as well, and the same thing happened. Have I done something wrong? Have I missed something?
Pokemon Tragic. Own games from every generation. Love a good chat!
----------
Watch this space!!

Aryan143

The Fennekin Fan!

Age 22
Male
Delhi, India
Seen March 28th, 2016
Posted January 29th, 2015
757 posts
10.8 Years
Hey guys,
A quick question. I'm trying to hack Seadra's evolution in FireRed, to not need an item/trade. I used the Pokemon Editor as part of the GBA Pokemon Game Editor Package, and changed the evolution to Level, at Level 50. However, I've got a Seadra to L50, and it goes to the "Seadra is evolving" screen, but then, this happens:


And Seadra fails to evolve. I tried changing the evolution to Water Stone as well, and the same thing happened. Have I done something wrong? Have I missed something?
In Pokemon FireRed, you can only get pokemon other than the original 151 after you get the National Dex. If you really want Kingdra, directly hack in a Kingdra or use a code for getting the National Dex.
Check out my gaming company:

MattyJ

Serial Procrastinator

Male
Australia
Seen April 15th, 2016
Posted January 10th, 2013
40 posts
11.1 Years
In Pokemon FireRed, you can only get pokemon other than the original 151 after you get the National Dex. If you really want Kingdra, directly hack in a Kingdra or use a code for getting the National Dex.
Ah! That explains the problem! Thank you! :)
Pokemon Tragic. Own games from every generation. Love a good chat!
----------
Watch this space!!
Age 35
Male
Dream World
Seen December 21st, 2016
Posted October 8th, 2016
1,638 posts
10.8 Years
I'm trying to change items like Metal Coat, etc., to work as evolution stones in Fire Red. I've made all the checks with the necessary tools (changed Metal Coat's field effect, changed Onix's evolution...), and I also followed the instructions in the following posts:

http://www.pokecommunity.com/showpost.php?p=6745155&postcount=11
http://www.pokecommunity.com/showpost.php?p=7216463&postcount=37

However, when I click on Onix to use the item, despite the fact it shows the health bar (meaning the item is compatible), the Pokémon doesn't evolve. I haven't been able to figure out why, so I've come here. How can I do it?


Omega Ruby & Alpha Sapphire, the day Pokémon pulled a Dallas and jumped the shark.

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
Someone correct me of I'm wrong, but from what I've heard, there is a special table in the game that only allows the five stones to be directly used on a Pokemon to make it evolve, no matter what field effect you set on another one. I know that many people have been able to change this and I believe I came across a tutorial in the tutorials section on how to do it. So head over there and see if you can find it.

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Aryan143

The Fennekin Fan!

Age 22
Male
Delhi, India
Seen March 28th, 2016
Posted January 29th, 2015
757 posts
10.8 Years
I'm trying to change items like Metal Coat, etc., to work as evolution stones in Fire Red. I've made all the checks with the necessary tools (changed Metal Coat's field effect, changed Onix's evolution...), and I also followed the instructions in the following posts:

http://www.pokecommunity.com/showpost.php?p=6745155&postcount=11
http://www.pokecommunity.com/showpost.php?p=7216463&postcount=37

However, when I click on Onix to use the item, despite the fact it shows the health bar (meaning the item is compatible), the Pokémon doesn't evolve. I haven't been able to figure out why, so I've come here. How can I do it?
I have just answered it before but I will say it again. You need national dex before you can get pokemon other than the original 151 so Onix is not evolving because Steelix is from Gen 2.
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karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
I have just answered it before but I will say it again. You need national dex before you can get pokemon other than the original 151 so Onix is not evolving because Steelix is from Gen 2.
Aryan, no offence, but I believe this might be different. I tried to make my Rayquaza evolve into a Lugia with a newly created item and this exact thing happened on Ruby. I have a fully completed 370+ hr save file, with completed National Dex.

This thread is what I found earlier and what I was referring to as a tutorial, look for Jambo51's post.

Edit: Don't know why it deleted the link, here it is: http://www.pokecommunity.com/showthread.php?t=258012

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Age 35
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Dream World
Seen December 21st, 2016
Posted October 8th, 2016
1,638 posts
10.8 Years
I have just answered it before but I will say it again. You need national dex before you can get pokemon other than the original 151 so Onix is not evolving because Steelix is from Gen 2.
I have the National Dex.

When you don't have the National Dex and you try to evolve a Pokémon into a Johto one, it actually goes into the evolution screen but it blocks the evolution and displays a silent message. In my case, you can't actually use the item to make the Pokémon evolve.

@karatekid552: Jambo51's explanation was fine, but unfortunately I don't know the location of the table in the ROM to update it with other item data, so I'm a bit stuck... Probably needs ASM as well, which I'm not versed in.


Omega Ruby & Alpha Sapphire, the day Pokémon pulled a Dallas and jumped the shark.