• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Dawn, Gloria, Juliana, or Summer - which Pokémon protagonist is your favorite? Let us know by voting in our poll!
  • Our friends from the Johto Times are hosting a favorite Pokémon poll - and we'd love for you to participate! Click here for information on how to vote for your favorites!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Other] A Few Questions

  • 29
    Posts
    10
    Years
    • Seen Jul 11, 2014
    Okay, to start, this is an Emerald hack. I have a script set up to give the player the Running Shoes almost immediately after starting the game. The Running Shoes work perfectly fine until I try to leave the starting town and go onto the first route. Any help with this?

    Second, When I leave the first town and enter the first route, the tilesets for the beginning town change, making the buildings look like a garbled and glitchy mess. I'm assuming this may have something to with map scripts which I haven't really dove into yet. Any suggestions?

    Last, I use special 0x9F to simplify picking a Pokemon. However, I no longer have Prof. Birch in the game, but when I try to run from the battle after picking a Pokemon, it says: "Prof. Birch: Don't leave me like this!" I still want the battle with the Zigzagoon to be present, but not the dialogues that deal with Prof. Birch. Is there anyway to change that dialogue or is that stuck within that special?
     
    The Running Shoes work perfectly fine until I try to leave the starting town and go onto the first route.
    Your settings for your map in Advanced Map are probably flawed.

    Spoiler:

    Make sure (under the 'header' tab) your map is labeled 'route' and not something like 'inside'.
    If that doesn't work, you might be having the same problem that I had a while ago. I still can't explain why it wasn't working, but follow this tutorial and it should be fixed:
    https://www.pokecommunity.com/threads/207026

    When I leave the first town and enter the first route, the tilesets for the beginning town change, making the buildings look like a garbled and glitchy mess.
    That's because you have tiles from a specific secondary tileset being loaded on the screen while you are in a map that has a different secondary tileset. So you can either move the secondary tileset building tiles away from the edge of the map or change both of the maps' tileset to match each other.

    I still want the battle with the Zigzagoon to be present, but not the dialogues that deal with Prof. Birch.
    This would be a scripting problem. You would have to decompile the 'rescue birch' script from the ROM, change the text/name of the professor, and then recompile it back into the game. However, if the new text that you insert has more characters than the old text, you'll have to recreate the script entirely and compile it into the ROM in free space. This way you won't overwrite existing data.

    Either that, or you could search for the string in Advanced Text and edit it there. If you attempt that method, like I said above, be careful not to go overwrite existing data by using more characters than the previous text had.
     
    I still can't explain why it wasn't working, but follow this tutorial and it should be fixed:

    I followed the link, but I can't exactly understand byte editing. I'm kind of learning as I go. Is this something I would need to edit in XSE, HxD, or something else? I can open the offset in XSE, but when I do it's a "callstd" rather than what HackMew was displaying.

    change both of the maps' tileset to match each other.

    I figured this one out shortly after posting, but thanks for the help.

    You would have to decompile the 'rescue birch' script

    I'm a bit confused on this. I removed all scripts dealing with Birch, my problem occurs within the actual battle with the Zigzagoon. Also, the past few times I've tried using Advance Text, some entries make sense, most are random letters and symbols, and for some reason there are dialogues with NPCs that I've added to the game within the "Intro" tab of Advance Text. Intro still works fine though. Any ideas?
     
    I followed the link, but I can't exactly understand byte editing.
    Open your ROM in HxD. After that, click 'crtl + G' and type: E5E00 if you're using R/S as a base ROM or 11A1E8 if you're using Emerald as a base ROM.
    I believe you should be lead to the bit value '08'. Change it to '00' and save.

    I'm a bit confused on this. I removed all scripts dealing with Birch, my problem occurs within the actual battle with the Zigzagoon.
    Ah, sorry. I guess I was thinking of the script that activates when you try to leave the scene. If you want to change the in-battle text, you should use A-text.

    the past few times I've tried using Advance Text, some entries make sense, most are random letters and symbols, and for some reason there are dialogues with NPCs that I've added to the game within the "Intro" tab of Advance Text.
    Did you search for the text directly?

    Spoiler:

    Click on the 'search' button when you open A-text.

    Spoiler:

    Type in a part of the text that you want to find. So in your case, I have already found the text string. Make sure to have the 'go to beginning of text' box checked. Once you get the correct string, click 'write to ini'.

    Spoiler:

    From there, you can add the string to any of the available tabs or create a new tab. Name your new string and click 'add to ini'.

    Once you're done with that, you can edit the text in the specified tab that you saved the string to.
    Be careful, though: You need to know how to properly edit text in A-text or else you'll overwrite existing data. Give the first part of this tutorial a read before editing:
    https://www.pokecommunity.com/threads/117015
     
    11A1E8 if you're using Emerald as a base ROM.

    I just managed to figure this out before I checked the thread again. It was listed as offset 11A1E0. But, I notice 8s and 0s coincide a lot.

    Did you search for the text directly?

    It's always something obvious that I miss, but I found it and used all the characters so as not to lose space or overwrite anything.

    I can't thank you enough for your help. You've answered all the questions I have and I now have Running Shoes indoors! Thanks so much!
     
    Back
    Top