Blaziken626
Pokemon Black Shadow
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- Posts
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- Seen Aug 25, 2015
Does anyone know where I can get a good Table file for Pokemon Ruby? None of the Table files I've used come up with the right text.
Does anyone know where I can get a good Table file for Pokemon Ruby? None of the Table files I've used come up with the right text.
I can't help you with utilities, but I can tell you how to do it with a hex editor.Is there a program that can edit the wild pokemon in the grass for the metal generations (most preferably Crystal)? I've gotten CrystalMap but when I click Wild Pokemon View, it just says that there are no pokemon on that route. And I know for a fact that there are, since there's grass and I have encountered wild pokemon when playing the GSC games. Thanks a lot.
I can't help you with utilities, but I can tell you how to do it with a hex editor.
There are seven Pokemon per location per time of day, and each Pokemon is shown by two bytes: level and Pokedex number (in hex). Thus, a level 10 Nidorino would be 0A21 in hex. Each location consists of 21 Pokemon (7 morning Pokemon + 7 daytime Pokemon + 7 nighttime Pokemon), then five extra bytes (XYZZZ, where Z is repeated three times -- remember that five bytes are ten digits). Then it immediately does the next location.
I've managed to edit every area in Pokemon Crystal, so nothing appears to be unsafe to hack. Be aware that there are gaps in places -- specifically, after Mount Silver (outside)'s location, there's a bunch of extra bytes before it starts Diglett's Cave.
Tin Tower starts at offset 0002ab3a in Gold and Silver, I'm not sure about Crystal.
As for hex editors, I recommend using Translhextion or Windhex.
I have a list of the locations in the order of the game's ROM at my webpage, but it appears that my severe lack of posts automatically prevents me from putting in the URL...
I've seen this asked multiple times but never answered fully.
I'm trying to create an event for a legendary Pokemon - i.e., have the Pokemon initiate a wild battle, then disappear and not return when the map is reloaded. Without much experience at romhacking of any kind, I'm having some trouble.
I've thought of 2 ways so far to accomplish this:
1. Warp the sprite off the map. Easy, but I don't know how to keep the sprite there forever.
2. Change to a transparent sprite. I've seen some sprites in the list that are partially or fully transparent - I'm assuming these don't show up, or can be walked through? Either way (or if I'm totally wrong), I have no idea how I would go about doing this.
Has anyone done this before who can tell me how I could accomplish this? Zel? Anyone?
Do you need a hex editor to pallete hack? If not, are there any tools (that support Firered) released that can palette hack?
Thank you. I have another question now. When I cross the border to another map, an event from the first map is duplicated. The person then disappears when I walk farther away and reappears when I go back. I don't know what happened... Can this be fixed?
I have an... interesting question. If I manually expand the number of bytes in a ROM, (say, double them), add data to the new area in the ROM, and then create an ips patch of that ROM, will someone be able to successfully patch that onto the original game's ROM? (For example, if I did it to Firered, would someone be able to do it to patch it to firered and play it?)
Also, I was wondering if anyone had a list of the Hex numbers of all the attacks in the Advanced generation. I can't find that anywhere, even at places with hex numbers for everything else.
Is there a way to have bigger trainer overworlds usein overworld editor
I've asked but before nobody answered.
How do I change the music for FR?
What is the easiest way to insert tiles?
OE can't edit sprites' sizes so if you want to make the size bigger you have to hex edit.
What are the behavior bytes for ledges?
How do you do that and pallete sprites in a hex editor as i have one but don't know how to use it and if possible a link to a tutorial for how to use a hex editor
Advance Map doesn't have behavior bytes for the blocks.
Palette sprites? To change the size you have to go to the overworld sprite's offset find where the size is and change it. In the OE ini file there's the hero's overworld sprite offset.