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

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You must of edited some important hex data that delt with the tilemap. Grab a clean rom and try copying some of the data and replacing it with your data. This is when a back up would of came in handy.
How would I go about doing this?

I have a clean Ruby rom, not sure what order I go about doing this in or even how to.

Kinda newbish. But eh.

Is there a tut somewhere you can link me to? Or can you give me a quick step-by-step?
 
I'm making a hack game and I've made up my own characters whose sprites I would like to insert into the game. I've tried to figure out how to do so on Advance Map, but have been unsuccesful. Can you tell me what I'm supposed to do?
Are you trying to edit overworld sprites or trainer sprites?

For overworld sprites use Overworld Editer RE which you can get in HackMew's tool thread (sorry I can't post links yet).

For trainer sprites, use unLZ GBA, you can also get the hacked version from HackMew's thread. Trainer sprites start at 1499 in unLZ GBA for Fire Red, not sure about other roms but they should be in that general area.
 
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Guess this is an odd place for a newbie to start, but oh well...I have two questions that are somewhat related.

First, I'm looking for a disassembler for the GBA games. The catches are, I'm not going to pay for something like IDA Pro (or pirate it either), it has to be compatible with Windows 7 and should be able to output its disassemblies. I've searched for quite a bit, but didn't find any like that. Anyone have any suggestions?

Second, I'm barreling right into GBA Pokémon hacking with the goal of adding an additional type. Bulbapedia's data structure articles have been helpful, but so far I've only managed to make a move type that is without strengths or weaknesses, just with the appropriate name, icon and such. Question is, does anyone have any documented disassemblies or know any addresses that could help me here? I'm looking mainly for where and how species data is stored (to change actual Pokémon's types) and where move type versus Pokémon type strengths/weaknesses are handled.
 
How would I go about doing this?

I have a clean Ruby rom, not sure what order I go about doing this in or even how to.

Kinda newbish. But eh.

Is there a tut somewhere you can link me to? Or can you give me a quick step-by-step?

He means try to redo everything you've done already to find out exactly what caused the error.
 
is there any way to put your rom hack onto a cartridge?
 
He means try to redo everything you've done already to find out exactly what caused the error.
.....would it be a problem caused by advance map?

I've only added scripts or changed scripts in about 4 areas, as well as mapped out 4 (rather large) areas that will be a pain to redraw over a new ROM.

I'm assuming that anything I did in advance map, map-wise, wouldn't cause this. Not sure tho. Is it possible that my maps could be the problem? Or is this definitely something caused by a change to an offset or a new script that possibly overwrote on an offset that was key to battles?
 
Guess this is an odd place for a newbie to start, but oh well...I have two questions that are somewhat related.

First, I'm looking for a disassembler for the GBA games. The catches are, I'm not going to pay for something like IDA Pro (or pirate it either), it has to be compatible with Windows 7 and should be able to output its disassemblies. I've searched for quite a bit, but didn't find any like that. Anyone have any suggestions?

Second, I'm barreling right into GBA Pokémon hacking with the goal of adding an additional type. Bulbapedia's data structure articles have been helpful, but so far I've only managed to make a move type that is without strengths or weaknesses, just with the appropriate name, icon and such. Question is, does anyone have any documented disassemblies or know any addresses that could help me here? I'm looking mainly for where and how species data is stored (to change actual Pokémon's types) and where move type versus Pokémon type strengths/weaknesses are handled.

The standard VBA has an integrated disassembler. However, if you need to copy what get disassembled, VBA-SDL-H is definitely the right choice. It's a pretty powerful debugger, and it's totally free. For the second question, you should to look at the Documents and Tutorials section (soon to be the Tutorials section).
 
Ok so, regarding my problem with the evolutions, I decided to just start completely over and add the Pokemon + evolutions first and it seems to work.

I have some other concerns though, such as, considering that the 25 ?? Pokemon spaces were originally allocated for the different unowns, will replacing them affect the different types of unowns in anyway? Or is it really just unused space I can edit without overwriting anything?

And, how can I increase the number of slots for Pokemon in the game?
 
I have some other concerns though, such as, considering that the 25 ?? Pokemon spaces were originally allocated for the different unowns, will replacing them affect the different types of unowns in anyway? Or is it really just unused space I can edit without overwriting anything?

And, how can I increase the number of slots for Pokemon in the game?

The 25 spaces between Celebi and Treecko are completely unused, so you don't have to worry about messing up the Unowns.

There was a project a while back to increase the number of slots available; however, it's currently on hiatus.
 
The 25 spaces between Celebi and Treecko are completely unused, so you don't have to worry about messing up the Unowns.

There was a project a while back to increase the number of slots available; however, it's currently on hiatus.

Hm, I thought I had seen some hacks that had exceeded that limit, but maybe they were just replacing other Pokemon. Oh well, I'll just stick with 25 for now, thanks for the help.
 
Can somebody give me a copy of FontEd? My computer won't let me download EliteMap, and it's impossible to get TileMolester to load the graphics properly.
 
The standard VBA has an integrated disassembler. However, if you need to copy what get disassembled, VBA-SDL-H is definitely the right choice. It's a pretty powerful debugger, and it's totally free. For the second question, you should to look at the Documents and Tutorials section (soon to be the Tutorials section).

Ah, I already had VBA-SDL-H but misunderstood what the tracer feature was. Similarly, I completely missed a thread all about hex editing the Pokémon species. The answer's always right in front of me. XP

Thanks for your help.
 
(sorry for my Englisch. I'm dutch and my Englisch is not very good.)

You now you are in the game for example Pokémon Emerald than you must battle against Rayquaza you see the icon of Rayquaza and as you talk to the icon than you come in the battle. My question is: How can I import such a icon as Rayquaza but than as a Deoxys? I can't find it in the tutorial topics, so thats why I asked it.

Please help me (or maby you can give me a link to a tutorial).

~SKRoy
 
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Hi all,

I have decided to make a hack and while I got pretty dang far, I've run into several problems that I just can't bypass. I'm using Ruby.
1, Is unLZ compatible with Ruby? Because when I open the ROM all I get is gibberish.
2, Using A-Map, is there a way to get different tiles in different places, EG: I want lava in the first town.
3, Is there a Ruby text editor? I really don't have the time or skills to script everything and Atext isn't working. (Something about comdlg.32)
4, I replaced the casino with a shed but even though I left the warp intact and put in a door, I can't get in.

THANK YOU
 
Hi all,

I have decided to make a hack and while I got pretty dang far, I've run into several problems that I just can't bypass. I'm using Ruby.
1, Is unLZ compatible with Ruby? Because when I open the ROM all I get is gibberish.
2, Using A-Map, is there a way to get different tiles in different places, EG: I want lava in the first town.
3, Is there a Ruby text editor? I really don't have the time or skills to script everything and Atext isn't working. (Something about comdlg.32)
4, I replaced the casino with a shed but even though I left the warp intact and put in a door, I can't get in.

THANK YOU
I don't know you got so far without knowing these things..:/
1. Yes. Gibberish is in fact what you actually edit. You need to know the right numbers.
2. In the header tab, change the tileset or insert tiles.
3. Either hex edit or download the vb6 runtime files.
4. Movement permissions?
 
Can sumbody help me please?!

(sorry for my Englisch. I'm dutch and my Englisch is not very good.)

You now you are in the game for example Pokémon Emerald than you must battle against Rayquaza you see the icon of Rayquaza and as you talk to the icon than you come in the battle. My question is: How can I import such a icon as Rayquaza but than as a Deoxys? I can't find it in the tutorial topics, so thats why I asked it.

Please help me (or maby you can give me a link to a tutorial).

~SKRoy
 
Hi,

I have a question. Because of my bad english, I can't find answer anywhere... Is there any text editing application, or some possibility, how to translate text from japanese/english to some other english in D/P/Pt/HG/SS?
Thanks for any answers
 
Can sumbody help me please?!
Does that mean that you want to change the Overworld of Raquaza into Deoxies?
Download the Overworld Editor from here.
Hi,

I have a question. Because of my bad english, I can't find answer anywhere... Is there any text editing application, or some possibility, how to translate text from japanese/english to some other english in D/P/Pt/HG/SS?
Thanks for any answers
No, just download the English or European versions of the rom.
 
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