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for fire red where can i obtain a list of used flags by the game so i wont reuse them when making a script. for instance setflag 0x829 is to enable the pokemon tab in the menu etc..
I believe there's an .rbh file in the XSE folder if you downloaded XSE by Hackmew. One of them have a list of unused flags. And in Hackmew's guide file there's a section where a list of used flags are.
'---------------
#org 0x21668D trainerbattle 0x7 0x10E 0x0 0x8217100 0x82171E6 0x8217292
msgbox 0x821720B MSG_NORMAL '"WINONA: Even though I have lost,\n..."
end
'---------------
#org 0x27205E
msgbox 0x8272AD0 MSG_KEEPOPEN '"Too bad!\nThe BAG is full[.]"
return
'---------
' Strings
'---------
#org 0x216D75
= I am WINONA. I am the LEADER of\nthe FORTREE POKéMON GYM.\pI have become one with BIRD POKéMON\nand have soared the skies[.]\pHowever grueling the battle, we have\ntriumphed with grace[.]\pWitness the elegant choreography\nof BIRD POKéMON and I!
#org 0x216E60
= Never before have I seen a TRAINER\ncommand POKéMON with more grace\lthan I[.]\pIn recognition of your prowess,\nI present to you this GYM BADGE.
#org 0x217071
= Though I fell to you, I will remain\ndevoted to BIRD POKéMON.
#org 0x216EEC
= [player] received the FEATHER BADGE\nfrom WINONA.
#org 0x216F17
= With the FEATHER BADGE, all POKéMON up\nto LV 70, even those received through\ltrades, will obey your every command.\pYou will also be able to use\nthe HM move FLY outside of battle.\pAnd this[.]\nThis is a gift from me.
#org 0x217044
= Registered GYM LEADER WINONA\nin the POKéNAV.
#org 0x217100
= WINONA: We humans can never escape\ngravity's pull on the ground.\pBut by striving for excellence,\nwe have the power to soar!\pYou have scaled the pinnacle as\nthe reigning CHAMPION.\pPlease, allow me to see your power\nat full flight!
#org 0x2171E6
= I failed to reach your height again[.]
#org 0x217292
= WINONA: We humans can never escape\ngravity's pull on the ground.\pBut by striving for excellence,\nwe have the power to soar!\pYou have scaled the pinnacle as\nthe reigning CHAMPION.\pPlease, allow me to see your power\nat full flight!\pOh, no[.] Do you have but one\nPOKéMON with you?\pPlease return with two POKéMON\nat the very least.
#org 0x21720B
= WINONA: Even though I have lost,\nthe wings of my heart remain unbroken.\pI can rise and soar again and\nyet again.\pI am convinced of it!
#org 0x216FEC
= TM40 contains AERIAL ACE.\pIts speed[.]\nNo POKéMON should be able to avoid it.\p[.] [.] [.] [.] [.] [.]
#org 0x272AD0
= Too bad!\nThe BAG is full[.]
There are two lines bolded, the first one has the trainerbattle 0x1 command. This calls the normal battle 0x10E, which matches with A-Trainer battle.
The second one, which I believe that stands for rematches, is a trainerbattle 0x7 (which IS a rebattle double). It calls the same 0x10E from first battle, altough the rematches are stored at 0x316, 0x317, 0x318 and 0x319. In fact, there are no mention of these battles in the script (or so I think) That is, I want it to repoint it such a way it jumps directly to 0x319, which gives me 3 free battle adresses for adding more trainers. Is there a way to do this?
Also, one more question: How can I ADD pokémon sprites to a rom? I mean, I can't import the images in unLZ when I'm not replacing anything - this, or NSE can't read it from the empty adress (found with FSF).
for fire red where can i obtain a list of used flags by the game so i wont reuse them when making a script. for instance setflag 0x829 is to enable the pokemon tab in the menu etc..
You're going to have a tough time finding somebody to make you a titlescreen without some sort of compensation. You should probably take a look at the Tutorials section where there are plenty of good tutorials on how to edit the titlescreen in whichever game you're hacking.
You're going to have a tough time finding somebody to make you a titlescreen without some sort of compensation. You should probably take a look at the Tutorials section where there are plenty of good tutorials on how to edit the titlescreen in whichever game you're hacking.
I meant that usually people are only going to do something for you if they believe that they're going to benefit from doing it. That's the idea behind many hacking teams; a lot of people get together and each contribute something so that they all can receive credit for the creation of the final product. I was saying that most people won't just do requests for somebody unless they're going to be receiving something in exchange for all that work. So instead of waiting for someone to come along and do the work for you, you're better off reading a tutorial and giving it a shot.
does anyone have the problem with sappy where when you open the rom it stops responding... i made it compatible with windows xp like i was told but it didnt work... im using windows 7
does anyone have the problem with sappy where when you open the rom it stops responding... i made it compatible with windows xp like i was told but it didnt work... im using windows 7
Ah! Now that's the problem that I had previously. To get Sappy to work, you need to have all the runtimes (.ocx files) and .dll files needed to run them.
Then simply put them into the "C:\Windows\System32" folder.
Once you've done that, open up a Command Prompt, which is in Start > All Programs > Accessories
Then once you've opened up the Command Prompt, type in "regsvr32 [insert .dll/.ocx file here]".
However, just to note... the only file that doesn't need to be registered is fmod.dll.
Hm... it might be a problem with the text palettes or the text itself.
Here's some questions...
Have you done any hex editing?
Have you got the Day/Night system implemented?
Did you attempt to change the in-game text style?
Any of those might be the cause of the problem.
Because I'm not sure how good the Day/Night system is, because it never seems to get updated nowadays. D:
If you've done any hex editing, you might've made a bit of a mistake.
Or if you attempted to change the in-game text style... it might've glitched it up. :x
I'm not sure if it's because I used Chaos Rush's Emerald Clean-Up Patch but none of my scripts work... I've tried compiling them onto different offsets.
Here is one of the scripts:-
Spoiler:
'-----------------------
#org 0x6D1560
lock
msgbox 0x86D1820 '"[rival]: [player]!\nPath 5 is this ..."
callstd 0x4
applymovement MOVE_PLAYER 0x86D1962
waitmovement 0x0
release
end
'-----------
' Movements
'-----------
#org 0x6D1962
#raw B 'Step Right (Normal)
#raw FE 'End of Movements
'---------
' Strings
'---------
#org 0x6D1820
= [rival]: [player]!\nPath 5 is this way!
I was wondering, is it possible to replace the Elite Four with the Battle Tower? If so, how would I go about doing it. I've been thinking about what it would be like to have a proper tournament like they do in the anime in a hack.
Also where do I find the missing ini files for Ruby on AdvanceText as it only goes up to route 101.
Hm... it might be a problem with the text palettes or the text itself.
Here's some questions...
Have you done any hex editing?
Have you got the Day/Night system implemented?
Did you attempt to change the in-game text style?
Any of those might be the cause of the problem.
Because I'm not sure how good the Day/Night system is, because it never seems to get updated nowadays. D:
If you've done any hex editing, you might've made a bit of a mistake.
Or if you attempted to change the in-game text style... it might've glitched it up. :x
Hey me again (again) so im in sprite editing and i figured out how to change the overworld sprite but the sprite that you see in battle...what program do i use to change that?
I'm not sure if it's because I used Chaos Rush's Emerald Clean-Up Patch but none of my scripts work... I've tried compiling them onto different offsets.
Here is one of the scripts:-
Spoiler:
'-----------------------
#org 0x6D1560
lock
msgbox 0x86D1820 '"[rival]: [player]!\nPath 5 is this ..."
callstd 0x4
applymovement MOVE_PLAYER 0x86D1962
waitmovement 0x0
release
end
'-----------
' Movements
'-----------
#org 0x6D1962
#raw B 'Step Right (Normal)
#raw FE 'End of Movements
'---------
' Strings
'---------
#org 0x6D1820
= [rival]: [player]!\nPath 5 is this way!
Hm... I've never heard of Chaos Rush's clean up patch before. Are you using XSE or some other script editor? Some script editors other than XSE might not work as good as what eXtreme Script Editor would. So if I was using a script editor... I would recommend using XSE.
And if you think Chaos Rush's clean up patch might be the cause... it could be. So what does that patch exactly do anyways?
I was wondering, is it possible to replace the Elite Four with the Battle Tower? If so, how would I go about doing it. I've been thinking about what it would be like to have a proper tournament like they do in the anime in a hack.
Also where do I find the missing ini files for Ruby on AdvanceText as it only goes up to route 101.
Hm... well first you might want to do some script editing on the Battle Tower area if you want it to go more anime-style battling, and also... change the warps on the Pokémon League doors as well to warping you to inside the Battle Tower. Then the rest would be all up to changing other scripts... such as entering the Hall of Fame after battling the final trainer.
And .ini files for AdvanceText, eh? Well if I was editing other text for other maps, I'd use XSE.
I see... well I'm not sure what other thing would cause it. Is it a hack that you're working on?
Or is it a ROM Hack that patched over on a FireRed ROM? If it's a ROM Hack that's patched on a FireRed ROM... make sure it's the right version number, such as (v1.0 or v1.1), usually a hack thread describes what version number the ROM Hack was used on and what language too, maybe you patched it on the wrong language? Most FireRed ROMs usually are BPRE (the E at the end stands for "English"), hopefully you didn't patch it on a different format (like BPRP).
Pretty much, you overwrote some image data that may appear to be free space. The 0x148 (328) bytes at 0x00456734-0x0045687C in the ROM need to be 0xFF.
I'm not sure if it's because I used Chaos Rush's Emerald Clean-Up Patch but none of my scripts work... I've tried compiling them onto different offsets.
Here is one of the scripts:-
Spoiler:
'-----------------------
#org 0x6D1560
lock
msgbox 0x86D1820 '"[rival]: [player]!\nPath 5 is this ..."
callstd 0x4
applymovement MOVE_PLAYER 0x86D1962
waitmovement 0x0
release
end
'-----------
' Movements
'-----------
#org 0x6D1962
#raw B 'Step Right (Normal)
#raw FE 'End of Movements
'---------
' Strings
'---------
#org 0x6D1820
= [rival]: [player]!\nPath 5 is this way!
Okay first I recommend, if you aren't already, using XSE found in HackMew's Tool Factory for scripting. Anyway, I think it'd be wiser to use offsets from 0x800000 (or 0x720000, I use the former; blame it on my OCD, lol), that may be the problem.
Okay first I recommend, if you aren't already, using XSE found in HackMew's Tool Factory for scripting. Anyway, I think it'd be wiser to use offsets from 0x800000 (or 0x720000, I use the former; blame it on my OCD, lol), that may be the problem.