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

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Uhm, quick question, where does A-Map automatically find offsets from?
 
A-Map searches from 0x640000 and that...should be safe, right? x_x
 
Uh.. hello. I used a ROM base for one of my recent hacks, but some of the tiles are missing and are replaced with jibberish stuff, like bridges and other stuff.


So, should I get a new ROM with standered Nintendo tiles and insert some other tiles or should I use the ROM base?
 
Uh.. hello. I used a ROM base for one of my recent hacks, but some of the tiles are missing and are replaced with jibberish stuff, like bridges and other stuff.


So, should I get a new ROM with standered Nintendo tiles and insert some other tiles or should I use the ROM base?

That's your choice really isn't it o.O If the tiles aren't enough to work with than either insert the ones you need or use a different ROM base.
 
Meh, I might just use a new one! After long thinking, 30 seconds I've decided to use the normal Nintendo style. I causes less problems :3
 
i tried using
spriteinvisible 0xFF 0x3 0x0
and it worked...but the player still stayed for, like, 2 seconds before disappearing. how would i fix that?
problem 2. i changed the pallete of the help screen, and it worked except for the intro. how did that happen?
and one more thing. is there a tutorial on hex editing the prof. oak intro?

bump..........................

i'm confused. i changed the titlescreen background, edited palette, worked perfectly.
inserted pokemon, had same colours as logo, even after editing the palette. so i palette edited the logo, and the pokemon was fine, the logo was messed up. how do i fix this?
oh, and my other question near the top of the page too...

and bump again...............
 
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@altariaking: By the help screen do you mean the screen that explains the buttons and their use in FR/LG? Follow Hackmew's tutorial in the Documents and Tutorials section and save two different '.pal' files for the help screen and the intro. What specifically do you want to edit in the intro?
 
No, there isn't a tutorial for changing the intro text with a hex editor. But, I think you can use thingy with a text table to change it. Why doesn't A-text work? Don't you have the vb6 runtime components?

---Okay, now..----
Okay, so I was editing the water animation in Pokemon Ruby. I changed them perfectly, or so I think. But when I loaded my rom, this..
I tried to edit it with APE using the bg file. But an error message pops up saying pallete not found.
Help, please?


EDIT: Nvm
 
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Is there anyway to edit the animations in a FR ROM?

For example, to stop the screen or Pokéballs at the Pokécenter flashing >< something like that.




@altariaking:

Here ya go Click!
 
Yes, there are tutorials for that. You have to use Tile Molester or Tiled 2002.
Search in the Tutorials and Documents section. There are 2 or 3 tutorials out there (most of them by thethethethe).
 
Hello... i have a question... what i need for use the FR graphics of the ruby ROM (i don't want change the base ROM)... i want change the AM pallete or something for have the FR graphics of my ruby.

PD: i'm an excelent scripter if i need create some scripts... i said this because i no have idea about tilesets and graphics xD
 
There is a fire red tile and palette rom base in the rom hacking resource thread.
 
I have a HUGE problem that I can't find a fix for (Mainly because of such common search terms, filtering out what wouldn't be the answer was taking too long.)

Basically, I'm in the middle of my first ROM hack, and somwehere along the way, my battles (wild and trainer) all started looking like this:

Spoiler:


This happens while moves are being used, when the battle starts, and all the way through till the battle ends. It is both Trainer and Wild battles, but I have not myself added any trainers to my ROM at all, rather moved a pre-existing trainer to test if it was only wild battles.

Does anybody know what's happening here? Before, it was fine with just 4 little spots of pixels in the lefthand corner that didn't bother or obstruct view, hardly noticable actually.
 
Does someone know the command for the double battles 2 on 2.

example: the trainer tower multi battle. Is it possible to make them in the game rather than in batttle tower

because i want May to help the player battle someone else.

This is in Emerald version and i'm using poke script or PKS GUI
Can someone please help.
 
I've searched all around to get the answer to this hindrance (It is about tileset adding and what not):

Bassically, when I add a tileset, and make sure the animations and backrounds are what I want, I start editing the map. It looks fine in A-Map, but after I go play... ANARCHY! My beautiful map is replaced by random, incohesive tiles. Can someone help?

Oh, and I'm realtivley new to Pokemon Rom Hacking, so if there's something extremley manifest that I'm forgetting, don;t blow me off.
 
Ok so, I have a question about custom evolutions.

I added Shinx, Luxio, and Luxray into the first 3 extra Pokemon spaces on a Fire Red 1.0 (U) rom. I used YAPE to edit their evolutions, they're just simple level type evolutions.

I can catch and battle with all 3 of the Pokemon without any problems, but when they start to evolve, the screen goes black and the game freezes. This happens with or without the national dex. On a different instance of the rom, I got a successful Cranidos to Rampardos evolution to work using the same methods. I can't figure out why it's crashing the game on this rom, especially since it's practically clean, the only things changed are the title screen and all of the Pokemon sprites. So does anyone have any hint as to what might be causing this? Any help is greatly appreciated, thanks in advance.
 
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I have a HUGE problem that I can't find a fix for (Mainly because of such common search terms, filtering out what wouldn't be the answer was taking too long.)

Basically, I'm in the middle of my first ROM hack, and somwehere along the way, my battles (wild and trainer) all started looking like this:

Spoiler:


This happens while moves are being used, when the battle starts, and all the way through till the battle ends. It is both Trainer and Wild battles, but I have not myself added any trainers to my ROM at all, rather moved a pre-existing trainer to test if it was only wild battles.

Does anybody know what's happening here? Before, it was fine with just 4 little spots of pixels in the lefthand corner that didn't bother or obstruct view, hardly noticable actually.
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.
 
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?
 
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