OMGWURMPLES!
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I do, at every step I take. It still seems to get messed up. D:
Always back up your ROM ;)
That's the only thing I can suggest.
I do, at every step I take. It still seems to get messed up. D:
Always back up your ROM ;)
That's the only thing I can suggest.
XSE or PKSV can decompile scripts pretty easily. Also search some tutorials.What tool can I use to edit the text of a Pokémon Fire Red ROM (for a translation)? I'm using advance text right now to edit the dialogue (as well as some other programs to edit item text, attack text and the pokedex) but I'm unable to edit battle text, map text and menu text, as well as trainer names (+ probably more). Someone else told me I need to use relative searching with a hex editor. I downloaded WindHex but I literally do not understand anything in that program at all... the guy tried to explain how I have to search for the text using the "relative difference between characters" but, I'm sorry, could I get that in English please??? He gave me some example strings (like 03 01 02 0E) to search for, but I searched for them in WindHex and got the same error every time: "Sorry, the string was not found". And what is all this I'm reading about having to build a table first?
It'd be really nice if someone could explain this to me. I've googled and everything but there aren't any walkthroughs available, nor would walkthroughs even help me because I need someone to explain it to me. :\ Because I have literally no experience with ROM hacking whatsoever...
Oh, okay. I'll try, after I redo everything... I'll probably have to get around to it this weekend.
And it's weird. If I leave my computer running and reopen the rom, everything is fine. If I open up another copy of the same stage that I made as a backup, everything is messed up. If I restart my computer, everything is messed up.
00=
01=À
02=Á
03=Â
04=Ç
05=È
06=É
07=Ê
08=Ë
09=Ì
0B=Î
0C=Ï
0D=Ò
0E=Ó
0F=Ô
10=Œ
11=Ù
12=Ú
13=Û
14=Ñ
15=ß
16=à
17=á
19=ç
1A=è
1B=é
1C=ê
1D=ë
1E=ì
20=î
21=ï
22=ò
23=ó
24=ô
25=œ
26=ù
27=ú
28=û
29=ñ
2A=º
2B=ª
2D=&
2E=+
34=[Lv]
35==
36=;
51=¿
52=¡
53=[pk]
54=[mn]
55=[po]
56=[ké]
57=[bl]
58=[oc]
59=[k]
5A=Í
5B=%
5C=(
5D=)
68=â
6F=í
79=[U]
7A=[D]
7B=[L]
7C=[R]
85=<
86=>
A1=0
A2=1
A3=2
A4=3
A5=4
A6=5
A7=6
A8=7
A9=8
AA=9
AB=!
AC=?
AD=.
AE=-
AF=·
B0=...
B1=«
B2=»
B3='
B4='
B5=|m|
B6=|f|
B7=$
B8=,
B9=*
BA=/
BB=A
BC=B
BD=C
BE=D
BF=E
C0=F
C1=G
C2=H
C3=I
C4=J
C5=K
C6=L
C7=M
C8=N
C9=O
CA=P
CB=Q
CC=R
CD=S
CE=T
CF=U
D0=V
D1=W
D2=X
D3=Y
D4=Z
D5=a
D6=b
D7=c
D8=d
D9=e
DA=f
DB=g
DC=h
DD=i
DE=j
DF=k
E0=l
E1=m
E2=n
E3=o
E4=p
E5=q
E6=r
E7=s
E8=t
E9=u
EA=v
EB=w
EC=x
ED=y
EE=z
EF=|>|
F0=:
F1=Ä
F2=Ö
F3=Ü
F4=ä
F5=ö
F6=ü
F7=|A|
F8=|V|
F9=|<|
FA=|nb|
FB=|nb2|
FC=|FC|
FD=|FD|
FE=|br|
FF=|end|
Well if you want to put FireRed themes into Emerald you will have to overwrite the themes of emerald. Then you can use A-Map for needs of changing what music plays in each map.Hi, I wanted to check if one can create a new behavioural byte for pokemon emerald,
Because I am attempting to create a "super region",
And I want kanto maps that I port into Emerald to play kanto battle themes and wild encounter themes when I am on those maps!
Hi, I wanted to check if one can create a new behavioural byte for pokemon emerald,
Because I am attempting to create a "super region",
And I want kanto maps that I port into Emerald to play kanto battle themes and wild encounter themes when I am on those maps!
I would consult tutorial on how to switch between two different tracks for different regions. It allows you to have "replace" a track with another track, easy peasy.
Well in most tutorials they explain how the tiles you insert MUST match the colors of tiles already in the game. Either wise the newly inserted tiles will have an odd looking pallet. You could also change a pallet but if you change the pallet of a highly used one the tiles already in game will get messed up. For a suggestion you could edit the pallet of Pallet #7 which is usually 2 colors (black and pink) and no tiles use that pallet so you can use it yourself. Hope this clears things up.Hello people,
me and my brother are new here and we decided to try make our own hack. However, we have some difficulties with editing pallets and inserting new tiles. We searched forum and followed few walkthrought here but still we can't edit that with proper success.
So, here is the problem.
We want to use some of these(those ice blocks) on weasleyfg.weebly.com (projectmarnianregionl00.png), but we just can't put them into the rom (FireRed). Point is, that when we try to insert them, the final pallet and block edit is in different color scheme. Any ideas what are we doing wrong?
Thanks for any advice:)
Well in most tutorials they explain how the tiles you insert MUST match the colors of tiles already in the game. Either wise the newly inserted tiles will have an odd looking pallet. You could also change a pallet but if you change the pallet of a highly used one the tiles already in game will get messed up. For a suggestion you could edit the pallet of Pallet #7 which is usually 2 colors (black and pink) and no tiles use that pallet so you can use it yourself. Hope this clears things up.
ok i'm a little new to all this, so please just bear with me. now i've serched all day and i just cant seem to find out how to write a complex level script for fire red. im trying to change the begining prof. oak script for when you try to leave town, i understand how to script but i just need a little visual on how it should look..also i was wondering if there was a way to add pokemon without replacing any
Google is your friend. We aren't allowed to link you to any ROMs.Again, hope this is the right spot for this Q??
But I need a good pokemon white rom, any one know where I can get one?
Thanks
Well based on the video that is fake (Since there is a western meowth). Although it is possible. There are projects going on to have all 649 pokemon in Ruby and FireRed. Now emerald was a tricky situation so adding all 649 pokemon to it was dropped. So follow these projects and wait for the releases.Hello everyone,
After nearly two hours of searching, I finally found Emerald version used in this video:
https://www.youtube.com/watch?v=KzG3IRIE9vI
The only problem is that this version is all... chinese...
Can ANYONE translate it to english?
NOTES:
- do not know, which version of Emerald is patched
- do not have any patch, just the ROM
- do not know if it really is 493 hack, or just edited 386, but starters are Chimchar, Turtwig and Piplup
- do not know if any new moves are imported
If anyone can do anything about this, please let me know... I cannot speak or even read chinese, so play this game kinda sux...
Here's the way things are now. There's a particular trainer, Battle Girl Lauren, who is known to cause problems. So I moved her to my debug location using Advance Map. She has a Hitmonlee with AI Value 200. She has an Antidote, a Burn Heal, a Full Heal, and a Full Restore. I poison the Hitmonlee and, consistently, she uses a Super Repel one turn, followed by a ?????? the next turn. Each will say "Foe HITMONLEE's SUPER REPEL/?????? cured POISON!" without actually doing so.
So next, I remove all of her items and set Hitmonlee's AI Value to 0. I confirm that these changes take effect through HxD. I also change her name to confirm I'm loading the right ROM in VBA. So now, when Battle Girl Laurrrrrr battles me, she still uses a Super Repel and a ?????? when her Hitmonlee gets poisoned. Same behavior as before, even though her data changed.
Now, I've figured out all the bytes in the trainer Pokemon data section (AI, level, dex number, item, and attacks), but I've got some holes in the trainer data:
I'm wondering if any of the blanks could be causing issues. So, two questions: First, can anyone fill in my blanks? Second, is there anything else that may account for the weird item behavior? It definitely seems to be tied to particular trainers, rather than some corruption of the battle code... though I obviously am not certain.Code:0-1 - ??? 2-3 - Music and Sprite 4-15 - Name 16-23 - Items 24-27 - ??? 28 - Type (07 is story battle, I think) 29-31 - ??? 32 - Pokemon count 33-35 - ??? 36-39 - The address of the Pokemon data