First of all, switch to XSE or PKSV. We don't serve the 2006 pokescript here. It is outdated, far outdated, and we will not correct your scripts because nobody knows the proper syntax anymore (well, no seriously accomplished hackers anyways).
Now, how to do it. Simple, set a flag early in the game before encountering that sprite (the players room is a good place to do so) and the assign that flag to the Person ID of the sprite in A-Map. Then, in the script that you want him to appear, simply clear the flag and use the showsprite command to show the sprite and make him do as you wish.
Hey, are there any Hacked ROMS that allow trading with original non-hacked games?
Most hacked games can trade with other games. The only issue is that if the pokemon have been changed or modded, they will return to the original when traded.
So, you're saying that the palette for the hero and heroine is the same, and when you change one, it changes both, even though they are the same number? Or are you saying that they have the same palette but different numbers? If it is the latter, why does it matter? It is okay to have two of the same palettes. I'm just kind of confused on what you are saying.
Hello
Is there any pokemon game (gba) without IV/EV system or only without IV system?
Greetings.
I don't think so because that would require a big change of the game engine. In rom hacks EVs and IVs don't really matter though since there isn't anything like a multiplayer mode where you need perfect IVs etc. for a good team.
I know this is tedious, but check if you have the right pallet, since that can affect "recognizability" somewhat and you may have missed it.Does anybody know where to find this Pokenav image in unlz? I couldn't find it in the unlz offset list on this site.
Would you mind telling a few? I have to be honest, I'm new to this. Just tried Light Platinum, but the Pokecenter doesnt have a 2 floor :(. Was that becasue it was the first one I encountered or is it always the same?
Can anyone recommend a tutorial for replacing pokemon sprites along with their backsprites.
I wish I could show what I've done, unfortunately I need 15 posts to do so.
Sorry for being so confusing! The palette for the hero is 0x00 and the palette for the heroine is 0x10 (using NSE atleast. I think its 00 and 69 in OWE:RE). They are the same palette by default just saved in two slots I think. But when I try to overwrite the heroine palette with my custom palette, it also changes the hero palette in the other slot (which is not what I want). If this still isn't clear, I can upload a video because it's way easier to see, but sort of difficult to explain whats going on haha
Can someone explain to me what a "function" is in IDA Pro?
Sometimes, when I disassemble code, rather than being marked as code (or 'c' in the name tab) it is marked as a function (or 'f' in the name tab).
As far as I can tell, the only difference this makes is that any names I give to offsets within it do not show up in the name tab (they are gray and work correctly) and can't be searched for unless you're already somewhere in that function. It also allows you to use "graph" mode by using space bar.
But - what is the point? What determines whether it decides if it is code or function?
Would you mind telling a few? I have to be honest, I'm new to this. Just tried Light Platinum, but the Pokecenter doesnt have a 2 floor :(. Was that becasue it was the first one I encountered or is it always the same?
I believe a function is called by another code earlier on while code is just set aside. I don't know exactly, as I never paid attention to that part. My best bet is that it is determined by where the code branches.
Use Wichu's Advanced Sprite editors. They are pretty self-explanatory.
Does anybody know where to find this Pokenav image in unlz? I couldn't find it in the unlz offset list on this site.
I tried that and didn't manage to get pass "Write to ROM".
Here's what I did using APSE,
- I used the same indexed image for both normal and shiny.
- got the error below
Spoiler:Unhandled exception has occurred in your application. If you click Continue, the application
will ignore this error and attempt to continue. If you click Quit, the application will close immediately.
Arithmetic operation resulted in an overflow.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
at Sprite_Editor.RomFunctions.ConvertStringToByteArray(String& str)
at Sprite_Editor.SpriteData.GetCompressedData(Int32 species)
at Sprite_Editor.Form1.WriteToROMButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4234 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Advanced Pokémon Sprite Editor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Patrick/Desktop/Advanced%20Series/Advanced%20Pok%E9mon%20Sprite%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4235 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4236 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4235 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.1 built by: SP
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Running on Window VISTA, replacing sprites on a hacked Pokemon Emerald*.
*I've tried with a clean Pokemon Emerald and still get that error.
with unLZ-GBA,
- I manage to get the Front to show with no problems, 100%.
But the back part has some color issue.
- The shiny colors are totally messed up.
Or you could also negate the effects by simply setting all IVs and EVs in YAPE to either max or 0.
Oh, okay. I understand. What you need to do is repoint the palette before changing it. You will have to go to the OW palette table and take the first pointer and follow it. Copy the first 32 bytes when you get there into some free space and then change the first pointer in the table to amtch the new location. Then it should work fine. You can find the palette table offset in the ini for OWERE.
Yeah that's possible, forgot about that.
Let's say I unlocked the second grass animation in Fire Red through hex editing (this method).
Is there a way of editing the wild pokemon that appear in the tall grass in AM in addition to the regular grass or will you always encounter the same pokemon?
I am currently making a few beginning town maps, but I keep on having this problem in Advance Map 1.95. The issue is that whenever I save a map file on my Pokemon Emerald Rom, (Which I renamed Pokemon Apatite for fun) and close out of the program, then reopen it later and load up my rom, and try to open the same map it says Access Violation. I do not know why my maps keep on getting corrupted, can anyone help with this?
Could you please elaborate on how to go about doing that? I have the palette uploaded to a free space slot, but I don't know how to change the palette in NSE