Aethestode
Hacker
- 1,700
- Posts
- 17
- Years
- Seen Aug 14, 2023
Some things when loaded disable the day and night system by DNS
Yeah, I know somethings disable the day and night system, but how can I fix it again?
Some things when loaded disable the day and night system by DNS
Can i give a certain move the effect to be a hm like i can use the move karate chop and i want to let it use surf that when you want to use surf you need to have a pokemon that knows that move and then if you want to surf that pokemon needs to know karate chop if you guys know what i mean
You can probably just use one of the TM editors and rename Surf to Karate Chop and Karate Chop to Surf?
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I also have a question, regarding size/space of the roms. Is it possible to increase the space in the GBA roms? If not, why not? Does it have to do something with the emulator, or how the game is created?
Also, does anyone know about how much space of the ROM is taken, and by what? Dont need the actual numbers, but just enough to get a picture.. Like about how much of a ROM (say FireRed) is taken up by the essential runtime stuff, by maps, by Pokemon, by trainers etc.?
thankyou
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the standard fire red or ruby rom is 16mb and i heard that fire red has lots and lots of freespace so dont worry but if you want you could download a 32mb extended rom
just google pokemon fire red 32 mb you will find some stuff i cant give you links to the roms cause i am not allowed.
So I've decided I want to add the Fairy type to my hack. I'm kinda torn between replacing the ??? type or using ASM, but I'm leaning more towards ASM at the moment. I'm kinda new to ASM so does anyone have any tips for incorporating the new type, and more importantly should I bother? Or just stick with replacing ???? I've read a few tutorials so far and I'm still a bit overwhelmed to know where to even start going about this. :p
I should also mention I'm using Fire Red. :)
thankyou
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the standard fire red or ruby rom is 16mb and i heard that fire red has lots and lots of freespace so dont worry but if you want you could download a 32mb extended rom
just google pokemon fire red 32 mb you will find some stuff i cant give you links to the roms cause i am not allowed.
Unless you want Eggs and Curse to be fairies, don't go overwriting the ??? type. Now, ASM takes some time to master, but it is definitely worth it. At first it is super confusing, but eventually you will know it like the back of your hand. Start here: https://www.pokemonhackersonline.com/showthread.php?t=14109
XSE has a built in ROM extender.
XSE has a built in ROM extender.
Ah sweet! I did not know that if extended do i need to do my hacking al again on the rom? Or is it going to stay like it is but the data just gets extended?XSE has a built in ROM extender.
Ah sweet! I did not know that if extended do i need to do my hacking al again on the rom? Or is it going to stay like it is but the data just gets extended?
Ah, sweet :) You guys have a tool for everything :D Thanks!
- Regarding asm, I did actually read your thread about this, and all the links provided, and I guess I overall have an extremely basic knowledge (or idea) of how asm is working, but I naturally got some questions about it aswell, if you are able to :P I hope I did not miss out on this from the tutorials, but after all, its heavy stuff!
First, when you open a gba game in a hex editor, you get a bunch of "numbers". I think I understand that all this are most (or all) of the data in the rom, with pointers and pokemon data, trainer data and everything else. But, how is asm connected to this? Is the stuff you write in asm "compiled" or something into the gba and can be viewed in a hex editor as "numbers"? Or is it actually a whole different side of the rom for the asm edit?.. If you get what Im asking. Secondly, after reading about asm in general, as far as I understand, there is a different asm language for about each and every micro processor or something. Do you have any idea if there actually is a guide or "instruction book" of the one used in Pokemon roms (was it arm thumbs? It was a week ago since I looked into this).. I get the feeling that reading up on the wrong asm wont actually help too much, and I have no idea how similar the asm languages are to each other. How did anyone in this community learn this in the first place? Is it just "research" based?
The ASM we use is ARM v7 THUMB. Now, if you actually really read the links, perhaps the very first one, you would know how to compile ASM into binary (hex). The entire rom is assembly, that is how the pointers work. (Actually it is C compiled into ARM Assembly, but whatever.) The instruction set can be found in my Dropbox, (C) ARM: https://www.dropbox.com/s/5pq34x0jrni4uqt/THUMB Reference.pdf (I have it there because it isn't the easiest of things to find.)
Now, to simply the compiling process, I actually wrote a very basic IDE for assembly: no more command line like in HackMew's tutorial. However, it is still in Beta and may or may not be buggy, so I would learn how to use HackMew's batch file also. (I literally translated the batch file into Python for the compiling aspect of my program.) The link for my tool is here: https://www.pokemonhackersonline.com/showthread.php?t=14514-THUMB-Editor-Assembler
Now, to view the Assembly in the ROM, you need a disassembler. I use No$GBA Debugger (support the dev and buy it cheap. It was discontinued due to pirating.) However a lot of the other hackers use VBA-SDL-H, which is a command line debugger and pretty powerful tool. HackMew's tutorial covers how to use it.
oww, awesome! So merging in every region so far into one game is doable, just timeconsuming :D
Thanks :)
No, it's not, at least not without a HUGE, HUGE engine rewrite. The entire engine relies on the length of a map name location only being a byte long, to extend it, you'd be talking about changing (at least) the following structures:
Map Headers
World Map Data
Pokémon Structures
The issue with this was never space, it's the sheer amount of work and research that would need to be done to achieve it!
I'm trying to insert a tile in my green tileset 1 (pallet 0). The tile only has colors that are in the pallet and I replaced an original FR path tile with it. Now, every time I copy the new tile over the old one in paint and import the bitmap, AM wants me to repoint the whole tileset.
The tileset is almost completely full, but I don't think that's the reason for the repoint message. I tried inserting the tile in tileset 2 and it still didn't work. Using 1.92.
So, is the complexity of a tile (much shading etc) relevant for the size or not? Or is there something else I didn't think of?