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[Archive] Simple Questions

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Can anyone help me? I am trying to change the size of maps in Gold using GoldMap and evertime I do, the maps don't connect properly and the warps do not work. Please help!
 
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Well, when I turn on my VBA to open a hack on it it says "battery loaded", what does that mean?
 
Download editmap and use spread or whatever it's called to edit the overworld sprites. for the other sprites, i forgot what program you use, just use unlzgba. That battery loaded meens that the emulator you are using is emulating the clock inside the actual game cartridge. it's good. also, guy above me. give more information, dont be stupid. you know, like rom version or what pokemon you want to edit. i cant help you
 
what are the tile offsets for Ruby AXVE? SOrry if this was already asked, i tried looking found nothing. thx in advance.
 
h@Ck3R said:
Download editmap and use spread or whatever it's called to edit the overworld sprites. for the other sprites, i forgot what program you use, just use unlzgba. That battery loaded meens that the emulator you are using is emulating the clock inside the actual game cartridge. it's good. also, guy above me. give more information, dont be stupid. you know, like rom version or what pokemon you want to edit. i cant help you

But the game itself still doesn't load. It just sys that in bold red letters at the bottom (everything's white) and it dissapreres and nothing still happens.
 
Whenever I compile scripts it says:
Rubikon 1.3 by Kyoufu Kawa
--------------------------------------------------------------
Loading command database...
Empty command database detected. Program halted.

Or:File not found
Why?
And is there a program that you can import overworld sprites into a rom?
 
it sounds like you've screwed your rom up. redownload it.
i would help you but i dont know how to script
 
I have another question:

I want to make an Emerald hack. Where do I start? WHat are the preogrms I should begin with?

Oh and can some plx send the link to download EliteMap please.
 
Hey everybody

Right now i'm editing a tile. How do i select that the background of the tile is sand? I know that it has something to do with "Background-byte"
 
Editing the game font in G/S/C, anyone know how?

I'm pretty sure the font is compressed so I want to know where the pointer to the font is in the ROM.

Thanks in advance.

EDIT: Never mind, found it.
 
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sorry its just i only go to art gallery section
how do i change the starter pokemon
 
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Y'know...that question about getting the national dex instead of the regular pokedex was never answered. =\

I'm not sure if my question was answered either..and its been like a week.
 
Answering time...again...
Twilight Seraph said:
I've been trying to add my own sprites for the Pokemon Emerald hack I'm working on and whenever I try to add it with unLZ-GBA, it gives the message "Image is not Indexed." and doesn't work (I made sure that the image was indexed and it still didn't work). And when I reduce the number of colours in the sprite then index it and try to add it using unLZ-GBA it works, but the colours get messed up and it has a screwed up background. How can I fix this?

Btw, I've tried to give the sprites transparent colour but when I do that, unLZ-GBA gives the same message "Image is not indexed", even though I DID index it!
Check the "Export Pallete" option when you are saving the picture to the ROM.
Also, don't add a transparency to the picture, as it will not work.

Perappu said:
Is it possible to fix the animations of doors opening (and other various animations) in a Pokemon Advance game, if you've edited Tilesets or Blocks with AdvanceMap?

Thanks!
-Perappu
If you can't correct them by changing them back to what they were before in Advance-Map, you can try comparing the new values to the old ones with a Hex-Editor and change them back manually.

Ken Santana said:
What i meant is how to change the prof.birchs picture at starting intro?
This question has been answered here before. Just go to the previous pages of this thread and you will find your answer. Also the search function is very helpful.

Christos said:
When I import a 16 colour GIF image in unlz and I write it into the rom it is not in because when i press next and then previous it'so only green.Why?Can anyone help me?
The reccomended format for Images is PNG, not GIF.
If the image is larger than before, you have to repoint it. Else it will overwrite the next Image, which will then get corrupted. (Or could turn out only Green like in your case.)

w_rink_ly said:
How can pokemon icons (small sprites you see in your team line up) be edited using tile molester?
Simply scroll through the ROM until you find them. They are uncompressed and can therefore be edited like every other graphic.

aaronb27 said:
Does anyone know how to hack pokemon ruby and sapphire so that when you start the game Professor Birch will give you the National Pokedex instead of the Hoenn Pokedex?
You have to add a setflag command which will activate the National dex.
Just take a look at the Script when you get the Nationaldex and copy the flag value to use it in your new command.

RicePigeonKKM said:
anyone know the offset where the pointer for each pokemon's cry is located at in sapphire?
If you dump the cry with PokeCry you will see it's offset in the "SampleOffset" box.

Blazichu said:
Are there any Pokemon editors for Gold and Silver?
Pokémon Amplifier and AgiXP can be used to edit the Pokémon's values and stats as well as their Pictures.

camperdave said:
Hello.

I have already wrote my first script in rubikode.

I know how to use elite map to change the offset of the sign.

How do I get the script into the gba at the offset so I can call it?
Just load your script into ScriptED and click on "Compile", then select your ROM and it will be inserted.

Christos said:
How can I add overworld sprites in a rom?Does anyone know which program does that?
Overworld Sprite Editor, Tile Layer Pro, Hex-Editor.
Those 3 programs will be ahelp for you.

camperdave said:
In scripted what does:



mean?

the script, scripted and the rom are all in the same directory - why can't it find something?
Make sure your filename is free of spaces.

Legendary_Reploid_Zero said:
PKMN Amplifier doesn't work for FR, so I need a program that edits what PKMN evolves into what. Is there any other alternative?
There is no other program yet. Either search the offset yourself with a Hex-Editor by comparing the bytes with a supported ROM, or wait for someone to compatibilize it.

h4Ck3R said:
In my program wilded, i have support for r/b/g/s and i want to add support for all the advance games. i have no idea and can not find the area for the wild pokemon. i need the address for ALL the pokemon advance games. ty

{wtf, does a topic you post automatically go in here???}
Just take a look at Advance/Elite-Maps INI file. There you will find the offsets.

Psychopatische_Alakazam said:
every time I try to import one of my one pokémon (fakémon) i get an error that says "the image is not indexed" do you know what this means
(and yeah the pokémon has the same colors as the original one)
That means that you did not define the colors used in the Image when you created it.
But if you used the original ones, just uncheck the "Export Pallete" box when you save your sprite to the rom and it should work.

Criptexa said:
Is it possible to make and insert a whole new intro for pokemon emerald?
As I told you already via PM, it is possible to change the graphics and palletes, however the Animations aren't able to be edited yet.

Li-Kero said:
In the intro(Where Prof. Birch talks) witch black-palette is the correct palette for the background? I know palette hacking so that's no trouble...

One more question... In hex workshop, how do you load a table-file? Should the table file just be in the same folder as the ROM?
It's not a single black pallete.
That pallete stores the colors of the gradient used in the intro aswell.
Just search for it as you would search for any other pallete, with the help of VBAs pallete viewer and a Hex-Editor.

Evil_Sasuke said:
Can any one help me im making a emerald hack and i dont know how to change the begining hero/heroin, prof sprites and the hero/heroin battle spites can any one help me?
Those sprites are uncompressed, you can edit them with Tile Layer Pro or Tile Molester.
The offsets can be found by using the search function, as it has been asked and answered plenty of times.

XxGreivousxX said:
Well, when I turn on my VBA to open a hack on it it says "battery loaded", what does that mean?
That simply means that the Save file has been loaded.

bluejay said:
how can i put pokemon in a game that i made?
See the "How to add new Pokémon" tutorial in the Tutorial forum.

DarkMastaC said:
what are the tile offsets for Ruby AXVE? SOrry if this was already asked, i tried looking found nothing. thx in advance.
What do you mean by "tile offsets"? Specify please.

Christos said:
Whenever I compile scripts it says:
Rubikon 1.3 by Kyoufu Kawa
--------------------------------------------------------------
Loading command database...
Empty command database detected. Program halted.

Or:File not found
Why?
And is there a program that you can import overworld sprites into a rom?
Make sure all files are in the same folder. (Including the ROM.)
Also remove all spaces from the filename.

For the Sprites, see my answer to your previously asked question.

Li-Kero said:
Right now i'm editing a tile. How do i select that the background of the tile is sand? I know that it has something to do with "Background-byte"
It has nothing to do with the background-byte.
Just select your sand tile and place it on the "Bottom layer" of your tile. Then place the tile you want to have above it on the "Top layer" in the Block editor.

kobrakai said:
Can anybody help me and finding a link to a working Goldmart
See the Hacking Tools Reference in the Tools Showcase.
It has links to mirror sites which offser the program for download.
 
scriptin'

i get scripting but i'm a little mixed up on how to have a script like this:
The script is for receiving a Chikorita or a Cyndaquil based on gender. (credits to Dark_E)
My problem is that, the script works alright, but then when I open the Start Menu, Retire appears and asks if I want
to go to the Safari Zone. You know when you go to the Safari Zone, your menu changes. And I don't know why it happened. Something wrong with the script?

2. Also when I compile a script into my rom I get this:
Rubikon 1.3 by Kyoufu Kawa
--------------------------------------------------------------
Loading command database...
Output file: Destinyaboard.gba
Processing std.rbh...
File handle: 3
1 - DEFINE
> sSymbol = BOXSET_DONTCLOSE
> sValue = 4
2 - DEFINE
> sSymbol = BOXSET_YESNO
> sValue = 5
3 - DEFINE
> sSymbol = BOXSET_NORMAL
> sValue = 6
5 - DEFINE
> sSymbol = LASTRESULT
> sValue = &H800D
7 - DEFINE
> sSymbol = SPRITEMOVE_INDEX
> sValue = &H8008
8 - DEFINE
> sSymbol = SPRITEMOVE_NEWXPOS
> sValue = &H8009
9 - DEFINE
> sSymbol = SPRITEMOVE_NEWYPOS
> sValue = &H800A
11 - DEFINE
> sSymbol = APPLYMOVE_PLAYER
> sValue = &HFF
13 - DEFINE
> sSymbol = SPECIAL_CHOOSEPOKEMON
> sValue = &H9C
14 - DEFINE
> sSymbol = SPECIAL_WALLYCATCH
> sValue = &H9D
16 - DEFINE
> sSymbol = B_TRUE
> sValue = 1
17 - DEFINE
> sSymbol = B_FALSE
> sValue = 0
18 - DEFINE
> sSymbol = B_YES
> sValue = 1
19 - DEFINE
> sSymbol = B_NO
> sValue = 0
20 - DEFINE
> sSymbol = B_GIRL
> sValue = 1
21 - DEFINE
> sSymbol = B_BOY
> sValue = 0
28 - DEFINE
> sSymbol = MENU_PARTY
> sValue = &H800
29 - DEFINE
> sSymbol = MENU_POKEDEX
> sValue = &H801
30 - DEFINE
> sSymbol = MENU_NAVIGATOR
> sValue = &H802
34 - DEFINE
> sSymbol = B_<<
> sValue = 0
35 - DEFINE
> sSymbol = B_==
> sValue = 1
36 - DEFINE
> sSymbol = B_>>
> sValue = 2
37 - DEFINE
> sSymbol = B_<=
> sValue = 3
38 - DEFINE
> sSymbol = B_>=
> sValue = 4
39 - DEFINE
> sSymbol = B_!=
> sValue = 5
41 - DEFINE
> sSymbol = JUMP_BAGISFULL
> sValue = &H1A029B
43 - AUTOBANK
> Autobanking is now ON
Cleaning up...
Closing file...
Finished processing std.rbh.
Processing SCRAP.RBC...
File handle: 3
1 - SEEK
> pNewOffset = 7B2B00
2 - (2B) - CHECKFLAG
> iWord = 10A
3 - (??) IF (native)
> bCondition = 0
No kind specified. Assuming call.
> pTarget = 87B0A54
4 - (0F) MESSAGE (native)
> pText = 87B2C00
5 - (09) - BOXSET
> bByte = 2
6 - (02) - END
8 - SEEK
> pNewOffset = 7B0A54
9 - (29) - SETFLAG
> iWord = 10A
10 - (29) - SETFLAG
> iWord = 800
11 - (A0) - CHECKGENDER
12 - (21) - COMPARE
> iWord = 800D
> iWord = 1
13 - (??) IF (native)
> bCondition = 0
No kind specified. Assuming call.
> pTarget = 87B1D54
14 - (??) IF (native)
> bCondition = 1
No kind specified. Assuming call.
> pTarget = 87B0D54
15 - (02) - END
17 - SEEK
> pNewOffset = 7B1D54
18 - (0F) MESSAGE (native)
> pText = 87B1A54
19 - (09) - BOXSET
> bByte = 2
20 - (79) - GIVEPOKEMON
> iWord = 9B
> bByte = 5
> iWord = 0
21 - RAW
> bOut = 0
22 - RAW
> bOut = 0
23 - RAW
> bOut = 0
24 - RAW
> bOut = 0
25 - RAW
> bOut = 0
26 - RAW
> bOut = 0
27 - RAW
> bOut = 0
28 - RAW
> bOut = 0
29 - RAW
> bOut = 0
30 - RAW
> bOut = 0
31 - (02) - END
33 - SEEK
> pNewOffset = 7B0D54
34 - (0F) MESSAGE (native)
> pText = 87B1B54
35 - (09) - BOXSET
> bByte = 2
36 - (79) - GIVEPOKEMON
> iWord = 98
> bByte = 5
> iWord = 0
37 - RAW
> bOut = 0
38 - RAW
> bOut = 0
39 - RAW
> bOut = 0
40 - RAW
> bOut = 0
41 - RAW
> bOut = 0
42 - RAW
> bOut = 0
43 - RAW
> bOut = 0
44 - RAW
> bOut = 0
45 - RAW
> bOut = 0
46 - RAW
> bOut = 0
47 - (02) - END
49 - SEEK
> pNewOffset = 7B1A54
50 - RAW TEXT
> sOld = "Hello sir, here's a Cyndaquil!"
> sNew = "ÂÙààã çÝæ¸ ÜÙæÙ´ç Õ ½íâØÕåéÝà«ÿ"
52 - SEEK
> pNewOffset = 7B1B54
53 - RAW TEXT
> sOld = "Hello miss, here's a Chikorita!"
> sNew = "ÂÙààã áÝçç¸ ÜÙæÙ´ç Õ ½ÜÝßãæÝèÕ«ÿ"
55 - SEEK
> pNewOffset = 7B2C00
56 - RAW TEXT
> sOld = "How's that Pokémon doing?"
> sNew = "Âãë´ç èÜÕè Êãßáãâ ØãÝâÛ¬ÿ"
Cleaning up...
Closing file...
Finished processing SCRAP.RBC.
 
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