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[Archive] Simple Questions

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drem said:
hello, jirachi260 (my friend on the pokemon hacking), i have very full questions !

1. wath is flag in emerald for : - party menu
- pokedex menu
- POKéNAV menu
- all badges (one per one)
2. I did not understand, in the elitemap offsets searching ! sorry !
thanx in advance
The question about the Flags in Emerald has already been asked and answered before.
Please use the search function before asking questions, as it is stated in the thread title.

The wanted Flags in Emerald split in the following values:
Code:
Party: &H860
PokéDex: &H861
PokéNav: &H862

Badge 1: &H867
...
Badge 8: &H86E
Now that you have the values for the 1st and last Badge, the other values should be easy to figure out.

For the offsets:
If you want to find out the MapLabel offset for the French version of Emerald, open your French ROM, and search the beginning of the location table. (Where all the city and route names are listed.)
Once you found it, turn the starting offset of it into a pointer, now search that pointer in the ROM.
When you find it, just write down the offset you found it at, and add it to the INI file.

For the Map data, you have to go a different way.
Load your English Emerald ROM, and go to the "Maps" offset that is specified in the 'PokeRoms.ini'.
Once you're there, you will find a pointer. Calculate the offset for it, and go to that offset.
Now, you will see a whole bunch of pointers, next to each other. Calculate the offset for the first pointer there, and follow it again.
Now you are in the Map data for the first map.
Copy a few bytes, and search the in your French ROM.
When you found them, turn the offset you found them at into a pointer, and search for it.
After you have found that pointer, calculate the pointer for the offset you found it at, and again, search it.
Now, when you have found that pointer, write down the offset you found it at, and add it to your INI file.

It's a bit of a hassle, but should be easy to do.

An easier way would be to just switch to Advance-Map for Map editing, because it will most likely support the ROM from the beginning.

bboy_squid said:
Since attacks in Diamond and Pearl will still have type affinities but be based on either Physical or Special stats, I was wondering if there was any way to do the same thing in R/S/E.

Does anyone know if it is possible to hack a game to run in a similar fashion to D/P? I had always wished Crabhammer was a physical move or that I could change Crush Claw to a dark move and base it off attack. It's not a big deal, but I'd really like to change these things.
This is not possible in the Advance games, as the type (Physical or Special) of the attack is determined via the Element of said attack.
There is currently no way to change it.
 
How do I change the heros back sprite in Fire Red once ive found it in TLP?
 
ssj said:
How do I change the heros back sprite in Fire Red once ive found it in TLP?
Once you have found a graphic that you want to edit with TLP, click on a tile (part) of said graphic, and re-draw it in the "Tile Editor" box, that is displayed right next to the main window.
To change the current color of your "brush", click on one of the colors that are displayed in the "Palette Editor" box below it.
 
Hi everybody!

Do you know how to make a rom that has kanto, johto and hoen pokémons into a rom with only kanto and jochto?

I think there is a program which can change pokémons locations, but i don't know which program is it and how can I use it...

Please answer my question.

Thanks in advance.

Bye bye!
 
pokemaniaco said:
Hi everybody!

Do you know how to make a rom that has kanto, johto and hoen pokémons into a rom with only kanto and jochto?

I think there is a program which can change pokémons locations, but i don't know which program is it and how can I use it...

Please answer my question.

Thanks in advance.

Bye bye!
Making more than 1 region accessable in a game is unrealizable, as I already mentioned a few posts before.
However, you can make every Pokémon catchable in the wild, by modifying the data with an editing program like Advance-Map (all Advance-Games), or Bewildered (EliteMap/Only Ruby/Sapphire supported).

Both programs are self explaining.
 
I hope this question is simple.

I'm using a G/S/C rom and I speak to this person. Is there anyway I can make the person dissapear permantly after I speak to him?

Hopefully that's a simple question.

Liquinn.
 
I've been searching for answers to these questions for a few days now, but I can't seem to find them...

1. I have done a new tileset replacing tileset number 34 (just different junktiles) but it is possible to make that tileset use the same palettes as the Slateport tileset? (number 4)

2. How is the data for trainers pokemon arranged in hex? (I know how to look where it starts with the help of pet, but how what to change and what to leave as it is?)

3. Is it possible to add new trainers without replacing old ones? (Not trainerclasses or sprites, how to make a script for a new trainer...)
 
liquinn said:
I hope this question is simple.

I'm using a G/S/C rom and I speak to this person. Is there anyway I can make the person dissapear permantly after I speak to him?

Hopefully that's a simple question.

Liquinn.
You can hide a Person Event in the G/S/C games, by adding the following Hex-Command to the Event's Script:
Code:
[6D][Event number]
Of course without the brackets, also remember to replace "Event number" with the number of the actual Event that you want to hide.

XVIIVX said:
I've been searching for answers to these questions for a few days now, but I can't seem to find them...

1. I have done a new tileset replacing tileset number 34 (just different junktiles) but it is possible to make that tileset use the same palettes as the Slateport tileset? (number 4)

2. How is the data for trainers pokemon arranged in hex? (I know how to look where it starts with the help of pet, but how what to change and what to leave as it is?)

3. Is it possible to add new trainers without replacing old ones? (Not trainerclasses or sprites, how to make a script for a new trainer...)
1. You could do that in 2 ways.
The first one would be to search the Palette for your new Tileset, calculate a Pointer for it, and repoint it to use Slateport's default Palette.

The second way would be, editing every Block of the Tileset, using Advance-Map's Block-Editor, and set the Palette of Slateport for every Block in the Tileset.

2. The Pokémon data can be stored in 3 ways.

1st way:
Code:
[Unknown1 (1-Byte)][Filler 1-Byte)][Level (2-Bytes)][Pokémon (2-Bytes)][Unknown2 (2-Bytes)]

2nd way:
Code:
[Unknown1 (1-Byte)][Filler 1-Byte)][Level (2-Bytes)][Pokémon (2-Bytes)][Attack1 (2-Bytes)][Attack2 (2-Bytes)][Attack3 (2-Bytes)][Attack4 (2-Bytes)][Unknown2 (2-Bytes)]

3rd way:
Code:
[Unknown1 (1-Byte)][Filler 1-Byte)][Level (2-Bytes)][Pokémon (2-Bytes)][Unknown2 (2-Bytes)][Attack1 (2-Bytes)][Attack2 (2-Bytes)][Attack3 (2-Bytes)][Attack4 (2-Bytes)]

3. Since there are a few unused Trainer-slots in the game, you can easily modify one of them to 'add' a new Trainer.
Once you have done that, all you have to do is call the new Trainer-Battle with the respective command in a Script.
 
Last edited:
For whatever reason, every time I try to search for something, I get

Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 35 bytes) in /home/pokecomm/public_html/search.php on line 1057

So if these questions have been asked before, please forgive me.

1) For all of the big sprites of Oak, Gary, Ash, etc. in Fire Red, it says all of their palettes are the same (462D34h). That just doesn't seem logical; is it correct though?

1.5) If they share the same palette, how would I palette edit? I'm guessing the same way as I normally do, but if they share a color... yeah.

2) In reference to the post of Scizz's directly above mine, would it be that more powerful trainers (i.e. e4, gyms) use the second and third formulas, while little trainers on routes use the first? And is the formula consistent for all advance games?

Thanks.
 
Jonny Buuz said:
For whatever reason, every time I try to search for something, I get



So if these questions have been asked before, please forgive me.

1) For all of the big sprites of Oak, Gary, Ash, etc. in Fire Red, it says all of their palettes are the same (462D34h). That just doesn't seem logical; is it correct though?

1.5) If they share the same palette, how would I palette edit? I'm guessing the same way as I normally do, but if they share a color... yeah.

2) In reference to the post of Scizz's directly above mine, would it be that more powerful trainers (i.e. e4, gyms) use the second and third formulas, while little trainers on routes use the first? And is the formula consistent for all advance games?

Thanks.
1) Of course they don't use the same palettes. unLZ-GBA just doesn't show the correct palette offset for them.

You can edit their palettes like evry other palette in the game, by using the Palette-Viewer of VBA, and your Hex-Editor. (A Tutorial is posted in the Documents forum.)

2) You are correct. The 1st structure is used for "normal" trainers, who's Pokémon don't have any specific attacks.
However, important Trainers, like the Gym Leaders and Elite 4, as well as some other trainers use the 2nd and 3rd structure.

These structures are used in all Advance games.
 
I search in Forums, but i don't rescue like published the icon in the map of the personage?
 
Hack The Master said:
I search in Forums, but i don't rescue like published the icon in the map of the personage?
Sorry, but what you just said doesn't really make any sense. ^^"
Please rephrase your question.

Do you mean changing the Overworld Sprite of a person?
 
Pokemon Jade Question

Okay. This is a question, but it seems not simple enough to be in the Simple Question thread.

Anyhoo, is there anyway to change text in Pokemon Diamond (Telefang Speed), with a hex editor? I keep on trying, but with no sucsess.
 
Okay. This is a question, but it seems not simple enough to be in the Simple Question thread.

Anyhoo, is there anyway to change text in Pokemon Diamond (Telefang Speed), with a hex editor? I keep on trying, but with no sucsess.
Most games don't use the default ASCII table, so they can't be edited by the Hex-Editor directly.
In order to edit texts, you have to create a Table file for the game that you want to change texts in.

To get the values for the letters, you have to run a Relative Search. (Several Tools for that are offered on Zophar.net).
When doing that, remember to only search for same capitalized texts. (For example, if the text is "Hello there", you would do a relative search for "ello there".)
Once the search was successful, you should have received an offset, to which you go now with your Hex-Editor.
Once you're there, you will see the Hex-Values that represent the text "ello there".
Write them down in your Table-File.
Now you do that for all the letters that you are missing, until your alphabet is complete.

Now just load the ROM and your new Table file, and you should be able to edit the texts as in any other ROM.
 
Ok, this might be a really stupid question...

In this thread, it lists some G/S hacking tools, but where do I get them?

:\ I'm really confused.
 
you can get it LINK
and plz use search button^^
 
Thanks, I think I found some, but what language is it?

and I did use the search.
If you would have used the search function, then you would have easily found the answers to your questions.

Most of the Tools on Rom-Hacker's World, and the Website itself are using the German language.

Though mostTtools should be self explaining, you can use an Online-Translator or a dictionary to translate the things that you are not sure about.
 
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