• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Trading Card Game 2 protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Archive] Simple Questions

Status
Not open for further replies.
Ive made text for the offsets of 71E067,71E078,71E089 and complied them then I compiled the script that you posted and put the trainer on the map ive shown below with the event number of 7 and still when I talk to him nothing happens.
 
Ive made text for the offsets of 71E067,71E078,71E089 and complied them then I compiled the script that you posted and put the trainer on the map ive shown below with the event number of 7 and still when I talk to him nothing happens.
That happens because you set the Event to the wrong Script offset.
As I told you (and as you should've noticed by yourself), the Script will be inserted at offset 800000, which is what you have to enter in the Event's "Script offset" box, in order for it to call the correct Script. (Remember to keep the leading "$" symbol.)
 
Ive dont that as ive changed the 800000 offset with 71e066 in this script

#org 0x71e066
trainerbattle 0 0x5 0x0 0x71e067 0x71e078
message 0x71e089
boxset 4
end

#org 0x71e067
= Text 1

#org 0x71e078
= Text 2

#org 0x71e089
= Text 3
 
Ive dont that as ive changed the 800000 offset with 71e066 in this script

#org 0x71e066
trainerbattle 0 0x5 0x0 0x71e067 0x71e078
message 0x71e089
boxset 4
end

#org 0x71e067
= Text 1

#org 0x71e078
= Text 2

#org 0x71e089
= Text 3
Well, by doing that, you made the 1st text overwrite the rest of your Script, as you have calculated the offsets wrong again.
If you adjust the Script offset (71e066) back a few bytes, let's say to 71e056, it should work fine again. (Or just use 800000, as before.)

When picking offsets, always look carefully, and make sure that they don't interfere with eachother.
 
1) how can you change the name of the pokemon, eg. i want a wild zigzagoon to be called a racoomat.
 
1) how can you change the name of the pokemon, eg. i want a wild zigzagoon to be called a racoomat.
There are 3 ways to edit a Pokémon's name in the Advance-Games.

The first one would be, using a Hex-Editor + Table file to edit the texts. (A tutorial has been posted in the Documents section.)

The 2nd way would be to use Advance-Text. Search for the name, add it to the INI, and edit it.

And last but not least, the 3rd way, by using N-E-A. (You can get it in the Tools Showcase.)
Just pick a Pokémon name from the list, doubleclick on it, and edit it.

However, this question has been asked and answered before, so please use the search function before asking, as it is stated in the thread title.
 
Ah, thanks for the help Scizz.

i have another question for you, how would one be able to change the starting point of a town, yet still have Pallet town as the place where you get starters? Like making Viridian the start.
There are 2 ways to change the starting position.
The first, and easier way, would be to just edit the Warps in the Player's house, so they Warp you to Viridian, instead of Pallet Town.

The second way is a bit harder, as it involves Hex-Editing.
There, you change the Map-Bank and Map-Number of the Player's room to the ones you want to start on instead.
The structure of the Start-Position data, as well as what the values for FR/LG are, has been posted here. (3rd quote)
 
i dont how i get the hacks from the computer to my gba game. and how would i make my own town? (i cant find this on here)
 
i dont how i get the hacks from the computer to my gba game. and how would i make my own town? (i cant find this on here)
In order to play GBA-Games from the computer in your real GBA, you need 3 things:
- A Flash Cartridge (To hold the game)
- A Flash Linker (To transfer the game from the computer on the cartridge)
- A GBA

Simply connect the Linker with your computer, put the blank cartridge in, and transfer the game using the included software.
After that is complete, you can put the cartridge in your GBA, and play it as usual.
(Places where to buy those things can be found via Google. And if you're having problems on how to use the Linker, you can always have a look in it's manual.)

How to make your own places in the games can be found using the search function, which you should have used before asking here, as it is stated in the thread title.
Also reading the stickied threads will help.
 
Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 131072 bytes) in /home/pokecomm/public_html/search.php on line 923

thats what i get when i search.
 
Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 131072 bytes) in /home/pokecomm/public_html/search.php on line 923

thats what i get when i search.
Nonetheless, you could have read the stickied threads, as they are located at the top of the forums for a reason.
The FAQ in this forum, for example, tells you that you can find useful documents that will be helpful to you in the Tutorial forum.

Such as these:
https://www.pokecommunity.com/threads/72127
https://www.pokecommunity.com/threads/66001
 
Due to frustration over hex editing, I'm switching to PokeText. So here's my question. In Poketext, under what file and folder is Oak's intro?
 
How do you make your own region's Pokédex? For example, put Abra at no1 then machop at no4 etc.

Thanks in advance

:t131:Micklo
 
DoomKitty said:
Due to frustration over hex editing, I'm switching to PokeText. So here's my question. In Poketext, under what file and folder is Oak's intro?

Oak's intro is under Intro 2\Shops, Block 2 to 7. Hopefully you can find it.
I would recommend hex editting though, you can do alot more.
 
How do you make your own region's Pokédex? For example, put Abra at no1 then machop at no4 etc.

Thanks in advance

:t131:Micklo
You can't make a PokéDEX for a new region with out ASM hacking knowledge, however, you can modify the listings of the PokéDEX modes that are already integrated in the game.

To do that, open the ROM in your Hex-Editor, and search for the Pokémon Hex values, in the order as they appear in the PokéDEX.
(For example, [010002000300] and so on, for the order of Bulbasaur to Venusaur. Of course without the brackets.)
Once you found what you were searching for, you can easily modify the listing, by replacing those values, with the ones of the Pokémon that you want to have there instead.

You can find a list of Pokémon Hex values in this thread.
 
Hello! How do I edit the faces of hero in maps? (ex:
[PokeCommunity.com] [Archive] Simple Questions

Thanks a lot ^WWWWWWWWW^
Please help me is very important ;OOOOOOOOO;
(My Bad English >_>"""!)
It's okie, sweetie.
 
Last edited by a moderator:
I have changed a trainers pokemon using PET and when I battled him it worked perfectly but when I changed the text my game crashes.
'-----------------------
#org 0x1A9407
trainerbattle 0x0 0x5A 0x0 0x8183786 0x81837BD
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 jump 0x1A942E
msgbox 0x81837CF '"Hey! You're a team..."
callstd 0x6
end

'-----------------------
#org 0x1A942E
trainerbattle 0x5 0x5A 0x0 0x81C1588 0x81837BD
msgbox 0x81837CF '"Hey! You're a team..."
callstd 0x6
end


'---------
' Strings
'---------
#org 0x183786
= Hey! You're a team rocket member!\nfight me?
#org 0x1837BD
= Lost!\nLost! Lost!
#org 0x1837CF
= Well done young one\nWe shall meet again.
#org 0x1C1588
= Want more?\nFoolish child!
#org 0x1837BD
= Lost!\nLost! Lost!
#org 0x1837CF
= Well done young one\nWe shall meet again...
 
Hi everyone! I need the help of an "hexpert".

I'm hacking FR, and I wanted to know how can I edit the move taught by a TM. Because I hex-searched the TM, and I found it together with the rest of TMs and items, and it has the structure stated by Scizz in his site. However, TMs don't seem to have the info about the move to be teached (not even a pointer, but it has the pointer to the move's description). Is it stored somewhere else?, if so, where?

My second idea, since I couldn't edit the TM, was to modify the move taught by a Move Tutor, so I had a look into the various Move tutors scripts, and they seem to be the same (with the text as exception). And I realized that this is basically how a move is teached:

setvar 0x8005 0x"Number between 0 and 11,in hex"
special 0x18D

So, changing the value of var 8005 you can switch between the tutors, but, how can I change the move taught?

Well, thanks in advance to whoever helps (which means, thanks Scizz?)
 
Status
Not open for further replies.
Back
Top