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[Archive] Simple Questions

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w_rink_ly

Novice Hacker
72
Posts
18
Years
    • Seen Feb 23, 2024
    Does anyone know how to use a table file (or thingy etc) with hex workshop?
     

    GargnaroK

    So... How Does my soul tastes?
    14
    Posts
    17
    Years
  • This is basically what I really do not want to do. Is there a way that I can rip them straight from the ROM without having to take screenshots of every single pose?

    *~*~*~Micklo~*~*~*

    Has I said you could use a program like TLP, TileED or tile molester to rip the sprites from the rom, but you'll have to search for them which can be a real pain...

    [[[[[[[[[[[[[]]]]]]]]]]]]]]]
     

    Blaziken626

    Pokemon Black Shadow
    208
    Posts
    17
    Years
    • Seen Aug 25, 2015
    Can someone tell me if I'm doing anything wrong in PokeCryGUI? Here's what I did:

    1. Typed in the PokeID for Treecko (277).
    2. Loaded the WAV for Naetle's cry.
    3. Clicked on the dump button.
    4. When I heard the cry, it was the same as Treecko's cry, not Naetle's.
    5. Edited the WAV file which had Treecko's cry in it so that it had Naetle's instead.
    6. Did the same thing as steps 1-3.
    7. I heard the cry, and it did sound a little like Naetle's cry, but it was static-y.

    Please, I need help with this! I'd greatly appreciate it!
     

    Glitchfinder

    Let's all get along, please?
    477
    Posts
    17
    Years
  • Can someone tell me if I'm doing anything wrong in PokeCryGUI? Here's what I did:

    1. Typed in the PokeID for Treecko (277).
    2. Loaded the WAV for Naetle's cry.
    3. Clicked on the dump button.
    4. When I heard the cry, it was the same as Treecko's cry, not Naetle's.
    5. Edited the WAV file which had Treecko's cry in it so that it had Naetle's instead.
    6. Did the same thing as steps 1-3.
    7. I heard the cry, and it did sound a little like Naetle's cry, but it was static-y.


    Actually, a GBA or earlier ROM can't perfectly play DS music. (Let's face it, DS music is just all that much better) Also, you need to convert Treecko's number to hex. (Divide 277 by 16. That equals 17.3125. So, multiply the decimal to get 5, then divide 17 by 16. You get 1.0625. .0625x16=1. So, you get 115. That is the Hex number of Treecko, which you need to use [I just realized something. The game skips a few Pokemon spaces before going to R/S Pokemon. That means I just taught you to hex, but that the number I gave you is incorrect. You have to increase the total {before hexing} by 25 if you want R/S Pokemon. (Oh, and they are a little out of order too, I know because Chimecho is last in Hex.])

    How do I hex-edit trainers? I've used the search function, and all I come up with is questions about editing trainers with a reply similar to "you can hex edit them". I even went to the old tutorial archive, but the one post that would have had that was cut off. So, I was hoping that someone could post a tutorial on hex editing trainers. (including how to insert new trainer battles) Thanks! Oh, and if I missed something on the subject, can you please point me to where it is instead of just saying it's already posted?

    OK. I think I need to update my question. I found where the trainers are in the game I'm hacking. Now, my new questions are as follows:

    1. What are the hex numbers for the different attacks? (I searched for it here, and found a thread with an uploaded document with the numbers, but the document didn't work when I clicked on it. Instead, it loaded a blank page)
    2. How do you read a reference to another part of the coding? It appears to be backward, but I'm not totally sure.

    ( I have done extensive searches in regard to both of these questions, with no viable results)

    ps: Sorry about the double post Scizz. It was too late when I realized what happened. Thanks for merging them.
     
    Last edited:

    Blaziken626

    Pokemon Black Shadow
    208
    Posts
    17
    Years
    • Seen Aug 25, 2015
    Actually, a GBA or earlier ROM can't perfectly play DS music. (Let's face it, DS music is just all that much better) Also, you need to convert Treecko's number to hex. (Divide 277 by 16. That equals 17.3125. So, multiply the decimal to get 5, then divide 17 by 16. You get 1.0625. .0625x16=1. So, you get 115. That is the Hex number of Treecko, which you need to use [I just realized something. The game skips a few Pokemon spaces before going to R/S Pokemon. That means I just taught you to hex, but that the number I gave you is incorrect. You have to increase the total {before hexing} by 25 if you want R/S Pokemon. (Oh, and they are a little out of order too, I know because Chimecho is last in Hex.])

    I actually already add 25 to 252 (Treecko's National Dex number) to get 277. And, I listened to Treecko's cry in the ROM itself, so I got the PokeID right. And about what you first said, I saw a video on YouTube that had a Ruby game with D/P cries. And could you walk me through the changing to hex thing again? I don't understand how you ended up with 115.
     
    Last edited:

    Glitchfinder

    Let's all get along, please?
    477
    Posts
    17
    Years
  • I actually already add 25 to 252 (Treecko's National Dex number) to get 277. And, I listened to Treecko's cry in the ROM itself, so I got the PokeID right. And about what you first said, I saw a video on YouTube that had a Ruby game with D/P cries. And could you walk me through the changing to hex thing again? I don't understand how you ended up with 115.

    Well, they could easily have edited the video. I have reason to believe that the ROM can only play GBA compatible music, which means that DS music will sound a little staticky. Also, it could be the tool you are using...
     

    El Diabeetus

    Amateur Voice Actor / ROM Editor ('Hacker')
    1,064
    Posts
    17
    Years
    • Age 30
    • Seen Jun 10, 2020
    I actually already add 25 to 252 (Treecko's National Dex number) to get 277. And, I listened to Treecko's cry in the ROM itself, so I got the PokeID right. And about what you first said, I saw a video on YouTube that had a Ruby game with D/P cries. And could you walk me through the changing to hex thing again? I don't understand how you ended up with 115.

    HahA holy crap probobly you saw my frist video yah i have dp creis holy crap if you herad a diaruga munclax a staticy mukkuru and a parukia then you saw mine.

    Hex had nothing to do with mine i can edit the cries in ruby perfectly fine you also have to have the cries at

    11.025Khz at 8bit for it to work properly

    Oh if you need cries right now i have the first 10 + Munchlax and Parukia/Diaruga
     
    Last edited:

    Blaziken626

    Pokemon Black Shadow
    208
    Posts
    17
    Years
    • Seen Aug 25, 2015
    HahA holy crap probobly you saw my frist video yah i have dp creis holy crap if you herad a diaruga munclax a staticy mukkuru and a parukia then you saw mine.

    Hex had nothing to do with mine i can edit the cries in ruby perfectly fine you also have to have the cries at

    11.025Khz at 8bit for it to work properly

    Oh if you need cries right now i have the first 10 + Munchlax and Parukia/Diaruga

    Thanks for the offer, but I already know a good place to get ALL the cries (except Darkrai, Shemi, and Arseus). Although they aren't of the best quality. There's a video on YouTube where someone showed their entire complete Pokedex in D/P. It only gave away the cries of the D/P Pokemon in the video, not anything else. But if you could tell me how to get them to that amount of Khz and bits, then it would be great.
     

    El Diabeetus

    Amateur Voice Actor / ROM Editor ('Hacker')
    1,064
    Posts
    17
    Years
    • Age 30
    • Seen Jun 10, 2020
    Thanks for the offer, but I already know a good place to get ALL the cries (except Darkrai, Shemi, and Arseus). Although they aren't of the best quality. There's a video on YouTube where someone showed their entire complete Pokedex in D/P. It only gave away the cries of the D/P Pokemon in the video, not anything else. But if you could tell me how to get them to that amount of Khz and bits, then it would be great.

    I could get you them once i get the national dex in diamond but t Told you what the right thing was 11.025Khz at 8bit wavs for it to work
     

    Blaziken626

    Pokemon Black Shadow
    208
    Posts
    17
    Years
    • Seen Aug 25, 2015
    I could get you them once i get the national dex in diamond but t Told you what the right thing was 11.025Khz at 8bit wavs for it to work

    I know, but I said I need to know how to do that.
     
    150
    Posts
    17
    Years
  • Here's a question: I made a script:
    #org 0x6B44D0
    checkflag 0x80C
    if 1 0x6B4502
    applymovement 0x9 0x6B4534
    pause 0x0
    message 0x6B4566
    boxset 0x2
    applymovement APPLY_MOVEPLAYER 0x6B4598
    pause 0x
    release
    end

    #org 0x6B4502
    message 0x6B45CA
    boxset 0x2
    release
    end

    #org 0x6B4566
    = AAABBBCCC

    #org 0x6B4566
    = CCCBBBAAA

    #org 0x6B4534
    #binary 56 FE

    #org 0x6B4598
    #binary 09 FE

    (I'll edit AAABBBCCC and CCCBBBAAA later in Advance Text)
    Anyway, I called this script WFG.rbc, and tried to insert it into a Ruby ROM which I named HELLO.gba. When I try to insert it, Diamond Cutter says "Run-time error '13': Type mismatch", and all I can do is click the OK button to return to Diamond Cutter. I tried giving the ROM other names, but it didn't work. However, I CAN insert any other script.
    Here's a screenshot of Diamond Cutter:
    [Archive] Simple Questions


    Can anyone help me out?
     
    6,355
    Posts
    18
    Years
    • Seen Apr 16, 2020
    Here's a question: I made a script:
    #org 0x6B44D0
    checkflag 0x80C
    if 1 0x6B4502
    applymovement 0x9 0x6B4534
    pause 0x0
    message 0x6B4566
    boxset 0x2
    applymovement APPLY_MOVEPLAYER 0x6B4598
    pause 0x
    release
    end

    #org 0x6B4502
    message 0x6B45CA
    boxset 0x2
    release
    end

    #org 0x6B4566
    = AAABBBCCC

    #org 0x6B4566
    = CCCBBBAAA

    #org 0x6B4534
    #binary 56 FE

    #org 0x6B4598
    #binary 09 FE

    (I'll edit AAABBBCCC and CCCBBBAAA later in Advance Text)
    Anyway, I called this script WFG.rbc, and tried to insert it into a Ruby ROM which I named HELLO.gba. When I try to insert it, Diamond Cutter says "Run-time error '13': Type mismatch", and all I can do is click the OK button to return to Diamond Cutter. I tried giving the ROM other names, but it didn't work. However, I CAN insert any other script.
    Here's a screenshot of Diamond Cutter:
    [Archive] Simple Questions


    Can anyone help me out?

    Were the ROM and the script file in the same folder a DC?
    If they were then try another offset.
    Aand you didn't put the pause for the player's movement.
     
    150
    Posts
    17
    Years
  • I edited the script a little bit:
    #org 0x6B44F0
    checkflag 0x80C
    if 1 0x6B4522
    applymovement 0x9 0x6B4554
    pause 0x0
    message 0x6B4586
    boxset 0x2
    applymovement APPLY_MOVEPLAYER 0x6B45A8
    pause 0x0
    release
    end

    #org 0x6B4522
    message 0x6B45EA
    boxset 0x2
    release
    end

    #org 0x6B4586
    = AAABBBCCC

    #org 0x6B45EA
    = CCCBBBAAA

    #org 0x6B4554
    #binary 56 FE

    #org 0x6B45A8
    #binary 09 FE

    I tried inserting it again. Failure.

    I then opened the ROM in Hexecute and went to the script's offset. This is what appeared, and it wasn't there before: 2B 0C 08 06 01 22 45 6B 08 4F 09 00 54 45 6B 08 28 00 00 0F 00 86 45 6B 08 09 02 4F

    I'll try decoding it using Diamond Cutter's command database...

    EDIT: I opened it with ScriptEd now, and this is what turned up:
    #org 0x6B44F0
    checkflag 0x80C
    if 0x1 jump 0x6B4522
    applymovement 0x9 0x86B4554
    pause 0x0
    msgbox 0x86B4586 '"FAB0BABE6B4586"
    callstd 0x2
    applymovement 0x-1 0xFFFFFFFF
    #raw 0xFF
    #raw 0xFF
    #raw 0xFF
    #raw 0xFF
    #raw 0xFF
    #raw 0xFF
    #raw 0xFF
    #raw 0xFF
    Looks like something's wrong with the command to move the player...
     
    6,355
    Posts
    18
    Years
    • Seen Apr 16, 2020
    I edited the script a little bit:
    #org 0x6B44F0
    checkflag 0x80C
    if 1 0x6B4522
    applymovement 0x9 0x6B4554
    pause 0x0
    message 0x6B4586
    boxset 0x2
    applymovement APPLY_MOVEPLAYER 0x6B45A8
    pause 0x0
    release
    end

    #org 0x6B4522
    message 0x6B45EA
    boxset 0x2
    release
    end

    #org 0x6B4586
    = AAABBBCCC

    #org 0x6B45EA
    = CCCBBBAAA

    #org 0x6B4554
    #binary 56 FE

    #org 0x6B45A8
    #binary 09 FE

    I tried inserting it again. Failure.

    I then opened the ROM in Hexecute and went to the script's offset. This is what appeared, and it wasn't there before: 2B 0C 08 06 01 22 45 6B 08 4F 09 00 54 45 6B 08 28 00 00 0F 00 86 45 6B 08 09 02 4F

    I'll try decoding it using Diamond Cutter's command database...

    EDIT: I opened it with ScriptEd now, and this is what turned up:
    #org 0x6B44F0
    checkflag 0x80C
    if 0x1 jump 0x6B4522
    applymovement 0x9 0x86B4554
    pause 0x0
    msgbox 0x86B4586 '"FAB0BABE6B4586"
    callstd 0x2
    applymovement 0x-1 0xFFFFFFFF
    #raw 0xFF
    #raw 0xFF
    #raw 0xFF
    #raw 0xFF
    #raw 0xFF
    #raw 0xFF
    #raw 0xFF
    #raw 0xFF
    Looks like something's wrong with the command to move the player...

    Try "applymovement 0xFF" or "applymovement APPLYMOVE_PLAYER".
     

    GargnaroK

    So... How Does my soul tastes?
    14
    Posts
    17
    Years
  • Here's a question: I made a script:
    #org 0x6B44D0
    checkflag 0x80C
    if 1 0x6B4502
    applymovement 0x9 0x6B4534
    pause 0x0
    message 0x6B4566
    boxset 0x2
    applymovement APPLY_MOVEPLAYER 0x6B4598
    pause 0x
    release
    end

    #org 0x6B4502
    message 0x6B45CA
    boxset 0x2
    release
    end

    #org 0x6B4566
    = AAABBBCCC

    #org 0x6B4566
    = CCCBBBAAA

    #org 0x6B4534
    #binary 56 FE

    #org 0x6B4598
    #binary 09 FE

    Can anyone help me out?

    Try this...

    Code:
    #org 0x6B44F0
    checkflag 0x80C
    if 1 0x6B4522
    applymovement 0x9 0x6B4554
    pause 0x10
    message 0x6B4586
    boxset 0x2
    applymovement 0xFF 0x6B45A8
    pause 0x10
    release
    end
    
    #org 0x6B4522
    message 0x6B45EA
    boxset 0x2
    release
    end
    
    #org 0x6B4586
    = AAABBBCCC
    
    #org 0x6B45EA
    = CCCBBBAAA
    
    #org 0x6B4554
    #binary 56 FE
    
    #org 0x6B45A8
    #binary 09 FE

    I didn't test the script itself, but it inserted fine...
    It can also be due the lack of some files, try searching for them...

    [[[[[[[[[[[[[[[]]]]]]]]]]]]]]]]]
     
    Last edited:

    cyberpsygen7

    galactic emperor of permaverse
    4
    Posts
    17
    Years
  • the rules are no roms trafficked via this site to protect you guys from legal silliness, and the sneaky way around this is to traffic .ips patches instead. my main question is how do i turn a hacked version of Pokemon into an .ips file that can be posted here or emailed to my friends to beta test?

    i have lips and have been using it to apply patches to super Nintendo roms for years, i had just never even thought about making my own hacks until this Christmas.
     
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