• 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.
  • Our friends from the Johto Times are hosting a favorite Pokémon poll - and we'd love for you to participate! Click here for information on how to vote for your favorites!
  • Cyndy, May, Hero (Conquest), or Wes - which Pokémon protagonist is your favorite? Let us know by voting in our poll!
  • 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.
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...

[[[[[[[[[[[[[[[]]]]]]]]]]]]]]]]]
YAAHOO!! It works! Thanks a lot!
But what did you change to make it work? If I know that, I might be able to avoid more problems...

EDIT: Aw, it crashes when I active it in the game...

For a bit more information, this is what the script is suppossed to do:
-Check if the player has obtained the 6th Badge. If yes,
-Say "CCCBBBAAA" and end the script. If no,
-Make a "!" appear above guard's head (people number 9)
-Say "AAABBBCCC", make the player walk up one tile and end the script.
I'm hacking Pokémon Ruby Version.
 
Last edited:
YAAHOO!! It works! Thanks a lot!
But what did you change to make it work? If I know that, I might be able to avoid more problems...

EDIT: Aw, it crashes when I active it in the game...

For a bit more information, this is what the script is suppossed to do:
-Check if the player has obtained the 6th Badge. If yes,
-Say "CCCBBBAAA" and end the script. If no,
-Make a "!" appear above guard's head (people number 9)
-Say "AAABBBCCC", make the player walk up one tile and end the script.
I'm hacking Pokémon Ruby Version.

Is the 6th badge's flag 0x80C?
I'll type the script now.

Code:
#org 0x800000
checkflag 0x80C
compare LASTRESULT 0x1
if 0x1 call 0x800100
applymovement 0x9 0x800300
pause 0x10
message 0x800400
boxset 0x6
applymovement 0xFF 0x800500
pause 0x10
release
end

#org 0x800100
message 0x800200
boxset 0x6
release
end

#org 0x800200
= CCCBBBAAA

#org 0x800400
= AAABBBCCC

#org 0x800300
#raw 0x56
#raw 0xFE

#org 0x800500
#raw 0x9
#raw 0xFE
 
YAAHOO!! It works! Thanks a lot!
But what did you change to make it work? If I know that, I might be able to avoid more problems...

EDIT: Aw, it crashes when I active it in the game...

For a bit more information, this is what the script is suppossed to do:
-Check if the player has obtained the 6th Badge. If yes,
-Say "CCCBBBAAA" and end the script. If no,
-Make a "!" appear above guard's head (people number 9)
-Say "AAABBBCCC", make the player walk up one tile and end the script.
I'm hacking Pokémon Ruby Version.


I tested the script and it was fine, maybe you didn't filled the unknown and var number squares and without that your script can be triggered and the game will crash... I changed de applymoveplayer to 0xFF and applyed the pause 0x10 commands this was maybe due to the applymoveplayer maybe rubikon doesn't recognize it, dunno=\ ...
If the problem persists tell us and we'll gladly help you...
Oh, and an advise try to check everyone else's scripts and try to understand them, it's the best way to learn how to script! =)

[[[[[[[[[[]]]]]]]]]]]
 
1.Okay I am having huge problems with importing/exporting trainer images. I am trying to import a trainer sprite but RSball doesnt let me Import. Is there a program that allows you to import trainer images?

2. I cant acess backpics with RSball. Everytime I try there is an error message that says "Trainer backpics location is not specified in the INI. Is there a program where I can export/import backpics?
 
1.Okay I am having huge problems with importing/exporting trainer images. I am trying to import a trainer sprite but RSball doesnt let me Import. Is there a program that allows you to import trainer images?

2. I cant acess backpics with RSball. Everytime I try there is an error message that says "Trainer backpics location is not specified in the INI. Is there a program where I can export/import backpics?

Just use unLZ-gba, it's the best when it takes to the game sprites... But make sure the images are indexed... I only use rs ball has a source of those sprites because unLZ offers a better premormance...

[[[[[[[[[[[[[[]]]]]]]]]]]]]]]]]]]
 
I tested the script and it was fine, maybe you didn't filled the unknown and var number squares and without that your script can be triggered and the game will crash... I changed de applymoveplayer to 0xFF and applyed the pause 0x10 commands this was maybe due to the applymoveplayer maybe rubikon doesn't recognize it, dunno=\ ...
If the problem persists tell us and we'll gladly help you...
Oh, and an advise try to check everyone else's scripts and try to understand them, it's the best way to learn how to script! =)

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

Hm... what do I have to fill in, then?

Christos said:
Is the 6th badge's flag 0x80C?
I'll type the script now.


Code:
#org 0x800000
checkflag 0x80C
compare LASTRESULT 0x1
if 0x1 call 0x800100
applymovement 0x9 0x800300
pause 0x10
message 0x800400
boxset 0x6
applymovement 0xFF 0x800500
pause 0x10
release
end

#org 0x800100
message 0x800200
boxset 0x6
release
end

#org 0x800200
= CCCBBBAAA

#org 0x800400
= AAABBBCCC

#org 0x800300
#raw 0x56
#raw 0xFE

#org 0x800500
#raw 0x9
#raw 0xFE
I think so... I searched this thread to find it.

EDIT: Never mind cuz I FINALLY got it to work!!
 
Last edited:
I searched around and I got no answer, so I'm asking this here.

I want to start hacking again. But I don't know which ROM to choose. I mean... I know it's gonna be either Fire Red or Emerald, but I can't choose... I've been thinking of the good points each one of them has to offer and I think Emerald is better. But still.

Any help would be appreciated. ^^
 
I searched around and I got no answer, so I'm asking this here.

I want to start hacking again. But I don't know which ROM to choose. I mean... I know it's gonna be either Fire Red or Emerald, but I can't choose... I've been thinking of the good points each one of them has to offer and I think Emerald is better. But still.

Any help would be appreciated. ^^

Basicly it doesnt matter on what ROM you want. Basicly do you like the story of FR/LG better or Emerald? Or if you want to change events do you like the maps of FR/LG or Emerald. The Sky's the limit


Also my question is still left unanswered

I used that tool but for some reason when I use it on the rom I want for some reason it just gives me some colored pixles. Also how do you index images. This tool is very comlicated to use
 
Last edited:
I searched around and I got no answer, so I'm asking this here.

I want to start hacking again. But I don't know which ROM to choose. I mean... I know it's gonna be either Fire Red or Emerald, but I can't choose... I've been thinking of the good points each one of them has to offer and I think Emerald is better. But still.

Any help would be appreciated. ^^

You could use the rom which you have skilled on, which has more tools, more experience on.
But try hacking Firered.
 
Hey,

After searching and reading for a long time I unfortunately couldn't find a solution to what I'm about to ask. I Hope Someone Can Help Me...

The Rom I Am Hacking Is Pokemon Ruby(AXVE)

I know how to edit the intro scene(I'm talking about the scene with Latios and Latias by the way), my method is by exporting and importing the images using un-LZ GBA. I know all the numbers and everything. I noticed the colours looked odd before i exported them but i presume they just change into different colours when in-game.

So I proceeded to first just change the male characters hair along with its colour. For the colour i opened up the rom(un-hacked) to see which colour transferred into a yellow-ish colour. I discovered i could use the colour on the bag(see attatchment one) which was orange(out of game).

I then made these changes making sure that i kept within the border-line of the character and using the same orange (i did this by using the dropper-tool). You can check what I did by seeing attatchment two.

I imported the edited picture into the game over the right image (No.189) in un-LZ GBA.

However when viewing my current work in VisualBoyAdvance I noticed there was obviously a serious problem(See attatchment three).

Basically I am very stuck so I really would appreiciate any help.

Thanks In Advance,
-Davie-
 
Okay I am starting to learn how to use unLZ-GBA. But I am still having problems. I am trying to change trainer sprites from FR to Emerald. I am using RS ball to export them. Then I imported with unLZ-GBA. But what do I do next?

Is there a tutorial for unLZ-GBA?
 
Last edited:
Okay I am starting to learn how to use unLZ-GBA. But I am still having problems. I am trying to change trainer sprites from FR to Emerald. I am using RS ball to export them. Then I imported with unLZ-GBA. But what do I do next?

Is there a tutorial for unLZ-GBA?


You can Export and import trainer sprites with unLZ-GBA. I have got one tutorial for ruby and sapphire.
 
Here's a question: Does anybody know how to use the SPRITEMOVE command? I want to make a script that moves a certain guy to a certain location, and found this in the Rubikon command list...
 
Here's a question: Does anybody know how to use the SPRITEMOVE command? I want to make a script that moves a certain guy to a certain location, and found this in the Rubikon command list...

And to move sprites to a certain location on the map, use this command:
Code:
#raw 57
#raw [event number to move]
#raw 00
#raw [x position in hex]
#raw 00
#raw [y position in hex]
#raw 00

I don't know if you're refering to this, but here it is =)!

[[[[[[[[[[[]]]]]]]]]]]]]]]]]
 
Okay ive got one more question. The tutorial you supplied gives me numbers to use in unLZ-GBA. Where exactly do I input them? If i put them in goto or select Pal. It will give me some random pixles. Where do I put all these numbers

Grim, i have posted the numbers. Just check the last post on the top and download the attachment. Okay.
 
A question! Again...

Anyway, I know there is a way to make a Pokémon battle sprite appear/dissappear on the screen, but I don't know how! Can anyone tell me the command?

EDIT:
GargnaroK said:
Quote:
Originally Posted by Prof. 9
Here's a question: Does anybody know how to use the SPRITEMOVE command? I want to make a script that moves a certain guy to a certain location, and found this in the Rubikon command list...

Quote:
Originally Posted by Scizz
And to move sprites to a certain location on the map, use this command:

Code:
#raw 57
#raw [event number to move]
#raw 00
#raw [x position in hex]
#raw 00
#raw [y position in hex]
#raw 00

I don't know if you're refering to this, but here it is =)!

[[[[[[[[[[[]]]]]]]]]]]]]]]]]
By the way, will these commands move a certain sprite instantly, or, for example, when you reload the map?
 
Last edited:
A question! Again...

Anyway, I know there is a way to make a Pokémon battle sprite appear/dissappear on the screen, but I don't know how! Can anyone tell me the command?

EDIT:
By the way, will these commands move a certain sprite instantly, or, for example, when you reload the map?

What do you mean with pokemon battle sprite? If you mean a regular in-game sprite on the map the commands are:

To hide sprites on the map, use this command:
Code:
#raw 53
#raw [event number of the person]
#raw 00

To show sprites, you have to add this command:
Code:
#raw 55
#raw [event number of the person]
#raw 00

For example the command to change the sprite position is triggered by a flag... If the flag is triggered on the same map as the sprite, it won't change the position instantly, as you said it needs to be reloaded... But if triggered elsewhere rather than the map the sprite is, it will change position instantly...

Hope it helped...
[[[[[[[[]]]]]]]]
 
Status
Not open for further replies.
Back
Top