man
Scrafty the Beast
- 84
- Posts
- 16
- Years
- Pallet Town, KA
- Seen Sep 15, 2015
Can someone tell me why some of the hacks wont work with the ds, even with the flashcarts. Thanks.
an ips?Okay here goes RolandHazoto. I'm trying to play this game called pokemon jupiter. I put the ips patch on the rom. Next I try to put it on my ds and when I open it it doesn't work. Any advice. Thanks
Well this isn't the place to ask that...well Gamer2020 Pokemon jupiter is a hack of pokemon ruby and when I patch the rom and try to play it on my ds it goes to the Gameboy screen and just goes blank after that. I have also tried this game on vba and no$gba but the vba one wont work only no$gba will. I have tried other hacks like pokemon Naranja on my ds and that works but this one just won't. Any Advice. Thanks. Ps I'm using an ez 3in1 flashcart.
whats xdelta?Good point! I personally am using UPS files for my patches, although soon it seems I may have to switch over to xdelta...
I don't think that applies to all cause the max media dock is a slot 2 device and it doesnt play gba as far as I know.OK.
Man (awesome name btw)
ds flashcarts cant play gba games unless u have the one that goes down the bottom. for that there are different instructions. for me i use supercard combo (supercard dsone and supercard lite) and i just patch the games then use the converting prgram and put them on my gba slot and play them
-So if you're using a flashcart that goes up the top then ur screwed sorry.
You think its so easy, then you do it. Maps are genuine 3D models. Editing them will not be easy, even though we can already display them (somewhat).The reason I constantly press this is because I want to make a 4th gen remake of Pokemon Sapphire!
POKEMON SAPPHIRE SEA Version..
Here is what I don't understand; we are nearing the launch of Pokemon Soul Silver and Heart Gold and STILL no 4th Gen ROM Map hacking tools!
Why hasn't somebody formed a team of people to find out the base formation in hex of each map. The layout should be in a pattern like;
Somewhere in Hex[One of the files in the ROM][Map Tag/Aka Name][Map Size in X,Y](There is no map size in Z)And then the hex values for the layout, texture, and movement permit flags.
*Scratch the Map size X,Y thing. One needs to have it in a 3D type of OPEN GL system here. Kind of close to Google Sketchup, but instead of a pen tool, it should use some kind of 20x20[or whatever the pixel size of each "tile" is] kind of grid.
The way I see this working is to treat each tile as an "object" in which it would have the base[is it flat? Does is Climb uphill/downhill? Is it a 90-digree wall?, etc.) and then the terrain/graphic property, then finnaly the permissions.( If I had 2 tiles on route 301, both at hight 5 but one had passible, h1 and another had passible h5. The Passible h5 would cause my character to appear on top of it as normal, the other one would cause the character to appear under it. Crap! There needs to be a "Hightmap" added in with the movement data. A simple workarround is to use the same "tile placement" system with the movement data.
Simplified, thingies needed:
(Game Map Data file)->[Map Tag/Name, Size, Encounter Data, Hight map (When you step on the tile, do you get set to the hight, or become set to the base height (hight 0-Mystery Zone) Movement Tag (Water, Passible, Impassible, Bridge, Etc...) Well, the bridges may or may not be a problem.
#There are 3D models in the game! The bridges are not models, but tiles that have more polygons! There needs to be a model editor as well, NOTE THIS THOUGH! The models have no collision data! That is placed in the Map Editor! Not on the model data alone (note how the collisions remained the same when you changed the rival's house to something massive?) However! Model placement should be in the map editor as well, OPEN GL it once again and have the option to show the actual model or shade the area of where the model is (for slower computers)
Well, this post will most likely be misjudged once again by some a-whipe and think nothing of this.
I guarantee the next post will be e-bag again saying some crap of why it cannot be done because we have to wait for some miracle "Japanese Hacker"!
Dummy! I just stated the outline of a Map Editing Program! Now just combine the hackers findings with some programers and graphic designers and there you go! Given around the launch time of SS HG it should be stable.
*#Some things I would like to see are:
Stable, Easy to use Sprite Editor
4th Gen Script Editor (Creator of Pokescript is working on this?)
Music Sequencer*>
*>Would yank the samples from the game and allow one to either create their own samples form .wav files or use the ones in the game to create their own music!
The reason I constantly press this is because I want to make a 4th gen remake of Pokemon Sapphire!
POKEMON SAPPHIRE SEA Version.
CRAP! For that I would need a tittle screen editor as well...
you were off by one post about e-bag.lolHere is what I don't understand; we are nearing the launch of Pokemon Soul Silver and Heart Gold and STILL no 4th Gen ROM Map hacking tools!
Why hasn't somebody formed a team of people to find out the base formation in hex of each map. The layout should be in a pattern like;
Somewhere in Hex[One of the files in the ROM][Map Tag/Aka Name][Map Size in X,Y](There is no map size in Z)And then the hex values for the layout, texture, and movement permit flags.
*Scratch the Map size X,Y thing. One needs to have it in a 3D type of OPEN GL system here. Kind of close to Google Sketchup, but instead of a pen tool, it should use some kind of 20x20[or whatever the pixel size of each "tile" is] kind of grid.
The way I see this working is to treat each tile as an "object" in which it would have the base[is it flat? Does is Climb uphill/downhill? Is it a 90-digree wall?, etc.) and then the terrain/graphic property, then finnaly the permissions.( If I had 2 tiles on route 301, both at hight 5 but one had passible, h1 and another had passible h5. The Passible h5 would cause my character to appear on top of it as normal, the other one would cause the character to appear under it. Crap! There needs to be a "Hightmap" added in with the movement data. A simple workarround is to use the same "tile placement" system with the movement data.
Simplified, thingies needed:
(Game Map Data file)->[Map Tag/Name, Size, Encounter Data, Hight map (When you step on the tile, do you get set to the hight, or become set to the base height (hight 0-Mystery Zone) Movement Tag (Water, Passible, Impassible, Bridge, Etc...) Well, the bridges may or may not be a problem.
#There are 3D models in the game! The bridges are not models, but tiles that have more polygons! There needs to be a model editor as well, NOTE THIS THOUGH! The models have no collision data! That is placed in the Map Editor! Not on the model data alone (note how the collisions remained the same when you changed the rival's house to something massive?) However! Model placement should be in the map editor as well, OPEN GL it once again and have the option to show the actual model or shade the area of where the model is (for slower computers)
Well, this post will most likely be misjudged once again by some a-whipe and think nothing of this.
I guarantee the next post will be e-bag again saying some crap of why it cannot be done because we have to wait for some miracle "Japanese Hacker"!
Dummy! I just stated the outline of a Map Editing Program! Now just combine the hackers findings with some programers and graphic designers and there you go! Given around the launch time of SS HG it should be stable.
*#Some things I would like to see are:
Stable, Easy to use Sprite Editor
4th Gen Script Editor (Creator of Pokescript is working on this?)
Music Sequencer*>
*>Would yank the samples from the game and allow one to either create their own samples form .wav files or use the ones in the game to create their own music!
The reason I constantly press this is because I want to make a 4th gen remake of Pokemon Sapphire!
POKEMON SAPPHIRE SEA Version.
CRAP! For that I would need a tittle screen editor as well...
I wish I would have caught this when it was posted...Here is what I don't understand; we are nearing the launch of Pokemon Soul Silver and Heart Gold and STILL no 4th Gen ROM Map hacking tools!
Why hasn't somebody formed a team of people to find out the base formation in hex of each map. The layout should be in a pattern like;
Somewhere in Hex[One of the files in the ROM][Map Tag/Aka Name][Map Size in X,Y](There is no map size in Z)And then the hex values for the layout, texture, and movement permit flags.
*Scratch the Map size X,Y thing. One needs to have it in a 3D type of OPEN GL system here. Kind of close to Google Sketchup, but instead of a pen tool, it should use some kind of 20x20[or whatever the pixel size of each "tile" is] kind of grid.
The way I see this working is to treat each tile as an "object" in which it would have the base[is it flat? Does is Climb uphill/downhill? Is it a 90-digree wall?, etc.) and then the terrain/graphic property, then finnaly the permissions.( If I had 2 tiles on route 301, both at hight 5 but one had passible, h1 and another had passible h5. The Passible h5 would cause my character to appear on top of it as normal, the other one would cause the character to appear under it. Crap! There needs to be a "Hightmap" added in with the movement data. A simple workarround is to use the same "tile placement" system with the movement data.
Simplified, thingies needed:
(Game Map Data file)->[Map Tag/Name, Size, Encounter Data, Hight map (When you step on the tile, do you get set to the hight, or become set to the base height (hight 0-Mystery Zone) Movement Tag (Water, Passible, Impassible, Bridge, Etc...) Well, the bridges may or may not be a problem.
#There are 3D models in the game! The bridges are not models, but tiles that have more polygons! There needs to be a model editor as well, NOTE THIS THOUGH! The models have no collision data! That is placed in the Map Editor! Not on the model data alone (note how the collisions remained the same when you changed the rival's house to something massive?) However! Model placement should be in the map editor as well, OPEN GL it once again and have the option to show the actual model or shade the area of where the model is (for slower computers)
Well, this post will most likely be misjudged once again by some a-whipe and think nothing of this.
I guarantee the next post will be e-bag again saying some crap of why it cannot be done because we have to wait for some miracle "Japanese Hacker"!
Dummy! I just stated the outline of a Map Editing Program! Now just combine the hackers findings with some programers and graphic designers and there you go! Given around the launch time of SS HG it should be stable.
*#Some things I would like to see are:
Stable, Easy to use Sprite Editor
4th Gen Script Editor (Creator of Pokescript is working on this?)
Music Sequencer*>
*>Would yank the samples from the game and allow one to either create their own samples form .wav files or use the ones in the game to create their own music!
The reason I constantly press this is because I want to make a 4th gen remake of Pokemon Sapphire!
POKEMON SAPPHIRE SEA Version.
CRAP! For that I would need a tittle screen editor as well...
Me and pichu2001 got the script decompiler working for all commands. Now I am working on the compiler.And SCV if you happen to catch this, hit me up about getting things done... I've been getting sidetracked with work and life and such...
Use my AIM, as it is always on... Just don't message me if it says I'm sleeping...
I dunno how far you got with the map layouts, but if you need me to I can dig up my chat history and pick it back up... Just message me to remind me it needs to get done...
added-note to SCV: not the maplayout thing, the script debugging thing... (the last thing you had me working on)
Here is what I don't understand; we are nearing the launch of Pokemon Soul Silver and Heart Gold and STILL no 4th Gen ROM Map hacking tools!
Why hasn't somebody formed a team of people to find out the base formation in hex of each map. The layout should be in a pattern like;
Somewhere in Hex[One of the files in the ROM][Map Tag/Aka Name][Map Size in X,Y](There is no map size in Z)And then the hex values for the layout, texture, and movement permit flags.
*Scratch the Map size X,Y thing. One needs to have it in a 3D type of OPEN GL system here. Kind of close to Google Sketchup, but instead of a pen tool, it should use some kind of 20x20[or whatever the pixel size of each "tile" is] kind of grid.
The way I see this working is to treat each tile as an "object" in which it would have the base[is it flat? Does is Climb uphill/downhill? Is it a 90-digree wall?, etc.) and then the terrain/graphic property, then finnaly the permissions.( If I had 2 tiles on route 301, both at hight 5 but one had passible, h1 and another had passible h5. The Passible h5 would cause my character to appear on top of it as normal, the other one would cause the character to appear under it. Crap! There needs to be a "Hightmap" added in with the movement data. A simple workarround is to use the same "tile placement" system with the movement data.
Simplified, thingies needed:
(Game Map Data file)->[Map Tag/Name, Size, Encounter Data, Hight map (When you step on the tile, do you get set to the hight, or become set to the base height (hight 0-Mystery Zone) Movement Tag (Water, Passible, Impassible, Bridge, Etc...) Well, the bridges may or may not be a problem.
#There are 3D models in the game! The bridges are not models, but tiles that have more polygons! There needs to be a model editor as well, NOTE THIS THOUGH! The models have no collision data! That is placed in the Map Editor! Not on the model data alone (note how the collisions remained the same when you changed the rival's house to something massive?) However! Model placement should be in the map editor as well, OPEN GL it once again and have the option to show the actual model or shade the area of where the model is (for slower computers)
Well, this post will most likely be misjudged once again by some a-whipe and think nothing of this.
I guarantee the next post will be e-bag again saying some crap of why it cannot be done because we have to wait for some miracle "Japanese Hacker"!
Dummy! I just stated the outline of a Map Editing Program! Now just combine the hackers findings with some programers and graphic designers and there you go! Given around the launch time of SS HG it should be stable.
*#Some things I would like to see are:
Stable, Easy to use Sprite Editor
4th Gen Script Editor (Creator of Pokescript is working on this?)
Music Sequencer*>
*>Would yank the samples from the game and allow one to either create their own samples form .wav files or use the ones in the game to create their own music!
The reason I constantly press this is because I want to make a 4th gen remake of Pokemon Sapphire!
POKEMON SAPPHIRE SEA Version.
CRAP! For that I would need a tittle screen editor as well...