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I've managed to fix Lotad's learnset deleting some lines in learnset file. It have two learnest. Chimecho need to creat new learnset in pge.
Thief move effect don't work.
Edit: Tried to steal Oran berry from wild Pikachu.
Sorry if this problem has already been answered, but there's a lot of replies to go through haha
I tried applying this to an emerald rom and I get this error message:
imgur. com/QFThRmZ (can't post the image/link on its own, not enough posts)
It still produces the test.gba file and upon playing it, nothing's different. No P/S icons, no colored nature stats, no new moves, nothing. I'm guessing this has something to do with the Devkit, but I don't know what.
I've managed to fix Lotad's learnset deleting some lines in learnset file. It have two learnest. Chimecho need to creat new learnset in pge.
Thief move effect don't work.
Edit: Tried to steal Oran berry from wild Pikachu.
Sorry if this problem has already been answered, but there's a lot of replies to go through haha
I tried applying this to an emerald rom and I get this error message:
imgur. com/QFThRmZ (can't post the image/link on its own, not enough posts)
It still produces the test.gba file and upon playing it, nothing's different. No P/S icons, no colored nature stats, no new moves, nothing. I'm guessing this has something to do with the Devkit, but I don't know what.
It's hard to test link battles for me. Could you be more specific on when the bug happens? Does the sprite always gets messed or only in certain(or random) conditions? Does it always happen for only one person? And similar stuff that could make it easier for us to find the cause,
It's hard to test link battles for me. Could you be more specific on when the bug happens? Does the sprite always gets messed or only in certain(or random) conditions? Does it always happen for only one person? And similar stuff that could make it easier for us to find the cause,
It always get messed with second player (client).
The text box show that i've sent the same pokemon as my opponent.
For player 1 (host) the text box and sprite is working normally.
Regardless of this, the game works normally in link battles.
It always get messed with second player (client).
The text box show that i've sent the same pokemon as my opponent.
For player 1 (host) the text box and sprite is working normally.
Regardless of this, the game works normally in link battles.
HAH of course lol
New question: Is Burmy's cloak change thing working? To test, I changed the types of the three Burmys (I know Burmy is pure Bug, but bear with me) in order to easily distinguish them in the status menu (I kept the sprites as Bulbasaurs cuz I'm not adding sprites just yet) to Bug/Grass, Bug/Ground, and Bug/Steel, respectively. Then, in game, I caught the Bug/Grass variant of Burmy on Route 101. But when I entered into the protagonists house (which I assume the code says is indoors) the Burmy was still Bug/Grass. This leads me to believe that the Burmy Cloak Change code either JUST changes the sprites, or isn't working. Could I get some specification on this? I'm confused.
HAH of course lol
New question: Is Burmy's cloak change thing working? To test, I changed the types of the three Burmys (I know Burmy is pure Bug, but bear with me) in order to easily distinguish them in the status menu (I kept the sprites as Bulbasaurs cuz I'm not adding sprites just yet) to Bug/Grass, Bug/Ground, and Bug/Steel, respectively. Then, in game, I caught the Bug/Grass variant of Burmy on Route 101. But when I entered into the protagonists house (which I assume the code says is indoors) the Burmy was still Bug/Grass. This leads me to believe that the Burmy Cloak Change code either JUST changes the sprites, or isn't working. Could I get some specification on this? I'm confused.
But thats woooooork
Well, that would explain a lot. My memory did not serve me well enough, and my laziness got the better of me :P
But the real problem is when I change index numbers for the Burmys in the config. When I try opening the Pokemon Editor in PGE after applying the change, it gives me some Record Number error window. Then it gives me the average Selected Index error window after I click OK, and I have nothing to do but to shut the program down. It works fine if I use the default indexes that the config.h file already gives me (aka 1000-1010) but if I change it to a another/three digit number (for example I want my Burmy Grass Cloak to be index #465) it gives me this error. What should I do differently?
But thats woooooork
Well, that would explain a lot. My memory did not serve me well enough, and my laziness got the better of me :P
But the real problem is when I change index numbers for the Burmys in the config. When I try opening the Pokemon Editor in PGE after applying the change, it gives me some Record Number error window. Then it gives me the average Selected Index error window after I click OK, and I have nothing to do but to shut the program down. It works fine if I use the default indexes that the config.h file already gives me (aka 1000-1010) but if I change it to a another/three digit number (for example I want my Burmy Grass Cloak to be index #465) it gives me this error. What should I do differently?
Wut. This is impossible, the indexes are just defines for a one or two functions. They don't change anything that's related to PGE. Maybe you didn't update the ini via pge script?
Wut. This is impossible, the indexes are just defines for a one or two functions. They don't change anything that's related to PGE. Maybe you didn't update the ini via pge script?
What part of the ini would I update?
I thought the index number was the number order that you see the 'mons in the Pokemon Editor, like 'yknow, ?????? is 0, Bulbasaur is 1, etc...
So I did that according to how I wish to have my Burmy forms in place and it gives me the error. I tried this on a vanilla rom and on a rom that I already built all expansions for which had a successful ini before the update. They both give me the error message. If it IS the ini file, I wouldn't know which offset its under.
What part of the ini would I update?
I thought the index number was the number order that you see the 'mons in the Pokemon Editor, like 'yknow, ?????? is 0, Bulbasaur is 1, etc...
So I did that according to how I wish to have my Burmy forms in place and it gives me the error. I tried this on a vanilla rom and on a rom that I already built all expansions for which had a successful ini before the update. They both give me the error message. If it IS the ini file, I wouldn't know which offset its under.
Well, I guess I just take whatever offsets are there? I mean, the PGEinidump command only changes the attack and ability offsets. I don't know how that relates to Burmy cloaks.
I... got a mistake.
Pokémon Game Editor loads the other options fine, but, if I try to load, I get these:
Error: 63 Argument 'RecordNumber' is not a valid value.
Error: 75 The process cannot access the file [test.gba] because it is being used by another process.
Value cannot be null. Parameter name: String.
Spoiler:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentNullException: Value cannot be null.
Parameter name: String
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at PokemonGameEditor.Pokemonedit.LearnableMoveLoad()
at PokemonGameEditor.Pokemonedit.PKMNames_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
at PokemonGameEditor.Pokemonedit.Pokemonedit_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I... got a mistake.
Pokémon Game Editor loads the other options fine, but, if I try to load, I get these:
Error: 63 Argument 'RecordNumber' is not a valid value.
Error: 75 The process cannot access the file [test.gba] because it is being used by another process.
Value cannot be null. Parameter name: String.
Spoiler:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentNullException: Value cannot be null.
Parameter name: String
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at PokemonGameEditor.Pokemonedit.LearnableMoveLoad()
at PokemonGameEditor.Pokemonedit.PKMNames_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
at PokemonGameEditor.Pokemonedit.Pokemonedit_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I used a ROM that was expanded to 32 megabytes (using the empty FF byte). I never had any problems with the ROM until the latest update of this engine. Doing these changes in their respective files:
Spoiler:
rom : ORIGIN = 0x01000000, LENGTH = 32M
help='offset to insert at', default=0x1000000)
...led to the game freezing after I picked the starter. (I picked Torchic every time, though... I was essentially pressing A a lot.) Not even a clean installation or changing the insertion location to—say—0x1020000 worked.
I used a ROM that was expanded to 32 megabytes (using the empty FF byte). I never had any problems with the ROM until the latest update of this engine. Doing these changes in their respective files:
Spoiler:
rom : ORIGIN = 0x01000000, LENGTH = 32M
help='offset to insert at', default=0x1000000)
...led to the game freezing after I picked the starter. (I picked Torchic every time, though... I was essentially pressing A a lot.) Not even a clean installation or changing the insertion location to—say—0x1020000 worked.
It's our fault for not specifying it I guess.
Change the first line to:
rom : ORIGIN = (0x08000000 + 0x01000000), LENGTH = 32M
Technical explanation:
Spoiler:
First line belongs in a linker file which is used when compiling code. All addresses have a bus(0x08 - prefix for rom) that's used to distinguish between rom and ram.
The second line is an actual location to put the built code. A physical offset in a file, the same as in a hex editor.
It's our fault for not specifying it I guess.
Change the first line to:
rom : ORIGIN = (0x08000000 + 0x01000000), LENGTH = 32M
Technical explanation:
Spoiler:
First line belongs in a linker file which is used when compiling code. All addresses have a bus(0x08 - prefix for rom) that's used to distinguish between rom and ram.
The second line is an actual location to put the built code. A physical offset in a file, the same as in a hex editor.
Yes... I had the suspicion that the bus was necessary, given the odd format at the original file and how incongruent was the busless address you originally gave me. Thank you.