• 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!
  • Scottie, Todd, Serena, Kris - 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.

[Other✓] Few questions and stuff

The ???

The one true question mark
  • 288
    Posts
    12
    Years
    Hi all! I just started modifying the Fire Red version, as I am one of those people who LOVE Kanto and want to experience it with advanced features.. I have started adding new Pokemon's and stuff.
    I started this all today with the help of MrDs's and JPAN's patch and I am using G3HS and I have MEH too..

    *cough enough about that. My questions are :

    - Which tool is required to PLACE NEW ITEMS in locations and how to do it?
    - HOW do I add a new trainer class?
    - Which tool to use to edit trainers (fully) that is compatible with new moves/mons that we add?
    - Any tool to change people's dialoges?

    Note: the only knowledge I have about hacking is that it starts with H and ends with G. so please be a little LESS harsh to answer my stupidity.

    I have also a few ideas that I need comments on..(more like need your ideas) :
    - Would it be wise to add all the GenI-VI mons appear in wold? I mean it would feel SOO weird encountering 15 different Pokemon's in 1 grass patch.
    - What kind of STORY and POST-GAME stuff should be incorporated in this to give it a original, yet digestable new Pokemon's and stuff. In other words, what would you like to see as an addition in story and stuff for a Kanto Gen VI REMAKE.

    Thanks for answering and looking at my thread :D ^^
     
    The '???' said:
    - Which tool is required to PLACE NEW ITEMS in locations and how to do it?
    You can use Advance Map for that. Google for some tutorials on inserting offsets into events on AM. (That's why I don't like MEH. You cannot add new events in maps.) If you know how to script, you can just write a little script that applies to the Poké Ball sprite on the map. If you don't know how to script, learn scripting with this tutorial. It's easy to understand, and if you're lazy just let PKSV write the script for you. Be sure to check out the first tutorial on the site too, it will make scripting familiar with you.

    The '???' said:
    - Any tool to change people's dialoges?

    Again, scripting. It is the best (and most easy) way to make everything on the map work. You can edit text with Advance Text too, but it is very limited that way.

    The '???' said:
    - Would it be wise to add all the GenI-VI mons appear in wold?

    First off, it will cost weeks to implement every single Pokémon until Gen VI. (It will take even longer to crack forme changes of Rotom, Shaymin, etc.) Second, even if you succeed in adding them all, it will be nearly impossible to make every single one appear in the wild. You need about an hour of scripting per route/place to make them all work. I've never seen a map editor that edits wild Pokémon (AM, MEH, etc.) having more than about ten slots, so you have to script it then. This is not meant harsh, but seriously, it would take big effort to make it all work.
     
    Last edited:
    Firstly thanks a lot :D
    That link was quite epic, now I can script pretty well imo..
    And I think I can handle adding new mons.. (Yesterday I added the turtwig line easily enough, took half an hour though).
    Also about editing Wild mons.. Wait! Almost all hacks I have seen have new regions and DIFFERENT Pokemon's appearing in wild. Can you explain that better?

    I would like your opinions on other things I posted too if you have time :)


    EDIT : hmm, Why can't I open my ROM with A-Map? It says that rom cannot be opened with it. :/
     
    Last edited:
    (That's why I don't like MEH. You cannot add new events in maps.)
    To be fair, MEH is in an alpha stage. You can't really expect much out of it right now :p

    - HOW do I add a new trainer class?
    - Which tool to use to edit trainers (fully) that is compatible with new moves/mons that we add?
    - Any tool to change people's dialoges?
    - What kind of STORY and POST-GAME stuff should be incorporated in this to give it a original, yet digestable new Pokemon's and stuff. In other words, what would you like to see as an addition in story and stuff for a Kanto Gen VI REMAKE.
    - If you're trying to add a new trainer class without replacing existing trainer classes, you'd have to repoint and expand the trainer classes table, me thinks. Of course, I haven't actually bothered to expand the number of trainer classes, so I'm not sure if it'd be more complicated than that, but I doubt it'd be too complicated to accomplish.
    - As for a trainer editor that's compatible with new moves, you can use Jambo's trainer editor, adjust the ini file, and have fun. G3T's trainer editor should work too, with similar ini adjustments.
    - You can change the dialogues through XSE. Just give your NPC a new script with your new dialogue.
    - Tbh, I think Kanto's story is just fine as it is. You could make an NPC mention the fairy type, but other than that, if you're aiming to make a remake, you should probably keep the story as original as possible.

    Also about editing Wild mons.. Wait! Almost all hacks I have seen have new regions and DIFFERENT Pokemon's appearing in wild. Can you explain that better?
    There's a tab in AMap that allows you to edit the wild Pokemon available in a route. Edit away.
     
    Hi all! I just started modifying the Fire Red version, as I am one of those people who LOVE Kanto and want to experience it with advanced features.. I have started adding new Pokemon's and stuff.
    I started this all today with the help of MrDs's and JPAN's patch and I am using G3HS and I have MEH too..

    *cough enough about that. My questions are :

    - Which tool is required to PLACE NEW ITEMS in locations and how to do it?
    - HOW do I add a new trainer class?
    - Which tool to use to edit trainers (fully) that is compatible with new moves/mons that we add?
    - Any tool to change people's dialoges?

    Note: the only knowledge I have about hacking is that it starts with H and ends with G. so please be a little LESS harsh to answer my stupidity.

    I have also a few ideas that I need comments on..(more like need your ideas) :
    - Would it be wise to add all the GenI-VI mons appear in wold? I mean it would feel SOO weird encountering 15 different Pokemon's in 1 grass patch.
    - What kind of STORY and POST-GAME stuff should be incorporated in this to give it a original, yet digestable new Pokemon's and stuff. In other words, what would you like to see as an addition in story and stuff for a Kanto Gen VI REMAKE.

    I would have to agree with slowpoke13 on the things he said.
    Also
    - HOW do I add a new trainer class?
    Use Unnamed Trainer Editor

    What kind of STORY and POST-GAME stuff should be incorporated in this to give it a original, yet digestable new Pokemon's and stuff. In other words, what would you like to see as an addition in story and stuff for a Kanto Gen VI REMAKE.

    Thats more up to you as the hacker. I don't play kanto that much as I prefer Johto.:P
    But look around at other hacks that do similar things. You may get an idea.
     
    - HOW do I add a new trainer class?

    If you're only adding a few new trainer classes, it's extremely easy. If you're using Advance Trainer or Unnamed Trainer Editor, you can just pick one of the unused trainer classes from the dropdown menu (Such as Magma Leader, Magma Grunt...etc) and then manually change it to whatever you want in the other box that the name shows up. This will replace the unused trainer class with your new one.


    - What kind of STORY and POST-GAME stuff should be incorporated in this to give it a original, yet digestable new Pokemon's and stuff. In other words, what would you like to see as an addition in story and stuff for a Kanto Gen VI REMAKE.

    Add some gyms to the Sevii islands. Implementing gyms and a few other events here and there will make the islands feel like their own region and extend the game.
     
    Alright guys, thanks so much. But I have a question :

    - How do I open my ROM (MrDS's and JPAN's patches APPLIED) in Advance Map and in Un=named trainer editor?

    I already tried to change the "BPRE" to "MrDS" in .ini of trainer editor, it opened but didn't show the info of pokemon's EXPECT the levels.. it was horrying.
    *I only know this coz this worked in G3HS*
     
    are you sure that would work? coz G3HS won't see the new moves and abilities then? (I DONT KNOW)

    Also, whenever I am currently replacing the sprites with NEW DS styled ones provided in the resource topic.. and most of the time it asks me to REPOINT the image, and I randomly select one in the given list. (Using G3HS)
    Am I doing something wrong or stuff? just asking.
     
    The '???' said:
    Also, whenever I am currently replacing the sprites with NEW DS styled ones provided in the resource topic.. and most of the time it asks me to REPOINT the image, and I randomly select one in the given list. (Using G3HS)
    Am I doing something wrong or stuff? just asking.

    That's perfectly normal. If you don't repoint a sprite after inserting it, the game will just forget about the sprite and, say, you meet a newly inserted Turtwig for example, then your game will crash or just load a black sprite.
     
    GREAT! :D
    That means, my effort of updating 250 sprites (as of now) didn't go in vain :P

    Someone please answer that how can I make A-Map and Trainer-Editor work with the patched rom and its changes :/ really can't progress in ANYTHING until that's done (can't even try the scripting I learned yesterday)

    EDIT :
    You need to manually change the MrDS in your ROM with BPRE . Open up hex editor and load it up and around line 0xac change MrDS to BPRE

    I did thanks, still the Trainer-Editor is showing BLANK stuff everywhere! :/

    As for A-MAP, it now throws a NEW error.

    [PokeCommunity.com] Few questions and stuff



    EDIT 2 :
    I'm now using A-MAP 1.92 instead,.. it gives some errors, but works. However, can't find pokemons after Chimecho, I saw a post that HEX edits the a-map to allow roughly 60 more pokemons to appear in the A-map but doesn't help since I have a lot lol.. GALP HALP HALP GALP
     
    Last edited:
    Last edited:
    Hi! Thanks a lot~

    AFTER a lot of research and STUFF and HEX!!
    I finally am able to make the Advanced Map work with NEW wild mons without problems!

    YAY!!!!!!!!!!!!!


    Now, all I need is a tutorial to make Unnamed Trainer Editor to work too.. :D

    Same way, ammend the ini to the new changes, it might've been the pokemon names?
    ~Eclipse
     
    I have literally no clue how to achieve that. Please give some steps.

    Anyone can make/help me with the .ini of Unnamed trainer editor? Please :D
     
    Last edited by a moderator:
    Anyone can make/help me with the .ini of Unnamed trainer editor? Please :D
    Not trying to make you feel bad or anything, but did you not notice this?

    MoveNames=0x247094
    NumberOfMoves=355
    ItemData=0x3DB028
    NumberOfItems=375
    PokemonNames=0x245EE0
    NumberOfPokemon=411

    ^ That's from Unnamed Trainer Editor's unedited ini, in case you didn't get it.

    1. Look at G3HS's ini.

    2. Copy paste necessary stuff to UTE's ini.

    3. ???

    4. Profit.

    I'll stop with the South Park jokes now good luck
     
    Not trying to make you feel bad or anything, but did you not notice this?

    MoveNames=0x247094
    NumberOfMoves=355
    ItemData=0x3DB028
    NumberOfItems=375
    PokemonNames=0x245EE0
    NumberOfPokemon=411

    ^ That's from Unnamed Trainer Editor's unedited ini, in case you didn't get it.

    1. Look at G3HS's ini.

    2. Copy paste necessary stuff to UTE's ini.

    3. ???

    4. Profit.

    I'll stop with the South Park jokes now good luck


    DUUUUUUDE! that helped a lot! FINALLY I changed everything that I should (I think?), but still some trainer's (most actually) moves are still un-changable/see-able. Also held items, I can't change.
    Here's a screenshot :

    Spoiler:


    And here's ini details :
    Trainer Editor's INI
    Code:
    [MrDS]
    MoveNames=0x901800
    NumberOfMoves=0x1FF
    ItemData=0x3DB028
    NumberOfItems=0x177
    PokemonNames=0x7200ec
    NumberOfPokemon=0x2F1
    TrainerTable=0x23EAF0
    NumberOfTrainers=0x2E6
    ClassNamesLocation=0x23E558
    NumberOfClassNames=0x6B
    TrainerImageTable=0x23957C
    NumberOfTrainerImages=147
    TrainerPaletteTable=0x239A1C
    ClassMoneyLocation=0x24F220
    EncounterMusicExtraInfo="0,4,5,8,A,B,C,D~0x11D","1,2,9~0x11C","3,6,7,*~0x11B"
    [/MrDS]

    G3HS's INI
    Code:
    [0006]
    name = MrDollSteak's Decap and Attack Rombase (5)
    gamecode = BPRE
    numberofpokes = 0x2f1
    pokebasestats = 0x722144
    pokebasestatslength = 0x1C
    pokenames = 0x7200ec
    pokenameslength = 0xB
    typenames = 0x961B50
    typenameslength = 0x7
    numberoftypes = 24
    items = 0x3DB028
    numberofitems = 0x177
    itemsdatalength = 0x2C
    abilities = 0x950000
    numberofabilities = 0x9C
    abiltiesnamelength = 0xD
    egggroups = Monster,Water1,Bug,Flying,Field,Fairy,Grass,Human-Like,Water3,Mineral,Amorphous,Water2,Ditto,Dragon,Undiscovered
    leveluptypes = Medium-Fast,Erratic,Fluctuating,Medium-Slow,Fast,Slow
    learnedmoves = 0x7273a4
    learnedmoveslength = 0x2
    attacknames = 0x901800
    numberofattacks = 0x1FF
    attacknamelength = 0xD
    eggmovepointer1 = 0x045C50
    eggmovepointer2 = 0x045CC8
    eggmovelimit = 0x045CC4
    tmhmcompatibility = 0x7377f8
    tmhmcompatibilitylength = 8
    tmlist = 0x45A80C
    tmlistentrylength = 2
    numberoftms = 50
    numberofhms = 8
    evolutiontable = 0x739568
    evolutionsperpoke = 5
    lengthofoneentry = 8
    evolutionmethods = Breeding Only,Friendship,Friendship (Day),Friendship (Night),Level-Up,Trade,Trade (Hold Item),Stone,ATK > DEF,ATK = DEF,ATK < DEF,PID (Wurmple->Silcoon),PID (Wurmple->Cascoon),Spawn a Second,Create Spawn,Beauty
    evomethodsproperties = None,None,None,None,Level,None,Item,Item,Level,Level,Level,Level,Level,Level,Level,None
    evolutiontablepointers = 0x42F6C,0x42FBC,0x43138,0x4599C,0xCE8C4
    offsetstochangetolslr0r60x1 = 0x42f9c,0x43182,0x43026,0x43008,0x43016,0x43050,0x4307A,0x430A8,0x430C8,0x430EC,0x430FC
    offsetstochangetonewminus1 = 0x43116,0x4319e,0x459A2
    theshedinjafix = 0xCE766
    changetonewnumbertimes8 = 0x4598A,0x459C0,0x4598E,0x459C2
    pokedex = 0x731224
    lengthofpokedexentry = 0x24
    nationaldexorder = 0x730c40
    numofnondexpokesbetweencelebiandtreeko = 25
    numofnondexpokesafterchimecho = 28
    dextype = FRLG
    jambo51learnedmovehack = False
    movetutorcomp = 0x738f84
    movetutorcomplen = 2
    movetutorattacks = 0x459B60
    mtattackslen = 2
    mtattacksnum = 15
    frontspritetable = 0x7280ac
    backspritetable = 0x729840
    frontpalettetable = 0x72afd4
    shinypalettetable = 0x72c768
    enemyytable = 0x72eac4
    playerytable = 0x72defc
    enemyaltitudetable = 0x72f68c
    iconspritetable = 0x72fd84
    iconpalettetable = 0x73094c
    iconpalettes = 0x3D3740
    numiconpalettes = 3
    itemanimationtable = 0x740b14
    itemanimationtableentlen = 5
    hoenncryauxtable = 0x7419cc
    footprints = 0x741d88
    habitats = 0x452c4c
    habitatpointers = 0x106888,0x1068C8,0x106990,0x1069F8,0x106A98
    locationnames = 0x3F1CAC
    locationstart = 0x58
    locationend = 0xC4
    locationtblfmt = 1
     
    Back
    Top