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I have a little update for you: a brand new Hacked unLZ! Here are the new "features":
Import .gif files without having to select All Files
Avoid letter inserting in the Goto/Pal textboxes
All textboxes limited to the proper length
Hidden Auto abort
No more closing when pressing Enter while the focus is on a textbox
Reorganized GUI
If you're wondering why the Auto abort it's hidden... the just think about all those newbies using it the wrong way. Anyway, it's just hidden. In case you really need it, for the use it was designed, then you should be smart enough to know how to access it.
1. I inserted the Silver sprite you posted in the Resources. I replaced Flannery's sprite.
2. I opened A-Trainer.
3. I renamed a trainer named BEN, number 059. I renamed it to ???.
4. I changed the picture and gave him a Guard Spec.
5. I gave him a Sneasel level 3, normal attacks, 10 AI.
6. I gave him a Totodile level 4, normal attacks, 27 AI.
7. I pressed Save a few times (I feel better if I press it multiple times)
8. I opened it in VBA, it said something ARM is 00 and it's not supported.
wat i meant was like when u do givepokemon it shows u a the pokemon and their script thingys so u kno which number to input,cuz when i tried to make a give mew hidden in a truck and instead all i got was glitch central lol
anyways maybe you can teach me to script?
hey hack mew i love all your tools! but i was wondering if you could make advanced mart to not need:
COMCTL32
if you could id really appreciate it mate ^_^
I didn't make Advance Mart, nor the source is available so I can't. My tools don't need COMCTL32.OCX, indeed.
Besides, you don't really need A-Mart at all. XSE can edit the mart data too.
HackMew, the new unlz is brilliant, it's way more efficient and is good for those people who try to untick auto abort. No more annoying people for you!
HackMew, the new unlz is brilliant, it's way more efficient and is good for those people who try to untick auto abort. No more annoying people for you!
hey hackmew, i have a problem with my battle bg pallette.
it's not a problem with the image, i see that it worked fine.
I have edited the pallette, but when i change one value, other colors change as well!
O__O it's crazy i tell you!
I have the tilemap for pallettes set to 3
and in APE the first few colors are input, but in VBA pallette editor, they aren't right at all.
i've even taken the byte reversal and still they aren't correct.
Ape says that it isn't compressed, and i tried changing the pallettes through hex, still no luck.
Here's a screen of the battle bg:
A screenie of the pallette viewer:
Then Apes Screenie:
then here is a lil bit of my ROM, the pallette starts 2 bytes before the AA7A
Spoiler:
I'm using a FireRed ROM US English. (BPRE)
What I did.
Made the battle bg.
Made the tile map.
Indexed it.
Inserted it (no repoint though)
Inserted tilemap (no repoint)
Then i worked on inserting the pallette through ape.
Now some of it works but as you can see from screenies, the majority don't work :\
hey hackmew, i have a problem with my battle bg pallette.
it's not a problem with the image, i see that it worked fine.
I have edited the pallette, but when i change one value, other colors change as well!
O__O it's crazy i tell you!
I have the tilemap for pallettes set to 3
and in APE the first few colors are input, but in VBA pallette editor, they aren't right at all.
i've even taken the byte reversal and still they aren't correct.
Ape says that it isn't compressed, and i tried changing the pallettes through hex, still no luck.
Spoiler:
Here's a screen of the battle bg:
A screenie of the pallette viewer:
Then Apes Screenie:
then here is a lil bit of my ROM, the pallette starts 2 bytes before the AA7A
Spoiler:
I'm using a FireRed ROM US English. (BPRE)
What I did.
Made the battle bg.
Made the tile map.
Indexed it.
Inserted it (no repoint though)
Inserted tilemap (no repoint)
Then i worked on inserting the pallette through ape.
Now some of it works but as you can see from screenies, the majority don't work :\
Problem is you're are editing some "colors" that are not actually colors. APE warns you indeed. Fact is what you see in the Palette Viewer doesn't necessarily follow the way the palettes are stored into ROM. This means if you see 16 colors, maybe only the first say 4 of them are stored at (just an example) 0xEB1246 and the other 12 ones are stored elsewhere.
oooohhh, ok, so i just need to limit my image to 6 colors?(there's another pallette that is used i'll just have to change the pallette number in tilemap and it has two colors)
Well anyways, thanks hackmew.
oooohhh, ok, so i just need to limit my image to 6 colors?(there's another pallette that is used i'll just have to change the pallette number in tilemap and it has two colors)
Well anyways, thanks hackmew.
Eek, I've had a similar problem. Is there a way to just make it use one straight out palatte, like with one pointer? Or is that just a weird programming issue?
Eek, I've had a similar problem. Is there a way to just make it use one straight out palatte, like with one pointer? Or is that just a weird programming issue?
No there isn't. Don't blame the program, it's not my fault at all. That's just the way the palette are stored into the ROM. That is, the way you see them in the palette viewer isn't always the same way into the ROM.
OMG EPIC!!!!!!!!!!!
00248405<-That gives you the green colors
00248408<-That gives you the blue colors and the rest of the green colors that the first didn't give us!
Nintendo tries once more to trix us!
OMG EPIC!!!!!!!!!!!
00248405<-That gives you the green colors
00248408<-That gives you the blue colors and the rest of the green colors that the first didn't give us!
Nintendo tries once more to trix us!
Yeah, exactly like I told you. The palette is splitted into 2 different offsets. It happens sometimes, even with more than 2. I know, it doesn't make a lot of sense. Go ask GameFreak LOL
He he, thank you. I'm still haven't find where the music related to each class is. Plus, the Trainer's Eye data for R/S/E. Not to say I haven't been able to expand the trainer picture amount (mostly needed for Ruby, as there are few of them).
The "Self Introduction" seems to be okay, but other parts would erase sections or have garbage in areas. I looked in the rom, and there was about maybe 16-20 bytes of 0xFF when it erased. A-Text never did this before, so I don't know if it's something with the pointer or the program or what. It's weird, I just changed it, it seems to work okay, but it likes to mess around sometimes and not work o.o
Actually, apparently there IS no pointer - it's supposedly all text, but it cuts off each section in both XSE and A-Text. O.o
Also, whenever I try to change the Strategy or Pokemon parts, it tends to either erase the other or glitch up other datas. I'll get some screens up in a bit. I'll edit this (or reply again if you reply to this) when I get them up.
EDIT:
The screens: The first I just changed the Intro part. The second I changed the Pokemon text... and the Introduction becomes 0xFF! D: