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[Other] Help me!

  • 88
    Posts
    15
    Years
    I am currently trying to make a hack through Blue's eyes, so for example, instead of Oak taking the player to the lab, I want Oak to show up with Red when you step on a script. Because I can't recruit anyone on here, I guess I'll just ask for help.

    1. How to I make Red and Oak invisible and not there before the script is activated?
    2. How do I change the name options in the intro (this is a FireRed hack so yeah :/
    3.Basically how do I do that whole script with Oak talking to the boys and Red choosing but like, reversed. So you choose your Pokemon as Blue after Red does. I could just have Blue choose first, but I feel it'd be more professional to do the main game's canon through the control of Blue.

    Hopefully you can help me, it'd be nice. And does anyone have battle sprites of Blue I can use? I can't draw that :/
     
    I am currently trying to make a hack through Blue's eyes, so for example, instead of Oak taking the player to the lab, I want Oak to show up with Red when you step on a script. Because I can't recruit anyone on here, I guess I'll just ask for help.

    1. How to I make Red and Oak invisible and not there before the script is activated?
    2. How do I change the name options in the intro (this is a FireRed hack so yeah :/
    3.Basically how do I do that whole script with Oak talking to the boys and Red choosing but like, reversed. So you choose your Pokemon as Blue after Red does. I could just have Blue choose first, but I feel it'd be more professional to do the main game's canon through the control of Blue.

    Hopefully you can help me, it'd be nice. And does anyone have battle sprites of Blue I can use? I can't draw that :/


    1. So to make them invisible, there's two methods you could use. First option.. for Oak and Red assign a flag. So example... 1100. You'd go to Oak and Red's OW in A-map and under Person ID you'd put $1100. Then in a script on a previous map where the player has to walk on, just include "setflag 0x1100" in the script and when the player goes to the new map, red and oak will be invisible. To make them reappear, just simply do a "clearflag 0x1100" command and then "showsprite (Person event no" do two of those commands, one for each OW. To hide them, just in the same script, type "setflag 0x1100" and then "hidesprite (Person event no" for both of them. For the second method, you could just put their OWs on a tile that the player can't walk on, make their movement type under their OW as "Hidden [4C]" then when the player comes on the script, to make them appear you do an applymovement for both of them to where it has (if you're hacking emerald) #raw 0x55 for showsprite. Then when you want them to hide again, just do another applymovement command for both of them and again if hacking emerald, it'll be #raw 0x54 for hidesprite.

    2. So in order to change the names, you first need to find their pointers. This is a little bit more advanced, but bare with me I'll try to hold your hand. You'll need the program A-Text to help you out. So for instance since you're using FR I'll use a FR rom to help you out:
    Open your rom in A-text. Go to search and type the name you want to replace. In the below screenshot, I'm using GARY. (Easier results to see). Click "Write to INI" and save where ever you want.
    Spoiler:

    Now go to the name in amap where you saved it:
    Spoiler:

    If the name is 4 letters long or less, go ahead and change the name in AText to make your life easier. If you want to make it a longer name, just let me know and I'll explain how to do that. It'll require you using a hex editor and script editor. So I went ahead and changed his name to NOOB. You can see the results here:
    Spoiler:


    3. for that script, just go to a scripting tutorial and learn commands. you're gonna have to get used to scripting yourself if you want events like this. it's not hard and personally i learned best from this tutorial: https://www.pokecommunity.com/threads/279345
    But I'll run through a script with you for this

    so assuming your event looks something like this:
    [PokeCommunity.com] Help me!
    with blue on the left there ...

    #org @event
    lock
    applymovement 0x6 @walktopokeball <--- 0x6 represents the person event no. in amap, @walktopokeball is the offset that has the OW's walking commands.
    waitmovement 0x0 <-- this is to wait until his movement is done
    hidesprite 0x3
    setflag 0x1100 <-- so these two commands are to hide the pokeball that red chose, you probably want to assign a different flag to the pokeball though like 1101
    fanfare 0x(fanfare number in hex) <-- this plays a jingle with the message coming up. just find a fanfare number you want to use.
    msgbox @redgot 0x6 <-- this will show a message and you can have it say like "Red received a Charmander!"
    applymovement 0x6 @walkbacktospot <-- this has red walking back to where he was before, again you have to customize all these offsets.
    msgbox @oaktalk 0x6 <-- idk you could add a message like "Oak: Now Blue, you choose your Pokemon"
    setvar 0x4010 0x1 <-- so vars have to included into script tile scripts in order for them to work. 4010 is the var and can go up in var #s pretty far so after this script, if you wanted to continue a script tile script on another script tile using this same var, you'd have to go up one digit so the next script would be "setvar 0x4010 0x2" and then the next script you'd do would be "setvar 0x4010 0x3" etc.
    release
    end

    for the var thing, make sure if your var is lets say 0x4010 0x2, then in amap under the script tile where it says var write $4010 and for the var number you always minus 1 so in this case, it'd be $0001 .. for 0x4010 0x29, the var number would be 28, for 0x4010 0x2A, the var number would be 29, etc...

    so that should give you so idea of what to do and like i said just look at that tut i linked and all this stuff doesnt come naturally. you learn from errors and others. just keep trying and keep researching if you don't understand something. you only do as well as you try.
     
    Last edited:
    I've tried the hide/show set/clear thing and it didn't work. Now I have more questions.

    1. Does the flag command have to go before the sprite command?
    2. Would I use one flag for both of them?
    3. Are you saying I'd put a hidesprite script outside of the lab?

    And as for the names, there seems to be multiple instances of a name, ex. GREEN, in the code. Do I change a certain one?

    And thanks for the code, I will use it. As for the var, are there certain ones that aren't usable. I used 6000 in the original script for Red and Oak coming in because a video on YouTube said to because it was safer than 2000.

    Thanks again.
     
    Last edited:
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