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Help Thread: Quick Questions & Answers

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Yeah, you accidentally changed the palette. And A-Map is bugging. Use a backup and try again is what I'd suggest.

Spoiler:


kelario27 said:
Would it be a good idea to make the map tall and move the room downward, such that the corrupted tiles are out of frame?

UPDATE: Yes, it was a good idea. The same tiles are still corrupted, but they are now out of sight and out of mind, and the rest of the map works. Problem is solved.
 
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I am getting an error in Advance Map no clue what the problem is:
ERROR: (ENotAPointer) AdvanceMapError(5): Value $FFFFFFFF is not a Pointer!
What does this mean?
 
I am getting an error in Advance Map no clue what the problem is:
ERROR: (ENotAPointer) AdvanceMapError(5): Value $FFFFFFFF is not a Pointer!
What does this mean?
Were you trying to assign something to that address? $FFFFFFFF does not exist in even an expanded ROM; it's way too high.
 
Were you trying to assign something to that address? $FFFFFFFF does not exist in even an expanded ROM; it's way too high.

No that is what confused me.... I was just editing a route and that happened.

EDIT: I found that that this issue only occurs when I remove all Wild Pokemon data from a route.... which is a bit odd.
 
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where are graphic of healed pokeballs in pokemon emerald? I mean graphics of pokeballs which you give nurse in poke center
 
Another issue with Fire Red. I deleted the Cut tree along Route 14 that stops you from getting over the ledge on Route 15. However, for some reason, where the tree once was is now one of those little pink-haired girls from the double battle. Talking to her has her say her normal things. If you go far enough away from where she's standing, she disappears and reappears back beside her sister, so you can go over the ledge. However, entering Route 15 causes her to reappear. How do I fix this? I assume it's like what happened to the Cut tree on Route 9... I hope I didn't mess everything up by removing the tree entirely.
 
Another issue with Fire Red. I deleted the Cut tree along Route 14 that stops you from getting over the ledge on Route 15. However, for some reason, where the tree once was is now one of those little pink-haired girls from the double battle. Talking to her has her say her normal things. If you go far enough away from where she's standing, she disappears and reappears back beside her sister, so you can go over the ledge. However, entering Route 15 causes her to reappear. How do I fix this? I assume it's like what happened to the Cut tree on Route 9... I hope I didn't mess everything up by removing the tree entirely.

Could be the out-of-map event glitch or maybe a level script moving her? Not sure. sounds like a pain though!
 
I'm using Fire Red and I tried adding new items to Viridian Pokémart.
I put around 20 TMs in the items list using the "#raw word 0x121" command, using different TMs, of course.
I intend to put them at Celadon, but I was just testing.
Anyways, I bought a Toxic TM and the game went nuts. My bag changed to Ruby's, my Trainer Card turned into a bunch of interrogation marks, and the design of the game changed. The TM was inside the TM Case, but when I tried opening the Trainer Card, the game crashed.
In a second attempt, I went to the Pokémon Center before I even buy a TM, and the game crashed when I healed my Pokémon.
I don't know if it happened because I didn't have the TM Case yet, but, it did ruin the game.
I also had the National Pokédex unlocked the way I invented earlier today. But it was working perfectly fine until I tried this TM thing.
Any ideas on what I did wrong while adding TMs to a Pokémart or how can I do that? Link, tutorial, help, anything?
 
I'm using Fire Red and I tried adding new items to Viridian Pokémart.
I put around 20 TMs in the items list using the "#raw word 0x121" command, using different TMs, of course.
I intend to put them at Celadon, but I was just testing.
Anyways, I bought a Toxic TM and the game went nuts. My bag changed to Ruby's, my Trainer Card turned into a bunch of interrogation marks, and the design of the game changed. The TM was inside the TM Case, but when I tried opening the Trainer Card, the game crashed.
In a second attempt, I went to the Pokémon Center before I even buy a TM, and the game crashed when I healed my Pokémon.
I don't know if it happened because I didn't have the TM Case yet, but, it did ruin the game.
I also had the National Pokédex unlocked the way I invented earlier today. But it was working perfectly fine until I tried this TM thing.
Any ideas on what I did wrong while adding TMs to a Pokémart or how can I do that? Link, tutorial, help, anything?
I don't know if it causes that issue in specific, but you shouldn't have TMs and non-TM items sold by the same person. I can't confirm whether or not that raw word 0x121 is correct, because in PKSV you just write: item 0xindex
 
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I don't know if it causes that issue in specific, but you shouldn't have TMs and non-TM items sold by the same person. I can't confirm whether or not that raw word 0x121 is correct, because in PKSV you just write: item 0xindex

I know the raw configuration is correct because the other items of the mart were like that.
I just didn't know you are not supposed to sell TMs and non-TM items together. Is there a reason for that?
If I do the same thing, but in Celadon's Mart (the one with a lot of floors) or in Celadon's Casino (I don't know the names, no need to judge), will it work?
 
Hi,
I have another question. All the websides I were looking for said that for reciving a pokemon the correct line would be.

givepokemon 1 5 0

(to take Bulbasaur, LV.5, no Item, as an example)
But when I try to enter this line, it says the I have to define or put a parameter?
What am i doing wrong?
 
Hi,
I have another question. All the websides I were looking for said that for reciving a pokemon the correct line would be.

givepokemon 1 5 0

(to take Bulbasaur, LV.5, no Item, as an example)
But when I try to enter this line, it says the I have to define or put a parameter?
What am i doing wrong?

There are three filler parameters so your actual line should read:

givepokemon 1 5 0 0 0 0
 
Hello, I'm new to this rom hacking so this might be a stupid question but please hear me out.

So I've been browsing through tutorials (without really doing anything yet) and there is this part about free space finder that confuses me.
From what I've understood, you find a starting offset using FSF and if you just keep doing that whenever you make a new script. The the number of the offset will increase every time you do this.

Now what if I was making a hack and somewhere along the way decide I want to change something I made in the beginning. This change will require a larger script. Would using the same offset I used back then still be a good idea? Wouldn't it start to overlap with the next script I made back then? If so, I would have to find a new offset using FSF, and accept the loss of space from the old one I won't be using anymore.

Now if I keep doing this, won't I eventually run out of rom space? While a major part of space is used by scripts I'm not actually using in the game.

Once again, this just might be a complete misunderstanding one my part.
Thanks for reading.
 
Hello, I'm new to this rom hacking so this might be a stupid question but please hear me out.

So I've been browsing through tutorials (without really doing anything yet) and there is this part about free space finder that confuses me.
From what I've understood, you find a starting offset using FSF and if you just keep doing that whenever you make a new script. The the number of the offset will increase every time you do this.

Now what if I was making a hack and somewhere along the way decide I want to change something I made in the beginning. This change will require a larger script. Would using the same offset I used back then still be a good idea? Wouldn't it start to overlap with the next script I made back then? If so, I would have to find a new offset using FSF, and accept the loss of space from the old one I won't be using anymore.

Now if I keep doing this, won't I eventually run out of rom space? While a major part of space is used by scripts I'm not actually using in the game.

Once again, this just might be a complete misunderstanding one my part.
Thanks for reading.
No. If you don't want to move anything else, you fill the old space with FFs again to make it free space. There's a good chance you'll still lose a few bytes if you're only using dynamic offsets in your script editor, but you wouldn't lose all of it. Besides, ROMs have a lot more space than you may realize and you can even expand them. You're unlikely to run out of space on your first hack unless you're adding A LOT and are extremely irresponsible. All of that said, just to keep things orderly, it would be preferable to test your scripts and get them right the first time.
 
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Hello, I'm new to this rom hacking so this might be a stupid question but please hear me out.

So I've been browsing through tutorials (without really doing anything yet) and there is this part about free space finder that confuses me.
From what I've understood, you find a starting offset using FSF and if you just keep doing that whenever you make a new script. The the number of the offset will increase every time you do this.

Now what if I was making a hack and somewhere along the way decide I want to change something I made in the beginning. This change will require a larger script. Would using the same offset I used back then still be a good idea? Wouldn't it start to overlap with the next script I made back then? If so, I would have to find a new offset using FSF, and accept the loss of space from the old one I won't be using anymore.

Now if I keep doing this, won't I eventually run out of rom space? While a major part of space is used by scripts I'm not actually using in the game.

Once again, this just might be a complete misunderstanding one my part.
Thanks for reading.

You can just write a new script for the continuation of your old one.

For example, this is your script...

Code:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hello World!
Spoiler:
Now, for example, you decided you want to add more code in your first/early scripts. I suggest you write a new script for your "continuation script."
Code:
#dynamic 0x810000

#org @continuation
msgbox 0x880000D 0x6
checkflag 0x300
if 0x1 goto @done
msgbox @1 0x6
applymovement 0xFF @question
waitmovement 0
msgbox @2 0x5
compare lastresult 0x1
if 0x1 goto @yes
goto @no
end

...blahblhablhablha codes...
There! Continuation script done! So, the next question is...how will you connect this new script from your old one? Simple...

Decompile your old script.


'---------------
#org 0x800000
lock
faceplayer
msgbox 0x880000D MSG_NORMAL '"Hello World!"
release
end



'---------
' Strings
'---------
#org 0x80000D
= Hello World!
Replace the parts I colored in red with...
Code:
goto 0x810000
Note that the offset should be the offset of your continuation script.

So, it'll look like this...

'---------------
#org 0x800000
lock
faceplayer
goto 0x810000


'---------
' Strings
'---------
#org 0x80000D
= Hello World!
Compile that script once again, and presto! You've connected your two scripts!
Spoiler:
 
I have an advance map/ scripting question.

I'm trying to make a person event on the map invisible similar to the way professor oak is invisible and beside the players house but appears as he walks up to stop the player from going into the tall grass. How do I do this??

I can do applymovement and it all works fine but I want to make the overworld sprite invisible.
 
Set a flag somewhere. Put that flag as the Person ID of the person event you're trying to hide. This will make him invisible. Use showsprite 0x(person event # in hex) in the script to make him visible.
 
Alright, question time!
I would like to make two locations in my ROM hack.... well unique. A desert and a Volcano. But in Fire Red this appears to be more difficult. I know that I can just insert tiles but I have already made a bit of progress and don't want it to go to waste. For the desert I intend to use the sand tiles in the game already but the problem occurs when wanting wild Pokemon to appear. How could I make it so that wild Pokemon appear on the route without using wild grasses? (By the way I am using Advance Map). The problem with the volcano is that there are no lava tiles, how could I get lava tiles in Fire Red?
Also, at the beginning of the game I would like the National Pokedex to be given to the player immediately, how would I do this?
 
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