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Help Thread: Quick Questions & Answers

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I'm giving this another go with GBAPGE in repointing cries for my expanded Pokemon even though Hex Editing works alright (mostly just for seeing how this all works out), and I'm seeing this other "conversion" box next to the cry pointer I must fiddle with or the pointer changes for multiple Pokemon. Can I save that to any random number and it works, or does it need to go to a specific place for new Pokemon?

BlazikenXY said:
Ummm, not to offend you or anything, but I know that...
I just want to know the thing where he tells you whether you will buy or sell....
Do you mean the start of the script? Like this?

#dynamic
#org @start
lock
faceplayer
preparemsg @hello '"Welcome!\pHow may I serve you?"
waitmsg
pokemart @items
msgbox @bye MSG_KEEPOPEN '"Please come again!"
release
end
 
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Do you mean the start of the script? Like this?

#dynamic
#org @start
lock
faceplayer
preparemsg @hello '"Welcome!\pHow may I serve you?"
waitmsg
pokemart @items
msgbox @bye MSG_KEEPOPEN '"Please come again!"
release
end

I figured that out, but yeah!
Good one ;)
 
hello i had a question that was never answered,(of course im not demanding or expecting everyone to be able to answer every question) so i am working on a script and i only have one problem. I cannot get music to play for this wild Pokemon battle

heres a sample of the script
Spoiler:


if anyone can help please tell me
 
hello i had a question that was never answered,(of course im not demanding or expecting everyone to be able to answer every question) so i am working on a script and i only have one problem. I cannot get music to play for this wild Pokemon battle

heres a sample of the script
Spoiler:


if anyone can help please tell me

...maybe it's because there's no song that is assigned on 0x480? I checked FireRed, Emerald, and Ruby, and none of those games have that song number on them (at least, not on A-Map).

And oh, I'm not sure if this'll help, but in my LoG game, this is how I changed the battle music of some event battles.


Code:
...
setwildbattle 0x71 0x32 0x0
special 0x138
playsong 0x194 [COLOR="Red"][B]0x27[/B][/COLOR]
pause 0xA0
...

Mine didn't have the "dowildbattle" command.
 
hello i had a question that was never answered,(of course im not demanding or expecting everyone to be able to answer every question) so i am working on a script and i only have one problem. I cannot get music to play for this wild Pokemon battle

heres a sample of the script
Spoiler:


if anyone can help please tell me
https://www.pokecommunity.com/threads/299531
You'll have to insert ASM, but this should help give you custom battle music for your legendary pokemon. (which is what I'm assuming you're doing)
 
first of all im using xse which states that the associated playsong # is infact the Sappy song to be played so 480 in sappy is "Pokemon - Legendary Pokemon Battle - R/S/E"

and the only reason i used dowildbattle was to get the battle to start without it the script wouldnt even initiate a battle, unless there is a way to battle legendaries rather then have to use setwildbattle or dowildbattle.

ill be honest the only reason i have my script like this is because i want to include legendaries in my hack rom and i dont know how to add extra overworld sprites without replacing others so ive been using a pokeball as a placeholder for an actual pokemon on the overworld

i tried to copy rayquazas script but of course rayquaza has alot of applymovements, vars, specials etc

if it requires asm to play music during a wild battle does that mean Rayquazas script also uses asm? and Groudon, Kyogre, Mew. Deoxys and their scripts also

what does the last byte of playsong have to do with anything i left it at 0x0 and im wondering what it affects? if anyone can give me an example or can fix my problem id be appreciative
 
ty i hadnt noticed that

Edit: heres the script that is currently being tested
Spoiler:


still nothing
 
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Awesome it worked except its the regis battle music instead of the generic legendary music and i calculated it should have been the other one unless there is something else

special 0x13a plays the legendary pokemon music but also makes a kyogre type into screen before begining and the ground is rocky taken directly from the rayquaza script (perhaps a variable might change it)

and special 0x139 seems to play the same music but with a different intro effect
 
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How do I remove the intro truck rumbling in Emerald? I found a tutorial that tells I should mess with the tiles and overwrite a script (that corrupts a small part of the rom).
The problem with that is, that it feels really unsafe solution that can cause harm later.

I have also found posts about a truck remover tool but all the download links I've found are dead.

I can't use FireRed/LeafGreen roms because I need berries in my hack.
 
after setbattle put special 0x13B
so it looks like this

Spoiler:

yes that worked ty
 
not true, you can use special 0x138 and then use playsong directly after it. it's so much easier than using asm
I never said asm was the only way to do it. I was just saying that Jambo's method I linked to required it. Also, inserting asm isn't that hard imo, but whatever.
 
Ok so a while ago i fund a tutorial on expanding emeralds pokemon slots but now I cant seem to find it anywhere. Does anyone have a tut on it or the offsets that need to be expanded?
 
Ok so a while ago i fund a tutorial on expanding emeralds pokemon slots but now I cant seem to find it anywhere. Does anyone have a tut on it or the offsets that need to be expanded?
Do you mean this tutorial?

How do I remove the intro truck rumbling in Emerald? I found a tutorial that tells I should mess with the tiles and overwrite a script (that corrupts a small part of the rom).
The problem with that is, that it feels really unsafe solution that can cause harm later.

I have also found posts about a truck remover tool but all the download links I've found are dead.

I can't use FireRed/LeafGreen roms because I need berries in my hack.
You might want the Intro Enhancement patch found here.
 
My Advance Trainer program is not saving any changed moves, am I doing something wrong, or is there a way to fix this?

Don't use Advance Trainer. It's outdated, buggy, and incorrectly labeled. Use Jambo51's unnamed trainer editor. It is even customizable with an INI for you to edit.
 
I apoglize if this is the wrong place to ask, but how can I extract and convert the sprites/assets used for move animations in the generation 4 games?
 
Thank you for the help, the unnamed trainer editor is working great!

My next problem is that I can't open Advance-Mart, it says "Component 'COMDLG32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid"

Any ideas on how to fix this ?
 
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