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Help Thread: Quick Questions & Answers

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The pointer already exists

OOOOOOH
My bad.

BTW by the timestamp, you were writing your post when I submitted the edit of my post

EDIT: To elaborate, we were on completely different pages this entire time. Terminology wise, I thought reverse pointer = pointer entered in backwards, and pointer = the hex version of my name. So when I asked how to create a pointer I was actually asking how to create a reverse pointer.

SECOND EDIT: Well I thought I knew what was going wrong, unfortunately when I loaded up the ROM for a playtest the cutscene was still there. Does this patch only work in FireRed?

THIRD EDIT (At what point should I double post?): Just confirmed the patch only works for FireRed. This will work for the purposes of learning how to hack, but if possible I'd like to apply something similar to Emerald.

Theoretically, if someone were to find the bytes where Emerald stores the player's gender name, the bytes telling the ROM to load the game after the intro cutscene, and the bytes that activate the intro cutscene when the player presses New Game, would it be possible to create a intro cutscene skip in Emerald? Or does the game handle it more complicated than that?
 
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Hey everyone, So I'm editing something pretty basic in UNLZ because I realized I hadn't changed it yet. It's the very beginning of FireRed, with the "2004 Pokémon, 1995-2004 Nintendo, 1995-2004 Creatures inc, 1995-2004 GAME FREAK inc." The black screen with white text, ya know. Anyway, I went to it in UNLZ, used the plus and minus to get this:
[PokeCommunity.com] Quick Questions & Answers

Then I saved image. Basically all I did was edit the dates, and write some new words in place of the others. It had the exact same demensions, and EXACT same palettes. I then indexted it, clicked import on UNLZ in place of the old text, wrote to rom. I got one of those "too big" messages with a number, so I converted it to decimal and found free space for that. Wrote to rom again, replaced offset with the 2 0's at the beginning, and this time checked "fix pointers" for it to fix that. Went to test rom, all I got was a blank screen where the text should be. Plain black. Then it went to the star flying down thing. So it didn't break my rom or anything, just a black screen in place of the text..

I'm pretty clueless at where I went wrong here. Any ideas?

Thanks in advance,

PokéMew
 
Hey everyone, So I'm editing something pretty basic in UNLZ because I realized I hadn't changed it yet. It's the very beginning of FireRed, with the "2004 Pokémon, 1995-2004 Nintendo, 1995-2004 Creatures inc, 1995-2004 GAME FREAK inc." The black screen with white text, ya know. Anyway, I went to it in UNLZ, used the plus and minus to get this:
[PokeCommunity.com] Quick Questions & Answers

Then I saved image. Basically all I did was edit the dates, and write some new words in place of the others. It had the exact same demensions, and EXACT same palettes. I then indexted it, clicked import on UNLZ in place of the old text, wrote to rom. I got one of those "too big" messages with a number, so I converted it to decimal and found free space for that. Wrote to rom again, replaced offset with the 2 0's at the beginning, and this time checked "fix pointers" for it to fix that. Went to test rom, all I got was a blank screen where the text should be. Plain black. Then it went to the star flying down thing. So it didn't break my rom or anything, just a black screen in place of the text..

I'm pretty clueless at where I went wrong here. Any ideas?

Thanks in advance,

PokéMew

The thing you did wrong was you indexed the image again. The palettes are saved with the image, so when you re-index it it swaps around the order of the colors and messes up the order of the pixel coloring.
 
Does someone know how to make a map with sun ? If I use "Underground flashes" in "Weather", I have a black screen when I arrive on the map...
 
Is there a SRAM reference for the Japanese Gen 1 games handy someplace? One for USA games is easy enough to find, but would be nice to not redocument something ;*)
 
The thing you did wrong was you indexed the image again. The palettes are saved with the image, so when you re-index it it swaps around the order of the colors and messes up the order of the pixel coloring.

You're right, thats what it was. Only problem was that I used paint, which basically auto destroys the indexted. What I did was saved the original Text, DIDNT open it in paint, I exported the pallet in irfanview, then indexted my new, and right after I imported the palette from earlier. WORKS. But I have 1 new problem, this:
[PokeCommunity.com] Quick Questions & Answers


Well as you can see, I was testing. So I put in a bunch of fake names, etc. The third line down says "godcreations." You can notice that, the "od" in "God" overlaps the "creations" in the middle. I'm not too sure why that is. I put the words in place of the old ones at the exact same spots. I think I have a guess at what the problem could be, but I'm not 100%. This is the original Text saved from UNLZ:
[PokeCommunity.com] Quick Questions & Answers

As you can see, where it says "Creatures inc." where the r should be, there is some other symbol that shouldn't be there, but it is I guess. The "od" overlapping the "creations" is in about the same spot as that symbol, as seen here:
[PokeCommunity.com] Quick Questions & Answers

So, is that the problem? If so, is there some sort of possible fix?

Thanks in advance,

PokéMew
 
You're right, thats what it was. Only problem was that I used paint, which basically auto destroys the indexted. What I did was saved the original Text, DIDNT open it in paint, I exported the pallet in irfanview, then indexted my new, and right after I imported the palette from earlier. WORKS. But I have 1 new problem, this:
[PokeCommunity.com] Quick Questions & Answers


Well as you can see, I was testing. So I put in a bunch of fake names, etc. The third line down says "godcreations." You can notice that, the "od" in "God" overlaps the "creations" in the middle. I'm not too sure why that is. I put the words in place of the old ones at the exact same spots. I think I have a guess at what the problem could be, but I'm not 100%. This is the original Text saved from UNLZ:
[PokeCommunity.com] Quick Questions & Answers

As you can see, where it says "Creatures inc." where the r should be, there is some other symbol that shouldn't be there, but it is I guess. The "od" overlapping the "creations" is in about the same spot as that symbol, as seen here:
[PokeCommunity.com] Quick Questions & Answers

So, is that the problem? If so, is there some sort of possible fix?

Thanks in advance,

PokéMew

It's because the tilemap that screen uses makes those tiles appear twice. You'll have to find the "raw" tilemap and change it up.

Also XP's paint does not fail at indexed images, so find a version on the internet and use that one. (I'm on Win 8 and I have XP Paint)
 
It's because the tilemap that screen uses makes those tiles appear twice. You'll have to find the "raw" tilemap and change it up.

Also XP's paint does not fail at indexed images, so find a version on the internet and use that one. (I'm on Win 8 and I have XP Paint)

Well, I know where the raw goes for it in UNLZ, its right after the tileset. I made a tilemap in NTME, then inserted the tileset in UNLZ, then the raw. I get this:
[PokeCommunity.com] Quick Questions & Answers


I'm guessing it is because I made my tilemap with the wrong dimensions. So, do you or anyone else know the dimensions for a tilemap I should use for that part of the intro?

(P.S. I meant MS Paint not XP Paint x3 )

----EDIT---- Well literally right after I made this post, I had an idea. I'm not sure why I didn't think of this before honestly (don't hurt me).. But what I did was I raw dumped the raw from UNLZ, opened my new tileset in NTME, then the raw-dumped tilemap. The demensions were 8x128 for a weird reason, the words were definitely not in place. Then after process and elimination of experimenting with other dimensions, I got to 32x32, where the words finally were in their right places. It was exactly what it looked like when I opened it in VBA, my new tilemap with that double tile. Very easily I changed that, then before saving it again, I changed the demensions back to 8x128. I replaced my new tileset with the old in unlz, and replaced the tilemap with the new raw. I'm happy, because this was the outcome :)
[PokeCommunity.com] Quick Questions & Answers


Thanks for all the help GoGo!
 
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Anyone know why the new maps created with new id's, not work as they should?
Ex .: A new map was created and made to be a cave, put the item escape rope, does not work and neither the dig and teleport moves.
The maps have already been configured in AMAP to be caves.
 
Well, I know where the raw goes for it in UNLZ, its right after the tileset. I made a tilemap in NTME, then inserted the tileset in UNLZ, then the raw. I get this:
[PokeCommunity.com] Quick Questions & Answers


I'm guessing it is because I made my tilemap with the wrong dimensions. So, do you or anyone else know the dimensions for a tilemap I should use for that part of the intro?

(P.S. I meant MS Paint not XP Paint x3 )

----EDIT---- Well literally right after I made this post, I had an idea. I'm not sure why I didn't think of this before honestly (don't hurt me).. But what I did was I raw dumped the raw from UNLZ, opened my new tileset in NTME, then the raw-dumped tilemap. The demensions were 8x128 for a weird reason, the words were definitely not in place. Then after process and elimination of experimenting with other dimensions, I got to 32x32, where the words finally were in their right places. It was exactly what it looked like when I opened it in VBA, my new tilemap with that double tile. Very easily I changed that, then before saving it again, I changed the demensions back to 8x128. I replaced my new tileset with the old in unlz, and replaced the tilemap with the new raw. I'm happy, because this was the outcome :)
[PokeCommunity.com] Quick Questions & Answers


Thanks for all the help GoGo!

No problem, I deal with tilesets and tilemaps every day.

I meant you can replace your "MSpaint" from windows 7 or 8 with "MSpaint" from windows XP. They're different but do the same things. The XP version supports indexed images, so you don't have to re-index ever again (unless you do stuff incorrectly)
 
Does anyone know of an existing way to lock the camera in place but retain character movement and interactions? [FR]
 
Doesn't special 0x113 do this?

Experimented with that yesterday, it locks the camera but doesn't let you move properly. It's kind of like an OW ghost? You're unable to step on your original position and the game doesn't register your new position very well.
 
Experimented with that yesterday, it locks the camera but doesn't let you move properly. It's kind of like an OW ghost? You're unable to step on your original position and the game doesn't register your new position very well.

Oh, try doing this:

Code:
getplayerpos 0x8000 0x8001
special 0x113
movesprite 0xFF 0x8000 0x8001
special 0x8E

I'm not sure how much of it is necessary but I tried this when I was messing with the automatic camera movement script and it worked.
 
Experimented with that yesterday, it locks the camera but doesn't let you move properly. It's kind of like an OW ghost? You're unable to step on your original position and the game doesn't register your new position very well.

Oh, try doing this:

Code:
getplayerpos 0x8000 0x8001
special 0x113
movesprite 0xFF 0x8000 0x8001
special 0x8E

I'm not sure how much of it is necessary but I tried this when I was messing with the automatic camera movement script and it worked.
I tested it out and just this simple script worked for me
Code:
#dynamic 0x800000
#org @start
special 0x113
end
no ghost issues
 
Does anyone know of an existing way to lock the camera in place but retain character movement and interactions? [FR]

This is something *similar*

0x0203707D

The byte there is the OW the game will control. If it's not the player, the camera will not move. Here's an example:

[PokeCommunity.com] Quick Questions & Answers


What happened was I created another OW that looked identical to the player's normal OW and set the byte at that offset to that OW id. The player then can use that OW while the camera remains in a single place. They can change maps, do battles, talk and everything.
 
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