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Help Thread: Quick Questions & Answers

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Ok so to wrap this up

Using something like

setvar 0x4060 0x1 will conflict if i have setvar 0x4060 0x1 anywhere else in the game?

But something like
setvar 0x4060 0x1 will not conflict if i have setvar 0x4060 0x2 anywhere else in the game?

The short answer is yes.

The longer answer is that it's not a "conflict" per se, but it will cause you to end up in the wrong state at the wrong time. The value of each variable is stored in the game, and used to describe the current state of events. As an example, in vanilla FR, var 4055 is used to describe the state of many events involving Prof. Oak. When it's set to 0x0 (0000 in A-Map), that means you haven't met the professor yet. It's set to 0x1 while he's escorting you to the lab, then 0x2 while you're choosing a starter. There are script tiles with var number 4055 and value 0002 that prevent you from leaving without choosing a starter, and they're disabled when you choose one because the script for choosing a starter sets var 4055 to 0x3. That then activates the script tiles for the rival battle in Oak's lab (var number 4055, var value 0003), and so on and so forth. You should keep a document listing all the vars and values you're using and what state each combination means.

So if you use the same "0x4060 0x1" twice, it's not like the game will crash or anything, but when you get to the second event, var 4060 will already have a value of 0x1, meaning you will need to change the value in A-Map if you want to recognize it.
 
Does anybody know if the last location visited is stored in a variable? I'm trying to replicate something I saw in another hack where if you end up in map 0 bank 0, you'll be able to be warped back to the previous map you were in.
 
This is probably a stupid question, but does anyone know if it would be possible to swap the player models in Omega Ruby with the ones in X? I know the data is still in the game since it's used in battles between the two. I would imagine Ruby doesn't store customization data for the trainer like it does in X, but I don't know the first thing about 6th gen hacking.
 
So I've been tinkering with Emerald for some time, just to make a new, challenging experience for myself, and although things are going pretty smoothly overall, I've encountered a strange problem. I altered the TMs with an item editor to change up some of the more boring moves to use in single player (Ex. Roar -> Yawn), and everything seemed to work smoothly until I got to the part with the TM in my playtest. The TM still taught the old move nothing had changed whatsoever (I even tried teaching it to one of my Pokemon just to check if it was an error in the text alone)

So figuring the item editor hadn't done its job, I tried to change the TMs "manually" with a hex editor and a tutorial, but to my confusion, the TMs already had their updated hex numbers (TM03 having been changed from Water Pulse to Hydro Pump in this case). So my question is, what has gone wrong? I'm pretty sure it's not because of the item editor, because I booted up a clean ROM, tinkered with the hex editor, and TM09 was still Bullet Seed. Is there just some kind of weird disconnect that's happening here or what is going on?


Edit: Nevermind, apparently changing the name in G3T fixed the problem
 
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How do I edit animations in the doanimation command (e.g. animation 19 for Pokemon Centre), and the animation for PC Storage System?

Interesting question. It's actually not possible using standard programs I think. Each animation in the animation table at 081D96AC is uniquely programmed and the executions is very specific.

In the case of the animation 0x19, it does everything from the music which plays to the animation of the backscreen in the center. Instead of editing it, it would be far more feasible to just make your own animation if you ask me. 0x19 is a table of routines (in which the callback for the OAM has it's own table of routines, so it is kinda complicated).

Incase you wanted to dive further:
08083B8C



I have got some tools for both GBA and NDS. I do not know which to start my hack on. Any ideas?
?
It depends what you want to accomplish in your hack. There's things in Gen 3 hacking we've figured out which we haven't figured out for NDS hacking. On the flip side, the hardware and certain aspects of NDS games cannot be matched by the GBA at all. Figure out what you want to do.
 
Ok I need to edit the very beginning of my rom (the title screen and boot screen) but some of the tools I need to do it are missing. I need APE but hackmew's link isn't working so does anyone know a safe download I can use or something that does the same stuff as APE?
 
Ok I need to edit the very beginning of my rom (the title screen and boot screen) but some of the tools I need to do it are missing. I need APE but hackmew's link isn't working so does anyone know a safe download I can use or something that does the same stuff as APE?

The link's dead? I don't know about an alternate download but here's the original zip i still have on my computer, if that helps.
 

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The link's dead? I don't know about an alternate download but here's the original zip i still have on my computer, if that helps.

Thank you! Now I can continue with my hack!
 
Does anyone know anything about forcing the female gender in Pokemon Firered?

I dont believe anyones done it, BUT you could just force male and edit the sprites and such. I don't see why you would want to spend the time to remake the force male hack.
 
I dont believe anyones done it, BUT you could just force male and edit the sprites and such. I don't see why you would want to spend the time to remake the force male hack.
Fair enough. You're right. There's no real difference between choosing the male or female character, so I should just change the male characters sprite into that of a female.
 
Does anyone know how to remove the animation played when using an HM. That black/blue band across the screen with white lines and a Pokemon sprite.

I want to remove it and the cries that play with it but I haven't been able to find the graphics data/where the cry is called from so I can't find the animation.

Any ideas? Thanks
 
I was browsing through the Emerald database when I found this:
[PokeCommunity.com] Quick Questions & Answers

https://i.snag.gy/vL06r.jpg

I have no idea what this is since I've never played Emerald, but it's a 48x96 uncompressed image at 0x8617294.
 
I was browsing through the Emerald database when I found this:
[PokeCommunity.com] Quick Questions & Answers

https://i.snag.gy/vL06r.jpg

I have no idea what this is since I've never played Emerald, but it's a 48x96 uncompressed image.

That's Mirage Tower, the sand tower from the desert route. The palette is wrong. Although what you have found may not be the tiles from the map but the sprite from the special where it sinks into the ground.
 
That's Mirage Tower, the sand tower from the desert route. The palette is wrong. Although what you have found may not be the tiles from the map but the sprite from the special where it sinks into the ground.

Well I know the pal is wrong since I didn't find it and I just used a placeholder, but that's interesting I guess ._.
 
Does anyone know how to remove the animation played when using an HM. That black/blue band across the screen with white lines and a Pokemon sprite.

I want to remove it and the cries that play with it but I haven't been able to find the graphics data/where the cry is called from so I can't find the animation.

Any ideas? Thanks

Yeah, I know everything. jk :D
Please expand, for which HM are you trying to remove the animation for?
 
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