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I'm completely new at this and all I wanted was to add the physical-special split to Leaf Green but I couldn't find one that works on any tool I download.
Then I tried to use Fire Red as a base and some tools started to ask me for an .ini file but no version of Fire Red I download comes with it.
Where can I get one?
As of now my plan is to run a Fire Red rom through TL's Quick Enhancer to add PSS split, Fairy type, and reusable TMs and then patch it with the Ultra Violet patch.
I just gave up on turning Fire Red into Leaf Green with PSS because I had no idea of how to useHex Maniac Advance. Not that HMA is bad, I just don't know what to do with it.
Here's an IPS patch that applies version 1.4 of the Emerald patch, has all of the moves set to the correct Physical/Special/Status byte, and has the icons installed and working. Warning: I didn't take note of where I inserted the image or the ASM, so back up your game first.
I managed to find the values that Darthatron posted in Hex, and I was able to apply the PSS in my Spanish rom.
But I think from what I read throughout the thread, there are some things missing from it.
Between them, Mirror Coat and Counter continue to function as if the patch was not applied.
Does anyone have any idea which Offset Counter and Mirror Coat are in to fix it?
(if that is possible, or if it is necessary to apply another method like an ASM routine)
The offset I ask for are those of the ROM in English, then I look for the same Hex values in my ROM and try to apply it.
Having some issues with the image patching. I tried following the instructions you had to insert the images, and got this as a result.
Seems like it's pulling the multicolored ball sprite from the top-left of the gfx file you provided in your repo instead of the Physical icon for Tackle, and the Status move is a jumbled mess. Do I need to modify a pointer or something? From what I can tell, the moves are functionally working with the physical/special split, but the icons don't seem to be working.
Hi, small brainer here, what exactly am I supposed to change? Or, more simply, can you dumb down the explanation cause I'm working on a pokemon romhack using HMA and dont know what im supposed to do or change to get the physical-special split, please help.
Attention! For those who can't get on Tlachtli's Phys/Spec/Stat Icon in Emerald, now, listen here:
I've finally got it working and it is very a big success. Thanks Tlachtli! Gonna credit you once I made an Emerald base hack. I used DoesntKnowHowToPlay's Emerald Physical/Special/Status split first. I'll also give you credits too. Here are some screenshots:
Tlachtli,
At the first, I've found your entire work to be not working. But, I tried adding some missing "hows" so I can make this work. Here are some info I want you to change and add:
1.)
I noticed the part .SplitImages: .word 0x[insert address to images] that there is something's missing to it. You've forgotten to put 08 at the beginning of [insert address to images]. So then, that will be .SplitImages: .word 0x08[insert address to images]. Example, I've made it on offset E43780. So, that will be .SplitImages: .word 0x08E43780.
2.)
Then, about you're going to change the offsets to inserted ASM address +1, some people would just write and change the inserted ASM address +1 on certain offsets. Example: I have E43668 to be the ASM offset and I've changed and written 6936E4 on 1C0F88, 1c1328, and 1c17a0. When I did it, it froze just like Shufflejoy just commented:
It is because you just only write and change the inserted ASM address +1. I've noticed the value next to it "03". With 03 next to it, the routine will not ever work.
So then, try to change 03 to 08.
It is because with the value 08 next to it, it will locate the routine (or 09 if you put the routine on 1000000+. Ex: you have inserted the routine on 1234568, change and write 69452309). With this, I've finally made it working. Well, I haven't found bugs and glitches when I revised this.
3.)
This maybe a small problem but I would be big in just one mistake. You may just have inserted the image into compressed image (with unLZ program). Don't use unLZ to insert this. I highly recommend to use NSE 2.1 to insert the image because insertion of images has options is compressed or uncompressed. "Load ROM" then "Open Sprite" then "File => Insert => Image Data".
Revised Steps
I also rewrite the complete tutorial about it according to his original tutorial with the revises I made. So, here it is:
1.)
Insert this image as an uncompressed image...
Use NSE 2.1 to do so. To insert it on NSE 2.1: First, "Load ROM" load your Emerald file; Second, "Open Sprite" open your sprite; Then, "File => Insert => Image Data"
2A.)
Insert this ASM...
If you can't do ASM and/or if you have no idea about ASM at all, proceed to Step 2B.
Revised ASM:
*Note: Change FCFDFE to the offset where you've inserted the uncompressed image. OR, if you have inserted the ASM before the image and you're going to edit on a hex editor after inserting, go to the location of the inserted ASM and look for the FE FD FC 08 part on it. Again, change it but this time, in a reversed way (Example: Uncompressed image offset: ABCDEF. Think this: AB CD EF. And do this: EF CD AB. And finally change FE FD FC 08 to EF CD AB 08)
For 1000000+, I will have the example as 1234568 as the offset, do this: don't do 0x081234568. Do this: 0x09234568. For hex-editing: Mind little endian so it becomes 01 23 45 68. Reverse it so it becomes 68 45 23 01. Replace 01 with 09 (because 08+01=09). Final answer for it is 68 45 23 09.
2B.)
This is an alternate step for 2A for those who can't do ASM. For those who can't do ASM but can do HEX EDITING, below is the hex values of it. Insert this on the offset that ends with 0, 4, 8, C and nothing else.
If you have inserted the uncompressed image first, replace FE FD FC 08 with the offset where you have inserted the uncompressed image and the offset must be like in this example: Uncompressed image offset: ABCDEF. Mind little endian: AB CD EF. Reverse them: EF CD AB. And finally change FE FD FC 08 to EF CD AB 08. If you have keen eyes, you will not get a mistake doing this.
3.)
Replace some Hex-Values on offsets...
Revised Hex Edits:
Spoiler:
Change 0x1C0F88, 0x1C1328 and 0x1C17A0 to XX XX XX 08 (or XX XX XX 09 for offset 1000000+)
Change 0x1C0F54, 0x1C12F4 and 0x1C175A to 08 47
Change 0x1C0F4E to 40 B4 00 26
Change 0x1C12EE to 40 B4 01 26
Change 0x1C1754 to 40 B4 02 26
Replace XX XX XX with the offset of your ASM, already +1, little endian and reversed. Example: You have inserted the ASM to E43668. Plus one so it becomes E43669. Mind little endian so it becomes like this E4 36 69. Then, reversed it so it becomes 69 36 E4.
For 1000000+, I will have the example as 1234568 as the offset. Plus one so it becomes 1234569. Mind little endian so it becomes 01 23 45 69. Reverse it so it becomes 69 45 23 01. Replace 01 with 09 (because 08+01=09). Final answer for it is 69 45 23 09.
I hope this helps for those who can't make it at the first. It works well, trust me. :)
I have no idea what all this means and how to do it 💀 Whatever happened to the community of users who packaged all of these hex edits into .exe files that just APPLY THEM FOR YOU??? Its why PGE is soo damn useful, cuz I can make my own rom of making Poochyena much better with easy to use menus and such.