+ Reply to Thread
Page 25 of 42
FirstFirst ... 15 21 22 23 24 25 26 27 28 29 35 ... LastLast
Results 361 to 375 of 618

Thread: PPRE: Project Pokemon's ROM Editor

  1. #361
    Member
    Join Date
    Mar 2010
    Age
    21
    Posts
    5

    Re: PPRE: Project Pokemon's ROM Editor

    @ therippeddeck and TheClaw
    I made a post a few pages back on what to do so that your changes are kept. The summary is that you have to create a new rom every time you use PPRE, then delete the temp folder. Like aninymouse, I haven't checked to see if they've fixed it since like version 10, but I know this works for me, and I never lose a thing. So take a look at what I posted; it's written as clear steps, so I hope it'll help you out. Let me know if you still have issues.

  2. #362
    DPPtHGSSBW Researcher ROM ResearcherIRC OwnerAdministrator Alpha's Avatar
    Join Date
    May 2009
    Location
    getenv("SERVER_NAME");
    Posts
    173

    Re: PPRE: Project Pokemon's ROM Editor

    I probably should explain the way that PPRE saves and loads...
    First, PPRE looks for a tmp_ folder, with the name of the ROM specified. If it exists, it uses it; doesn't even unpack a ROM.
    If it doesn't exist, it unpacks the ROM with the name given.
    When you click write, it deletes the ROM with the name specified, and makes a new one.

    So, when using PPRE, you can keep your tmp_ folders, and you don't even have to save each time. I only save after I've made a significant number of changes and wish to try out my game.

  3. #363

    Re: PPRE: Project Pokemon's ROM Editor

    I recently became interested in editing GBA roms. Most programs out there make it difficult. would you guys consider adding GBA game compatability? also, will you add a sprite editor to the pokemon edit screen?

  4. #364
    Member .Darky's Avatar
    Join Date
    Mar 2010
    Age
    21
    Posts
    12

    Re: PPRE: Project Pokemon's ROM Editor

    Alpha, sorry for being a nuisance, but are you planning to fix the problem with the trainers name in a future release PPRE?

  5. #365

    Re: PPRE: Project Pokemon's ROM Editor

    Can someone make a good tutorial video or youtube or other with ppre to write the pokemon soul silver rom and save things and other things please ?

  6. #366

    Re: PPRE: Project Pokemon's ROM Editor

    Quote Originally Posted by Alpha View Post
    I probably should explain the way that PPRE saves and loads...
    First, PPRE looks for a tmp_ folder, with the name of the ROM specified. If it exists, it uses it; doesn't even unpack a ROM.
    If it doesn't exist, it unpacks the ROM with the name given.
    When you click write, it deletes the ROM with the name specified, and makes a new one.

    So, when using PPRE, you can keep your tmp_ folders, and you don't even have to save each time. I only save after I've made a significant number of changes and wish to try out my game.
    The issue we have is a tmp_ folder can only be used once to write a rom. Once that particular tmp_ folder is used, it seems it cannot ever write again. This is only a problem because sometimes I write the rom under the same name as the tmp_ folder. When I come back to edit that rom, it uses the tmp_ folder, which is in essence "broken" from ever writing again. The fix I discovered is to delete the tmp_ folder and reset the rom, creating a fresh new tmp_ folder that isn't broken.

  7. #367
    DPPtHGSSBW Researcher ROM ResearcherIRC OwnerAdministrator Alpha's Avatar
    Join Date
    May 2009
    Location
    getenv("SERVER_NAME");
    Posts
    173

    Re: PPRE: Project Pokemon's ROM Editor

    Quote Originally Posted by therippeddeck View Post
    The issue we have is a tmp_ folder can only be used once to write a rom. Once that particular tmp_ folder is used, it seems it cannot ever write again. This is only a problem because sometimes I write the rom under the same name as the tmp_ folder. When I come back to edit that rom, it uses the tmp_ folder, which is in essence "broken" from ever writing again. The fix I discovered is to delete the tmp_ folder and reset the rom, creating a fresh new tmp_ folder that isn't broken.
    Instead, try writing ROMs with different names each time like "sshack1.nds", "sshack2.nds", etc. And also, only exit the program when the ROM write is complete (that can take up to 5 min.). It is usually complete when the ROM size stays the same (around 120+ mb in Pt and HGSS).

    Quote Originally Posted by .Darky View Post
    Alpha, sorry for being a nuisance, but are you planning to fix the problem with the trainers name in a future release PPRE?
    It will take a while. It is a known problem with a solution hard to execute.

    Quote Originally Posted by hedgeberg View Post
    I recently became interested in editing GBA roms. Most programs out there make it difficult. would you guys consider adding GBA game compatability? also, will you add a sprite editor to the pokemon edit screen?
    GBA support is not at all planned. We are trying to move forward into DS hacking. As for sprites, not any time soon.

  8. #368

    Re: PPRE: Project Pokemon's ROM Editor

    i don t understand this Traceback (most recent call last):
    File "ppre.pyw", line 73, in writeROM
    AttributeError: 'MainWindow' object has no attribute 'rom'

    every time i write the pokemon soul silver rom 120 mb i get that why is that ?

  9. #369

    Re: PPRE: Project Pokemon's ROM Editor

    I was attempting to edit some maps and every time I pressed the save changes button my changes were not saved. I recieved the following error message:

    Traceback (most recent call last):
    File "ppre.pyw", line 2110, in updateMap
    UnboundLocalError: local variable 'e' referenced before assignment

    What am I doing wrong?
    (I was attempting to change script in Sandgem Town to give player National Dex at the opening of the game)

  10. #370

    Re: PPRE: Project Pokemon's ROM Editor

    Quote Originally Posted by Alpha View Post
    Instead, try writing ROMs with different names each time like "sshack1.nds", "sshack2.nds", etc. And also, only exit the program when the ROM write is complete (that can take up to 5 min.). It is usually complete when the ROM size stays the same (around 120+ mb in Pt and HGSS).
    This is also a good solution, I find it similar to archiving old changes just in case the first one fails.

  11. #371

    Re: PPRE: Project Pokemon's ROM Editor

    can someone help please / how to edit pokemon starters ? and trade edit pokemon ?

  12. #372

    Re: PPRE: Project Pokemon's ROM Editor

    I have recieved the same message several times now on different maps, including Oreburgh City and Oreburgh Gate.

    Also, I wrote a new script in Oreburgh, and then when I went through Oreburgh Gate, my rom crashed when I crossed the trainers line of sight. Any idea what's causing this and can it be fixed?

    EDIT: I also get the same message with Jubilife, several maps also show Jubilife's text instead of their own. Have tested with a clean ROM and the problem still remains. But apart from a few bugs this is the BEST PROGRAM EVER!
    Last edited by Enigma_Berry; Apr 15th, 2010 at 06:29 AM.

  13. #373
    Member
    Join Date
    Sep 2009
    Age
    23
    Posts
    2

    Re: PPRE: Project Pokemon's ROM Editor

    i was trying to download it off of this page and on the site itself, but when i goto do so and extract is says that is corrupt and wont extract. is there another place that i am able to download this?

  14. #374

    Re: PPRE: Project Pokemon's ROM Editor

    Hi! I keep getting this nasty No$GBA 2.6 error: "undefined opcode - with no debug vector defined", whenever I use PPRE on my HG rom - even when I do minor changes, like changing Pokemon appearing on a given route. Is there any way to omit this error? I tired to run the game directly (without bios) but then white screen appears.

  15. #375

    Re: PPRE: Project Pokemon's ROM Editor

    Something I've come to notice. In HG I edited the levels of the wild pokemon in the Burnt Tower, changed Magmar to Magby, and changed the trainers' levels. When I went to the second floor, the Eusine and Beasts event wouldn't trigger. I reverted to a previous edit I made, which didn't include the Burnt Tower, it played out how it should. This also happened again on route 42(whatever route has Suciune outside Mr. Mortar) and when I cut the bush to approach Suicune, it would play its cry, then my pokemon would freeze but I was free to move around, but Suicune would not flee. I once again only edited the wild pokemon levels, and trainer levels. I found it odd, since I never touched any thing with the script or events on these two locations. Any ideas?

+ Reply to Thread
Page 25 of 42
FirstFirst ... 15 21 22 23 24 25 26 27 28 29 35 ... LastLast

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
PPN Top 50