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Found 6 results

  1. I know that GUMY art and others have pdf templates but I would rather download the sprites myself and make it , can someone tell me where to get the sprites like in GUMY art's video he used the professor oak's lab which had no objects how do I get that or how can I make that? If there a way to extract assets or tiles from the game itself(the game I am looking to extract from is Pokemon fire red or lead green) then Please help
  2. So as a preface - I've been playing though a modded version of Explorers of Sky with a custom pokemon. It's worked all fine up until the mentioned cutscene, where the game just stops working and remains on a black screen after the "Chapter 12" image disappears. I originally searched if anyone had encountered anything similar and a person had encountered the same issue playing as a Palkia - https://gamefaqs.gamespot.com/ds/955859-pokemon-mystery-dungeon-explorers-of-sky/answers/578081-the-game-crash-after-mesprit-battle-whats-causing-this I did have a few AR codes enabled so thought it was that, but decided to do a little more digging - debugging in SkyTemple. Using a completely untouched EoS ROM, I encountered the same crash without any AR tampering when using both Palkia and Dialga. It also occured when I imported my custom sprites to replace bulbasaur's sprites so I assume it must be something to do with sprites. All other pokemon I've tried worked just fine(Gallade, Giratina(both forms), steelix, darkrai, diglett). For the script itself: It's Scene G01P04A with script m14a0901. Debugging that exact script has it no longer step through the code after supervision_Actors(3) is called at the beginning. I'm not too familiar yet with the debugging of Skytemple or if there's any way to validate the sprites in some way to know what exactly is causing the problem. The fact that it exists in the base game is useful as it means it's easy to replicate, but if anyone has any idea why the scene crashes if a player or companion actor in that scene is dialga or palkia then I'd like to know. Not knowing how to fix my custom sprites is annoying. EDIT/UPDATE: I found that removing one of the supervision_Actor calls lets the scene run properly. Would it be due to too many sprites or something? Looking at the debug log output after the supervision_Acting starts to get called: Below is the whole process, when it works correctly. Nothing seems different with the logs outputted at the very least
  3. So on my way to hack HGSS (especifically SoulSilver) and to getting familiar to the basics of rom hacking and stuff, I got to a point where I had to edit the Pokédex and I found that the information and help related to editing the Pokédex are very scarce, hours of researching have led to nothing. My intention is not to add new Pokémon yet, but I'd like to know how to modify important things from the information that appears in the Pokédex (like species, type, entries, height and weight) now, I managed to find a way to edit entries and types, but I need help to edit the height and weight of the Pokémon (and also the protagonist's height and weight when comparing). I don't know where to start and what programs I have to use nor the files I have to edit to do this, the most similar thing I've found related to this is a research from Poryhack in which there is an explaniation of the zucan_data.narc, but this one is a D/P/Pt's file. If someone knows how to edit these aspects of the HG/SS Pokédex, it would be of great help.
  4. Hey, all, Sorry if this is the wrong forum to post this question. I'm a huge Pokemaniac who, after 20 years of designing Fakemon, has finally learned about this awesome tool that should allow an individual to hack the source code of the games I love so much. I just have to say, I find the device very intuitive and love the work you have all put into it, but that leads to two major questions: 1. I just got around to testing my Platinum version hack that I've been working on for a few days. I've changed the encounters on the first route and at Lake Verity as well as modified the stats, etc, of all of the Pokemon I want to have available to that point. My ultimate goal is to create a "perfect" Pokemon world, one where every type is balanced, every Pokemon is balanced and every Pokemon is readily available. To this end, I have modified the type compatibility chart to suit my ends. That all seems to work as intended for the first battle. Here's the problem though: After the avatar and the rival get to Lake Verity, the game simply... freezes. The emulator is still running and can be reset to the previous save state, but the game itself will not play past that point. I'm rather despondent and was hoping someone could tell me why the game freezes. I changed the dialogue back to how it originally was (I only made a few changes) and I even tried recompiling the save data, but the game still freezes. 2. Is there a way to read in, say, a text file full of stats and moves into the rom hacker as opposed to typing each datafield by hand? Even if I knew what overlays contained that data and how to manipulate it to my end, I would be satisfied. I'm a professional coder and I can easily handle creating my own backend overlay rewriting code, but I don't really want to enter all of this data again if I have to start over or, say, want to incorporate these stats into other games. Is there a clearly identifiable set of hex pairings, like there was for the typing, that changes a Pokemon's type, movepool, ability, etc, and, if so, how could I manipulate it en masse?
  5. 1. Are you able to edit totem pokemon battles? (eg. I change Gumshoos to a Pikachu) 2. If so, will the models used in cut scenes be replaced or nah 3. How can I change a battle from a single battle to a double battle? 4. What does "AI Val" mean 5. Can you change the z crystal rewards using Pk3DS? Hope somebody can help. Many thanks, Ben
  6. I am playing around with my pokemon silver's rom (US). I am using G2Map to open the map, and frhed as my hex editor. I will reference this probably a lot: https://hax.iimarck.us/files/scriptingcodes_eng.htm I have read a bit on how event scripting works, but am still trying to wrap my head around all of it. I am looking at the goldenrod map, and have been toying with the warp script, but I am unsure of what is happening. G2Map says the warp script is at 0x122482. and Currently G2Map says the Target Point is 1, Target Bank is D, and Target Map is B. This post was edited Heavily do to the fact I was pretty confused... So at ROM Location 0x122482, is the warp info for the Goldenrod Pokemon Center. The warp info is 5 bytes long. After some testing I found that they are arranged in this order: [YY][XX][DW][MB][DM] YY = Warp Tile's Y Coordinate XX = Warp Tile's X Coordinate DW = Destination Warp Number MB = Destination Map Bank DM = Destination Map This info is all editedable by G2Map. :^|
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