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Jan 28, 2013 First part of an updated series of rom hacking video tutorials for pokemon gold, silver and crystal. Pokemon Gold/Silver/Crystal GB/C Hacking.
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This is a tutorial thread for changing scripts in Pokemon GBA games. If you would like anything added or if you need help please post it in this thread or pm me. Current mods of this forum, if I ever become inactive you may edit this thread, but only edit it if you are sure the information is correct. Please don't post in this thread. Post all of your questions here. Table of Contents: To jump to a section press ctr-f an type in where you want to go to. A. script Editors [AS] B. script Editor and Advance Map [BS] C. Editing scripts [CE] D. E. Trainer Battles [EA] F. Flags [FF] G. Map scripts [GS] H. Special scripts [HS] Before I begin scripts are everything that happens in the game. Cut Scenes, trainer battles, and talking are all scripts. You will probably need to know about scripts if you want to make a good hack. A. script Editors [AS] You will need advance map 1.92 NOT 1.95. If you didn't download it already you can download it here: http://filetrip.net/gba-downloads/tools-utilities/download-advance-map-192-f7463.html We will use advance map to Now you have a choice between PKSV and XSE. I suggest using pksv. I have experience with it so I know it's easy to use, it has a script generator to make scripts for you (saves hours of work), and i'll be using it for this tutorial. I'm letting you know of xse just in case pksv doesn't work for you you'll have another option. Xse doesn't have a script generator, but I heard it worked very well. None of the scripts in this thread will work for xse so you're on your own if you want to use this. (soyou can only use sections B, C and D if you want to use xse) Both of these programs have the same capabilities. It's just what you prefer. PKSV: http://www.pokecommunity.com/showthread.php?t=116370 XSE: http://www.mediafire.com/?mss33go3j3p032h B. script Editor and Advance Map [BS] You'll need advance map and pksv to do this. (you can use xse if you want, but I'm using pksv for the tutorial) You'll also need winRAR to extract these files. (link not provided) Once you have everything downloaded go ahead and make a new folder on your desktop. Then extract all of the tiles from the pksv download into this folder. (make sure every single file is together in this foler. pksv will not work if they aren't) If you want you can also extract advance map to make things easier. Once everything is in the right folder open up advance map. Then go to the settings tab and click 'Choose script Editor'. Then choose pksv and a box will pop up. C. Editing scripts [CE]? To edit a script that is already in the game you have to go to the map you want to edit then go to the events tab in advance map. Then you click on what you want to edit (press ctr z and it will show the sprites. this makes it easier to tell what does what) and press 'open script'. Then pksv should pop up. Now you edit the script to whatever you want. (you can go to tools then script editor and it will make scripts for you). After you made the script go to the rom tab in pksv then press compile. Now open up your emulator and test it out! If your changes don't work them post your question in the thread linked above or pm me. Also if you are making a talking script you will need to know this. n Goes to a new line when the player presses A. If you don't add this then the text will overlap the box. p Makes a red arrow in the corner and then when the player presses A it will skip two lines. l This is the same thing as p, but it just skips two lines and doesn't make an arrow. e Makes the e in Pokemon. // Makes it so the rest of the line doesn't show up in the game. So you can make it say 'Hi!This will make the person say hi.' This will make it easy to keep notes when you are making big scripts. vh01 Makes it say the player's name. vh06 Makes it say your rival's name. D. This is the same as editing scripts, but with a few extra steps. So open up advance map, go to the map you want to edit, and then you have to add an event. You can add events in the box in the bottom right corner. Now you need to know what type of script it will be. Do you want a person talking, a signpost, a warp or an event script. (a warp takes you to another map, like a door) Once you've chosen what you want to add click on the up arrow next to one of them then click change events. The new event will be in the top left corner. Click and drag it to wherever you want it to go. Now you have to open up pksv. Then make the script you want and compile it. Now two boxes will pop up. Go to the one that says dynamic offsets. Now on the top row copy the offset. (the numbers after where it says '0x' http://s1.postimg.org/90mpic37j/Captureoffset.png Now paste the offset in the box that says 'script' Offset' Feel free to change the picture number and movement type. You'll want to experiment with this to get the right one. Now I'm going to explain what a basic talking script looks like and the components of a script. If this is the first script you've ever seen don't worry. PKSV and XSE make the scripts look a lot nicer. #dyn 0x740000 //This is how you start every script. This finds free space for the script to go. #org @start //You'll always need this. This will tell the game where to start the script. You can change 'Start' with any word. Just don't use the same word twice. lock //This locks the player so they can't move. faceplayer //Makes the person face the player. msgbox @text ' Hi //This makes a text box and tells the script to look for '@text'. @text will be callstd MSG_NORMAL //This tells the game that this is a normal talking script. release //releases the player end //ends the script #org @text = Hi E. Trainer Battles [EA] This part will show you how to make trainer battle scripts. If you want to edit what pokemon the trainer has use Advance Trainer or Trainer Editor. #dyn 0x740000 #org @begin trainerbattle 0x0 0x001 0x0 @intro @defeat //This is the trainer battle command. The second 0x is the trainer number. You can find the trainer number in Advance Trainer, Trainer Editor or PET. msgbox @afterwards callstd msg_normal end #org @intro = This is what the trainer saysnbefore the battle. #org @defeat = This is what the trainer saysnwhen he loses. #org @afterwards = This is what the trainer saysnafter the battle. When you put this in advance map you need to check the trainer battle box and change the trainer's view radius. If you want to make a more complicated trainer battle then you should use a script tile and not a person event. To do this make the rest of the script and put the trainer battle command somewhere. F. Flags [FF] Flags make it so things happen once or something happens after something else. It's best to use flag 200- 2FF. Some of them are already used in the game so I recommend you test them out. If you want to add a flag then you'll need to add 'checkflag 0x' and 'setflag 0x' to your script. #dyn 0x740000 #org @main lock faceplayer checkflag 0x200 //This checks to see if the flag has been set already. if jump @haveitem //This tells the game where to go if the flag was set. message @talk callstd MSG_YESNO compare LASTRESULT YES if jump @pushedyes jump @pushedno #org @haveitem message @howsit callstd MSG_NORMAL release end #org @pushedyes setflag 0x200 additem MASTERBALL 1 message @give callstd MSG_NORMAL release end #org @pushedno message @dont callstd MSG_NORMAL release end #org @talk = I have a Masterball. Do you want it? #org @howsit = Catch legendary pokemon! #org @give = I'm only giving you one. #org @dont = You don't? If you want something to happen after something else happens then you'll need to use compare var. More info on that in the special scripts section. G. Map scripts [GM] Map scripts are scripts that happen when you enter the map. it's hard for me to explain so just watch these. http://www.youtube.com/watch?v=iE42FptSCJM http://www.youtube.com/watch?v=Q0a_J7beki4 H. Special scripts [HS] This section will show you what some scripts look like. These scripts are not available in pksv's script generator or are made wrong in the generator. No I will not put every type of script here. If you want a script just go into pksv and use the script generator or go into advance map and open the script you want. If you can't find a script then post it in the thread linked above and I will make it for you. Now this isn't an excuse to request me to make a whole game for you. These will just be templates. Yes or No questions. This is a Yes or No question script. You can edit it however you want. This example is from the Pewter City Bug Kid: #dyn 0x740000 #org @main lock faceplayer message @First callstd MSG_YESNO '//This makes it a yes or no question. compare LASTRESULT YES //The script generator in pksv doesn't add this so be sure to add it. if jump @pushedyes //The jump command makes it go to @pushedyes then come back. jump @pushedno #org @pushedyes message @Yes callstd MSG_NORMAL release end #org @pushedno message @No callstd MSG_NORMAL release end #org @First = Do you want an item? #org @Yes = Great! #org @No = Sorry. Movement Movement scripts tell a sprite to move. Like when Professor Oak takes you into his lab. This is a basic movement script. You can edit it to what you want. #dyn 0x740000 #org @main lock faceplayer message @First callstd MSG_NORMAL compare playerfacing up //These lines will compare the way the player is facing. So if you are facing a certain direction then it will go to where you tell it to go in the next line. if call @up //The call command makes it go to that spot then come back. So if the player is facing up it will go to @up then it will come back and finish the rest of the script. compare playerfacing down if call @down compare playerfacing left if call @left compare playerfacing right if call @right message @Last callstd MSG_NOCLOSE //This will make it so the message wont close until the close message command is activated. pause 0xA closemsg applymovement 0x1 @walkaway applymovement PLAYER @seeaway pauseevent 0x0 fadedefault //This will make it go back to how is was before. disappear 0x1 //This willl remove the sprite so you can't talk to it again. Change the number to whatever the sprite number is in advance map. setflag 0x200 //This will make the event not happen again. release end #org @up applymovement 0x1 @leadup //This will make sprite number one move. applymovement PLAYER @followup //This will make the player move. pauseevent 0x0 //This will pause the game. return //This will make the script return to where you jumped. #org @down applymovement 0x1 @leaddown applymovement PLAYER @followdown pauseevent 0x0 return #org @left applymovement 0x1 @leadleft applymovement PLAYER @followleft pauseevent 0x0 return #org @right applymovement 0x1 @leadright applymovement PLAYER @followright pauseevent 0x0 return #org @First = Follow me! #org @Last = Bye! #org @walkaway m walk_down end //Make sure you use 'M's and not '='s. Be sure to use the movement helper in pksv. It will make this faster. #org @seeaway m look_down_delayed #org @leadup m walk_right end #org @followup m walk_up end #org @leaddown m walk_right end #org @followdown m walk_down end #org @leadleft m walk_down end #org @followleft m look_down end Camera Movement This moves the camera around so you can see the map. I don't think there is an example in the game, but you can try this out. #dyn 0x740000 #org @Main lock faceplayer message @First callstd MSG_YESNO compare LASTRESULT YES if jump @pushedyes jump @pushedno #org @pushedyes message @Yes callstd MSG_NORMAL release end #org @pushedno message @No callstd MSG_NORMAl special CAMERA_START //this will activate the camera movement applymovement CAMERA @Show pauseevent 0x0 //This will pause for a little. message @Done callstd MSG_NOCLOSE //This will make it so you can't close the window. pause 0xA closemsg applymovement CAMERA @return special CAMERA_END release end #org @First = Do you want me to move the camera nto the right? #org @Yes = My powers aren't working. #org @No = I'll do it anyway!!! #org @Done = Yay it worked! #org @Show M walk_right end //You can change this to whatever you want. You can also add more of these. pksv comes with a 'Movement Helper' and it will make all of the movements for you. Don't make it go out of the location because it will glitch the game. #org @return M walk_left end Camera Movement (2) This second script will make the camera move only once and it will be a tile that you step on. It will also make the camera move after you stepped on a different tile. Your's doesn't have to have text, but this is just an example/. You'll also need advance map with this. Var 4011- 40FF are safe to use. Some of them are already used in the game so I recommend you test it out first. #dyn 0x740000 #org @main lock faceplayer message @First callstd MSG_NORMAL setvar 0x4011 0x1 //The first number is the var value and the second one is the var number. These are similar to flags. You can't use the same var number unless one var triggers another. If one var triggers another they will have different var values. release end #org @First = Keep walking and i'll show you nyour house. Now here is a second script. This will happen after you step on the first tile. You can just use one tile that lets you see, but this gives you more options. #dyn 0X740000 #org @main compare 0x6001 0x1 //This will make it so if you didn't step on the first square the second one wont work. if jump @First release end #org @First message @talk callstd MSG_NORMAL special CAMERA_START applymovement CAMERA @show pauseevent 0x0 message @done callstd MSG_NOCLOSE pause 0xA closemsg applymovement CAMERA @return pauseevent 0x0 special CAMERA_END setvar 0x4011 0x2 //This is 0x2 because it's the second event. You can add more if necessary. release end #org @talk = Wanna see your house? #org @done = There it is. #org @show M walk_left walk_left walk_left walk_left walk_left walk_left walk_left end #org @return M walk_right walk_right walk_right walk_right walk_right walk_right walk_right end Now once you've compiled these into advance map you'll have to add a green script box. Go to the events tab then add two 'script's. Now paste in the script offsets in both of the scripts. Here is where it starts getting tricky. For all of the green script boxes set the unknown to '0003' (make sure it's the first unknown box. keep the second one 00 00) and set the var number to the number you used before. So for this example it will be '6001'. And finally for the var value put the one you want the player to step on first as '0000', second as '0001' and so on if you have more boxes. Compare Var This is like flags, but it will use green script boxes instead. You might want to watch this video. http://www.youtube.com/watch?v=cRvkOcSm0Ts This is really hard for me to explain in words. Also you should look look through the camera movements first because it says things about vars. Battle Cry This script will play a Pokemon's battle cry. Like when you talk to pokemon or when you battle them. #dyn 0x740000 #org @main lock faceplayer cry PIKACHU 0x2 //You need to keep the 0x2, but you can change the pokemon. waitcry //This will pause the game so the cry will play. This is optional. release //You can also add a 'waitcry' command to delay the cry sound. end Change Music This will change the music of the map. The music will keep playing until you go to another area or enter a house. You can find a complete list of sounds in advance map's header tab. #dyn 0x740000 #org @main lock faceplayer playsound 0x12C 0x0 //You can change the 0x12C to whatever you want. This will play Pallet Town's music. pause 0xA //This will pause so you can hear the music. fadedefault //This will turn the music back to the default music. message @talk callstd MSG_NOCLOSE //No matter what, message will not close until there is a 'closemsg' playsound 0x123 0x0 //This will play Route 1's Music. closemsg //When 'A' is pressed, the message will close. release end So this script will play Pallet Town for a little then it will change it to Route 1 until you enter another map. Sounds This will play a sound. #dyn 0x740000 #org @main lock faceplayer sound 0x1 //You can change this to whatever you want. pause 0x1 //You can change this to whatever you want message @talk callstd MSG_NORMAL release end #org @talk = I play sound a lot. Random Events This is a really cool feature. This lets the game generate a random number then the game will do something depending on the number. #dyn 0x740000 #org @Main lock faceplayer random 0x5 //This makes it so the game will pick a number between 0 and 5. The possible numbers will be 0, 1, 2, 3, or 4. compare LASTRESULT 3 //This will make the game look at then number picked then determine what to do. if jump @Good //This means if it is 3 then you get the item. jump @Bad //This means if it isn't 3 you don't get an item. #org @Good message @GoodMSG callstd MSG_LOCK additem MASTERBALL 1 release end #org @Bad message @BadMSG callstd MSG_LOCK additem POTION 1 release end #org @GoodMSG = Here, take this materball. #org @BadMSG = Here, take this potion. Fadescreen Fadescreens are useful when you want to #dyn 0x740000 #org 0x8740001 lock faceplayer message @First callstd MSG_LOCK fadescreen FADEOUT_BLACK //This will turn the screen black. Remember to put this and the next line in the right order. fadescreen FADEIN_BLACK //This will turn the screen back to normal. release end #org @First = Cool Right? Replacing Tiles This is easy, but learning may be a little difficult. This is useful if you want to change map tiles. #dyn 0x740000 #org @main lock faceplayer message @talk callstd MSG_YESNO compare LASTRESULT YES if jump @yes jump @no #org @yes message @speak callstd MSG_NORMAL fadescreen FADEOUT_BLACK //This will turn the screen black. setmaptile 0x1 0x1 0x1 0x0 //The first one is the X coordinate, the second is the Y coordinate, the third is the tile, and the fourth is the movement permission. Feel free to change these. special 0x8E //I'm not sure what this does, but you need to keep this in. fadescreen FADEIN_BLACK message @done callstd MSG_LOCK fadescreen FADEOUT_BLACK disappear 0x1 //This makes the sprite disappear so the event doesn't happen twice. Change the number to whatever sprite you want to disappear. setflag 0x250 fadescreen FADEIN_BLACK release end #org @no message @dontspeak callstd MSG_NOCLOSE closemsg release end #org @first = I'll destroy the block for you! #org @speak = HRRRR #org @done = Your welcome. #org @dontspeak = Sob. #org @First = Do you want me to removenthe annoying block? #org @speak = Okay!nWatch the amazing powerlof setmaptile scripts! #org @done = See how cool it is?nOkay, I'm done.lSee ya later! #org @dontspeak = All right, your loss.nThe result is amazing! Money Also make people give you money and pay other people money. Here is an example. #dyn 0x740000 #org @Main lock faceplayer showmoney 0x0 0x0 // The first value is the X coordinate and the second is the Y coordinate. This will show where the money box is located on the screen. You can message @First callstd MSG_Normal givemoney 1000 0 //You can pause 0xF //This will make a pause message @Second callstd MSG_Normal hidemoney 0 0 release end #org @First = Here. #org @Second = Don't spend it all in one place! |
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As a popular game whose localization for the SNES was highly memorable, the script writing for Final Fantasy VI is a topic frequently discussed in fan circles. But the sheer number of translation errors in its original English release, compounded by the alterations and inaccuracies found in later versions, have had the result of obscuring and distorting many of the details of the story.
In response to this, user hairy_hen decided that it would be appropriate to rewrite the script for Final Fantasy VI, in order to create a version for the SNES that faithfully presents all of the story and character details found in the Japanese original. Drawing upon his experience as a story editor, and closely following the live translation featured on Legends of Localization, hairy_hen went through the entire game and rewrote the dialog line by line, in order to restore all of the missing and distorted information. With the details presented in a correctly translated form, the internal logic of the story becomes much clearer. The focus of the plot is more unified and comprehensible, and the flow of each conversation becomes consistent in tone and coherence.
The overriding goal was to be as accurate to the intent of the original script as possible, but to keep the text in a form that would read naturally in English, rather than trying to replicate the quirks of Japanese grammar. With debates about the wording of specific lines often overshadowing discussions about the story, hairy_hen found it necessary to take an objective approach to the merits and shortcomings of previous releases. Consequently, while he did retain some of the memorable “flavor text” from earlier versions, he eliminated any changes in the dialog that interfered with the meaning of the story, and generally preferred to rewrite rather than hang on to the earlier phrasing.
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The character of Cyan, whose speech had been somewhat mangled in previous releases by incorrect application of archaic grammar, was rewritten most extensively of all. Researching works dating from the time of Early Modern English allowed Cyan’s dialog to be written in a way that convincingly reflects the usage from this period, while remaining clearly understandable to a modern audience. Additional documentation about the specifics of the style is also provided.
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The project’s aims also included the translation of non-story text; and therefore the game’s enemies, items, spells, and other abilities were renamed for the sake of accuracy. Most of these used the official names from Square Enix, but some were changed as needed in order to more closely reflect the Japanese originals. Mistakes in their accompanying descriptions were also corrected. To streamline the experience of the player, bug fixes were applied to eliminate potentially game-breaking glitches in the original code, and a few small enhancements such as B-button dashing were included for convenience. The Japanese title screen and uncensored graphics are also present in this version.
Since the Legends of Localization video series made it plainly obvious just how many previously undocumented translation mistakes the game actually contained, the necessity of creating a version that would rectify all of the issues became clear. This release, therefore, is aimed at anyone who prefers to play the game in its original form for the SNES, but without any of the associated textual problems. With its focus on story, Final Fantasy VI: Retranslated is designed particularly to appeal to those who wish to immerse themselves in the world of the game, and to experience a version that adheres as closely as possible to the intentions of the game’s writers.