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Pokemon Fire Red Rival name change within the game?

Started by caminopreacher, September 29, 2019, 09:32:21 AM

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caminopreacher

Hello, all. I'm working on a fire red hack, and I've used the Intro Manager tool to remove naming your rival at the introduction. It told me that if I wanted to change it, I could: "To name the rival from within the game, use "callasm 0x13034D".
If you want to change the default name, change the name at 01C5758, or repoint if you want."

By default, in the game the Rival's name is GREEN. I want to change it to RED (I took if out of the intro because I couldn't get the sprite to cooperate). I've looked up hex tables with no luck. Any help would be appreciated.

343

If everything is on Capital letters.
GREEN should be hexcodec as

C1CCBFBFC8

G=C1
R=CC
E=BF
E=BF
N=C8

search for C1CCBFBFC8 and replace it for:

CCBFBEF4F4

CC=R
BF=E
BE=D
F4=(empty space)
F4=(empty space)

.tbl is here

https://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_FireRed_and_LeafGreen:TBL

Of course if is lowercase the hexcode change. So be sure of use the correct table conversion.

Red
RED
red
Aren't the same...

caminopreacher

Quote from: 4l3j4ndr0 on October 08, 2019, 07:45:37 AM
If everything is on Capital letters.
GREEN should be hexcodec as

C1CCBFBFC8

G=C1
R=CC
E=BF
E=BF
N=C8

search for C1CCBFBFC8 and replace it for:

CCBFBEF4F4

CC=R
BF=E
BE=D
F4=(empty space)
F4=(empty space)

.tbl is here

https://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_FireRed_and_LeafGreen:TBL

Of course if is lowercase the hexcode change. So be sure of use the correct table conversion.

Red
RED
red
Aren't the same...

Got it! :woot!: :woot!:
Thanks! And as far as finding the rival dialogue text, do I include the line breaks \n \p and so on, when searching in hex editor?

Cyneprepou4uk

No, you don't. Hex editor doesn't know what is \n, it shows you bytes only. Meaning you need to know what byte corresponds to a new line and then include it in a search. To find this byte, locate any dialogue text with several lines and look for bytes between words from different lines, that's usually how it works.

caminopreacher

Ok, 2 questions: The first. How do I change the dialogue in the hex editor and keep the game from crashing? I don't want to add more, I just want to edit what is there. I don't know what to fill the empty space with... I tried 00, but the game won't even launch then.

Second question: If I want to get a trainer I made in advance map to disappear after I beat them in battle and speak to them (like giovanni does), how should I write that in XSE? I looked up Giovanni's encounter, and found the fade screen, hide sprite, fade screen, so, I tried that, but it didn't seem to work.

Here is what I have:

#dynamic 0x804268

#org @start
trainerbattle 0x0 0x001 0x0 @before @after
msgbox @beaten 0x6
closeonkeypress
fadescreen 0x1
hidesprite 0x8
fadescreen 0x0
release
end

#org @before
= OAK: Oh, [player]! I... Alright... You\ncaught me. I come here on occasion\pto keep my skills sharp.\pSo, how about it? Would you be\nwilling to battle an old CHAMPION?


#org @after
= OAK: What a battle! You are indeed\na force to be reckoned with!\pI wonder how you will fare in\nTRAINER TOWER!


#org @beaten
= OAK: Hey, [player], how about we keep\nthis battle quiet?\pI can't have everyone wanting to\nbattle me.\pHow could I focus on my research\nwith that kind of attention?



I only added:

closeonkeypress
fadescreen 0x1
hidesprite 0x8
fadescreen 0x0

to my original script, which works fine.

Cyneprepou4uk

About dialogue, change 1 byte at a time and see what happens