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So, I've just tried testing my game after making changes to my beta and my pokeballs don't work. I have tried Ultra Balls and regular Poke Balls and both have the same effect. My game crashes (it produces the "this game pak was designed for game boy color" screen).
I have zero idea what the issue is.
The changes I have made consist of:
Adding some code to Red, so he gives you an egg
Changing a few existing moves to new moves (and editing pokemon movesets to replace the changed move to something more appropriate)
Changed some in game dialogue (keeping the same total character length)
These changes have all been relatively safe changes, so I can't think of what could have been affected.
Any guidance?
This is a pretty big issue so if I can't resolve it then I'll probably have to scrap the project after working solidly for the past 3/4 months on it. Which I don't really want to do.
If you need more information then let me know.
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This is probably not a big issue to fix if you have been keeping backups of the rom. If you haven't, it may be difficult to track down what kind of change to the rom has caused this.
Try downloading IPS Peek from romhacking.net which lets you check, see an ips file of the hack does when you create a patch between unmodified rom (or practically any hack rom during production (= backup)) and the current hacked rom. If you have keeping backups, there won't be that many changes to check, what could cause the bug (if you check from backups, where the bug first takes place and where it doesn't).
If you haven't taken any backups from the rom and have done lots of changes here and there, you might have to do something trickier to find out what's causing the bug like following the routine for those balls, and checking if you have somehow corrupted it.
You haven't used any editor for editing items though?
Last edited by Miksy91 (2016-06-10 19:55:25)
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Maybe Red's script overwrite something else? Have you repointed it? Anyway You can retry to re-do all step by step and test every time if the changes make issues.
The italian Pokémon Green creator.
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I haven't used any item editor, other than for editing the price of items but that dates back to before the corrupt file. I'm sure of it. I've found a backup that isn't corrupt and it seems to be before the egg change. Way before.
I have lots of backup gbc files, but I haven't kept a record with the differences between them. As such, I can't tell what change I made that may have corrupted it.
I downloaded IPS peek but it doesn't seem to show differences between the files. I made the first corrupt file an ips, and then opened that along with the rom file that is uncorrupted and there seems to be loads of things on the left side. I assume these aren't the differences, as there are way too many (557).
I don't know where the ball routine is and wouldn't even know where to check. The only thing I could do is play through the entirety of the uncorrupted rom to see what hasn't been added, and then re-add it.
Considering the huge number of backups I have made since that uncorrupted file (about 50), I have probably lost a few hundred hours work. Due to the amount of time it will take to identify what is missing and then re-adding it, I think that this is the end of the rom. Which is a disaster, as I had just finished all the additional tweaks from the beta, added loads more stuff, and I only needed to add the new spritework.
Last edited by Adam (2016-06-11 10:45:16)
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Sometimes, with PKSVUI is possible corrupt the game, 'cause if you enter a free address it load all the bytes 'til find something of not free. Or sometimes have a bad loading of an existing script, You have to be careful, otherwise can overwrite important data, when I started my hack inserting PWETER MUSEUM SCIENCE, pksvui overwrited PWETER GYM map script and the game crashed when I entered into the gym.
The italian Pokémon Green creator.
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It could be that. I use PKSV to view scripts, but never to change. I have accidentally compiled before, but have always reverted to previous backups. It's possibly that perhaps I forgot to load an older version and just didn't notice the corruption as I didn't need to catch anything (since I was testing stuff with a save made after beating the game).
Do you have any idea where the ball scripts are located? I think my best chance is probably to compare the hex coding from the section and change anything that as been altered. I' assuming it's the actual script that has been affected and not a pointer, since it runs the ball throwing animation and then crashes.
Thanks
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Nope... However I think that your edits can not be too, maybe you can comprare a clean rom with your. Do you have Hex workshop? Can do this, you can compare both roms, clean and your, and find the bytes that you haven't changed, you have changed only Red's script, moves and texts, then you can find easily the wrong changes.
The italian Pokémon Green creator.
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The pokeball code is here. https://github.com/pret/pokered/blob/ma … s.asm#L103
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Thanks Comet, although I'm working on Crystal. Also I'm using pretty hex for everything and am not using disassembly. I've largely been using the useful offsets thread and the scripting compendium; neither of which help me with my issue.
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Oh, I missed your post halfshadow. I'll try hex workshop. I kinda need something that will highlight any differences. If I did accidentally use a rom that had been warped by PKSV then it could be other stuff elsewhere that has been corrupted.
I'll give it a shot though and see if HW helps
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YESSSS Hex Workshop is excellent! It had loads of changes, but it seems that some unrecognized (by me) code at xe807 and beyond was causing it. I tested after each alteration, but changing only the bits in between those sections seem to have worked. Hopefully everything else is fine, but I think it is time for a full test to check.
If I was a girl, or gay, or really really drunk I would kiss you. I believe you have saved my project halfshadow.
Thanks Comet and Miksy also for your participation.
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Same thing in crystal: https://github.com/pret/pokecrystal/blo … s.asm#L202
I know you aren't using the disassembly, but the addresses are there.
Last edited by comet (2016-06-11 20:41:01)
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You're welcome, I had done my italian Pokémon Green with the abuse of Hex Workshop, a very helpful application, that I use also for my Gold, Silver and Crystal 2.0 project.
The italian Pokémon Green creator.
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Good to hear you got the problem fixed!
But yeah - the thing you could have done with backups is to use the most up-to-date hacked rom file that doesn't have the bug in it as "unmodified rom file", and the next backup (where the bug is already at along with all the following backups) as the "modified rom file" and created and ips patch between those two. Then you could have checked with IPS Peek, what are the differences between those files and try to track down the "corrupting data" that way, and just apply this fix to your "main" hack rom file then.
Last edited by Miksy91 (2016-06-12 17:25:42)
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I did that miksy and it identified over 500 lines of changes! Hex Workshop had a much more manageable about shown, which seemed to be closer (as I make backups extremely frequently)!
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