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08-16-2014
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Level Artist
Join Date: Jul 2014
Location: Azrael's Treehouse
Posts: 68
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[PROJECT] Pokemon Hack ROM
Pokemon Titanium I started this pokemon project idea a while ago, but nothing really concret. Now that I have all the idea and ambition, I'm presenting you it. It would be a new pokemon hack game, based on a ROM, like Emerald, Fire Red.. called "Pokemon Titanium". It would be a totally new map, with new town, npcs, and Pokemon and story. That's why I also posted my idea is that I need Pixel Artist, to make completely new pokemons sprites. They would create their own pokemons, as they would like it to appear in the game. I just want new pokemon, that never existed before. They would also create the NPC sprite. I will be in charge of the whole map, I'll be remaking it totally. I also need someone who would create a new story, with new characters, someone who has ideas. If you are interested in making this project with me, just contact me by: Forum PM Email: [email protected] Skype: qw3rt.graal |
08-18-2014
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Registered User
Join Date: Jun 2014
Location: My bed
Posts: 732
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just so you know,a rom hack cannot change any features, like when u can go,map,pokemon sprites in parties most of the time.u can chance the sprites of characters,pokemons,but if they give u something,like running shoes,they give u running shoes because it happend in the actual game.the map,can change the names,but the houses and stuff cannot.i learned it from playing roms.
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08-18-2014
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Leg hair. AND RICE!
Join Date: Feb 2012
Location: Do you really wish to know o.o
Posts: 2,803
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08-19-2014
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Speed Demon
Join Date: Jan 2013
Posts: 1,288
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You can even make new areas. What are you talking about? I know that you can change all of it because I actually attempted to make a ROMz Hack once. |
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08-19-2014
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Speed Demon
Join Date: Jan 2013
Posts: 1,288
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Take a look at the ROM Hack program. You can do lots of things. You need programming knowledge to do everything, though. |
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08-19-2014
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Registered User
Join Date: Apr 2012
Posts: 347
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The thing is, all of these ROMs have hardcoded offsets in the binary. You can change some things around in the assembly, but adding instructions without removing already existing instructions is next to impossible because it would require you to move offsets around. For example, let's look at this psuedocode with instructions at addresses A B C and D. A: subroutine start label: draw everything A: jump to subroutine: draw world B: jump to subroutine: draw player C: jump to subroutine: draw HUD D: subroutine end E: subroutine start label: move player ... K: subroutine end So let's say you want to add a subroutine to draw a cursor over the player or something, and you want to do it between drawing the HUD and drawing the player. You can't simply add an instruction there, because then everything that occurs after it will move down one address and all the offsets for subroutine starts will be wrong, and the game will no longer function. There are ways around this, but they can get complicated fast and sometimes, it's impossible to achieve what you want without removing already existing code. Sometimes recalculating offsets is possible, but difficult unless a tool was created for it. |