- [Tool] Advanced Item Editor [A.I.E.] Tools. Welcome to the PokéCommunity! Pokemon Cyan - 2015 ~.
- An item (Japanese: どうぐ tool) is an object in the Pokémon games which the player can pick up, keep in their Bag, and use in some manner. They have various uses.
- Free download pokemon item editor downloads - Collection of download pokemon item editor freeware, shareware download - VeryPDF PDF Editor Download Manager, The Best.
VSDC Free Video Editor, Project Pokemon Save Editor, Improve Product Attributes/Item Editor, .. Released: January 1. Visits: 4. 10. . . The Editor can be integrated into any Web site through Java. Script, AFP, ASP, ASP. NET, Cold. Fusion, Java, PHP, Python, as well as other languages. It is fully compatible with Internet Explorer 5.
Firefox.. . . License: Freeware | Downloads (4. FCKeditor 2. 6. 4 Beta Download.
Should I remove Pokemon Game Editor by 0xRH? A ROM hacker for the Pokemon video game.
Welcome to the PokéCommunity! Item Creation in Fire.
Pokemon Hack Tool. Monday, June 25. Pokedex Order Editor; Item Image; Item Editor; Elite Map; Egg Move Editor; DNS. Item Editor http://www.mediafire.
Red. Pokemon Fire. Red contains numerous "????????" items. These are unused items that serve no purpose in the game. Using hex editing and some programs, we can turn these into real items, with their own names, descriptions, and images. Certain hacks that have been released even allow us to make our items run scripts. This tutorial will tell you how to do all of that - - that is, how to create an item with a custom name, description, image, and (if using JPAN's hacked engine) function.
Welcome to the PokéCommunity! Item Manager; Item Image Editor; Free Space Finder (FSF). But you'll be hard-pressed to preserve some of the Pokemon's unique. Pokémon Game Editor ===== Pokemon Game Editor. Ability to add more Pokemon. Add item editor. Add Pokedex Editor. Ability to add more attacks. Support for more types. Download Pokemon MP3s for FREE, get your MP3 soundtracks for all Pokemon albums, free Pokemon OST download. Explore Pokemon.com for news and information on Pokémon.
Requirements. To follow this tutorial, you will need: Basic changes. Start up Item Manager, and choose any of the "????????" items. In this tutorial, we will be editing the "????????" that comes right after "GREEN SHARD".
Use Item Manager to change the item's name and attributes as desired. Do not touch the "Description" or "Index" fields; we will deal with the description later. Correcting the index. Every item has an "index" value, which the game seems to use to verify that the item is real. The index values correspond to the order the items' data is stored in. The "????????" items, however, don't have valid indices; they all have index values of 0. To turn our "????????" into a real item, we must give it a valid index.
If you look at the indices of valid items, you'll find that they're all numbered in sequence. BLUE SHARD has an index of 3. YELLOW SHARD is 3. GREEN SHARD is 3. We need to give it an index that follows the pattern - - in this case, 3.
Remember that we're dealing with hex, not decimal. Change the index and save your changes. Close the Item Manager. Changing the description. XSE is a script editor.
People use it to make NPCs talk and perform other actions. One of XSE's features is the ability to add new strings (chunks of text) to the ROM, for scripts to use. We're going to do something a little different, though: we're going to write a "script" that consists of a string.. And then we are going to tell the game to use that string as the description for our new item. Open XSE and load your ROM.
In the main textbox, type the following: #dynamic 0x. This is a description for our new\nitem. The first line (#dynamic 0x. XSE to automatically look for unused space in the ROM, and to store our string in any free space it finds. The number (0x. 08.
XSE where to start looking. The second line (#org @string) tells XSE that we are creating a new section for our "script". In this case, the section is a string. The third line is the actual value of our string. The equal sign and first space won't be stored.) The "\n" represents a line break.
Feel free to use any value of your choosing; XSE has a "Text Adjuster" that you can use to place line breaks in the proper spots. Remember that you only have three lines of text to work with. Click the button with an image of two gears ("Compile"), and pay very careful attention to the window that pops up when you do. At the bottom of the "Compiler Output" window, there will be two list- boxes. Above them is the text "Dynamic Offsets".
These boxes tell us the specific offset that XSE saved the string to. Click the "Copy" button to copy the offset. Do not lose this number.(The number probably will not be the same as the one in my screenshots. For this tutorial, I am using a Fire. Red ROM that has had no other changes applied to it, so the offset for my description is 8. If you've made changes to your ROM, your offset will probably be different.
This is perfectly normal.)Close XSE. You don't have to save, if it asks you. Using the item description. Reopen the Item Manager. Go back to the "Description" box, and replace its contents with the offset that the description was saved to. Hit the "Save" button, and you should see your new description. Adding a new item image to the game.
Before we can give the item a new image, we must insert that image into the ROM. And before we can insert the image into the ROM, we have to create it. Open the image editor of your choice, and create a 2. Do not use more than 1.
When you are finished, use the image editor to decrease the color depth of the image, and save it as a 1. BMP) or PNG. (Microsoft Paint won't be able to reduce the color depth, but the freely- available editor Irfan. View can.)For the tutorial, we will be using this image: Now that we have created the image, open NSE, and use it to load your ROM. When you do, NSE will automatically open the Hero overworld sprite for viewing. Open the "View" menu, and choose "Offset".
You should see this dialog box: In order to create a new sprite, we have to find unused space in the ROM. Open the Free Space Finder, and load your ROM. Use FSF to find 2. Copy the offset that it gives you. Note that it may not give you the same offset that it gives me in these images; it depends on how much content you have added to your ROM. The offset must end in "0", "4", "8", or "C". If it doesn't, then the game will crash when it attempts to load the sprite!
If the offset doesn't end in one of those characters, then simply increase it until it does. If you so desire, you can use FSF to make sure that the revised offset still has enough room. Paste the offset into the NSE dialog ("Offset Browsing") that you opened before. Write it down somewhere else as well, as you will need it later. Add 0x. 10. 0 to the offset. If you don't know how to do math in hex, then you can use Windows Calculator (in "Programmer" mode).
Insert the new offset into FSF's "Search from offset" textbox. Search for 1. 28 bytes of free space. Copy the result, and paste it into the "Palette" field in the NSE dialog. Write it down somewhere else as well, as you will need it later.
The offset must end in "0", "4", "8", or "C". If it doesn't, then the game will crash when it attempts to load the sprite! If the offset doesn't end in one of those characters, then simply increase it until it does.
If you so desire, you can use FSF to make sure that the revised offset still has enough room. In the NSE dialog, change the "Size" fields to both read "2. Open". Then close the dialog. Close FSF. You should see this: Now, we need to import the image file into NSE.
Go to File - > Import - > Import Image. This dialog box will appear: Use the "Load" button to select your image file.
Then, change the "Image" dropdown to "All" and click "Save". You'll see a confirmation dialog; click "Yes".
On the Import dialog, click "Close". The main NSE window should now look like this: Go to File - > Insert. Insert your image and your palette, using the offsets that you entered earlier.
For both dialog boxes, check "Compress Data [Lz. Go to File - > Save. Close NSE. Using the new item image. Open Item Image Editor and load your ROM. Find your item in the list and select it.
This may be a bit difficult, as Item Image Editor does not use the item names that are stored in the ROM. Change the image and palette offsets to the ones that you copied out of FSF.
Go to File - > Save ROM, and then exit the Item Image Editor. Making the item do something. NOTE: This part of the tutorial only works if you are using JPAN's Hacked Fire. Red Engine. If your ROM does not use that hack, then attempting to follow these instructions will only cause problems. JPAN's Fire. Red Hacked Engine contains an interesting little feature. It is possible to make an item that, when used, backs the player out of their Bag and runs an XSE script.
We are going to explore how to do that, but first, a warning: it does not work if you activate an item by pressing Select. First, we have to create a script for our item to use. Open XSE. You can create any kind of script you want; I'll be making a script that teleports a player to Map 4. Fire. Red ROM. The code: Compile the script and write its offset down somewhere.
For my Fire. Red ROM, the offset is 8. Open the Item Manager. Click the "> > " button to go to the second "page" of the form. Change the "Field Usage" value to 1. JPAN's code is stored.
Click the "Save" button. Unfortunately, we'll need to break out the hex editor now. And we'll also need to do some math. Open your ROM using the hex editor of your choice, and go to offset 0.
DB0. 28. Here is where we need to use some math. Take the hex index of the new item - - 3. C. (You can use Windows Calculator's "Programmer" mode for this.) The result, for index 3.
F0. Add the result to the hex number 0. DB0. 28. When you're done with all the math, you'll have the offset of the first letter in your item's name - - 3. DB9. 18, for this tutorial. Go to that offset in your hex editor. Write it down somewhere, too. Add hex E to that offset (result 3.
DB9. 26, for this tutorial) and verify that the value of the byte at that new offset is the same as the item's index. For this tutorial, we check if the byte at offset 3. DB9. 26 has the hex value "3. If it does, then proceed. Take the offset of your script. Split it into bytes and put them in reverse order.
My script offset, 8. Put an 0. 8 at the end of your rearranged offset: for me, the result is 5. This data is called a "pointer"; it tells the game where to look for something. We need to insert that pointer into a part of the item data that most programs don't allow you to modify. Remember the offset that I said to write down? The offset of the first letter in your item's name?
Take that offset and add hex 2. For this tutorial, that's 3.
DB9. 18 + 2. 8 = 3. DB9. 40. Go to that offset in your hex editor. Select the four bytes located there. Replace them with your pointer. Take the offset of the first letter again, and add 1.
C to it. (For this tutorial, that'll be 3. DB9. 34.) Go to that new offset. The first three bytes at that offset should be 2.
If the byte after those three is not 0. Apparently, Item Manager is a bit forgetful sometimes..)Save the changes and exit your hex editor. Done! All that remains is for you to test the item. Since it's an unused item, there's no normal way to obtain it in- game. You'll have to use XSE to create or modify a script to give it to you.