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[Other] Blank Screen when trying to catch Custom Pokemon in "?" Slot in Emerald

LegendChu

❤ CAREFREE, BUT CARING ❤
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    I was checking out if the 25 Empty Slots ("?" Pokemon), could be used, to insert Custom Pokemon into the game. In FireRed, it worked out just fine, but in Emerald I came up with a Problem. I'll try explain with a few screenshots (just for your info, I'm using a Zekrom Sprite).

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    As you can see in the final image, the screen turns completely black & the game hangs. This happens right after it says "Zekrom's data was added to the Pokedex" (as in the 4th image).

    I've tried other slots & with other Sprites, but every time, its the same blank screen.

    From what I understand, the 25 Empty Slot Pokemon don't have Pokedex entries, right! But if that's the problem, how come this thing didn't happen in FireRed. Does the fact that Emerald sprites are animated have something to do with it?

    Someone please help out.

    Pika Pika :chu:
     
    There are not normal Pokemon, the game doesn't like to see them
     
    Hey thanks for the link, went through it, seems very complex~_~ & for a novice like me even if I manage to follow everything in that guide somehow, something's bound to go wrong & I might mess up my ROM. But thanks anyways.

    Okay just wanted to know one thing, is there any way to turn off the Pokemon animations, maybe then those empty slots might work (or maybe not).

    Another thing, FireRed doesn't seem give me this problem, I mean I was able to use the empty slots for Custom Pokemon (tested out about 3-4 of them without any hassles, albeit every Pokemon in the empty slot always gets the Pokedex entry of Rattata :P, which doesn't show up in the Pokedex anyways), so are all those 25 empty slots safe to use in FireRed, or might I encounter problems?

    Pika Pika :chu:
     
    HOW TO DISABLE EMERALD ANIMATIONS COMPLETELY:
    1. First we're going to overwrite Animation #00 with a blank animation, but makes sure sprites work as normal in-battle. At 0x18080C, put in these bytes:
    Code:
    10 B5 02 48 E0 61 10 BC 01 BC 00 47 15 07 18 08
    2. Now from 0x3299EC to 0x329B87, fill it with 00. This will make every Pokémon use animation number #00 as their front sprite animation.

    3. Now at 0x308CC0, change the bytes there to 38 F5 2F 08.

    4. Now starting at 0x309AAC and ending at 0x30A11B is a table. Change every pointer in that table to the bytes BC 8C 30 08. This will make every Pokémon only have one frame, just like in Ruby and FireRed.

    5. At 0x06EE38, change the bytes to 00 00. This will disable the Pokémon's animation in the Summary screen. Even though we changed every Pokémon's animation to a blank one, this is still necessary because the blank animation code seems to function differently in the Summary screen, but as far as I know is the only way to have it work perfectly in-battle.

    6. At 0x06ECC4, change the byte to 01. The reasoning for this is the same as above, except this is specifically to disable the Egg sprite's animation in the Summary screen. (It still works when hatching)

    7. Starting at 0x60A8C8 to 0x60AA63, fill the bytes with 00. This will change all the Pokémon's back sprite animation to back animation #00.

    8. As a failsafe, fill the bytes starting at 0x60ACE4 to 0x60AD2E with 00. This will ensure that Pokémon will always use the blank animation for back sprites.

    There, that should do it. I might have missed something, as I wrote these steps after I modified my ROM. But either way if I missed something, I'll just upload a patch if anyone wants it.
     
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