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lukenetty
November 1st, 2007, 04:01 PM
So what does that tell you? ASK THE CREATOR OF NARANJA/ORANGE!


Well, I couldn't find it. Can you tell me who it is?

cooley
November 1st, 2007, 07:34 PM
Sergio. That is the creator of Naranja.

Public Profile (http://pkmncommunity.com/member.php?u=12564)

linkandzelda
November 1st, 2007, 07:57 PM
hi. i need help with eggs. does anybody know how long it takes for an egg in fire red to hatch? the reason is i get an egg in my hack which is a gsc emake so the egg is togepi and i get it in violet city. on the orginal the egg hatches by goldenrod. i'm in goldenror in my hack and the the egg still says it will take along time to hatch. i don't think it will hatch.

thanks in advance
link

spenceroone3
November 1st, 2007, 08:00 PM
You must of scripted a bad-egg into it. You never know if your script is ever going to work!

linkandzelda
November 1st, 2007, 08:10 PM
how do i script a good egg then?

Xray
November 1st, 2007, 08:30 PM
anyone know how to fix this? http://i223.photobucket.com/albums/dd251/kditsme1300/glitch.png

spenceroone3
November 1st, 2007, 08:53 PM
how do i script a good egg then?

I'm not sure if this is right, but here you go:
#binary 31 72 00 67 EA C2 16 08 32 66 7A Pk2 Pk1



Replace the pk1&2 with the pokemon's hex number.

OR

Raw 0x31
Raw 0x72
Raw 0x00
Raw 0x67
Raw 0xEA
Raw 0xC2
Raw 0x16
Raw 0x08
Raw 0x32
Raw 0x66
Raw 0x7A
Raw 0xPK2
Raw 0xPK1

light_trainer921
November 1st, 2007, 11:47 PM
I repeated my OW question but more detailed.

I tried importing this sprite: http://img149.imageshack.us/img149/2945/mow0ba0.png

Then I do this:
http://img502.imageshack.us/img502/141/owimportzg7.jpg

And here's the result:
http://img529.imageshack.us/img529/1743/owerrorzp1.jpg

If the sprite is bigger or over 16 colors, please tell me.

spenceroone3
November 2nd, 2007, 04:52 AM
What program are you using? If you are using Xeons OW editor RE, I can help you, otherwise I can't.

light_trainer921
November 2nd, 2007, 09:40 AM
What program are you using? If you are using Xeons OW editor RE, I can help you, otherwise I can't.

I have both HackMew's OW and Xeon's OW RE. But I'm suing Xeon's the most.

HackMew
November 2nd, 2007, 11:02 AM
I have both HackMew's OW and Xeon's OW RE. But I'm suing Xeon's the most.

Actually the Rebirth Edition wasn't made by Xeon. It was made by me.
Also, the overworld you tried to import has 19 colors. Definitely too much.
My suggestion is to download the latest version of my Overworld Editor from the toolbox and to try importing the same overworld again to see what happens.
If you get weird errors etc. please let me know so I could eventually debug and fix a possible bug in the bitmap import routine.

TSK
November 2nd, 2007, 11:20 AM
anyone know how to fix this? http://i223.photobucket.com/albums/dd251/kditsme1300/glitch.png
I'm assuming that's the border block of a newly inserted map into FR.It always does that,you can gt around it by making the map larger and making it impossible for the player to see the borderblock.

Blazichu
November 2nd, 2007, 12:05 PM
But how can I edit texts with hex? I have Hexecute as my hex editor.

Basically you need to convert those numbers into hex format...if they are not done so.

I have attached a 2 documents which should help ;) (the text codes are at the bottom of the 2nd document for R/S/E/FR/LG).

light_trainer921
November 2nd, 2007, 01:10 PM
Actually the Rebirth Edition wasn't made by Xeon. It was made by me.
Also, the overworld you tried to import has 19 colors. Definitely too much.
My suggestion is to download the latest version of my Overworld Editor from the toolbox and to try importing the same overworld again to see what happens.
If you get weird errors etc. please let me know so I could eventually debug and fix a possible bug in the bitmap import routine.

I don't know how many colors in the sprite. How will I know how many colors are there?

Basically you need to convert those numbers into hex format...if they are not done so.

I have attached a 2 documents which should help ;) (the text codes are at the bottom of the 2nd document for R/S/E/FR/LG).

Thanks for the docs, Blazichu. Maybe it will help(I haven't tried it yet).

TSK
November 2nd, 2007, 02:13 PM
What is the behavior or background byte for a tile covered by the player?

cooley
November 2nd, 2007, 03:51 PM
@light_trainer: You count the colors.....xD, Or you save as 16-color...I don't know.

cε׀׀
November 2nd, 2007, 05:25 PM
Ummm can you tell me the pallete offset of the title screen in FR?
Thanks in advance ;)

ryan123456789019
November 2nd, 2007, 06:04 PM
where can i get a mapping tool for pokemon yellow please help

cooley
November 2nd, 2007, 07:28 PM
Don't Request tools. There aren't any tools that where created for yellow. But
Pokemap I think it has support for yellow, Definitely Blue & Red.

Ummm can you tell me the pallete offset of the title screen in FR?
Thanks in advance ;)
Yeah I need this too......xD

Death_Mande
November 2nd, 2007, 09:41 PM
Does anyone have any idea on how to create my own warps? As in how to make warp scripts to a specific map,bank,etc.??

Deeje
November 2nd, 2007, 11:01 PM
Where can I get advance battle?

thethethethe
November 2nd, 2007, 11:01 PM
Ummm can you tell me the pallete offset of the title screen in FR?
Thanks in advance ;)

Ummm, I think it's EAE094

Does anyone have any idea on how to create my own warps? As in how to make warp scripts to a specific map,bank,etc.??

I'm not sure what you mean... Do you want a warp script or to know how to create a working warp.

Xray
November 2nd, 2007, 11:03 PM
I'm assuming that's the border block of a newly inserted map into FR.It always does that,you can gt around it by making the map larger and making it impossible for the player to see the borderblock.

I changed the borderblock and i still got that same error

lukenetty
November 2nd, 2007, 11:28 PM
I changed the borderblock and i still got that same error

You need to enlarge your map. Ever side 6 tiles, I think, of your border and then you can't see the messed up border.

light_trainer921
November 3rd, 2007, 12:15 AM
@light_trainer: You count the colors.....xD, Or you save as 16-color...I don't know.

That's strange... I counted the sprite I tried to import at OWEditor carefully and it's 16(I edited it first before counting it).....

spenceroone3
November 3rd, 2007, 02:21 AM
Uhhh... Why isn't my tutorial appearing in the Documents and Tutorials section? Here it is... Well, I thought about it, and since scripting is the hardest part of Pokemon Hacking, I'm going to start a GIANT tutorial on how to script. It is all done on Poke script, so I think you better download that first.
Here goes...

1st Tutorial: Simple talking script!
First open note pad and write this down:
#org $Showtext
That will start the script. the $ sign goes in front off all offsets.
Then do this:
lock
faceplayer
That makes the person who you are talking to turn to face you. If they are the type that looks around, or walks around, lock keeps them in place.
Now onto the message:
message $Hello
$Hello 1 = How ya going?\pGood? That's awesome!!
boxset 6
Remember the $ sign goes in front of all offsets. You can make any type of talking script just by editing the talking part. /p means new paragraph, /n means next line, and /l is a new paragraph but with a different effect to the /p one. Boxset 6 is the type of Message box it is in. Boxset 6 is the normal text box. Boxset 5 is the Yes/No textbox.
Now we better end this script:
release
end
Release is the opposite of lock and faceplayer, and end MUST be used to end the script, or else.
Here is the complete script:
#org $Showtext
lock
faceplayer
message $Hello
$Hello 1 = How ya going?\pGood? That's awesome!!
boxset 6
release
end


2nd Tutorial:Yes/No script!
Open notepad and do all of what I told you in the last tut.
Make three things a person could say, maybe these(This is not how you put them into a script):
Are you dumb??
If Yes,: Hahaha!
If No, : Yes you are!!
Now, to put them into a talking script, write all this up:

#org $Sillyquestion
lock
faceplayer
message $Aredumb
$Aredumb 1 = Are you dumb??
boxset 5
compare LASTRESUILT B_TRUE
if B_False goto $Yesuare
message $Laugh
$Laugh 1 = Hahaha!
Boxset 6
release
end

#org $Yesuare
lock
faceplayer
message $Yesuare2
$Yesuare2 1 = Oh yes you are!!
boxset 6
release
end
Notice how I used Boxset 5 instead of Boxset 6 at the question?

For the next tut, you will need to have this (http://members.westnet.com.au/comhloiche/downloads/FR-Move.txt)
by your side...

Tutorial Three: Movement Scripts
Yes yes, I suck at these. They probably won't even work :(
but I'll have a try at them.
The following script will make your player walk up three steps.
Customize it a bit. I'll explain a bit more at the end.


#org $Move1
checkflag 0x200
if B_TRUE goto $Done
applymovement 0xFF $move
pause 0x30
setflag 0x200
end

#org $Done
end

#org $move
$move 1; #Binary 0x11 0x11 0x11 0xFE

The pause 0x30 is the number of steps taken x10, making 30. 0xFE MUST go at the end of every list of movements. Refer to the page I posted before this tut to customize this. Remember this: Applymovement 0xFF

The 0xFF makes the main character move. For someone else to move, put their map number in instead, for example, if it was this:

applymovement 0x01 $Whogivesthe
Then the person with map number 0x01 would move.
Also, to make these things move, you must place a script. When you stand on it, it is supposed to move you forward 3 steps. To make them work, you will notice something like this in A-Map:

Unknown: 00 00
Var Number: 00 00

Change that to this:
Unknown: 03 00
Var Number: 50 40

And so ends yet another tut!!

Tutorial Five: Giveitem scripts
These are pretty easy, but before you go, you'll need a list of items.

* 1 Master Ball
* 2 Ultra Ball
* 3 Great Ball
* 4 Poké Ball
* 5 Safari Ball
* 6 Net Ball
* 7 Dive Ball
* 8 Nest Ball
* 9 Repeat Ball
* A Timer Ball
* B Luxury Ball
* C Premier Ball
* D Potion
* E Antidote
* F Burn Heal
* 10 Ice Heal
* 11 Awakening
* 12 Parlyz Heal
* 13 Full Restore
* 14 Max Potion
* 15 Hyper Potion
* 16 Super Potion
* 17 Full Heal
* 18 Revive
* 19 Max Revive
* 1A Fresh Water
* 1B Soda Pop
* 1C Lemonade
* 1D Moomoo Milk
* 1E Energypowder
* 1F Energy Root
* 20 Heal Powder
* 21 Revival Herb
* 22 Ether
* 23 Max Ether
* 24 Elixir
* 25 Max Elixir
* 26 Lava Cookie
* 27 Blue Flute
* 28 Yellow Flute
* 29 Red Flute
* 2A Black Flute
* 2B White Flute
* 2C Berry Juice
* 2D Sacred Ash
* 2E Shoal Salt
* 2F Shoal Shell
* 30 Red Shard
* 31 Blue Shard
* 32 Yellow Shard
* 33 Green Shard
* 3F HP Up
* 40 Protein
* 41 Iron
* 42 Carbos
* 43 Calcium
* 44 Rare Candy
* 45 PP Up
* 46 Zinc
* 47 PP Max
* 49 Guard Spec.
* 4A Dire Hit
* 4B X Attack
* 4C X Defend
* 4D X Speed
* 4E X Accuracy
* 4F X Special
* 50 Poké Doll
* 51 Fluffy Tail
* 53 Super Repel
* 54 Max Repel
* 55 Escape Rope
* 56 Repel
* 5D Sun Stone
* 5E Moon Stone
* 5F Fire Stone
* 60 Thunderstone
* 61 Water Stone
* 62 Leaf Stone
* 67 Tinymushroom
* 68 Big Mushroom
* 6A Pearl
* 6B Big Pearl
* 6C Stardust
* 6D Star Piece
* 6E Nugget
* 6F Heart Scale
* 79 Orange Mail
* 7A Harbor Mail
* 7B Glitter Mail
* 7C Mech Mail
* 7D Wood Mail
* 7E Wave Mail
* 7F Bead Mail
* 80 Shadow Mail
* 81 Tropic Mail
* 82 Dream Mail
* 83 Fab Mail
* 84 Retro Mail
* 85 Cheri Berry
* 86 Chesto Berry
* 87 Pecha Berry
* 88 Rawst Berry
* 89 Aspear Berry
* 8A Leppa Berry
* 8B Oran Berry
* 8C Persim Berry
* 8D Lum Berry
* 8E Sitrus Berry
* 8F Figy Berry
* 90 Wiki Berry
* 91 Mago Berry
* 92 Aguav Berry
* 93 Iapapa Berry
* 94 Razz Berry
* 95 Bluk Berry
* 96 Nanab Berry
* 97 Wepear Berry
* 98 Pinap Berry
* 99 Pomeg Berry
* 9A Kelpsy Berry
* 9B Qualot Berry
* 9C Hondew Berry
* 9D Grepa Berry
* 9E Tamato Berry
* 9F Cornn Berry
* A0 Magost Berry
* A1 Rabuta Berry
* A2 Nomel Berry
* A3 Spelon Berry
* A4 Pamtre Berry
* A5 Watmel Berry
* A6 Durin Berry
* A7 Belue Berry
* A8 Liechi Berry
* A9 Ganlon Berry
* AA Salac Berry
* AB Petaya Berry
* AC Apicot Berry
* AD Lansat Berry
* AE Starf Berry
* AF Enigma Berry
* B3 Brightpowder
* B4 White Herb
* B5 Macho Brace
* B6 Exp. Share
* B7 Quick Claw
* B8 Soothe Bell
* B9 Mental Herb
* BA Choice Band
* BB King's Rock
* BC Silverpowder
* BD Amulet Coin
* BE Cleanse Tag
* BF Soul Dew
* C0 Deepseatooth
* C1 Deepseascale
* C2 Smoke Ball
* C3 Everstone
* C4 Focus Band
* C5 Lucky Egg
* C6 Scope Lens
* C7 Metal Coat
* C8 Leftovers
* C9 Dragon Scale
* CA Light Ball
* CB Soft Sand
* CC Hard Stone
* CD Miracle Seed
* CE Blackglasses
* CF Black Belt
* D0 Magnet
* D1 Mystic Water
* D2 Sharp Beak
* D3 Poison Barb
* D4 Nevermeltice
* D5 Spell Tag
* D6 Twistedspoon
* D7 Charcoal
* D8 Dragon Fang
* D9 Silk Scarf
* DA Up-grade
* DB Shell Bell
* DC Sea Incense
* DD Lax Incense
* DE Lucky Punch
* DF Metal Powder
* E0 Thick Club
* E1 Stick
* FE Red Scarf
* FF Blue Scarf
* 100 Pink Scarf
* 101 Green Scarf
* 102 Yellow Scarf
* 103 Mach Bike
* 104 Coin Case
* 105 Itemfinder
* 106 Old Rod
* 107 Good Rod
* 108 Super Rod
* 109 S.S. Ticket
* 10A Contest Pass
* 10C Wailmer Pail
* 10D Devon Goods
* 10E Soot Sack
* 10F Basement Key
* 110 Acro Bike
* 111 PokéBlock Case
* 112 Letter
* 113 Eon Ticket
* 114 Red Orb
* 115 Blue Orb
* 116 Scanner
* 117 Go-goggles
* 118 Meteorite
* 119 Rm. 1 Key
* 11A Rm. 2 Key
* 11B Rm. 4 Key
* 11C Rm. 6 Key
* 11D Storage Key
* 11E Root Fossil
* 11F Claw Fossil
* 120 Devon Scope
* 121 TM01
* 122 TM02
* 123 TM03
* 124 TM04
* 125 TM05
* 126 TM06
* 127 TM07
* 128 TM08
* 129 TM09
* 12A TM10
* 12B TM11
* 12C TM12
* 12D TM13
* 12E TM14
* 12F TM15
* 130 TM16
* 131 TM17
* 132 TM18
* 133 TM19
* 134 TM20
* 135 TM21
* 136 TM22
* 137 TM23
* 138 TM24
* 139 TM25
* 13A TM26
* 13B TM27
* 13C TM28
* 13D TM29
* 13E TM30
* 13F TM31
* 140 TM32
* 141 TM33
* 142 TM34
* 143 TM35
* 144 TM36
* 145 TM37
* 146 TM38
* 147 TM39
* 148 TM40
* 149 TM41
* 14A TM42
* 14B TM43
* 14C TM44
* 14D TM45
* 14E TM46
* 14F TM47
* 150 TM48
* 151 TM49
* 152 TM50
* 153 HM01
* 154 HM02
* 155 HM03
* 156 HM04
* 157 HM05
* 158 HM06
* 159 HM07
* 15A HM08
* 15D Oak's Parcel
* 15E Poké Flute
* 15F Secret Key
* 160 Bike Voucher
* 161 Gold Teeth
* 162 Old Amber
* 163 Card Key
* 164 Lift Key
* 165 Helix Fossil
* 166 Dome Fossil
* 167 Silph Scope
* 168 Bicycle
* 169 Town Map
* 16A VS Seeker
* 16B Fame Checker
* 16C TM Case
* 16D Berry Pouch
* 16E Teachy TV
* 16F Tri-pass
* 170 Rainbow Pass
* 171 Tea
* 172 Mysticticket
* 173 Auroraticket
* 174 Powder Jar
* 175 Ruby
* 176 Sapphire

Say we wanted to make a person give you a free potion.
This is a Yes/No script to give you one.

#org $Sillyquestion
lock
faceplayer
checkflag 0x200
If B_TRUE goto $Done
message $Freepo
$Freepo 1 = Would you like a free POTION?
boxset 5
compare LASTRESUILT B_TRUE
if B_False goto $Nothanks1
message $Hereitis
$Hereitis 1 = Here ya go!
Boxset 6
giveitem 0xD 0x1
setflag 0x200
release
end

#org $Nothanks1
lock
faceplayer
message $Nothanks
$Nothanks 1 = Oh yes you are!!
boxset 6
release
end

#org $Done
lock
faceplayer
message $Noneleft
$Noneleft 1 = I'm sorry, I don't have\nany POTIONS left.
release
end
The last bit at the end shows what happens if you already have the potion. The giveitem 0xD 0x1 part is, obviously, you get 1 potion. Changing that will give you a different item or a different number of them. You don't have to write in "[PLAYER] has recieved POTION" because giveitem does that automatically. The checkflag at the start makes sure you don't get x999 potions :lol:. And so I have ended another great tut! Next up in line: Give Pokemon Scripts!

Tutorial Six: Give Pokemon Scripts!
First you will need a list of Pokemon. Lucky for you, I have one.
#define PKMN_MISSINGNO 0

'.-------------------------.
'| KANTO |
''-------------------------'
#define PKMN_BULBASAUR 1
#define PKMN_IVYSAUR 2
#define PKMN_VENUSAUR 3
#define PKMN_CHARMANDER 4
#define PKMN_CHARMELEON 5
#define PKMN_CHARIZARD 6
#define PKMN_SQUIRTLE 7
#define PKMN_WARTORTLE 8
#define PKMN_BLASTOISE 9
#define PKMN_CATERPIE 10
#define PKMN_METAPOD 11
#define PKMN_BUTTERFREE 12
#define PKMN_WEEDLE 13
#define PKMN_KAKUNA 14
#define PKMN_BEEDRILL 15
#define PKMN_PIDGEY 16
#define PKMN_PIDGEOTTO 17
#define PKMN_PIDGEOT 18
#define PKMN_RATTATA 19
#define PKMN_RATICATE 20
#define PKMN_SPEAROW 21
#define PKMN_FEAROW 22
#define PKMN_EKANS 23
#define PKMN_ARBOK 24
#define PKMN_PIKACHU 25

#define PKMN_RAICHU 26
#define PKMN_SANDSHREW 27
#define PKMN_SANDSLASH 28
#define PKMN_NIDORAN_F 29
#define PKMN_NIDORINA 30
#define PKMN_NIDOQUEEN 31
#define PKMN_NIDORAN_M 32
#define PKMN_NIDORINO 33
#define PKMN_NIDOKING 34
#define PKMN_CLEFAIRY 35
#define PKMN_CLEFABLE 36
#define PKMN_VULPIX 37
#define PKMN_NINETALES 38
#define PKMN_JIGGLYPUFF 39
#define PKMN_WIGGLYTUFF 40
#define PKMN_ZUBAT 41
#define PKMN_GOLBAT 42
#define PKMN_ODDISH 43
#define PKMN_GLOOM 44
#define PKMN_VILEPLUME 45
#define PKMN_PARAS 46
#define PKMN_PARASECT 47
#define PKMN_VENONAT 48
#define PKMN_VENOMOTH 49
#define PKMN_DIGLETT 50

#define PKMN_DUGTRIO 51
#define PKMN_MEOWTH 52
#define PKMN_PERSIAN 53
#define PKMN_PSYDUCK 54
#define PKMN_GOLDUCK 55
#define PKMN_MANKEY 56
#define PKMN_PRIMEAPE 57
#define PKMN_GROWLITHE 58
#define PKMN_ARCANINE 59
#define PKMN_POLIWAG 60
#define PKMN_POLIWHIRL 61
#define PKMN_POLIWRATH 62
#define PKMN_ABRA 63
#define PKMN_KADABRA 64
#define PKMN_ALAKAZAM 65
#define PKMN_MACHOP 66
#define PKMN_MACHOKE 67
#define PKMN_MACHAMP 68
#define PKMN_BELLSPROUT 69
#define PKMN_WEEPINBELL 70
#define PKMN_VICTREEBEL 71
#define PKMN_TENTACOOL 72
#define PKMN_TENTACRUEL 73
#define PKMN_GEODUDE 74
#define PKMN_GRAVELER 75

#define PKMN_GOLEM 76
#define PKMN_PONYTA 77
#define PKMN_RAPIDASH 78
#define PKMN_SLOWPOKE 79
#define PKMN_SLOWBRO 80
#define PKMN_MAGNEMITE 81
#define PKMN_MAGNETON 82
#define PKMN_FARFETCHED 83
#define PKMN_DODUO 84
#define PKMN_DODRIO 85
#define PKMN_SEEL 86
#define PKMN_DEWGONG 87
#define PKMN_GRIMER 88
#define PKMN_MUK 89
#define PKMN_SHELLDER 90
#define PKMN_CLOYSTER 91
#define PKMN_GASTLY 92
#define PKMN_HAUNTER 93
#define PKMN_GENGAR 94
#define PKMN_ONIX 95
#define PKMN_DROWZEE 96
#define PKMN_HYPNO 97
#define PKMN_KRABBY 98
#define PKMN_KINGLER 99
#define PKMN_VOLTORB 100

#define PKMN_ELECTRODE 101
#define PKMN_EXEGGCUTE 102
#define PKMN_EXEGGUTOR 103
#define PKMN_CUBONE 104
#define PKMN_MAROWAK 105
#define PKMN_HITMONLEE 106
#define PKMN_HITMONCHAN 107
#define PKMN_LICKITUNG 108
#define PKMN_KOFFING 109
#define PKMN_WEEZING 110
#define PKMN_RHYHORN 111
#define PKMN_RHYDON 112
#define PKMN_CHANSEY 113
#define PKMN_TANGELA 114
#define PKMN_KANGASKHAN 115
#define PKMN_HORSEA 116
#define PKMN_SEADRA 117
#define PKMN_GOLDEEN 118
#define PKMN_SEAKING 119
#define PKMN_STARYU 120
#define PKMN_STARMIE 121
#define PKMN_MR_MIME 122
#define PKMN_SCYTHER 123
#define PKMN_JYNX 124
#define PKMN_ELECTABUZZ 125

#define PKMN_MAGMAR 126
#define PKMN_PINSIR 127
#define PKMN_TAUROS 128
#define PKMN_MAGIKARP 129
#define PKMN_GYARADOS 130
#define PKMN_LAPRAS 131
#define PKMN_DITTO 132
#define PKMN_EEVEE 133
#define PKMN_VAPOREON 134
#define PKMN_JOLTEON 135
#define PKMN_FLAREON 136
#define PKMN_PORYGON 137
#define PKMN_OMANYTE 138
#define PKMN_OMASTAR 139
#define PKMN_KABUTO 140
#define PKMN_KABUTOPS 141
#define PKMN_AERODACTYL 142
#define PKMN_SNORLAX 143
#define PKMN_ARTICUNO 144
#define PKMN_ZAPDOS 145
#define PKMN_MOLTRES 146
#define PKMN_DRATINI 147
#define PKMN_DRAGONAIR 148
#define PKMN_DRAGONITE 149
#define PKMN_MEWTWO 150

#define PKMN_MEW 151

'.-------------------------.
'| JOHTO |
''-------------------------'
#define PKMN_CHIKORITA 152
#define PKMN_BAYLEEF 153
#define PKMN_MEGANIUM 154
#define PKMN_CYNDAQUIL 155
#define PKMN_QUILAVA 156
#define PKMN_TYPHLOSION 157
#define PKMN_TOTODILE 158
#define PKMN_CROCONAW 159
#define PKMN_FERALIGATR 160
#define PKMN_SENTRET 161
#define PKMN_FURRET 162
#define PKMN_HOOTHOOT 163
#define PKMN_NOCTOWL 164
#define PKMN_LEDYBA 165
#define PKMN_LEDIAN 166
#define PKMN_SPINARAK 167
#define PKMN_ARIADOS 168
#define PKMN_CROBAT 169
#define PKMN_CHINCHOU 170
#define PKMN_LANTURN 171
#define PKMN_PICHU 172
#define PKMN_CLEFFA 173
#define PKMN_IGGLYBUFF 174
#define PKMN_TOGEPI 175

#define PKMN_TOGETIC 176
#define PKMN_NATU 177
#define PKMN_XATU 178
#define PKMN_MAREEP 179
#define PKMN_FLAAFFY 180
#define PKMN_AMPHAROS 181
#define PKMN_BELLOSSOM 182
#define PKMN_MARILL 183
#define PKMN_AZUMARILL 184
#define PKMN_SUDOWOODO 185
#define PKMN_POLITOED 186
#define PKMN_HOPPIP 187
#define PKMN_SKIPLOOM 188
#define PKMN_JUMPLUFF 189
#define PKMN_AIPOM 190
#define PKMN_SUNKERN 191
#define PKMN_SUNFLORA 192
#define PKMN_YANMA 193
#define PKMN_WOOPER 194
#define PKMN_QUAGSIRE 195
#define PKMN_ESPEON 196
#define PKMN_UMBREON 197
#define PKMN_MURKROW 198
#define PKMN_SLOWKING 199
#define PKMN_MISDREAVUS 200

#define PKMN_UNOWN 201
#define PKMN_WOBBUFFET 202
#define PKMN_GIRAFARIG 203
#define PKMN_PINECO 204
#define PKMN_FORRETRESS 205
#define PKMN_DUNSPARCE 206
#define PKMN_GLIGAR 207
#define PKMN_STEELIX 208
#define PKMN_SNUBBULL 209
#define PKMN_GRANBULL 210
#define PKMN_QWILFISH 211
#define PKMN_SCIZOR 212
#define PKMN_SHUCKLE 213
#define PKMN_HERACROSS 214
#define PKMN_SNEASEL 215
#define PKMN_TEDDIURSA 216
#define PKMN_URSARING 217
#define PKMN_SLUGMA 218
#define PKMN_MAGCARGO 219
#define PKMN_SWINUB 220
#define PKMN_PILOSWINE 221
#define PKMN_CORSOLA 222
#define PKMN_REMORAID 223
#define PKMN_OCTILLERY 224
#define PKMN_DELIBIRD 225

#define PKMN_MANTINE 226
#define PKMN_SKARMORY 227
#define PKMN_HOUNDOUR 228
#define PKMN_HOUNDOOM 229
#define PKMN_KINGDRA 230
#define PKMN_PHANPY 231
#define PKMN_DONPHAN 232
#define PKMN_PORYGON2 233
#define PKMN_STANTLER 234
#define PKMN_SMEARGLE 235
#define PKMN_TYROGUE 236
#define PKMN_HITMONTOP 237
#define PKMN_SMOOCHUM 238
#define PKMN_ELEKID 239
#define PKMN_MAGBY 240
#define PKMN_MILTANK 241
#define PKMN_BLISSEY 242
#define PKMN_RAIKOU 243
#define PKMN_ENTEI 244
#define PKMN_SUICUNE 245
#define PKMN_LARVITAR 246
#define PKMN_PUPITAR 247
#define PKMN_TYRANITAR 248
#define PKMN_LUGIA 249
#define PKMN_HO-OH 250

#define PKMN_CELEBI 251

'.-------------------------.
'| HOENN |
''-------------------------'
#define PKMN_TREECKO 277
#define PKMN_GROVYLE 278
#define PKMN_SCEPTILE 279
#define PKMN_TORCHIC 280
#define PKMN_COMBUSKEN 281
#define PKMN_BLAZIKEN 282
#define PKMN_MUDKIP 283
#define PKMN_MARSHTOMP 284
#define PKMN_SWAMPERT 285
#define PKMN_POOCHYENA 286
#define PKMN_MIGHTYENA 287
#define PKMN_ZIGZAGOON 288
#define PKMN_LINOONE 289
#define PKMN_WURMPLE 290
#define PKMN_SILCOON 291
#define PKMN_BEAUTIFLY 292
#define PKMN_CASCOON 293
#define PKMN_DUSTOX 294
#define PKMN_LOTAD 295
#define PKMN_LOMBRE 296
#define PKMN_LUDICOLO 297
#define PKMN_SEEDOT 298
#define PKMN_NUZLEAF 299
#define PKMN_SHIFTRY 300

#define PKMN_NINCADA 301
#define PKMN_NINJASK 302
#define PKMN_SHEDINJA 303
#define PKMN_TAILLOW 304
#define PKMN_SWELLOW 305
#define PKMN_SHROOMISH 306
#define PKMN_BRELOOM 307
#define PKMN_SPINDA 308
#define PKMN_WINGULL 309
#define PKMN_PELIPPER 310
#define PKMN_SURSKIT 311
#define PKMN_MASQUERAIN 312
#define PKMN_WAILMER 313
#define PKMN_WAILORD 314
#define PKMN_SKITTY 315
#define PKMN_DELCATTY 316
#define PKMN_KECLEON 317
#define PKMN_BALTOY 318
#define PKMN_CLAYDOL 319
#define PKMN_NOSEPASS 320
#define PKMN_TORKOAL 321
#define PKMN_SABLEYE 322
#define PKMN_BARBOACH 323
#define PKMN_WHISCASH 324
#define PKMN_LUVDISC 325

#define PKMN_CORPHISH 326
#define PKMN_CRAWDAUNT 327
#define PKMN_FEEBAS 328
#define PKMN_MILOTIC 329
#define PKMN_CARVANHA 330
#define PKMN_SHARPEDO 331
#define PKMN_TRAPINCH 332
#define PKMN_VIBRAVA 333
#define PKMN_FLYGON 334
#define PKMN_MAKUHITA 335
#define PKMN_HARIYAMA 336
#define PKMN_ELECTRIKE 337
#define PKMN_MANECTRIC 338
#define PKMN_NUMEL 339
#define PKMN_CAMERUPT 340
#define PKMN_SPHEAL 341
#define PKMN_SEALEO 342
#define PKMN_WALREIN 343
#define PKMN_CACNEA 344
#define PKMN_CACTURNE 345
#define PKMN_SNORUNT 346
#define PKMN_GLALIE 347
#define PKMN_LUNATONE 348
#define PKMN_SOLROCK 349
#define PKMN_AZURILL 350

#define PKMN_SPOINK 351
#define PKMN_GRUMPIG 352
#define PKMN_PLUSLE 353
#define PKMN_MINUN 354
#define PKMN_MAWILE 355
#define PKMN_MEDITITE 356
#define PKMN_MEDICHAM 357
#define PKMN_SWABLU 358
#define PKMN_ALTARIA 359
#define PKMN_WYNAUT 360
#define PKMN_DUSKULL 361
#define PKMN_DUSCLOPS 362
#define PKMN_ROSELIA 363
#define PKMN_SLAKOTH 364
#define PKMN_VIGOROTH 365
#define PKMN_SLAKING 366
#define PKMN_GULPIN 367
#define PKMN_SWALOT 368
#define PKMN_TROPIUS 369
#define PKMN_WHISMUR 370
#define PKMN_LOUDRED 371
#define PKMN_EXPLOUD 372
#define PKMN_CLAMPERL 373
#define PKMN_HUNTAIL 374
#define PKMN_GOREBYSS 375

#define PKMN_ABSOL 376
#define PKMN_SHUPPET 377
#define PKMN_BANETTE 378
#define PKMN_SEVIPER 379
#define PKMN_ZANGOOSE 380
#define PKMN_RELICANTH 381
#define PKMN_ARON 382
#define PKMN_LAIRON 383
#define PKMN_AGGRON 384
#define PKMN_CASTFORM 385
#define PKMN_VOLBEAT 386
#define PKMN_ILLUMISE 387
#define PKMN_LILEEP 388
#define PKMN_CRADILY 389
#define PKMN_ANORITH 390
#define PKMN_ARMALDO 391
#define PKMN_RALTS 392
#define PKMN_KIRLIA 393
#define PKMN_GARDEVOIR 394
#define PKMN_BAGON 395
#define PKMN_SHELGON 396
#define PKMN_SALAMENCE 397
#define PKMN_BELDUM 398
#define PKMN_METANG 399
#define PKMN_METAGROSS 400

#define PKMN_REGIROCK 401
#define PKMN_REGICE 402
#define PKMN_REGISTEEL 403
#define PKMN_KYOGRE 404
#define PKMN_GROUDON 405
#define PKMN_RAYQUAZA 406
#define PKMN_LATIAS 407
#define PKMN_LATIOS 408
#define PKMN_JIRACHI 409
#define PKMN_DEOXYS 410
#define PKMN_CHIMECHO 411
Now that you have that, you must create the small script. I want a Charmander, so I shall make this:
givepokemon 4 5 0
That gives me a Charmander l5 not holding anything. The first number is the number of the Pokemon, the second number is the Lv, and the third number is the number of the item!!! Oh, and it won't show anything like "You recieved the CHARMANDER" you actually have to put that in! Here is the script in action, taken from Pokemon PinkMew:
#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
message $mygod
boxset 6
givepokemon 4 5 0
message $NameCharm
boxset 5
setflag 0x232
setflag 0x828
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = How's my old CHARMANDER?

#org $q
$q 1 = To get past here, you'll\nneed a pokemon.\pTake this CHARMANDER.

#org $mygod
$mygod 1 = You received the CHARMANDER!

message $NameCharm
$NameCharm 1 = Would You like to give \nCHARMANDER a name?
boxset 5
compare LASTRESULT 1
if b_False goto $seeya
Namepokemon
setflag 0x203

message $seeya
$seeya 1 = Thanks!
release
end

Tutorial Seven: Flags!
This will be short since it is only about flags!!
Okay, the effect of flags:

Setflag~ Sets the flag.
Checkflag~ Checks the flag.
Removeflag~ Opposite of Setflag.

Sorry, G2g, this tut isn't finsihed yet, I gotta go to school!

Exam One: Puttin' it together!
Scenario: A proffesor would like a Celebi and a Potion. He also wants someone saying: I'll give you this CELEBI! Oh, and take this POTION, too! Make a script for him that gives him it!
How to get your results: Post in this thread your script! I'll fix it for you, improve it, and give it a rating out of 10! If you get less than 5/10, I recommend that you skim over the tutorials again!

Tutorial Eight: Warps
You will need this for scripts like movement scripts leading to a house.
Here is a good base for one of these:
warp 0x[map bank] 0x[map] 0x[warp]
Now, here is it leading to PALLET TOWN:
warp 0x30 0x0 0x1
You can put that in ANY of your scripts. Me? I haven't used it yet!!!

Tutorial Nine: Randomization!
As of my latest sucess on the Script/Discussion/Sharing thread, I credit Dabomstew for helping me peronally with this one.

You're probably wondering were you would need this. The slowbro in Cerulean. Stuff like that. First, do this:
#org $Begin
lock
faceplayer
#raw 0x8F
#raw 0x04 0x00
copyvar 0x8008 0x800D
That extra part will begin the randomziation. But you then need to add this:
compare 0x8008 0x0
if 0x1 call $Yes
compare 0x8008 0x1
if 0x1 call $No
release
end

$org $Yes
$Yes 1 = Yes! Yes! Yes!
boxset 6
release
end

#org $No
$No 1 = No! No! No!
boxset 6
release
end

Tutorial Ten: Text Colour!
Even my favorite hacks, Shiny Gold and Pokemon White, don't have these, while hacks like liquid ocean (Correct me if its wrong, I can't rememeber) have tons of it. I'm not sure if their creators are just lazy, or just don't know how. Well, here is my tut. first write up the beginninng of the script:
#org $Hello
lock
faceplayer
message $Color
$Color 1 = ??
boxset 6
release
end
Well that is the start, I better show you how to add colouring. First get this command:\c\h01\hXX
Put it in this part of our script: $Color 1 = \c\h01\h09How are you going?
Notice how I put that 09 after the 'H'? That is the colour's number. Here is some more: 00 - white
02 - black (System messages and reading signs)
03 - gray
04 - red (Female colour}
05 - orange
06 - dark green
07 - cyan
08 - dark blue (Male colour)
09 - lighter blue
0b - bluish grey
Another tut done! What next? Weather!

Tutorial Eleven: Weather!
This is pretty simple really. First, you need to knwo these hex numbers:

0 = Normal
3 = Rain
4 = Snowflakes
5 = Thunderstorm
6 = Fog
7 = Ash
8 = Sandstorm
9 = Fog 2
A = Fog
B = Dark
C = Hot sun
D = Thunderstorm 2
E = Underwater
Okay, now you need to put it into it's script.
setweather 0xB
doweather It is even possible (If you can script that well :P )
to use this code in R/S/E to make a Day/Night system. To make the weather stop, make another part of the script go to 'Normal' weather.
Whats next?
Wildbattles?
Okay...

Tutorial Twelve: Wildbattles!
Back in a sec... K, I'm back! Yeah, I'm gonna try to teach you some wildbattle scripts. Let's go!!!
First you need to know the Pokemon's cry.
cry [Pokemon's Number]
Pretty long script, isn't it? Yes, I better show you what it looks like if there was sometihng there.cry 151 That will make my fave pokemon, Mew, cry. Now for the rest of the script...
We need to make the wildbattle. You can refer back to tutorial siz to get the Pokemon's numbers to make the cry script and the wildbattle script. Here is your wildbattle script:
wildbattle [Pokemon's Number] [Pokemon's Level] [Terrain] Wait? Terrain? Oh, I see I need to give you a list of terrains. 0 = grass
1 = water
2 = rock
3 = sand
So here is the script I want for it.... wildbattle 151 30 0
That will make me battle a level 30 Mew in some grass. Now here is the whole script:#org $Wildbattle
lock
faceplayer
cry 5
message $mewcry
$mewcry 1 = Mew: Lalalala!
boxset 6
checkflag 0x500
if 0x1 goto $Wildbattle
release
end

#org $Wildbattle
lock
wildbattle 151 30 0
release
setflag 0x500
#raw 53
fadescreen 0
end
It works. Tell me if it doesn't ;) Now it is recess time!!

Recess: Putting it all together!
This is kind of like an exam, except you won't be tested.
Huh? Spencer's head is about to explode! Er.. Sorry, I'm random. Let's create a nice script. We want to create.... A Magic Magikarp. But it is so strong, you must battle it, and then it wants to join your team. Also, it has telepathy, which, as text, is shown in light blue. Let's go! Okay, we start with this(As usual):#org $Magikarp
lock
faceplayer
message $Telepathy
$Telepathy 1 = MAGIKARP: \c\h01\h09I am using telepathy...\lI would like to battle you...\lAre you ready...\l...\lYes? Prepare for battle!!
boxset 6
wildbattle 129 50 1
And here is the othe half of the script:
message $Okay
$Okay 1 = \c\h01\h09IYou are very strong...\lI would like to join you\non your adventures!!!
boxset 6
givepokemon 129 50 0
message $Magikarp
$Magikarp 1 = MAGIKARP joined your party!!
release
end

That is another tut finished! Next up: Money (Yum)



Things to expect in future updates:
-Money Commands
-Coin Case Commands
-Special: Giant scripts
-Special: Field Moves
Does anybody even like it? Maybe the reason it didn't go in is because the mods didn't like it...

Darke Hawke
November 3rd, 2007, 02:40 AM
Uhhh... Why isn't my tutorial appearing in the Documents and Tutorials section? Here it is... Well, I thought about it, and since scripting is the hardest part of Pokemon Hacking, I'm going to start a GIANT tutorial on how to script. It is all done on Poke script, so I think you better download that first.
Here goes...

1st Tutorial: Simple talking script!
First open note pad and write this down:
#org $Showtext
That will start the script. the $ sign goes in front off all offsets.
Then do this:
lock
faceplayer
That makes the person who you are talking to turn to face you. If they are the type that looks around, or walks around, lock keeps them in place.
Now onto the message:
message $Hello
$Hello 1 = How ya going?\pGood? That's awesome!!
boxset 6
Remember the $ sign goes in front of all offsets. You can make any type of talking script just by editing the talking part. /p means new paragraph, /n means next line, and /l is a new paragraph but with a different effect to the /p one. Boxset 6 is the type of Message box it is in. Boxset 6 is the normal text box. Boxset 5 is the Yes/No textbox.
Now we better end this script:
release
end
Release is the opposite of lock and faceplayer, and end MUST be used to end the script, or else.
Here is the complete script:
#org $Showtext
lock
faceplayer
message $Hello
$Hello 1 = How ya going?\pGood? That's awesome!!
boxset 6
release
end


2nd Tutorial:Yes/No script!
Open notepad and do all of what I told you in the last tut.
Make three things a person could say, maybe these(This is not how you put them into a script):
Are you dumb??
If Yes,: Hahaha!
If No, : Yes you are!!
Now, to put them into a talking script, write all this up:

#org $Sillyquestion
lock
faceplayer
message $Aredumb
$Aredumb 1 = Are you dumb??
boxset 5
compare LASTRESUILT B_TRUE
if B_False goto $Yesuare
message $Laugh
$Laugh 1 = Hahaha!
Boxset 6
release
end

#org $Yesuare
lock
faceplayer
message $Yesuare2
$Yesuare2 1 = Oh yes you are!!
boxset 6
release
end
Notice how I used Boxset 5 instead of Boxset 6 at the question?

For the next tut, you will need to have
Tutorial Three: Movement Scripts
Yes yes, I suck at these. They probably won't even work :(
but I'll have a try at them.
The following script will make your player walk up three steps.
Customize it a bit. I'll explain a bit more at the end.


#org $Move1
checkflag 0x200
if B_TRUE goto $Done
applymovement 0xFF $move
pause 0x30
setflag 0x200
end

#org $Done
end

#org $move
$move 1; #Binary 0x11 0x11 0x11 0xFE

The pause 0x30 is the number of steps taken x10, making 30. 0xFE MUST go at the end of every list of movements. Refer to the page I posted before this tut to customize this. Remember this: Applymovement 0xFF

The 0xFF makes the main character move. For someone else to move, put their map number in instead, for example, if it was this:

applymovement 0x01 $Whogivesthe
Then the person with map number 0x01 would move.
Also, to make these things move, you must place a script. When you stand on it, it is supposed to move you forward 3 steps. To make them work, you will notice something like this in A-Map:

Unknown: 00 00
Var Number: 00 00

Change that to this:
Unknown: 03 00
Var Number: 50 40

And so ends yet another tut!!

Tutorial Five: Giveitem scripts
These are pretty easy, but before you go, you'll need a list of items.

* 1 Master Ball
* 2 Ultra Ball
* 3 Great Ball
* 4 Poké Ball
* 5 Safari Ball
* 6 Net Ball
* 7 Dive Ball
* 8 Nest Ball
* 9 Repeat Ball
* A Timer Ball
* B Luxury Ball
* C Premier Ball
* D Potion
* E Antidote
* F Burn Heal
* 10 Ice Heal
* 11 Awakening
* 12 Parlyz Heal
* 13 Full Restore
* 14 Max Potion
* 15 Hyper Potion
* 16 Super Potion
* 17 Full Heal
* 18 Revive
* 19 Max Revive
* 1A Fresh Water
* 1B Soda Pop
* 1C Lemonade
* 1D Moomoo Milk
* 1E Energypowder
* 1F Energy Root
* 20 Heal Powder
* 21 Revival Herb
* 22 Ether
* 23 Max Ether
* 24 Elixir
* 25 Max Elixir
* 26 Lava Cookie
* 27 Blue Flute
* 28 Yellow Flute
* 29 Red Flute
* 2A Black Flute
* 2B White Flute
* 2C Berry Juice
* 2D Sacred Ash
* 2E Shoal Salt
* 2F Shoal Shell
* 30 Red Shard
* 31 Blue Shard
* 32 Yellow Shard
* 33 Green Shard
* 3F HP Up
* 40 Protein
* 41 Iron
* 42 Carbos
* 43 Calcium
* 44 Rare Candy
* 45 PP Up
* 46 Zinc
* 47 PP Max
* 49 Guard Spec.
* 4A Dire Hit
* 4B X Attack
* 4C X Defend
* 4D X Speed
* 4E X Accuracy
* 4F X Special
* 50 Poké Doll
* 51 Fluffy Tail
* 53 Super Repel
* 54 Max Repel
* 55 Escape Rope
* 56 Repel
* 5D Sun Stone
* 5E Moon Stone
* 5F Fire Stone
* 60 Thunderstone
* 61 Water Stone
* 62 Leaf Stone
* 67 Tinymushroom
* 68 Big Mushroom
* 6A Pearl
* 6B Big Pearl
* 6C Stardust
* 6D Star Piece
* 6E Nugget
* 6F Heart Scale
* 79 Orange Mail
* 7A Harbor Mail
* 7B Glitter Mail
* 7C Mech Mail
* 7D Wood Mail
* 7E Wave Mail
* 7F Bead Mail
* 80 Shadow Mail
* 81 Tropic Mail
* 82 Dream Mail
* 83 Fab Mail
* 84 Retro Mail
* 85 Cheri Berry
* 86 Chesto Berry
* 87 Pecha Berry
* 88 Rawst Berry
* 89 Aspear Berry
* 8A Leppa Berry
* 8B Oran Berry
* 8C Persim Berry
* 8D Lum Berry
* 8E Sitrus Berry
* 8F Figy Berry
* 90 Wiki Berry
* 91 Mago Berry
* 92 Aguav Berry
* 93 Iapapa Berry
* 94 Razz Berry
* 95 Bluk Berry
* 96 Nanab Berry
* 97 Wepear Berry
* 98 Pinap Berry
* 99 Pomeg Berry
* 9A Kelpsy Berry
* 9B Qualot Berry
* 9C Hondew Berry
* 9D Grepa Berry
* 9E Tamato Berry
* 9F Cornn Berry
* A0 Magost Berry
* A1 Rabuta Berry
* A2 Nomel Berry
* A3 Spelon Berry
* A4 Pamtre Berry
* A5 Watmel Berry
* A6 Durin Berry
* A7 Belue Berry
* A8 Liechi Berry
* A9 Ganlon Berry
* AA Salac Berry
* AB Petaya Berry
* AC Apicot Berry
* AD Lansat Berry
* AE Starf Berry
* AF Enigma Berry
* B3 Brightpowder
* B4 White Herb
* B5 Macho Brace
* B6 Exp. Share
* B7 Quick Claw
* B8 Soothe Bell
* B9 Mental Herb
* BA Choice Band
* BB King's Rock
* BC Silverpowder
* BD Amulet Coin
* BE Cleanse Tag
* BF Soul Dew
* C0 Deepseatooth
* C1 Deepseascale
* C2 Smoke Ball
* C3 Everstone
* C4 Focus Band
* C5 Lucky Egg
* C6 Scope Lens
* C7 Metal Coat
* C8 Leftovers
* C9 Dragon Scale
* CA Light Ball
* CB Soft Sand
* CC Hard Stone
* CD Miracle Seed
* CE Blackglasses
* CF Black Belt
* D0 Magnet
* D1 Mystic Water
* D2 Sharp Beak
* D3 Poison Barb
* D4 Nevermeltice
* D5 Spell Tag
* D6 Twistedspoon
* D7 Charcoal
* D8 Dragon Fang
* D9 Silk Scarf
* DA Up-grade
* DB Shell Bell
* DC Sea Incense
* DD Lax Incense
* DE Lucky Punch
* DF Metal Powder
* E0 Thick Club
* E1 Stick
* FE Red Scarf
* FF Blue Scarf
* 100 Pink Scarf
* 101 Green Scarf
* 102 Yellow Scarf
* 103 Mach Bike
* 104 Coin Case
* 105 Itemfinder
* 106 Old Rod
* 107 Good Rod
* 108 Super Rod
* 109 S.S. Ticket
* 10A Contest Pass
* 10C Wailmer Pail
* 10D Devon Goods
* 10E Soot Sack
* 10F Basement Key
* 110 Acro Bike
* 111 PokéBlock Case
* 112 Letter
* 113 Eon Ticket
* 114 Red Orb
* 115 Blue Orb
* 116 Scanner
* 117 Go-goggles
* 118 Meteorite
* 119 Rm. 1 Key
* 11A Rm. 2 Key
* 11B Rm. 4 Key
* 11C Rm. 6 Key
* 11D Storage Key
* 11E Root Fossil
* 11F Claw Fossil
* 120 Devon Scope
* 121 TM01
* 122 TM02
* 123 TM03
* 124 TM04
* 125 TM05
* 126 TM06
* 127 TM07
* 128 TM08
* 129 TM09
* 12A TM10
* 12B TM11
* 12C TM12
* 12D TM13
* 12E TM14
* 12F TM15
* 130 TM16
* 131 TM17
* 132 TM18
* 133 TM19
* 134 TM20
* 135 TM21
* 136 TM22
* 137 TM23
* 138 TM24
* 139 TM25
* 13A TM26
* 13B TM27
* 13C TM28
* 13D TM29
* 13E TM30
* 13F TM31
* 140 TM32
* 141 TM33
* 142 TM34
* 143 TM35
* 144 TM36
* 145 TM37
* 146 TM38
* 147 TM39
* 148 TM40
* 149 TM41
* 14A TM42
* 14B TM43
* 14C TM44
* 14D TM45
* 14E TM46
* 14F TM47
* 150 TM48
* 151 TM49
* 152 TM50
* 153 HM01
* 154 HM02
* 155 HM03
* 156 HM04
* 157 HM05
* 158 HM06
* 159 HM07
* 15A HM08
* 15D Oak's Parcel
* 15E Poké Flute
* 15F Secret Key
* 160 Bike Voucher
* 161 Gold Teeth
* 162 Old Amber
* 163 Card Key
* 164 Lift Key
* 165 Helix Fossil
* 166 Dome Fossil
* 167 Silph Scope
* 168 Bicycle
* 169 Town Map
* 16A VS Seeker
* 16B Fame Checker
* 16C TM Case
* 16D Berry Pouch
* 16E Teachy TV
* 16F Tri-pass
* 170 Rainbow Pass
* 171 Tea
* 172 Mysticticket
* 173 Auroraticket
* 174 Powder Jar
* 175 Ruby
* 176 Sapphire

Say we wanted to make a person give you a free potion.
This is a Yes/No script to give you one.

#org $Sillyquestion
lock
faceplayer
checkflag 0x200
If B_TRUE goto $Done
message $Freepo
$Freepo 1 = Would you like a free POTION?
boxset 5
compare LASTRESUILT B_TRUE
if B_False goto $Nothanks1
message $Hereitis
$Hereitis 1 = Here ya go!
Boxset 6
giveitem 0xD 0x1
setflag 0x200
release
end

#org $Nothanks1
lock
faceplayer
message $Nothanks
$Nothanks 1 = Oh yes you are!!
boxset 6
release
end

#org $Done
lock
faceplayer
message $Noneleft
$Noneleft 1 = I'm sorry, I don't have\nany POTIONS left.
release
end
The last bit at the end shows what happens if you already have the potion. The giveitem 0xD 0x1 part is, obviously, you get 1 potion. Changing that will give you a different item or a different number of them. You don't have to write in "[PLAYER] has recieved POTION" because giveitem does that automatically. The checkflag at the start makes sure you don't get x999 potions :lol:. And so I have ended another great tut! Next up in line: Give Pokemon Scripts!

Tutorial Six: Give Pokemon Scripts!
First you will need a list of Pokemon. Lucky for you, I have one.
#define PKMN_MISSINGNO 0

'.-------------------------.
'| KANTO |
''-------------------------'
#define PKMN_BULBASAUR 1
#define PKMN_IVYSAUR 2
#define PKMN_VENUSAUR 3
#define PKMN_CHARMANDER 4
#define PKMN_CHARMELEON 5
#define PKMN_CHARIZARD 6
#define PKMN_SQUIRTLE 7
#define PKMN_WARTORTLE 8
#define PKMN_BLASTOISE 9
#define PKMN_CATERPIE 10
#define PKMN_METAPOD 11
#define PKMN_BUTTERFREE 12
#define PKMN_WEEDLE 13
#define PKMN_KAKUNA 14
#define PKMN_BEEDRILL 15
#define PKMN_PIDGEY 16
#define PKMN_PIDGEOTTO 17
#define PKMN_PIDGEOT 18
#define PKMN_RATTATA 19
#define PKMN_RATICATE 20
#define PKMN_SPEAROW 21
#define PKMN_FEAROW 22
#define PKMN_EKANS 23
#define PKMN_ARBOK 24
#define PKMN_PIKACHU 25

#define PKMN_RAICHU 26
#define PKMN_SANDSHREW 27
#define PKMN_SANDSLASH 28
#define PKMN_NIDORAN_F 29
#define PKMN_NIDORINA 30
#define PKMN_NIDOQUEEN 31
#define PKMN_NIDORAN_M 32
#define PKMN_NIDORINO 33
#define PKMN_NIDOKING 34
#define PKMN_CLEFAIRY 35
#define PKMN_CLEFABLE 36
#define PKMN_VULPIX 37
#define PKMN_NINETALES 38
#define PKMN_JIGGLYPUFF 39
#define PKMN_WIGGLYTUFF 40
#define PKMN_ZUBAT 41
#define PKMN_GOLBAT 42
#define PKMN_ODDISH 43
#define PKMN_GLOOM 44
#define PKMN_VILEPLUME 45
#define PKMN_PARAS 46
#define PKMN_PARASECT 47
#define PKMN_VENONAT 48
#define PKMN_VENOMOTH 49
#define PKMN_DIGLETT 50

#define PKMN_DUGTRIO 51
#define PKMN_MEOWTH 52
#define PKMN_PERSIAN 53
#define PKMN_PSYDUCK 54
#define PKMN_GOLDUCK 55
#define PKMN_MANKEY 56
#define PKMN_PRIMEAPE 57
#define PKMN_GROWLITHE 58
#define PKMN_ARCANINE 59
#define PKMN_POLIWAG 60
#define PKMN_POLIWHIRL 61
#define PKMN_POLIWRATH 62
#define PKMN_ABRA 63
#define PKMN_KADABRA 64
#define PKMN_ALAKAZAM 65
#define PKMN_MACHOP 66
#define PKMN_MACHOKE 67
#define PKMN_MACHAMP 68
#define PKMN_BELLSPROUT 69
#define PKMN_WEEPINBELL 70
#define PKMN_VICTREEBEL 71
#define PKMN_TENTACOOL 72
#define PKMN_TENTACRUEL 73
#define PKMN_GEODUDE 74
#define PKMN_GRAVELER 75

#define PKMN_GOLEM 76
#define PKMN_PONYTA 77
#define PKMN_RAPIDASH 78
#define PKMN_SLOWPOKE 79
#define PKMN_SLOWBRO 80
#define PKMN_MAGNEMITE 81
#define PKMN_MAGNETON 82
#define PKMN_FARFETCHED 83
#define PKMN_DODUO 84
#define PKMN_DODRIO 85
#define PKMN_SEEL 86
#define PKMN_DEWGONG 87
#define PKMN_GRIMER 88
#define PKMN_MUK 89
#define PKMN_SHELLDER 90
#define PKMN_CLOYSTER 91
#define PKMN_GASTLY 92
#define PKMN_HAUNTER 93
#define PKMN_GENGAR 94
#define PKMN_ONIX 95
#define PKMN_DROWZEE 96
#define PKMN_HYPNO 97
#define PKMN_KRABBY 98
#define PKMN_KINGLER 99
#define PKMN_VOLTORB 100

#define PKMN_ELECTRODE 101
#define PKMN_EXEGGCUTE 102
#define PKMN_EXEGGUTOR 103
#define PKMN_CUBONE 104
#define PKMN_MAROWAK 105
#define PKMN_HITMONLEE 106
#define PKMN_HITMONCHAN 107
#define PKMN_LICKITUNG 108
#define PKMN_KOFFING 109
#define PKMN_WEEZING 110
#define PKMN_RHYHORN 111
#define PKMN_RHYDON 112
#define PKMN_CHANSEY 113
#define PKMN_TANGELA 114
#define PKMN_KANGASKHAN 115
#define PKMN_HORSEA 116
#define PKMN_SEADRA 117
#define PKMN_GOLDEEN 118
#define PKMN_SEAKING 119
#define PKMN_STARYU 120
#define PKMN_STARMIE 121
#define PKMN_MR_MIME 122
#define PKMN_SCYTHER 123
#define PKMN_JYNX 124
#define PKMN_ELECTABUZZ 125

#define PKMN_MAGMAR 126
#define PKMN_PINSIR 127
#define PKMN_TAUROS 128
#define PKMN_MAGIKARP 129
#define PKMN_GYARADOS 130
#define PKMN_LAPRAS 131
#define PKMN_DITTO 132
#define PKMN_EEVEE 133
#define PKMN_VAPOREON 134
#define PKMN_JOLTEON 135
#define PKMN_FLAREON 136
#define PKMN_PORYGON 137
#define PKMN_OMANYTE 138
#define PKMN_OMASTAR 139
#define PKMN_KABUTO 140
#define PKMN_KABUTOPS 141
#define PKMN_AERODACTYL 142
#define PKMN_SNORLAX 143
#define PKMN_ARTICUNO 144
#define PKMN_ZAPDOS 145
#define PKMN_MOLTRES 146
#define PKMN_DRATINI 147
#define PKMN_DRAGONAIR 148
#define PKMN_DRAGONITE 149
#define PKMN_MEWTWO 150

#define PKMN_MEW 151

'.-------------------------.
'| JOHTO |
''-------------------------'
#define PKMN_CHIKORITA 152
#define PKMN_BAYLEEF 153
#define PKMN_MEGANIUM 154
#define PKMN_CYNDAQUIL 155
#define PKMN_QUILAVA 156
#define PKMN_TYPHLOSION 157
#define PKMN_TOTODILE 158
#define PKMN_CROCONAW 159
#define PKMN_FERALIGATR 160
#define PKMN_SENTRET 161
#define PKMN_FURRET 162
#define PKMN_HOOTHOOT 163
#define PKMN_NOCTOWL 164
#define PKMN_LEDYBA 165
#define PKMN_LEDIAN 166
#define PKMN_SPINARAK 167
#define PKMN_ARIADOS 168
#define PKMN_CROBAT 169
#define PKMN_CHINCHOU 170
#define PKMN_LANTURN 171
#define PKMN_PICHU 172
#define PKMN_CLEFFA 173
#define PKMN_IGGLYBUFF 174
#define PKMN_TOGEPI 175

#define PKMN_TOGETIC 176
#define PKMN_NATU 177
#define PKMN_XATU 178
#define PKMN_MAREEP 179
#define PKMN_FLAAFFY 180
#define PKMN_AMPHAROS 181
#define PKMN_BELLOSSOM 182
#define PKMN_MARILL 183
#define PKMN_AZUMARILL 184
#define PKMN_SUDOWOODO 185
#define PKMN_POLITOED 186
#define PKMN_HOPPIP 187
#define PKMN_SKIPLOOM 188
#define PKMN_JUMPLUFF 189
#define PKMN_AIPOM 190
#define PKMN_SUNKERN 191
#define PKMN_SUNFLORA 192
#define PKMN_YANMA 193
#define PKMN_WOOPER 194
#define PKMN_QUAGSIRE 195
#define PKMN_ESPEON 196
#define PKMN_UMBREON 197
#define PKMN_MURKROW 198
#define PKMN_SLOWKING 199
#define PKMN_MISDREAVUS 200

#define PKMN_UNOWN 201
#define PKMN_WOBBUFFET 202
#define PKMN_GIRAFARIG 203
#define PKMN_PINECO 204
#define PKMN_FORRETRESS 205
#define PKMN_DUNSPARCE 206
#define PKMN_GLIGAR 207
#define PKMN_STEELIX 208
#define PKMN_SNUBBULL 209
#define PKMN_GRANBULL 210
#define PKMN_QWILFISH 211
#define PKMN_SCIZOR 212
#define PKMN_SHUCKLE 213
#define PKMN_HERACROSS 214
#define PKMN_SNEASEL 215
#define PKMN_TEDDIURSA 216
#define PKMN_URSARING 217
#define PKMN_SLUGMA 218
#define PKMN_MAGCARGO 219
#define PKMN_SWINUB 220
#define PKMN_PILOSWINE 221
#define PKMN_CORSOLA 222
#define PKMN_REMORAID 223
#define PKMN_OCTILLERY 224
#define PKMN_DELIBIRD 225

#define PKMN_MANTINE 226
#define PKMN_SKARMORY 227
#define PKMN_HOUNDOUR 228
#define PKMN_HOUNDOOM 229
#define PKMN_KINGDRA 230
#define PKMN_PHANPY 231
#define PKMN_DONPHAN 232
#define PKMN_PORYGON2 233
#define PKMN_STANTLER 234
#define PKMN_SMEARGLE 235
#define PKMN_TYROGUE 236
#define PKMN_HITMONTOP 237
#define PKMN_SMOOCHUM 238
#define PKMN_ELEKID 239
#define PKMN_MAGBY 240
#define PKMN_MILTANK 241
#define PKMN_BLISSEY 242
#define PKMN_RAIKOU 243
#define PKMN_ENTEI 244
#define PKMN_SUICUNE 245
#define PKMN_LARVITAR 246
#define PKMN_PUPITAR 247
#define PKMN_TYRANITAR 248
#define PKMN_LUGIA 249
#define PKMN_HO-OH 250

#define PKMN_CELEBI 251

'.-------------------------.
'| HOENN |
''-------------------------'
#define PKMN_TREECKO 277
#define PKMN_GROVYLE 278
#define PKMN_SCEPTILE 279
#define PKMN_TORCHIC 280
#define PKMN_COMBUSKEN 281
#define PKMN_BLAZIKEN 282
#define PKMN_MUDKIP 283
#define PKMN_MARSHTOMP 284
#define PKMN_SWAMPERT 285
#define PKMN_POOCHYENA 286
#define PKMN_MIGHTYENA 287
#define PKMN_ZIGZAGOON 288
#define PKMN_LINOONE 289
#define PKMN_WURMPLE 290
#define PKMN_SILCOON 291
#define PKMN_BEAUTIFLY 292
#define PKMN_CASCOON 293
#define PKMN_DUSTOX 294
#define PKMN_LOTAD 295
#define PKMN_LOMBRE 296
#define PKMN_LUDICOLO 297
#define PKMN_SEEDOT 298
#define PKMN_NUZLEAF 299
#define PKMN_SHIFTRY 300

#define PKMN_NINCADA 301
#define PKMN_NINJASK 302
#define PKMN_SHEDINJA 303
#define PKMN_TAILLOW 304
#define PKMN_SWELLOW 305
#define PKMN_SHROOMISH 306
#define PKMN_BRELOOM 307
#define PKMN_SPINDA 308
#define PKMN_WINGULL 309
#define PKMN_PELIPPER 310
#define PKMN_SURSKIT 311
#define PKMN_MASQUERAIN 312
#define PKMN_WAILMER 313
#define PKMN_WAILORD 314
#define PKMN_SKITTY 315
#define PKMN_DELCATTY 316
#define PKMN_KECLEON 317
#define PKMN_BALTOY 318
#define PKMN_CLAYDOL 319
#define PKMN_NOSEPASS 320
#define PKMN_TORKOAL 321
#define PKMN_SABLEYE 322
#define PKMN_BARBOACH 323
#define PKMN_WHISCASH 324
#define PKMN_LUVDISC 325

#define PKMN_CORPHISH 326
#define PKMN_CRAWDAUNT 327
#define PKMN_FEEBAS 328
#define PKMN_MILOTIC 329
#define PKMN_CARVANHA 330
#define PKMN_SHARPEDO 331
#define PKMN_TRAPINCH 332
#define PKMN_VIBRAVA 333
#define PKMN_FLYGON 334
#define PKMN_MAKUHITA 335
#define PKMN_HARIYAMA 336
#define PKMN_ELECTRIKE 337
#define PKMN_MANECTRIC 338
#define PKMN_NUMEL 339
#define PKMN_CAMERUPT 340
#define PKMN_SPHEAL 341
#define PKMN_SEALEO 342
#define PKMN_WALREIN 343
#define PKMN_CACNEA 344
#define PKMN_CACTURNE 345
#define PKMN_SNORUNT 346
#define PKMN_GLALIE 347
#define PKMN_LUNATONE 348
#define PKMN_SOLROCK 349
#define PKMN_AZURILL 350

#define PKMN_SPOINK 351
#define PKMN_GRUMPIG 352
#define PKMN_PLUSLE 353
#define PKMN_MINUN 354
#define PKMN_MAWILE 355
#define PKMN_MEDITITE 356
#define PKMN_MEDICHAM 357
#define PKMN_SWABLU 358
#define PKMN_ALTARIA 359
#define PKMN_WYNAUT 360
#define PKMN_DUSKULL 361
#define PKMN_DUSCLOPS 362
#define PKMN_ROSELIA 363
#define PKMN_SLAKOTH 364
#define PKMN_VIGOROTH 365
#define PKMN_SLAKING 366
#define PKMN_GULPIN 367
#define PKMN_SWALOT 368
#define PKMN_TROPIUS 369
#define PKMN_WHISMUR 370
#define PKMN_LOUDRED 371
#define PKMN_EXPLOUD 372
#define PKMN_CLAMPERL 373
#define PKMN_HUNTAIL 374
#define PKMN_GOREBYSS 375

#define PKMN_ABSOL 376
#define PKMN_SHUPPET 377
#define PKMN_BANETTE 378
#define PKMN_SEVIPER 379
#define PKMN_ZANGOOSE 380
#define PKMN_RELICANTH 381
#define PKMN_ARON 382
#define PKMN_LAIRON 383
#define PKMN_AGGRON 384
#define PKMN_CASTFORM 385
#define PKMN_VOLBEAT 386
#define PKMN_ILLUMISE 387
#define PKMN_LILEEP 388
#define PKMN_CRADILY 389
#define PKMN_ANORITH 390
#define PKMN_ARMALDO 391
#define PKMN_RALTS 392
#define PKMN_KIRLIA 393
#define PKMN_GARDEVOIR 394
#define PKMN_BAGON 395
#define PKMN_SHELGON 396
#define PKMN_SALAMENCE 397
#define PKMN_BELDUM 398
#define PKMN_METANG 399
#define PKMN_METAGROSS 400

#define PKMN_REGIROCK 401
#define PKMN_REGICE 402
#define PKMN_REGISTEEL 403
#define PKMN_KYOGRE 404
#define PKMN_GROUDON 405
#define PKMN_RAYQUAZA 406
#define PKMN_LATIAS 407
#define PKMN_LATIOS 408
#define PKMN_JIRACHI 409
#define PKMN_DEOXYS 410
#define PKMN_CHIMECHO 411
Now that you have that, you must create the small script. I want a Charmander, so I shall make this:
givepokemon 4 5 0
That gives me a Charmander l5 not holding anything. The first number is the number of the Pokemon, the second number is the Lv, and the third number is the number of the item!!! Oh, and it won't show anything like "You recieved the CHARMANDER" you actually have to put that in! Here is the script in action, taken from Pokemon PinkMew:
#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
message $mygod
boxset 6
givepokemon 4 5 0
message $NameCharm
boxset 5
setflag 0x232
setflag 0x828
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = How's my old CHARMANDER?

#org $q
$q 1 = To get past here, you'll\nneed a pokemon.\pTake this CHARMANDER.

#org $mygod
$mygod 1 = You received the CHARMANDER!

message $NameCharm
$NameCharm 1 = Would You like to give \nCHARMANDER a name?
boxset 5
compare LASTRESULT 1
if b_False goto $seeya
Namepokemon
setflag 0x203

message $seeya
$seeya 1 = Thanks!
release
end

Tutorial Seven: Flags!
This will be short since it is only about flags!!
Okay, the effect of flags:

Sorry, G2g, this tut isn't finsihed yet, I gotta go to school!

Exam One: Puttin' it together!
Scenario: A proffesor would like a Celebi and a Potion. He also wants someone saying: Make a script for him that gives him it!
How to get your results: Post in this thread your script! I'll fix it for you, improve it, and give it a rating out of 10! If you get less than 5/10, I recommend that you skim over the tutorials again!

Tutorial Eight: Warps
You will need this for scripts like movement scripts leading to a house.
Here is a good base for one of these:
warp 0x[map bank] 0x[map] 0x[warp]
Now, here is it leading to PALLET TOWN:
warp 0x30 0x0 0x1
You can put that in ANY of your scripts. Me? I haven't used it yet!!!

Tutorial Nine: Randomization!
As of my latest sucess on the Script/Discussion/Sharing thread, I credit Dabomstew for helping me peronally with this one.

You're probably wondering were you would need this. The slowbro in Cerulean. Stuff like that. First, do this:
#org $Begin
lock
faceplayer
#raw 0x8F
#raw 0x04 0x00
copyvar 0x8008 0x800D
That extra part will begin the randomziation. But you then need to add this:
compare 0x8008 0x0
if 0x1 call $Yes
compare 0x8008 0x1
if 0x1 call $No
release
end

$org $Yes
$Yes 1 = Yes! Yes! Yes!
boxset 6
release
end

#org $No
$No 1 = No! No! No!
boxset 6
release
end

Tutorial Ten: Text Colour!
Even my favorite hacks, Shiny Gold and Pokemon White, don't have these, while hacks like liquid ocean (Correct me if its wrong, I can't rememeber) have tons of it. I'm not sure if their creators are just lazy, or just don't know how. Well, here is my tut. first write up the beginninng of the script:
#org $Hello
lock
faceplayer
message $Color
$Color 1 = ??
boxset 6
release
end
Well that is the start, I better show you how to add colouring. First get this command:\c\h01\hXX
Put it in this part of our script: $Color 1 = \c\h01\h09How are you going?
Notice how I put that 09 after the 'H'? That is the colour's number. Here is some more:
Another tut done! What next? Weather!

Tutorial Eleven: Weather!
This is pretty simple really. First, you need to knwo these hex numbers:

Okay, now you need to put it into it's script.
setweather 0xB
doweather It is even possible (If you can script that well :P )
to use this code in R/S/E to make a Day/Night system. To make the weather stop, make another part of the script go to 'Normal' weather.
Whats next?
Wildbattles?
Okay...

Tutorial Twelve: Wildbattles!
Back in a sec... K, I'm back! Yeah, I'm gonna try to teach you some wildbattle scripts. Let's go!!!
First you need to know the Pokemon's cry.
cry [Pokemon's Number]
Pretty long script, isn't it? Yes, I better show you what it looks like if there was sometihng there.cry 151 That will make my fave pokemon, Mew, cry. Now for the rest of the script...
We need to make the wildbattle. You can refer back to tutorial siz to get the Pokemon's numbers to make the cry script and the wildbattle script. Here is your wildbattle script:
wildbattle [Pokemon's Number] [Pokemon's Level] [Terrain] Wait? Terrain? Oh, I see I need to give you a list of terrains. 0 = grass
1 = water
2 = rock
3 = sand
So here is the script I want for it.... wildbattle 151 30 0
That will make me battle a level 30 Mew in some grass. Now here is the whole script:#org $Wildbattle
lock
faceplayer
cry 5
message $mewcry
$mewcry 1 = Mew: Lalalala!
boxset 6
checkflag 0x500
if 0x1 goto $Wildbattle
release
end

#org $Wildbattle
lock
wildbattle 151 30 0
release
setflag 0x500
#raw 53
fadescreen 0
end
It works. Tell me if it doesn't ;) Now it is recess time!!

Recess: Putting it all together!
This is kind of like an exam, except you won't be tested.
Huh? Spencer's head is about to explode! Er.. Sorry, I'm random. Let's create a nice script. We want to create.... A Magic Magikarp. But it is so strong, you must battle it, and then it wants to join your team. Also, it has telepathy, which, as text, is shown in light blue. Let's go! Okay, we start with this(As usual):#org $Magikarp
lock
faceplayer
message $Telepathy
$Telepathy 1 = MAGIKARP: \c\h01\h09I am using telepathy...\lI would like to battle you...\lAre you ready...\l...\lYes? Prepare for battle!!
boxset 6
wildbattle 129 50 1
And here is the othe half of the script:
message $Okay
$Okay 1 = \c\h01\h09IYou are very strong...\lI would like to join you\non your adventures!!!
boxset 6
givepokemon 129 50 0
message $Magikarp
$Magikarp 1 = MAGIKARP joined your party!!
release
end

That is another tut finished! Next up: Money (Yum)



Things to expect in future updates:
-Money Commands
-Coin Case Commands
-Special: Giant scripts
-Special: Field Moves
Does anybody even like it? Maybe the reason it didn't go in is because the mods didn't like it...

I thought it was pretty good... maybe it didn;t go up either because, a mod hasn't looked at it yet, or there is already a tutorial like it? Idk, you should probably get a second opinion ;)

spenceroone3
November 3rd, 2007, 04:22 AM
Okay, I discovered something. The greatest amount of data your ROM can be expanded to is 32MB. Anymore and it will no work. I'm going to post a bit more programming later :D

Blazichu
November 3rd, 2007, 05:23 AM
That's strange... I counted the sprite I tried to import at OWEditor carefully and it's 16(I edited it first before counting it).....

Did you make sure to count the background colour also? It counts as one of the colours.

cε׀׀
November 3rd, 2007, 07:04 AM
Ummm, I think it's EAE094
.
Thanks alot, i really needed that.
And can you tell me the one for the background in the intro
when prof. oak speaks?

Blazichu
November 3rd, 2007, 07:12 AM
@Celebi_XD: The background is at 0x46056A

Darke Hawke
November 3rd, 2007, 07:48 AM
Is it possible to insert G/S/C music in my fire red hack? If so, does anyone know where I can get the downloads, and how to replace them in the game?

Blazichu
November 3rd, 2007, 07:50 AM
@Darke Hawke: You need to find Midi2Gba and have a look on google for some midi-related GSC music.

TSK
November 3rd, 2007, 08:14 AM
I changed the borderblock and i still got that same error
I dunno why FR does this but it happens with all maps you insert yourself...You can't fix it besides making the map larger and dissallowing the player to get close enough to the borderblock to view it.

cε׀׀
November 3rd, 2007, 08:22 AM
@Celebi_XD: The background is at 0x46056A

Thanks alot Blazichu;)
It really helped with my hack :)

light_trainer921
November 3rd, 2007, 08:23 AM
Did you make sure to count the background colour also? It counts as one of the colours.

The BG color is the same as one of the colors in the sprite so yes.

I also got 2 questions:
1. Is it possible to edit OW palletes using APE?

2. I wanted Kanto to have extra maps but I'm saving some for Johto. Is it possible that I add a map(not replace a map) to a bank?

Blazichu
November 3rd, 2007, 08:27 AM
The BG color is the same as one of the colors in the sprite so yes.

I also got 2 questions:
1. Is it possible to edit OW palletes using APE?

2. I wanted Kanto to have extra maps but I'm saving some for Johto. Is it possible that I add a map(not replace a map) to a bank?

1. Yes, just find the offset and load it.

2. Yes, there are two ways, doing it via Advance Map I have heard some rumours that border blocks glitch or don't work properly and the other way is by adding more using hex.

light_trainer921
November 3rd, 2007, 08:32 AM
1. Yes, just find the offset and load it.

2. Yes, there are two ways, doing it via Advance Map I have heard some rumours that border blocks glitch or don't work properly and the other way is by adding more using hex.

1. What's the offset? I'm not good at finding pallete offsets.

2. How can I add using hex?

TSK
November 3rd, 2007, 11:36 AM
Does anyone know how to fix this:
http://i15.tinypic.com/4op7yfp.jpg
In other words,can you make BG1 appear below the player sprite?

Blazichu
November 3rd, 2007, 12:10 PM
1. What's the offset? I'm not good at finding pallete offsets.

2. How can I add using hex?

1. Each overworld has a different offset, to find the Pallete, in VBA go Tools> Pallete Viewer, then reverse the bytes of the colours you want eg. Pallete Viewer says 8A75, reverse that into 758A and then search for those 2 bytes in hex.

2. Each map is set up like this:

a)Map Structure: [Pointer to Map][Pointer to Event data][Pointer to Scripts][Pointer to Warps][Music (1-Byte)][Number (2-Byte)][Name (1-Byte)][Cave (1-Byte)][Weather (1-Byte)][Permission byte (1-Byte)][Name of map indicated when entering Yes=01 / No=00 (1-Byte)][Battle type (1-Byte)]

b)Size and Tileset: [X-Size][Y-Size]
[Pointer to border squares][Pointer to Mapdata]
[Pointer to Tileset-1][Pointer to Tileset-2]

c)Border Block: [Top-Left Block][Top-Right Block]
[Bottom-Left Block][Bottom-Right Block]

You would just need to add a new structure, size, tileset and border block and fix up all the pointers so it reads from a certain map.

Does anyone know how to fix this:
http://i15.tinypic.com/4op7yfp.jpg

In the AdvanceMap Block editor, check and see the tile. Under Below/Above make sure to have the tile filled out under Below and not Above. Also make sure the Behaviour-Byte is 00 and the Background-Byte is 00 under both catergories.

TSK
November 3rd, 2007, 12:14 PM
In the AdvanceMap Block editor, check and see the tile. Under Below/Above make sure to have the tile filled out under Below and not Above. Also make sure the Behaviour-Byte is 00 and the Background-Byte is 00 under both catergories.

It's a two part tile I made myself,I'll see what I can do.

Time
November 3rd, 2007, 12:23 PM
Hey all. Good day. It's me again!

I just wanna know three things for today...

(1) How many PKMN Contest Buildings are there in a Ruby ROM..?
(2) How many RIBBONs are there in a Ruby ROM..?
(3) While I was double-check my hack, I sometimes hear some PKMN Cries in the background music... For instance, I heard a Skarmory cry in a cave music and a Plusle cry in New Mauville's background music... Is that normal..?

That's all and thanks in advance! Good day! ;)

lukenetty
November 3rd, 2007, 12:30 PM
1. 4
2. 24(contest)
3. Jep. In the normal games you can hear it to

Blazichu
November 3rd, 2007, 12:32 PM
Hey all. Good day. It's me again!

I just wanna know three things for today...

(1) How many PKMN Contest Buildings are there in a Ruby ROM..?
(2) How many RIBBONs are there in a Ruby ROM..?
(3) While I was double-check my hack, I sometimes hear some PKMN Cries in the background music... For instance, I heard a Skarmory cry in a cave music and a Plusle cry in New Mauville's background music... Is that normal..?

That's all and thanks in advance! Good day! ;)

1. There are four Contest halls in Verdanturf(Normal Rank), Fallarbor(Super Rank), Slateport(Hyper Rank) and Lilycove(Master Rank).
2. Ribbons you can get in a Ruby:
Beating the Elite Four
Coolness Contest Normal Level
Beauty Contest Normal Level
Smart Contest Normal Level
Toughness Contest Normal Level
Cuteness Contest Normal Level
Coolness Contest Super Level
Beauty Contest Super Level
Smart Contest Super Level
Toughness Contest Super Level
Cuteness Contest Super Level
Coolness Contest Hyper Level
Beauty Contest Hyper Level
Smart Contest Hyper Level
Toughness Contest Hyper Level
Cuteness Contest Hyper Level
Coolness Contest Master Level
Beauty Contest Master Level
Smart Contest Master Level
Toughness Contest Master Level
Cuteness Contest Master Level
Girl in Slateport Market
3. That is normal...don't go hearing things xD

lukenetty
November 3rd, 2007, 12:45 PM
one extra ribbon: Modeling ribbon. Win the masterrank twice, or with many more points than your opponents

Time
November 3rd, 2007, 01:59 PM
Hey, thanks guys! That really cleared some confusion scrambling in my head... :D

Thanks again!

light_trainer921
November 3rd, 2007, 09:44 PM
2. Each map is set up like this:

a)Map Structure: [Pointer to Map][Pointer to Event data][Pointer to Scripts][Pointer to Warps][Music (1-Byte)][Number (2-Byte)][Name (1-Byte)][Cave (1-Byte)][Weather (1-Byte)][Permission byte (1-Byte)][Name of map indicated when entering Yes=01 / No=00 (1-Byte)][Battle type (1-Byte)]

b)Size and Tileset: [X-Size][Y-Size]
[Pointer to border squares][Pointer to Mapdata]
[Pointer to Tileset-1][Pointer to Tileset-2]

c)Border Block: [Top-Left Block][Top-Right Block]
[Bottom-Left Block][Bottom-Right Block]

You would just need to add a new structure, size, tileset and border block and fix up all the pointers so it reads from a certain map.

Thanks but I figure out how to add maps in A-Map.

OsherStyle
November 3rd, 2007, 11:50 PM
Help!
no metter wich script i ussed, that looking that:
http://www.2send.us/uploads/40a0c3cc29.PNG
i ussing a script giving poke, i got the charmander both that in jibrish X:
anyone can help me please?
thank

Darke Hawke
November 4th, 2007, 12:20 AM
does anyone have some pokmon g/s/c music downloads, or a g/s/c music patch? Any would be nice, but a complete set would be better thnxs in advance, and sory if im asking for something illegally

Blazichu
November 4th, 2007, 12:30 AM
Help!
no metter wich script i ussed, that looking that:
http://www.2send.us/uploads/40a0c3cc29.PNG
i ussing a script giving poke, i got the charmander both that in jibrish X:
anyone can help me please?
thank

Maybe the Pointer to your script is wrong or script in general is wrong.

does anyone have some pokmon g/s/c music downloads? Any would be nice, but a complete set would be better thnxs in advance, and sory if im asking for something illegally

Try vgmusic, they have MIDI files of GSC music.

spenceroone3
November 4th, 2007, 12:37 AM
After finishing a battle or turning on the game, NPCs near my character end up controllable! Can someone help me with that?

shinobieddy
November 4th, 2007, 12:43 AM
where do i get D/P tilesets?
i need it for my advanced map

Claire Bennet
November 4th, 2007, 12:56 AM
Is there a suggestion thread?

lukenetty
November 4th, 2007, 12:57 AM
where do i get D/P tilesets?
i need it for my advanced map

The resource thread. Also an other forum has it I thought but I'm not allowed to give links.

cooley
November 4th, 2007, 02:38 AM
where do i get D/P tilesets?
i need it for my advanced map
You don't get it anywhere. You have to export the tileset then edit it to have d/p tiles then import it back.

MR. MR. MR. ATOM.
November 4th, 2007, 02:43 AM
Ummmmm... how exactly do you insert/compile scripts?

cooley
November 4th, 2007, 03:07 AM
Is there a way to warp someone else on the map like people no.6? I want to make Oak not available in the lab so that when you talk to him,

He warps to a specific tile on the map, in his lab.

spenceroone3
November 4th, 2007, 03:11 AM
After finishing a battle or turning on the game, NPCs near my character end up controllable! Can someone help me with that?

ash2000
November 4th, 2007, 03:11 AM
Hello...Does anyone here know how to expand the tileset.
Thanks in advance..

spenceroone3
November 4th, 2007, 03:37 AM
Hi, I'd just like to know what you put in "People ID" in Advance map for movement scripts. Thanx ^^

abbott
November 4th, 2007, 04:15 AM
Well I'm a noobie so i need help with the following things:

Creating new gyms and gym leaders
Creating new Pokemon
Creating new trainers
Modifying Wild Pokemon and current trainers Pokemon
Modifying levels and attacks
Creating new elite 4 member
Creating new rival
Creating Team unbeatable (rocket)
Changing the starters

sorry for so many wonderings

Xray
November 4th, 2007, 04:56 AM
Whenever i walk over there this what happens:

http://i223.photobucket.com/albums/dd251/kditsme1300/Glitch3.png

http://i223.photobucket.com/albums/dd251/kditsme1300/glitch2.png

http://i223.photobucket.com/albums/dd251/kditsme1300/Glitch-1.png

I set the border block to trees i dont know whats wrong?

Rebel Charizard
November 4th, 2007, 05:11 AM
Does anyone how where some scriptin editors are? I've tried ScriptEd but i get stuck after i sve the script i don't know haw to make it on a person. Advance texk and thingy 32 keep saying invald or missin flie and i don't know how to fic that.

sorry for the spelling mistakes i don't usually check my work
.

spenceroone3
November 4th, 2007, 05:13 AM
Try Pokescript. It is better than scripted.

BlackRainbow*
November 4th, 2007, 11:30 AM
Does anyone how where some scriptin editors are? I've tried ScriptEd but i get stuck after i sve the script i don't know haw to make it on a person. Advance texk and thingy 32 keep saying invald or missin flie and i don't know how to fic that.

sorry for the spelling mistakes i don't usually check my work
.

Well you just have to put offset you used in script to a person in Advance map.

linkandzelda
November 4th, 2007, 12:39 PM
spenceroone3: for the problem with controling others i think it only happens if there is a person set to look down. if you want them to look down set them to no movement.

hope it help
link

light_trainer921
November 4th, 2007, 12:48 PM
I ask this again. I think there's wrong in A-Text. When I edit some text(the once I already edited like Oak's intro, Rival intro, the starter texts, etc.) , it erases all events in a map instead of changing the text. How can I fix it and how can I completely edit those texts?

~Daisuke~
November 4th, 2007, 03:18 PM
How do you export pallettes in UNLZ?

Darke Hawke
November 4th, 2007, 03:55 PM
can anyone make custom hero pics and sprites or have any they wish to share?

ryan123456789019
November 4th, 2007, 07:39 PM
in firered i decided to change gary starter to and evee and i did. also i open pet and changed all his bulbasuar charmander etc to evees but when i battle him it is not and evee it is just his charmandr or his other starters please help me to make stay and evee. only the match with gary in prof oaks lab is when gary has a evvee all other times he does not have one.


please help

HackMew
November 4th, 2007, 07:46 PM
I ask this again. I think there's wrong in A-Text. When I edit some text(the once I already edited like Oak's intro, Rival intro, the starter texts, etc.) , it erases all events in a map instead of changing the text. How can I fix it and how can I completely edit those texts?

If you get such problems you better use a hex editor which supports table for editing those texts.


How do you export pallettes in UNLZ?

You can't. With unLZ you can only export images. Using some graphics-related program such as Photoshop, though, you can open the exported images and export their palettes.


can anyone make custom hero pics and sprites or have any they wish to share?

Did you look in the ROM Hacking Resource thread (http://pkmncommunity.com/showthread.php?t=88876)?


in firered i decided to change gary starter to and evee and i did. also i open pet and changed all his bulbasuar charmander etc to evees but when i battle him it is not and evee it is just his charmandr or his other starters please help me to make stay and evee. only the match with gary in prof oaks lab is when gary has a evvee all other times he does not have one.

Well, you could try the latest version of A-Starter. That should do the job.

spenceroone3
November 4th, 2007, 08:58 PM
Hi, I'd just like to know what you put in "People ID" in Advance map for movement scripts. Thanx ^^

ryan123456789019
November 4th, 2007, 09:22 PM
Well, you could try the latest version of A-Starter. That should do the job.[/QUOTE]


it did not work i was trying to say that only the battle in prof oaks lab he has an evvee all the other battles he does not have an evvee

OsherStyle
November 4th, 2007, 09:43 PM
anybodey known how i insert a tiles like that one:
http://img107.imageshack.us/img107/932/custom1wj0.png
to my game?
please

HackMew
November 4th, 2007, 11:31 PM
it did not work i was trying to say that only the battle in prof oaks lab he has an evvee all the other battles he does not have an evvee

A-Starter is only designed to edit starters. It's not a trainer editor program.

Alizée Jacotey
November 5th, 2007, 12:24 AM
can anyone tell me the offstes in APE for FR OW palletes?

light_trainer921
November 5th, 2007, 01:55 AM
How can I change Charizard's cry in the FR titlescreen using hex?

Blazichu
November 5th, 2007, 02:51 AM
can anyone tell me the offstes in APE for FR OW palletes?

The main OW FR offset is 0x35B968

How can I change Charizard's cry in the FR titlescreen using hex?

Search for 0601 in hex and then do a trial and error until you get another cry ;)

cooley
November 5th, 2007, 03:12 AM
So There is no other string to search for? just 0601? That will turn out to be a LOT of Results.

abbott
November 5th, 2007, 04:38 AM
I need help in actually playing my hack all i get when i load it is a white screen which never loads

Blazichu
November 5th, 2007, 05:37 AM
I need help in actually playing my hack all i get when i load it is a white screen which never loads

1. You have to set Options> Emulator>Save Type> Flash 128K.

2. You rom is buggy so you might need to get a new one.

DarkShadow
November 5th, 2007, 05:46 AM
can anyone help me fix a bug/ or glitch im my game please pm me or post it here thank you

thethethethe
November 5th, 2007, 05:56 AM
I want to manually re-point something in a hex editor. I'm just not sure how would I do that. Could someone please tell me? Thanks.

Blazichu
November 5th, 2007, 06:06 AM
I want to manually re-point something in a hex editor. I'm just not sure how would I do that. Could someone please tell me? Thanks.

Well to find the pointer of the offset is simple. Let's say you want to read Text at offset 0x123475, but the last text is at offset 0x859487. To find the pointer you just use byte reversal so the pointer of the last text will be 879485, just put 753412 for the text you want and then it should work ;)

thethethethe
November 5th, 2007, 06:24 AM
Well to find the pointer of the offset is simple. Let's say you want to read Text at offset 0x123475, but the last text is at offset 0x859487. To find the pointer you just use byte reversal so the pointer of the last text will be 879485, just put 753412 for the text you want and then it should work ;)

That's not really what I meant. AS an example, lets say that... I want to re-point the weedle sprite to a pikachu, how would I go about doing that manually, in a hex editor.

abbott
November 5th, 2007, 06:28 AM
Ok i fixed the save thing to flash 128

but when i load it now it comes up with

unknown opcode dd at 0120

any ideas on fixing this?

Blazichu
November 5th, 2007, 06:38 AM
That's not really what I meant. AS an example, lets say that... I want to re-point the weedle sprite to a pikachu, how would I go about doing that manually, in a hex editor.

It is all the same basically, go to where the Weedle sprite is located(offset). Then reserve the offset to get your pointers, then search. Now that should be the Weedle pointer. The Pikachu sprite is the same, just replace the word "Weedle" in the past text. Ok, after finding the Pikachu pointer just replace it with the Weedle pointer and hopefully that should work :3

Ok i fixed the save thing to flash 128

but when i load it now it comes up with

unknown opcode dd at 0120

any ideas on fixing this?

Sounds like a rom error, maybe find a new one.

ldl_lionel_92
November 5th, 2007, 06:46 AM
Hi, i have been trying to change the trainer back sprite in Fire Red, but have had no luck! I followed zel's tutorial, by simply just copying his trainer backsprite from Shiney Gold (as a test) and pasted in over the image, but nothing changes when i play the game? is there a way to overwrite it or what? i clicked save but it didn't work?

Also, is there anywhere on this website which has unLZ numbers for Fire Red? I searched but couldn't find anything!

thanks for any help.

abbott
November 5th, 2007, 07:51 AM
It is all the same basically, go to where the Weedle sprite is located(offset). Then reserve the offset to get your pointers, then search. Now that should be the Weedle pointer. The Pikachu sprite is the same, just replace the word "Weedle" in the past text. Ok, after finding the Pikachu pointer just replace it with the Weedle pointer and hopefully that should work :3



Sounds like a rom error, maybe find a new one.

its my hack that isnt working

cε׀׀
November 5th, 2007, 08:51 AM
[/B]

its my hack that isnt working

Its called a rom-crash,
Thats the reason to your white screen!
Thats why you should always make a backup ;)

spenceroone3
November 5th, 2007, 09:00 AM
Can some body please tell me what the offset is for the titlescreen cry? Thanks ;)

light_trainer921
November 5th, 2007, 09:43 AM
What is the pallete offset of the menu textbox(description) and the city entry border(like the once that appear when you enter a map example: when you enter Pallet Town a textbox will appear at the top-left side of the map)?

linkandzelda
November 5th, 2007, 10:34 AM
spenceroone3: if you want to change the cry there is a tool to do it on dobimutsew's (spelled it wrong) site. i dont know if i am allowed to post the link.

hope it helped
link

OsherStyle
November 5th, 2007, 10:35 AM
anybodey known how i insert a tiles like that one:
http://img107.imageshack.us/img107/932/custom1wj0.png
to my game?
please

Help ? ,

abbott
November 5th, 2007, 10:42 AM
A dumb question but how do you change the wild pokemon in gold?

what i mean is how do you no what route is what

Blazichu
November 5th, 2007, 11:40 AM
A dumb question but how do you change the wild pokemon in gold?

what i mean is how do you no what route is what

It is called GoldMap...an easy map tool that has a wild Pokemon editor. The other way you can do it is using hex too. xD

abbott
November 5th, 2007, 12:48 PM
sorry for so many post, but also:
Where to you get the generation tables to use in hex's ?

Blazichu
November 5th, 2007, 01:03 PM
sorry for so many post, but also:
Where to you get the generation tables to use in hex's ?

I have attached a file containing table files.

ryan123456789019
November 5th, 2007, 10:30 PM
i want ot change all of gary staters in to evee when i battle him evertime i tired pet but it did not work please help

Johnny
November 5th, 2007, 10:54 PM
Maybe A-starter could help (Not that it is all that useful) But maybe that the problem or maybe you will have to rescript it?

ryan123456789019
November 5th, 2007, 11:22 PM
a stater wont work but is there another way to do it with out scripting i tired using P.E.T

Blazichu
November 6th, 2007, 12:26 AM
a stater wont work but is there another way to do it with out scripting i tired using P.E.T

Hex is your other way to do it, just search for the values of the Pokemon in hex you want to change.

DarkShadow
November 6th, 2007, 02:25 AM
i need somewho can help me map in my game

Time
November 6th, 2007, 03:08 AM
wrong thread to post your map help request. Go to the Team Discussion Thread and the Non Recruitement thread.

light_trainer921
November 6th, 2007, 05:16 AM
What is the pallete offset of the menu textbox(description) and the city entry border(like the once that appear when you enter a map example: when you enter Pallet Town a textbox will appear at the top-left side of the map)?

Anybody? I really need it.

abbott
November 6th, 2007, 07:41 AM
2 questions

1. if i want the 1st gym to be guarded or locked or something - how would i do this

2. How do i insert trainers into the game?

Blazichu
November 6th, 2007, 07:46 AM
Anybody? I really need it.

Textbox: 0x471DEC

Name Display box: 0x471E4C(Border = 0x471E66)

ldl_lionel_92
November 6th, 2007, 08:04 AM
2 questions

1. if i want the 1st gym to be guarded or locked or something - how would i do this

2. How do i insert trainers into the game?

1) You need a script. You need pokescript for this. I will make you a script if you tell me:
a) WHat game you are hacking
b) Do you want it to be a person who is there
c) What do you need for it to unlock?

2) Use PET to edit trainers. If you want to insert new trainers, in Fire Red you can do this. Us PET, and there are a whole heap of trainers at the beginning that are AQUA LEADER and have an ekans. You can just change their type (AQUA LEADER) to say rocket, and wah-lah, you have a new trainer!

PM me the answer to those questions and any others. I will be happy to help. ANyone else as well.

Hi, sorry for the double post, but i have a question of my own. How do you edit the text at the beginning of the game? The 3 pages that appear before you talk to OAK at the beginning of the game i am referring to, which ends in "Press A to start your journey" Is it in A-TEXT? or is it an actual image which can be edited in unLZ?

light_trainer921
November 6th, 2007, 09:29 AM
Textbox: 0x471DEC

Name Display box: 0x471E4C(Border = 0x471E66)

I meant this:
http://img165.imageshack.us/img165/9950/1635pokemonfireredusquiau1.png
The blue box.

and this:

http://img443.imageshack.us/img443/6139/1635pokemonfireredusquihs9.png
The box that says "Pallet Town"

thethethethe
November 6th, 2007, 09:43 AM
Hi, sorry for the double post, but i have a question of my own. How do you edit the text at the beginning of the game? The 3 pages that appear before you talk to OAK at the beginning of the game i am referring to, which ends in "Press A to start your journey" Is it in A-TEXT? or is it an actual image which can be edited in unLZ?

Two ways to find it. Do it in a hex editor or use the search function in A-Text. If you want to do it in a hex editor, I'll save you the trouble of searching, its at 1C5A04.

I meant this:
http://img165.imageshack.us/img165/9950/1635pokemonfireredusquiau1.png
The blue box.

and this:

http://img443.imageshack.us/img443/6139/1635pokemonfireredusquihs9.png
The box that says "Pallet Town"

Thae first one is at 471920.
Blazichu gave you the second one, it's is at 471E4C.

light_trainer921
November 6th, 2007, 09:58 AM
Thae first one is at 471920.
Blazichu gave you the second one, it's is at 471E4C.

I tried editing them but none of them worked.

PS: If I'm wrong, please correct me by giving me what part of the pallete I needed to replace.

Epsilon
November 6th, 2007, 12:27 PM
How do you import overworld sprites that are bigger than the original?

HackMew
November 6th, 2007, 02:40 PM
How do you import overworld sprites that are bigger than the original?

That's not possible. You are strictly limited to the original sizes.

cooley
November 6th, 2007, 05:08 PM
Well, if you use Spread, you can make it larger, but not that large.

Hellsing
November 6th, 2007, 10:17 PM
How can I edit (or replace) sprites?

HackMew
November 6th, 2007, 10:26 PM
How can I edit (or replace) sprites?

It depends if the sprites you want to replace are compressed or not. In the first case you case unLZ; otherwhise you need to use a tile editor like TLP or Tile Molester.

Hellsing
November 6th, 2007, 10:39 PM
It depends if the sprites you want to replace are compressed or not. In the first case you case unLZ; otherwhise you need to use a tile editor like TLP or Tile Molester.

Then if I want to edit Prof. Birch's sprite in Ruby, can I do it with unLZ gba? thanks

HackMew
November 6th, 2007, 10:46 PM
Then if I want to edit Prof. Birch's sprite in Ruby, can I do it with unLZ gba? thanks

Prof. Birch's sprite in R/S is uncompressed. Therefore unLZ can't be used to edit it.

abbott
November 7th, 2007, 12:44 AM
How would i create all new insides of houses and gyms etc and also
how do i make it so you can walk into a new created house/gym/cave etc

Darke Hawke
November 7th, 2007, 02:39 AM
does anyone know of some good GSC or advance series hacks that are finished ?

cooley
November 7th, 2007, 02:49 AM
does anyone know of some good GSC or advance series hacks that are finished ?
Most hacks never finish, and don't spam. That is not related to Questions about Rom-Hacking.

Anyone know why This (http://i185.photobucket.com/albums/x18/Cooley833/Glitch.png) happens the moment I edit tilesets.(It doesn't happen all the time)

Blazichu
November 7th, 2007, 05:50 AM
How would i create all new insides of houses and gyms etc and also
how do i make it so you can walk into a new created house/gym/cave etc

1. By either exporting the tileset from AdvanceMap and editing it in a paint like program or exporting it via Unlz.GBA and then editing and importing it.

2. Using Warps, check the map bank and map, it should be next to the name of the map. Then you have to put that number as the map bank and map so you can go into the new map.

abbott
November 7th, 2007, 06:01 AM
advanced map hmmm does that work on Gold?

is their a tutorial on warping?

Blazichu
November 7th, 2007, 06:07 AM
advanced map hmmm does that work on Gold?

is their a tutorial on warping?

GoldMap works with Gold/Silver, CrysMap works with Crystal, AdvanceMap works with Ruby/Sapphire/Emerald/Fire Red/Leaf Green

Here is a tutorial: Check here (http://www.pkmncommunity.com/showthread.php?t=80224&highlight=warp)

light_trainer921
November 7th, 2007, 06:50 AM
Thae first one is at 471920.

Are you sure this is the pallete at the blue box? Because when I edit the pallete, the menu box's color changed(I actually looking for the offset of the description box at the menu).

abbott
November 7th, 2007, 08:55 AM
when i save my script from notpad it comes up as a missing file and i cant open it. i have done it right i think its saved as

Shelder.rbc - which i think is right


file:///C:/DOCUME%7E1/USER/LOCALS%7E1/Temp/moz-screenshot.jpgfile:///C:/DOCUME%7E1/USER/LOCALS%7E1/Temp/moz-screenshot-1.jpgfile:///C:/DOCUME%7E1/USER/LOCALS%7E1/Temp/moz-screenshot-2.jpgfile:///C:/DOCUME%7E1/USER/LOCALS%7E1/Temp/moz-screenshot-3.jpg

cooley
November 7th, 2007, 03:06 PM
Are you sure this is the pallete at the blue box? Because when I edit the pallete, the menu box's color changed(I actually looking for the offset of the description box at the menu).
Just look for the Freaking palette in a hex editor already! it isn't that hard. There is a tutorial on how to change the Textbox color by Semel in the D/T section.

Most hacks never finish, and don't spam. That is not related to Questions about Rom-Hacking.

Anyone know why This (http://i185.photobucket.com/albums/x18/Cooley833/Glitch.png) happens the moment I edit tilesets.(It doesn't happen all the time)
Not like this is important or anything.....Since this is a new page, I'll post it up again.

~Satoshi Sugimori~
November 7th, 2007, 03:13 PM
@ cooley
you have to change the background of the tiles in the block editor in AM with green...
I'll post a screen in a few minutes..;)

:EDIT:
Look..;)
http://i128.photobucket.com/albums/p190/Poke-Roy/PSP%20wallpapers/the%20rest/screenieforcooley.jpg
If I'm right this has to work..:D

cooley
November 7th, 2007, 05:37 PM
I'll try it now, but has it ever happened to you?

Doesn't work. It only happens when I import a certain tree tile, I would post it here but there are Tile Theives.
Anyone Else know what is wrong

~Satoshi Sugimori~
November 7th, 2007, 06:28 PM
I'll try it now, but has it ever happened to you?

Doesn't work. It only happens when I import a certain tree tile, I would post it here but there are Tile Theives.
Anyone Else know what is wrong

Uhhm..send me the tiles on PM so I'll take a look...;)
(and I swear that I wont steal them or a moderator or something may delete my account(I hate thieves to))

Kazuma
November 8th, 2007, 02:22 AM
Well I've been searching for awhile and wanted to know, does anybody know the offsets for the heroes' overworld sprites? or at least how to find the offsets w/o a hex editor?
:\

Nishkabob
November 8th, 2007, 04:19 AM
3 questions...
1. How do I change the palette of a pokemon?
2. How do I change the sounds and music of the game? (Pokemon Ruby)
3. How do I change the information that is in the pokedex? (description, size, weight, etc.)

and don't say hex editor

spenceroone3
November 8th, 2007, 05:30 AM
1. Change it unlz-GBA.
2. Use sappy, sorry I don't know how, but I'm sure there is a tutorial in the tutorials/documents section.
3. Sorry, I don't know how unfortunately. I can do it with A-text.. but apart from that... No, I can't.

thethethethe
November 8th, 2007, 05:31 AM
Well I've been searching for awhile and wanted to know, does anybody know the offsets for the heroes' overworld sprites? or at least how to find the offsets w/o a hex editor?
:\

3 questions...
1. How do I change the palet