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IIMarckus
December 20th, 2008, 08:59 PM
Could somebody provide me with a diagram of the Bulbasaur line's evolution data in Crystal? This would help me get a better idea of how evolution editing in hex works, thanks.Offset 0427A7: Bulbasaur
01 10 02 00
01 = by level
10 = level 16
02 = Ivysaur
00 = no more evolutions

Offset 0427C2: Ivysaur
01 20 03 00
01 = by level
20 = level 32
03 = Venusaur
00 = no more evolutions

Offset 0427E1: Venusaur
00
00 = no more evolutions

More examples below…

Offset 0432B8: Eevee
02 17 87 02 18 86 02 16 88 04 02 C4 04 03 C5 00
02 = by stone
17 = Thunderstone
87 = Jolteon
02 = by stone
18 = Water Stone
86 = Vaporeon
02 = by stone
16 = Fire Stone
02 = Flareon
04 = by happiness
02 = morn/day
C4 = Espeon
04 = by happiness
03 = night
C5 = Umbreon
00 = no more evolutions

Offset 043AFB: Tyrogue
05 14 02 6B 05 14 01 6A 05 14 03 ED 00
05 = by stats (unlike the others, stat evos use four bytes per evolution)
14 = level 20
02 = (Defense > Attack)
6B = Hitmonchan
05 = by stats
14 = level 20
01 = (Attack > Defense)
6A = Hitmonlee
05 = by stats
14 = level 20
03 = (Attack = Defense)
ED = Hitmontop
00 = no more evolutionsHow do you hack Super Mario Brothers 1? I want to make something harder than Super Mario Brothers 2 (JAP), or known here, SMB: Lost Levels (U). Just need some map editing and music editing. The rest, I'll try to figure out. Please no HEX.No hex? Then how about some assembly (http://www.romhacking.net/docs/344/)? ;)

dalek155
December 20th, 2008, 09:05 PM
rsball prob i try to open it and it comes up with No Rom Files found. How do i fix this?

RHetoRic
December 20th, 2008, 09:08 PM
*post*

Very appreciated, thanks. I'll put your info to good use. :D

Quick question though, how do you find out the value of a level?

Like 16=10, for instance.

Edit: NVM, I'm stupid haha

Hiche..
December 20th, 2008, 09:15 PM
How do you hack Super Mario Brothers 1? I want to make something harder than Super Mario Brothers 2 (JAP), or known here, SMB: Lost Levels (U). Just need some map editing and music editing. The rest, I'll try to figure out. Please no HEX.

Well, HEX, and Assembly should be used to hack Mario. Although, I think I found some tools. Click here: Super Mario (http://www.romhacking.net/?category=&Platform=&game=709&author=&os=&level=&perpage=20&page=utilities&utilsearch=Go&title=&desc=)

Hope that helps.

shane2243
December 20th, 2008, 09:43 PM
I'm not to sure if this is where to ask this, i couldnt find an open script questions thread, but i just wanna know how i'd go about including a a script that means i cannot open a door untill i've spoken to birch after i beat may/brenden?

any help would be greatly appreciated.

RHetoRic
December 20th, 2008, 09:46 PM
Okay, back to editing pokemon evolutions. Say I want to edit a pokemon that evolves by trading, like Haunter. Is it possible to change it so it evolves by level, instead? If not, do I have any alternatives?

Christos
December 20th, 2008, 09:50 PM
Okay, back to editing pokemon evolutions. Say I want to edit a pokemon that evolves by trading, like Haunter. Is it possible to change it so it evolves by level, instead? If not, do I have any alternatives?

You can use any Pokémon Editor, such as Pokémon Amplifier or YAPE. Just search in the Toolbox and you'll find one, it's easy to use, too.

IIMarckus
December 20th, 2008, 10:03 PM
Okay, back to editing pokemon evolutions. Say I want to edit a pokemon that evolves by trading, like Haunter. Is it possible to change it so it evolves by level, instead? If not, do I have any alternatives?Sure, just replace the 03 with the type of evolution you want. 01 is level, 02 is stone, 03 is trade, 04 is happiness, and 05 is stat.

Cierra, he’s talking about GSC, so those tools aren’t applicable.

RHetoRic
December 20th, 2008, 10:04 PM
You can use any Pokémon Editor, such as Pokémon Amplifier or YAPE. Just search in the Toolbox and you'll find one, it's easy to use, too.

Sorry, I should have specified in that post that I want to do it in Crystal. AFAIK, those editors only support 3rd gen or later games. I tried to do it manually, but it seems whenever I add a hex value such as one to indicate the level for evolution on a trade pokemon, the ROM won't load...

For example, when I tried to edit Haunter's evolution data, I changed the 03 to 01, and then added a value for 27 next to that, for level 39 (is that right?). Well, when I tried to load the ROM after doing this, it simply wouldn't run.

IIMarckus
December 20th, 2008, 10:46 PM
Sorry, I should have specified in that post that I want to do it in Crystal. AFAIK, those editors only support 3rd gen or later games. I tried to do it manually, but it seems whenever I add a hex value such as one to indicate the level for evolution on a trade pokemon, the ROM won't load...

For example, when I tried to edit Haunter's evolution data, I changed the 03 to 01, and then added a value for 27 next to that, for level 39 (is that right?). Well, when I tried to load the ROM after doing this, it simply wouldn't run.That should have worked. Are you sure you overwrote the 03 00 with 01 27 (the right thing) instead of inserting a byte (the wrong thing)? What error does the emulator give, if any?

EDIT: The right thing to do is overwrite 03 FF with 01 27.

RHetoRic
December 20th, 2008, 11:19 PM
That should have worked. Are you sure you overwrote the 03 00 with 01 27 (the right thing) instead of inserting a byte (the wrong thing)? What error does the emulator give, if any?

The only thing I can assume is Haunter's evolution data based on what you gave me just now is:

03 00 5E C0 30 01 00

That doesn't seem to fit to what you gave me as an example earlier, but that might just be me being stupid. :P

In any case, I edited the above line to 01 27.. and so on, and the ROM loaded fine, but it didn't cause Haunter to evolve into Gengar by level 39.

The thing I was looking at and added a byte to (stupidly enough) was:

03 5E 00 (with another 00 after that)

Which I put between the 03 and 5E. I had a backup thankfully. As you can see, I'm pretty new to this whole hex editing thing, and while I get the general gist of it, I'm having a bit of trouble with editing trade evolutions to evolve by level in particular.

IIMarckus
December 20th, 2008, 11:29 PM
Oops, I should have checked first and not relied on my (very poor) memory. Trade evolutions without items use FF as the byte, not 00. Haunter’s evolution data is at 042F54.

RHetoRic
December 20th, 2008, 11:41 PM
Oops, I should have checked first and not relied on my (very poor) memory. Trade evolutions without items use FF as the byte, not 00. Haunter’s evolution data is at 042F54.

It works! Thanks for putting up with me for so long, haha. Just wondering though, do pokémon that are trade evolutions that also require held items (like Seadra-Kingdra) have any special bytes I should look out for? It would be great if you could provide one last example, let's say if I wanted to edit Seadra so it evolves at level 44 instead of a trade while holding a Dragon Scale. :)

IIMarckus
December 20th, 2008, 11:58 PM
It works! Thanks for putting up with me for so long, haha. Just wondering though, do pokémon that are trade evolutions that also require held items (like Seadra-Kingdra) have any special bytes I should look out for? It would be great if you could provide one last example, let's say if I wanted to edit Seadra so it evolves at level 44 instead of a trade while holding a Dragon Scale. :)Format is 03 <item> <Pokémon>. If it uses an item during a trade, it would have the item number in place of the FF.

03 97 E6 00: trade DragonScale Kingdra

RHetoRic
December 21st, 2008, 12:23 AM
Format is 03 <item> <Pokémon>. If it uses an item during a trade, it would have the item number in place of the FF.

03 97 E6 00: trade DragonScale Kingdra

Perfect. Thanks for everything. -I'm adding this words so the post is long enough.- :P

Pedroofdestiny
December 21st, 2008, 05:38 AM
Hey can someone help me, I need to know how to make wild shinies appear

Megiddo-san
December 21st, 2008, 06:31 AM
Does anyone have the font palette offset for firered?

0m3GA ARS3NAL
December 21st, 2008, 07:07 AM
All this talk of Evolution data made me remember a question that I kinda wanted to ask...

Is there a way to add more than 5 evolutions in Pokemon Fire Red... I mean, it is kinda hard trying to add Glaceon and Leafeon, but Having to make room for them in Eevee's evolution data for them... Any Help?

Hiche..
December 21st, 2008, 07:27 AM
Hey can someone help me, I need to know how to make wild shinies appear

Shiny wild battle you mean? If so, then use this in a script:

callasm 0x71B771
#raw 0x00

Here's a small example:


#org $start
callasm 0x71B771
#raw 0x00
wildbattle 0x82 0x1E 0x0
special 0x138
pause 0x101
callasm 0x71B771
end

landus
December 21st, 2008, 07:52 AM
if you use advance mart to make it so you can buy the old sea chart for 5000 in the lilycove d. store how do you make the game reconise you have it??

0m3GA ARS3NAL
December 21st, 2008, 08:16 AM
Shiny wild battle you mean? If so, then use this in a script:



Here's a small example:


#org $start
callasm 0x71B771
#raw 0x00
wildbattle 0x82 0x1E 0x0
special 0x138
pause 0x101
callasm 0x71B771
end

Umm... you are a bit wrong...
First of all, you need to get a tool from the toolbox called "Shiny Hack Maker V2" Then, insert the Shiny Routine into free space, and the flag into free space... THe Program comes with instructions.... just search for it in the ToolBox

Hiche..
December 21st, 2008, 08:19 AM
Right, I forgot to mention the tool :\ Sorry about that.

I have a question, in Advance map in the block editor, is it possible to add more than 12 palettes?

Jerros
December 21st, 2008, 02:46 PM
No need to script it again, for it's present in the game. Just put this offset $1BDF13 in Advance map, in the script offset of the tree.


Well... I'm using emerald, and that script doesn't quite work..
Also, all "cuttable" trees are having their own peron id's in each map, so it's kinda hard to believe that there's just ONE script for all those trees :P

But anyhow, it doesnt do anything.
In fact, when I open 1BDF13 in a script editor, it's jus some kind of weird warp script, so...

Anyone else know how to make a "cut tree?" script?

Hiche..
December 21st, 2008, 03:09 PM
Well... I'm using emerald, and that script doesn't quite work..
Also, all "cuttable" trees are having their own peron id's in each map, so it's kinda hard to believe that there's just ONE script for all those trees :P

But anyhow, it doesnt do anything.
In fact, when I open 1BDF13 in a script editor, it's jus some kind of weird warp script, so...

Anyone else know how to make a "cut tree?" script?

Oh, I didn't knew it was for Emerald. Try $2906BB instead.

HackMew
December 21st, 2008, 03:41 PM
I have a question, in Advance map in the block editor, is it possible to add more than 12 palettes?

I don't think so because the "bottom" palettes are used by the game for the message boxes, font colors etc.

RHetoRic
December 21st, 2008, 03:51 PM
Me again, heh. Just a quick question- is it possible to edit an item to make it work like an evolution stone on certain pokémon? If so, how would I go about doing this? If you can't do it, that's fine. I'd just like to know. :)

EDIT: Game is Crystal.

Heart's Soul
December 21st, 2008, 04:14 PM
Okay, thanks. I finally have enough tools to edit the game! :D

IIMarckus
December 21st, 2008, 06:16 PM
Me again, heh. Just a quick question- is it possible to edit an item to make it work like an evolution stone on certain pokémon? If so, how would I go about doing this? If you can't do it, that's fine. I'd just like to know. :)

EDIT: Game is Crystal.http://www.pokecommunity.com/showthread.php?t=116847

cooley
December 21st, 2008, 06:40 PM
I am hacking fire red to do a silver remake and im at cherry grove mapping.i already mapped route 30 but i cant get them to connect right.i attached pictures to show what i mean(yes,im using walkthroughwalls)
help would be great.
You can't just connect them, you'd have to edit the Zero Offset I think.

neonal18
December 21st, 2008, 07:03 PM
Hi. I'm new to the forums, and I'm too lazy to browse through the hundreds of pages to see if this was already asked, so I was wondering: Is there any way I can create pokemon/change sprites in a Diamond/Pearl rom? Like, let's say I wanted to create a new Pokemon such as "Mewtwo-X":

44231

or change Blaziken's sprite into this:

44230

or even change the trainer into me:

44232

Is there a current way that I can do any of those? Please respond.

Yes, I did use fusing to create those sprites. If you could rate me on those, as well, I'd be much obliged.

Vrai
December 21st, 2008, 11:01 PM
Hey, guys. I've got a little bit of a problem with the doors in mah hack, and I need a little bit of help. I'm using Fire Red and Punk Rocker's ROM base (found in ROM Hacking Resources on the 6th or 7th page). Here's a link to a video:

http://www.youtube.com/watch?v=pUp8J_Ue4Js

BananasGoMoo
December 21st, 2008, 11:38 PM
how do I make shiny pkmn appear more often but not all the time?

edit: using ruby

saminater
December 21st, 2008, 11:44 PM
does anyone know how to make tiles in advance map and change the graphics?

BananasGoMoo
December 22nd, 2008, 03:58 AM
Oh and how do I insert new tilesets?

Semblance
December 22nd, 2008, 04:44 AM
What exactly is a variable? thethethethe didn't explain it in his scripting tutorial and I'm left wondering...

BananasGoMoo
December 22nd, 2008, 05:07 AM
What exactly is a variable? thethethethe didn't explain it in his scripting tutorial and I'm left wondering...

its a placeholder for a number or string that you can change. kinda like variables in algebra.

Semblance
December 22nd, 2008, 06:23 AM
Can you please explain in a more visual way, like use examples of how it would be used in the game itself

BananasGoMoo
December 22nd, 2008, 06:33 AM
Can you please explain in a more visual way, like use examples of how it would be used in the game itself


like lets say you want to check if a pokemon has a certain move. for example, checking if venasaur has vine whip.

you would set variable X (for example) to 1 when venasaur learns vine whip and set it to 0 when it forgets vine whip. that way you can keep track of events that have happened.

this is just one example. you can use variable in many more ways. like checking if hero is a boy or girl. or how many pokemon are in the party, etc.

landus
December 22nd, 2008, 06:42 AM
i remember a while ago there was a tool here called advance text i have done some searches and cant find it?? has it been removed or is it still there and im just retarded?? :P

BananasGoMoo
December 22nd, 2008, 06:49 AM
i remember a while ago there was a tool here called advance text i have done some searches and cant find it?? has it been removed or is it still there and im just retarded?? :P
its: http://www.pkmnhackersonline.com/ go to downloads then go to pg 2

on tht pg

called A-Text by scizz

0m3GA ARS3NAL
December 22nd, 2008, 07:01 AM
http://www.pkmnhackersonline.com/index.php?page=download&op=getFile&title=A-Text+(by+Scizz (http://www.pkmnhackersonline.com/index.php?page=download&op=getFile&title=A-Text+%28by+Scizz))

sorry its: http://pk (http://%3Ca%20href=%22http://www.pkmnhackersonline.com/index.php?page=download&op=getFile&title=A-Text+%28by+Scizz%22%20target=%22_blank%22%3Ehttp://www.pkmnhackersonline.com%3C/a%3E)[/URL]mnhackersonline.com (http://%3ca%20href=%22http//www.pkmnhackersonline.com/index.php?page=download&op=getFile&title=A-Text+%28by+Scizz%22%20target=%22_blank%22%3Ehttp://www.pkmnhackersonline.com%3C/a%3E)[URL="http://www.pkmnhackersonline.com/index.php?page=download&op=getFile&title=A-Text+%28by+Scizz"] go to downloads then go to pg 2

on tht pg

Why are you using HTML... The site doesn't support it, unless you are Mod if I remember right... or Admin... anyways...

Cananyone point me in the direction of a good Sappy / Music editing Tutorial? I wanna try it out, heh

BananasGoMoo
December 22nd, 2008, 07:04 AM
Why are you using HTML... The site doesn't support it, unless you are Mod if I remember right... or Admin... anyways...


ok well im new so i didnt know.

i fixed it lol

Hiche..
December 22nd, 2008, 10:03 AM
Cananyone point me in the direction of a good Sappy / Music editing Tutorial? I wanna try it out, heh

Perhaps, this? Click! (http://www.pkmnhackersonline.com/index.php?page=articles&op=readArticle&title=Music+Editing)

It's by Green Charizard, but I don't know if it's what you want.

Bigdog
December 22nd, 2008, 03:52 PM
Is there a way to add more in game trades into a ROM.
My ROM is Sapphire.

BananasGoMoo
December 22nd, 2008, 09:23 PM
Is there a way to add more in game trades into a ROM.
My ROM is Sapphire.

i think theres a tool for it in the toolbox section. look for "zodiacdagreat's toolbox" thread


anyways, for some reason, unlz GBA keeps saying my new trainer picture isnt indexed. the prob is that i set it to indexed 8bit mode in photoshop CS3. why is unlz not recognizing it?


ps:using ruby & trying to replace team magma with team rocket sprites

Liquid Shadow
December 22nd, 2008, 11:01 PM
Is it possible to edit door animations? I know it's possible to edit flower animations but forgot how.. I saw a tut somewhere.

Pokedra
December 22nd, 2008, 11:14 PM
I just started scripting and I need some help.
I want to make this person give you a Treecko and then walk out of the screen and after that you don't see him again.

This is what I've done can someone help me?

#Dynamic 0xOffset
#org @start
lock
faceplayer
givepokemon 0x252 0x5 0x0 0x0 0x0 0x0
setflag 0x828
msgbox @text
boxset 0x6
release
end
#org @text
= I found this Treecko. Well...you can have it.

landus
December 22nd, 2008, 11:19 PM
hey bananasgomoo :P thx man

PlatniumPiano
December 22nd, 2008, 11:24 PM
What is the script (in XSE) for having a sprite appear for one event, and then leave the next time you are in that area?

thanks

landus
December 23rd, 2008, 01:25 AM
is there a way to mod the game so you can get the old sea chart, eon ticket, mystic ticket ect without nintendo events and have them work using advance mart and buying em for like 5000 doesnt work?? any ideas??

BananasGoMoo
December 23rd, 2008, 01:30 AM
is there a way to mod the game so you can get the old sea chart, eon ticket, mystic ticket ect without nintendo events and have them work using advance mart and buying em for like 5000 doesnt work?? any ideas??


maybe a give item script?

dont ask me how, because i suck at scripting rite now. lol.

landus
December 23rd, 2008, 01:36 AM
maybe a give item script?

dont ask me how, because i suck at scripting rite now. lol.

same here im learning (very slowly) thx ill try it (or ill try to try it)

BananasGoMoo
December 23rd, 2008, 01:42 AM
same here im learning (very slowly) thx ill try it (or ill try to try it)

lol ok, you do that. im going to learn to script better after i've finished other stuff, or when i really need to script.

Basically what know right now is mapping, changing the title screen and (sorta) editing sprites

xD

Pokedra
December 23rd, 2008, 01:51 AM
Please I need help.

I just started scripting and I need some help.
I want to make this person give you a Treecko and then walk out of the screen and after that you don't see him again.

This is what I've done can someone help me?

#Dynamic 0xOffset
#org @start
lock
faceplayer
givepokemon 0x252 0x5 0x0 0x0 0x0 0x0
setflag 0x828
msgbox @text
boxset 0x6
release
end
#org @text
= I found this Treecko. Well...you can have it.

PokeProphet
December 23rd, 2008, 01:56 AM
Is there any known red,blue, (preferably) yellow map hacking tools, other than pokemap?

landus
December 23rd, 2008, 02:03 AM
i am terrible at scripting but download free space finder or wateva its called its made by hackmew and find a space with say 100 FF for fire/leaf and 00 for ruby/sapphire i think thats right anyway and then click the copy button and paste it were i have put --- then try this

#Dynamic 0x---

#org @start
lock
faceplayer
givepokemon 0x252 0x5 0x0 0x0 0x0 0x0
setflag 0x828
msgbox @text
boxset 0x6
release
end

#org @text
= I found this Treecko. Well...you can have it.
plz note i have just changed your script around a bit from wat i have seen in tutorials because im learning scripting

neonal18
December 23rd, 2008, 02:18 AM
Hi. I'm new to the forums, and I'm too lazy to browse through the hundreds of pages to see if this was already asked, so I was wondering: Is there any way I can create pokemon/change sprites in a Diamond/Pearl rom? Like, let's say I wanted to create a new Pokemon such as "Mewtwo-X":

44231

or change Blaziken's sprite into this:

44230

or even change the trainer into me:

44232

Is there a current way that I can do any of those? Please respond.

Yes, I did use fusing to create those sprites. If you could rate me on those, as well, I'd be much obliged.
Hate to be a bother, but does anybody have an answer to my question?

Pokedra
December 23rd, 2008, 02:20 AM
i am terrible at scripting but download free space finder or wateva its called its made by hackmew and find a space with say 100 FF for fire/leaf and 00 for ruby/sapphire i think thats right anyway and then click the copy button and paste it were i have put --- then try this

#Dynamic 0x---

#org @start
lock
faceplayer
givepokemon 0x252 0x5 0x0 0x0 0x0 0x0
setflag 0x828
msgbox @text
boxset 0x6
release
end

#org @text
= I found this Treecko. Well...you can have it.
plz note i have just changed your script around a bit from wat i have seen in tutorials because im learning scripting

Yeah but I need to make the guy walk out of the screen and I also want to not see him again. That's what I need to know. Thanks for trying Can somebody help?

PlatniumPiano
December 23rd, 2008, 02:35 AM
Yeah but I need to make the guy walk out of the screen and I also want to not see him again. That's what I need to know. Thanks for trying Can somebody help?

You need to use "applymovement" to the sprite and use the hex numbers for what movements the sprite will make. How one would go about that, Im not sure. For never seeing him again, try to use "hidesprite", and apply that to the next time you enter that building.

My hair-brained logic ^_^

landus
December 23rd, 2008, 02:46 AM
Hate to be a bother, but does anybody have an answer to my question?
maybe you should try searching

its up the top cunningly hidden by the world Search

neonal18
December 23rd, 2008, 03:01 AM
I know where the search is, and I've tried searching, but I couldn't really find anything. In my question, I asked if you could change sprites in D/P roms; not just recoloring the player overworld sprite w/overworld editor, but I mean actually replacing them with different sprites. Anyone have the answer?

destinedjagold
December 23rd, 2008, 03:09 AM
I know where the search is, and I've tried searching, but I couldn't really find anything. In my question, I asked if you could change sprites in D/P roms; not just recoloring the player overworld sprite w/overworld editor, but I mean actually replacing them with different sprites. Anyone have the answer?

ya might need to read the rules in the first post...

Do not ask the same questions over and over again.
Instead, search the thread if it already has been answered and if not, just wait for someone to answer it! If you don't want to wait, just search the forum[/url-inline] and try to find an answer yourself. Almost everything has been answered before.
Search the archives for answers first.
[url-inline="showthread.php?t=60051"]The archived Simple Questions thread[/url-inline] has a complete collection of questions, most of them already answered. Please search there before posting a question.
Do not demand for answers to your questions!
People to not have to answer your questions, they do it because they want to! Not only are those posts annoying, they also are completely pointless! If such a post is found, it will probably be [U]deleted.

also, there are tutorials located in the documents and tutorials section...

landus
December 23rd, 2008, 04:27 AM
is there a way to change were the ship can take you i have done a search and cant find anything
any help is greatly apreciated

BananasGoMoo
December 23rd, 2008, 07:07 AM
I have a simple problem,
Whats the unzl no. for the title screen?

its ~78 in ruby, but iono in other roms

EDIT: OMG I JUST LEARNED HOW TO ADD POKEMARTS
:D

landus
December 23rd, 2008, 08:12 AM
its ~78 in ruby, but iono in other roms

EDIT: OMG I JUST LEARNED HOW TO ADD POKEMARTS
:D
:P pokemarts i can do pokemarts
pokemarts are easy
its the rest thats hard

Makiyu
December 23rd, 2008, 09:49 AM
What is the most difficult ROM hack to play battle-wise besides Shiny Gold X? Could be that the opponent's pokemon are overleveled, have good movesets, ect. I don't know if this question is in the right spot, but it is a simple question.

0m3GA ARS3NAL
December 23rd, 2008, 11:22 AM
is there a way to change were the ship can take you i have done a search and cant find anything
any help is greatly apreciated

Try Searching "Rom Hacking Newsletter"
One of the Issues in the past had this covered... well, a combination of 2 issues of this newsletter had this explained, please try searching in a bunch of different places!

NTA
December 23rd, 2008, 05:53 PM
does the scratch animation/pic for level 5 charmander have a pic in unlz?

also i notcied this after i changed the bags for fire red but why is there a neutral?

i know the other three frames are used

Pokeish
December 23rd, 2008, 06:22 PM
Where do I get tile themes, Also how do I insert them if I get them?

LightLKira
December 23rd, 2008, 07:19 PM
Ok, now I got pretty far into the pages, but I haven't seen the questions I have yet, and I really wanted them answered as soon as possible...
On Advance maps, whenever I make the notepad script and stuff, it's all good, but it would be easier if when I double clicked on a person, it would show their script. Instead it says the editor can not be defined...Do I need to enter a number in one of those other boxes?
And a list of hexes for ITEMs.
-Just started hacking today, so expect more posts from me here :D(Lol.)

Spherical Ice
December 23rd, 2008, 07:36 PM
@ LightLKira: On AdvancedMap, goto Settings >> Choose Script Editor and define which editor you're using. (I.e. XSE, ScriptEd, PKMNSUV, PokéScript, etc.) It should work now.

LightLKira
December 23rd, 2008, 07:56 PM
Also, is there an easier way to search here other then by just going page by page?

Tribulations
December 23rd, 2008, 07:58 PM
Also, is there an easier way to search here other then by just going page by page?

Above the first post on each page of a thread, on the right, should be a few options. One of those should be 'Search this thread'. Using that you can search individual threads for information.

LightLKira
December 23rd, 2008, 08:00 PM
*sigh
Once again, I have to bother you...
Everytime I double click on a guy it says

Invalid Command : 986

(It's in pokescript.)

Spherical Ice
December 23rd, 2008, 08:12 PM
Try using the eXtreme Script Editor (XSE) made by HackMew, it's a lot simpler to compile your scripts and has an easier interface! You can download it in the Toolbox sub-forum (or Whack-a-Hack) and read the many tutorials on it in the Documents and Tutorials sub-forum! I can't really help you on the problem, though, as I a familiar with XSE, and really don't use PokéScript at all. Sorry!

Hiche..
December 23rd, 2008, 08:13 PM
*sigh
Once again, I have to bother you...
Everytime I double click on a guy it says

Invalid Command : 986

(It's in pokescript.)


You can't use Pokescript in this case. Only XSE, and PKSV are usable. Choose XSE.. faster.

Spherical Ice
December 23rd, 2008, 08:16 PM
Ninja'd you, Hiche! XD

Where do I get tile themes, Also how do I insert them if I get them?

Look in Pixel Art for tiles, and look up some tutorials for inserting them.

LightLKira
December 23rd, 2008, 08:20 PM
Try using the eXtreme Script Editor (XSE) made by HackMew, it's a lot simpler to compile your scripts and has an easier interface! You can download it in the Toolbox sub-forum (or Whack-a-Hack) and read the many tutorials on it in the Documents and Tutorials sub-forum! I can't really help you on the problem, though, as I a familiar with XSE, and really don't use PokéScript at all. Sorry!
O.K. It might be easier, anyways. And does anyone know where a list of hexes are? I was doing something like Irish's turtorial except with different items.

BananasGoMoo
December 23rd, 2008, 09:06 PM
:P pokemarts i can do pokemarts
pokemarts are easy
its the rest thats hard


yea well im going to try & figure out how to do the rest

xD

and btw, it was one of the first tiles ive tryed making a script. the other was when i made a give pkmn script, but i forgot to attach it to a person, so now its lost inside my rom

lool

PlatniumPiano
December 23rd, 2008, 09:14 PM
O.K. It might be easier, anyways. And does anyone know where a list of hexes are? I was doing something like Irish's turtorial except with different items.

Yes search Set the ROM master's XSE tutorial. It has a list of hexes not too far into the tut. They are for XSE, but SHOULD work for scriptEd and pokescript. Idk though.

And you probably should get XSE. ^_^

BananasGoMoo
December 23rd, 2008, 09:22 PM
Yes search Set the ROM master's XSE tutorial. It has a list of hexes not too far into the tut. They are for XSE, but SHOULD work for scriptEd and pokescript. Idk though.

And you probably should get XSE. ^_^


yea i like XSE better than what i had b4 (PKSV) because its more organized IMO and also has a cooler logo xD

so listen to PlatinumPiano and get XSE

Liquid Shadow
December 23rd, 2008, 11:09 PM
How could I edit door and flower animations?

PlatniumPiano
December 23rd, 2008, 11:23 PM
yea i like XSE better than what i had b4 (PKSV) because its more organized IMO and also has a cooler logo xD

so listen to PlatinumPiano and get XSE

Hear hear!

XD
whats PKSV?

BananasGoMoo
December 23rd, 2008, 11:33 PM
Hear hear!

XD
whats PKSV?
Pokescript viewer (i think)

pkmn_trainer_chris_link
December 24th, 2008, 12:56 AM
has anyone made a windows or Dos program that loops .s files automaticly yet?

Pokeish
December 24th, 2008, 02:22 AM
I found some cool tile sets, But they have a white bg, So how do I insert them?

Darthatron
December 24th, 2008, 02:44 AM
Hear hear!

XD
whats PKSV?
PoKemon Script Viewer.
has anyone made a windows or Dos program that loops .s files automaticly yet?
Not to my knowledge.
I found some cool tile sets, But they have a white bg, So how do I insert them?
The same way you'd insert any other tileset. Just change the background color.

bowlda
December 24th, 2008, 03:25 AM
Hey guys ive just took interest into hacking GBA games and im still kinda a newbie at it...im experimenting with warping (yea not to advanced yet) and i was wondering why when i make a warp on a door, i go into the door and instead of being warped to the correct map the game freezes on a black screen, anyone know?

Pokeish
December 24th, 2008, 03:58 AM
I am trying to use this sweet tile set made by Kyledove, I used and ISP patch file, But only littleroot town has perfect tiles, Every other place is messed up, I am using this Kyledove Tiles but I think I am using a knock off, So can someone PM the real ones that don't have the errors?

Darthatron
December 24th, 2008, 04:36 AM
I am trying to use this sweet tile set made by Kyledove, I used and ISP patch file, But only littleroot town has perfect tiles, Every other place is messed up, I am using this Kyledove Tiles but I think I am using a knock off, So can someone PM the real ones that don't have the errors?

Most ROM Bases only have the first town done perfectly, for show. You'll have to fix the rest yourself.

Pokeish
December 24th, 2008, 04:42 AM
Jeeze, That would take days, It might even take weeks!

Darthatron
December 24th, 2008, 05:25 AM
Jeeze, That would take days, It might even take weeks!

Why do you think that person who made the ROM Base didn't do it? And that's the only way, sorry.

destinedjagold
December 24th, 2008, 07:30 AM
Elow...
I have a question...

In scripts for persons, is there a command which will check if the player is on the right/left/up/down besides checking the player's X and Y positions?

thanks~

Ninja Caterpie
December 24th, 2008, 07:36 AM
Elow...
I have a question...

In scripts for persons, is there a command which will check if the player is on the right/left/up/down besides checking the player's X and Y positions?

thanks~

compare PLAYERFACING 0x<direction>
2 is facing up, as far as I know. :\

destinedjagold
December 24th, 2008, 07:41 AM
compare PLAYERFACING 0x<direction>
2 is facing up, as far as I know. :\

oh, thanks so much.
I'll just do some trial and error later.
thanks again~

Soul.
December 24th, 2008, 12:53 PM
hello
can anyone tell me how can i post a screenshot?i already uploaded it on photobucket,what will i do next?

bowlda
December 24th, 2008, 05:12 PM
Hey guys ive just took interest into hacking GBA games and im still kinda a newbie at it...im experimenting with warping (yea not to advanced yet) and i was wondering why when i make a warp on a door, i go into the door and instead of being warped to the correct map the game freezes on a black screen, anyone know?

Lady Berlitz
December 24th, 2008, 06:06 PM
hello
can anyone tell me how can i post a screenshot?i already uploaded it on photobucket,what will i do next?That's not exactly a ROM hacking question, but I'll answer it anyway. In Photobucket, there's a "direct link", copy that and paste it anywhere you want. That's the image's link. In a forum, to make the image show directly, do this: <IMG>link</IMG>
Replace the "<" and ">" with "[" and "]", and replace the "link" with the direct link found in Photobucket.

Hey guys ive just took interest into hacking GBA games and im still kinda a newbie at it...im experimenting with warping (yea not to advanced yet) and i was wondering why when i make a warp on a door, i go into the door and instead of being warped to the correct map the game freezes on a black screen, anyone know?Well, tell us what you are doing for it to do that, because you must have done something.

bowlda
December 24th, 2008, 06:12 PM
OK well i connected warp no.3 in my experimental Pallet Town (map 3.0) to a new map i made, it goes to warp no. 0 on my new map (map 4.4 in Pallet Town). When i emulate the game and start playing, the game freezes when i enter the door.

0m3GA ARS3NAL
December 24th, 2008, 09:27 PM
Elow...
I have a question...

In scripts for persons, is there a command which will check if the player is on the right/left/up/down besides checking the player's X and Y positions?

thanks~

Yes, as Ninja Caterpie said, 2 is Up, here are teh facing directions.
1 - Down
2 - Up
3 - Left
4 - Right

And now for my question...

I have a problem starting up YAPE (Yet Another Pokemon Editor)
Whenever I try to start it, an error message pops up.

The application failed to initialize properly. (0xc0000135). Click on OK to terminate the application.
Does anyone else get this error, and can anyone help me?

Hiche..
December 24th, 2008, 09:35 PM
Yes, as Ninja Caterpie said, 2 is Up, here are teh facing directions.
1 - Down
2 - Up
3 - Left
4 - Right

And now for my question...

I have a problem starting up YAPE (Yet Another Pokemon Editor)
Whenever I try to start it, an error message pops up.


Does anyone else get this error, and can anyone help me?

Never saw this error. It works perfectly for me. Try this: Click here to download Hiche's version of YAPE (http://www.sendspace.com/file/jmh0um)

haefele
December 24th, 2008, 09:42 PM
You can also take the Amplifier of Aeonmaster...
It works perfectly and for every language.

0m3GA ARS3NAL
December 24th, 2008, 09:48 PM
NEvermind, i found out the problem... I dont have a .net framework on my PC... I gotta install one now... lol
(I used YAPE before, but I had to re-install windows on here... so it deleted my framework, heh)

What is so different about Hiche's version of YAPE? And is it public, cause I don't want to take someone's beta or something that I should not have...

HackMew
December 25th, 2008, 02:13 AM
Yes, as Ninja Caterpie said, 2 is Up, here are teh facing directions.
1 - Down
2 - Up
3 - Left
4 - Right

Totally true, but why remembering values when you can rely on #defines?
compare PLAYERFACING FACE_UP

See std.rbh for more cool stuff.

Opalinesque
December 25th, 2008, 02:43 AM
Question time for the noob! You know how trainers and the like have walk animations in the overworld, and Pokemon don't (they just kind of... slide)? Is there any way to give Pokemon walk animations? Looking in Overworld Editor, there are 8 different possitions for each sprite (facing up, facing down, facing left, frame 1 of a walking down animation, frame 2 of a walking down animation, etc); however, all the walking animations are "linked" (for lack of a better word) to the "facing this direction" frame (if you change one, the other one changes too).

Anyway, if it is possible to change that, would that fall under scripting? Would I have to try to figure that out myself, or is there a program that can help me do that? I'm more of a spriter than anything else, so if it does require scripting, I'd appreciate it if you used small words XD Thank you!

LightLKira
December 25th, 2008, 04:53 AM
Org $TrainHere
lock
faceplayer
checkflag 0x009
if b_true goto $pokeballs
message $Train
$Train 1 = You can train here.\p If you go to the \p next area, \p the pokemon will be \p stronger.
boxset 6
release
setflag 0x009
end

#ORG $pokeballs
Lock
Faceplayer
checkitem 0x2 1
If B_<< goto $getpokeball
message $pokeball
$pokeballs 1 = If you run out of \p pokeballs, \p coem to me.
boxset 6
release
end

#org $getpokeball
lock
faceplayer
message $getultraball
$getultraball 1 = Oh, you need a pokeball.
giveitem 0x2 5
release
endWhat is wrong with this? And why does it keep asking me(which it hasn't before) for the script offset for Trainhere.pokeball?
Thank-you for answering,(If you do>_>)
Oh wait, left out important info... It asks me for offset when I click burn, and
The first message works fine, but after it sets the flag the next time I talk to it it says nothing...

Did I seriously ask that? There's no lock or face player on third one and no space from oh to =...I'm such an idiot >_>

After using the edit thing like five times, I now say that it still asks me for the script offset of getpokeball.$pokeball when I try to burn it. Right now I'm putting random two-digit or three-digit numbers because that is what works, but I'll update(with yet another edit) once I test it.
Doesn't work :(

AHHH
does the fact that the #org then the $thinghere
is the same as message $thinghere

Let's find out...

Nope :( I added the spoiler thing which I hope works.)

Ninja Caterpie
December 25th, 2008, 08:03 AM
Org $TrainHere
lock
faceplayer
checkflag 0x009
if b_true goto $pokeballs
message $Train
$Train 1 = You can train here.\p If you go to the \p next area, \p the pokemon will be \p stronger.
boxset 6
release
setflag 0x009
end

#ORG $pokeballs
Lock
Faceplayer
checkitem 0x2 1
If B_<< goto $getpokeball
message $pokeball
$pokeballs 1 = If you run out of \p pokeballs, \p coem to me.
boxset 6
release
end

#org $getpokeball
lock
faceplayer
message $getultraball
$getultraball 1 = Oh, you need a pokeball.
giveitem 0x2 5
release
endWhat is wrong with this? And why does it keep asking me(which it hasn't before) for the script offset for Trainhere.pokeball?
Thank-you for answering,(If you do>_>)
Oh wait, left out important info... It asks me for offset when I click burn, and
The first message works fine, but after it sets the flag the next time I talk to it it says nothing...

Did I seriously ask that? There's no lock or face player on third one and no space from oh to =...I'm such an idiot >_>

After using the edit thing like five times, I now say that it still asks me for the script offset of getpokeball.$pokeball when I try to burn it. Right now I'm putting random two-digit or three-digit numbers because that is what works, but I'll update(with yet another edit) once I test it.
Doesn't work :(

AHHH
does the fact that the #org then the $thinghere
is the same as message $thinghere

Let's find out...

Nope :( I added the spoiler thing which I hope works.)

Go to the Script Help Thread (http://www.pokecommunity.com/showthread.php?t=163576) stickied right under/above this thread.

Hiche..
December 25th, 2008, 08:32 AM
NEvermind, i found out the problem... I dont have a .net framework on my PC... I gotta install one now... lol
(I used YAPE before, but I had to re-install windows on here... so it deleted my framework, heh)

What is so different about Hiche's version of YAPE? And is it public, cause I don't want to take someone's beta or something that I should not have...

Not different. I think from a different source. I downloaded YAPE from 3 different sources. Two of them never worked.

BananasGoMoo
December 25th, 2008, 08:51 AM
uhm what are other sounds i can play besides the "heal pokemon" sound?

Hiche..
December 25th, 2008, 08:59 AM
uhm what are other sounds i can play besides the "heal pokemon" sound?

fanfare 0x13E is the sound/jingle of the givepokemon, and giveitem.
fanfare 0x100 is the healing sound.

There are more, I think. I will check them later.

BananasGoMoo
December 25th, 2008, 09:06 AM
fanfare 0x13E is the sound/jingle of the givepokemon, and giveitem.
fanfare 0x100 is the healing sound.

There are more, I think. I will check them later.

ok thanks, those are the important ones, but i'd still like to know the others. just in case i need them. =D

Pokepal17
December 25th, 2008, 04:46 PM
Sorry if this question has been posted before, but I don't have time.

What's wrong with my APE?

I am currently in part of a hack and I'm doing the title screen. I edited the Charizard to a Swellow. I changed the Charizard palettes to Swellow's palettes but, when I load up the ROM in VBA, there is no change in the palettes. My only other alternative is hex editing but that will take too long, despite being easier. Please help me. Thanks in advance.

BananasGoMoo
December 26th, 2008, 01:54 AM
whats the offset for the script where birch releases the pokemon in the intro in ruby?

Opalinesque
December 26th, 2008, 03:18 AM
Repeating my previous question, and adding in a new one! New one: Is there any way to find the offset of a tile in unLZ by using VBA's Map View or Tile View? Barring that, does anyone know the offset of the Pokemon in the opening screen in the Japanese version of FR? It's nowhere near the 2011 listed for the US version (I went around a hundred less and more just to check).

Second question: you know how trainers and the like have walk animations in the overworld, and Pokemon don't (they just kind of... slide)? Is there any way to give Pokemon walk animations? Looking in Overworld Editor, there are 8 different possitions for each sprite (facing up, facing down, facing left, frame 1 of a walking down animation, frame 2 of a walking down animation, etc); however, all the walking animations are "linked" (for lack of a better word) to the "facing this direction" frame (if you change one, the other one changes too).

Anyway, if it is possible to change that, would that fall under scripting? Would I have to try to figure that out myself, or is there a program that can help me do that? I'm more of a spriter than anything else, so if it does require scripting, I'd appreciate it if you used small words XD Thank you!

Edit: Found Charizard! In my Japanese dump, it's at 152. Still would like to know if you can find offsets with VBA, though.

BananasGoMoo
December 26th, 2008, 04:48 AM
oh and i forgot to ask whats the flag for gender? not checkgender, but the actual flag. i wanna see if i can make a change gender script lol.

Bigdog
December 26th, 2008, 06:51 AM
I have been thinking of getting an EZ flash cart from this site:

http://www.realhotstuff.com/expansion-pack-size-p-212.html

How well do they perform? And are they worth the price?

BananasGoMoo
December 26th, 2008, 07:00 AM
I have been thinking of getting an EZ flash cart from this site:

http://www.realhotstuff.com/expansion-pack-size-p-212.html

How well do they perform? And are they worth the price?


Well, if their product is anything like their grammar and spelling, I wouldn't buy it. xD

But it's Japanese, so i dunno....

destinedjagold
December 26th, 2008, 10:08 AM
I wish to ask this question to save time in my hands...

Hi everyone... Can anyone redirect me to a tutorial or anything that shows me all Pokémon's cry offsets in a Ruby ROM...?
If there isn't, then in a Ruby ROM, what are the cry offsets of Kyogre, Sharpedo, Duskull, Dusclops, Tropius and Armaldo...?

I can find those through trial and error, but it takes a lot of my time, so if anyone knows and is willing to share it, a big thanks.

Thank you in advance.

Hiche..
December 26th, 2008, 10:33 AM
whats the offset for the script where birch releases the pokemon in the intro in ruby?

Offset? Well, I presume you want to change what birch releases, right? There a tool called IntroEd. You can find it here: Click (http://www.pkmnhackersonline.com/index.php?page=download&op=getFile&title=IntroEd+%28by+Mewthree9000%29)

Hope that helps.

Amachi
December 26th, 2008, 01:31 PM
So I've attempted to insert a new pokémon sprite into FR at least 3 times now, and each time I go to do battle with my newly created monster, all I get is a black screen with the battle music continuing to play in the background.

As far as I'm aware it's indexed correctly, and I think I'm inserting it correctly as far as using ulNZ goes. I've followed a couple of tutorials (which aren't the best sad2say), and they pretty much tell me to do the same thing.

But it still doesn't work.

HackMew
December 26th, 2008, 02:12 PM
So I've attempted to insert a new pokémon sprite into FR at least 3 times now, and each time I go to do battle with my newly created monster, all I get is a black screen with the battle music continuing to play in the background.

As far as I'm aware it's indexed correctly, and I think I'm inserting it correctly as far as using ulNZ goes. I've followed a couple of tutorials (which aren't the best sad2say), and they pretty much tell me to do the same thing.

But it still doesn't work.

It may not be your problem, but did you uncheck the Auto Abort chechbox, perhaps?

Amachi
December 26th, 2008, 02:14 PM
No, it was checked, though there is a tutorial out there that instructs people to uncheck it o_o;

HackMew
December 26th, 2008, 02:18 PM
No, it was checked, though there is a tutorial out there that instructs people to uncheck it o_o;

Yeah, I know. But you should never uncheck it, indeed. Was the image you instert too big? Did you repoint it? What did you edit exactly, except the Pokémon image? Also, did you try inserting only the picture on a clean ROM to see if you get the same problem.

destinedjagold
December 26th, 2008, 02:22 PM
So I've attempted to insert a new pokémon sprite into FR at least 3 times now, and each time I go to do battle with my newly created monster, all I get is a black screen with the battle music continuing to play in the background.

As far as I'm aware it's indexed correctly, and I think I'm inserting it correctly as far as using ulNZ goes. I've followed a couple of tutorials (which aren't the best sad2say), and they pretty much tell me to do the same thing.

But it still doesn't work.

I have a tutorial on how to insert new pokemon...
but oh well... before I go to sleep...

check these...
1. make sure the image is in 64x64 in size...
2. the image is saved in PNG format...
3. the palletes/colours should be 16 only...

if you insert it into your ROM and Unlz-GBA says that it's too big, search for free offsets and...
http://i203.photobucket.com/albums/aa154/destinedjagold/cresselia-2.png

use FSF or a hex editor to search for free offsets...

Amachi
December 26th, 2008, 02:26 PM
Yeah, I know. But you should never uncheck it, indeed. Was the image you instert too big? Did you repoint it? What did you edit exactly, except the Pokémon image? Also, did you try inserting only the picture on a clean ROM to see if you get the same problem.
It's 64x64 pixels. Yeah, repointed to blank space.

You know, it could be how I did it. I don't want to overwrite any other sprites so when I load my ROM in unLZ, I just click "import", choose my image, then press "write to ROM", input my offsets, check "export image", "export palette" and "auto abort" and press OK.

Afterwards I use Pokemon Editor Pro and edit the data on one of the empty slots accordingly.

Well it's 1.30 AM. I'll try on a clean ROM later, roffle.

Yeah destinedjagold, I followed your tutorial the first time and it didn't work. Am I supposed to check all the boxes? I was told not to check "Automatically fix pointers".

HackMew
December 26th, 2008, 02:50 PM
It's 64x64 pixels. Yeah, repointed to blank space.

You know, it could be how I did it. I don't want to overwrite any other sprites so when I load my ROM in unLZ, I just click "import", choose my image, then press "write to ROM", input my offsets, check "export image", "export palette" and "auto abort" and press OK.

Afterwards I use Pokemon Editor Pro and edit the data on one of the empty slots accordingly.

Well it's 1.30 AM. I'll try on a clean ROM later, roffle.

Yeah destinedjagold, I followed your tutorial the first time and it didn't work. Am I supposed to check all the boxes? I was told not to check "Automatically fix pointers".

Yes, you should check "Automatically fix pointers" unless you change the pointer yourself. Also, where was the new image imported exactly? The offset, I mean.

FLOOTENKERP
December 26th, 2008, 07:48 PM
I've really been killing myself about my hack. I'm getting nowhere with it because i dont know how to make events. Can someone tell me how to make events like your rival coming up and talking to you or a story?

HackMew
December 26th, 2008, 09:16 PM
I've really been killing myself about my hack. I'm getting nowhere with it because i dont know how to make events. Can someone tell me how to make events like your rival coming up and talking to you or a story?

That's called "scripting". Hence you need a script editor. I would suggest XSE, which has a built-in guide as well.

FLOOTENKERP
December 26th, 2008, 09:41 PM
thank you! do you know how i am supposed to make a script to make the events happen?

HackMew
December 26th, 2008, 09:48 PM
thank you! do you know how i am supposed to make a script to make the events happen?

I strongly suggest you to read the guide that comes with XSE. It contains all the info you need to start/make a hack, basically. Of course decompiling existings script - or "events", if you wish to call them so - will help. But trying yourself is just the best advice I can give you. In case you're totally lost and you tried really anything, then you may want to ask in the Script Help thread.

FLOOTENKERP
December 26th, 2008, 09:50 PM
thank you. XSE is really confusing for me. Though its a very good program. Well thanks and ill try and see what i can do

HackMew
December 26th, 2008, 09:51 PM
thank you. XSE is really confusing for me. Though its a very good program. Well thanks and ill try and see what i can do

You're welcome. You just need to get used to it. I'm sure it won't take much ;)

FLOOTENKERP
December 26th, 2008, 10:38 PM
im sorry but this is way to confusing. what do i type for events and than where do i put it? I read the entire guide and didnt understand. I hope im not bothering you. Your the only one that knows about this. I mean you did create the program. So do you think you can help me?

BananasGoMoo
December 26th, 2008, 11:01 PM
Offset? Well, I presume you want to change what birch releases, right? There a tool called IntroEd. You can find it here: Click (http://www.pkmnhackersonline.com/index.php?page=download&op=getFile&title=IntroEd+%28by+Mewthree9000%29)

Hope that helps.

yea but it won't change the sound, so i thought there would be a script of the full intro so i can change the sound for it.

zazazazazazaza
December 27th, 2008, 03:29 AM
This question has been asked before but no one answered, so:

On advance map, whoever I click--whether it's an NPC or a character that I've made and have successfully complied the script with--when I click on the "Open Script" button, it gives me this message:

Invalid Command : pokemon(This is in PokeScript)

This is when I chose ":" for the prompt that asked me how offsets are separated. Since that didn't work I chose " " instead, and it gave me this message:

Invalid Command : d:\vba\pokemon(I have everything related to emulators and their supported games in that vba folder)

I have done this before successfully on another computer, so I'm at a loss at why it isn't working on this computer. Anyone know how to solve the problem?

BananasGoMoo
December 27th, 2008, 03:32 AM
This question has been asked before but no one answered, so:

On advance map, whoever I click--whether it's an NPC or a character that I've made and have successfully complied the script with--when I click on the "Open Script" button, it gives me this message:

(This is in PokeScript)

This is when I chose ":" for the prompt that asked me how offsets are separated. Since that didn't work I chose " " instead, and it gave me this message:

(I have everything related to emulators and their supported games in that vba folder)

I have done this before successfully on another computer, so I'm at a loss at why it isn't working on this computer. Anyone know how to solve the problem?


try xse instead

its much less buggy

and ask in the script help thread (i think) next time

0m3GA ARS3NAL
December 27th, 2008, 03:42 AM
I have a question. In a script, if I want to change the map's footer, how do I do that? The Map footer is written kinda weird in the game.

If I do it in a level script, what do I write as the new map footer? Do I write the Map Footer Offset? Or does anyone have a list of all of the map footer numbers?
(Cause I noticed I need a "Map Footer Number" But I dont know what those numbers are... if anyone can hel, it would be GREATLY appreciated.)
Also are the map footer changes permanent like a setflag until it is changed back? or does it change every time you enter the map?

Mehwmew
December 27th, 2008, 06:57 AM
..............okay i downloaded pokemon genesis file how do i use it?
SORRY

Ninja Caterpie
December 27th, 2008, 06:58 AM
This question has been asked before but no one answered, so:

On advance map, whoever I click--whether it's an NPC or a character that I've made and have successfully complied the script with--when I click on the "Open Script" button, it gives me this message:

(This is in PokeScript)

This is when I chose ":" for the prompt that asked me how offsets are separated. Since that didn't work I chose " " instead, and it gave me this message:

(I have everything related to emulators and their supported games in that vba folder)

I have done this before successfully on another computer, so I'm at a loss at why it isn't working on this computer. Anyone know how to solve the problem?

You can't open scripts in Pokescript.

Binary
December 27th, 2008, 07:06 AM
..............okay i downloaded pokemon genesis file how do i use it?
SORRY

Umm..do you mean the IPS file? You need a program called LIPS. Open the file you downloaded and a window should pop up and click on an un-modified clean rom (either R/S or FR/LG).

Mehwmew
December 27th, 2008, 07:12 AM
Umm..do you mean the IPS file? You need a program called LIPS. Open the file you downloaded and a window should pop up and click on an un-modified clean rom (either R/S or FR/LG).

HEHE thanks can i stupid question....of course its on google.
okay and this also :(
On Advance Map
How do i make a new person event a trainer battle?
I've added the person but how do i add pokemon cause im afraid if i dont ill get a ? pokemon (they scare me)
*looks around wariliy*

destinedjagold
December 27th, 2008, 07:23 AM
HEHE thanks can i stupid question....of course its on google.
okay and this also :(
On Advance Map
How do i make a new person event a trainer battle?
I've added the person but how do i add pokemon cause im afraid if i dont ill get a ? pokemon (they scare me)
*looks around wariliy*

you need to script a trainer battle with the trainer number to be found through the hacking program called PET.
then you can edit the trainer's pkmn party in many ways; PET, Trainer Edit, Amplifier Ae, hex...

Mehwmew
December 27th, 2008, 07:30 AM
you need to script a trainer battle with the trainer number to be found through the hacking program called PET.
then you can edit the trainer's pkmn party in many ways; PET, Trainer Edit, Amplifier Ae, hex...
thanks a bunch.... do you know how to make pokemon inside pokeballs on the ground...kinda like a starter only.....not?

destinedjagold
December 27th, 2008, 07:36 AM
thanks a bunch.... do you know how to make pokemon inside pokeballs on the ground...kinda like a starter only.....not?

you need to script it as well using the givepokemon command.

scripting tutorials are to be found in the Documents and Tutorials section.

Binary
December 27th, 2008, 08:00 AM
I was just wondering how I could make the tile overlap the sprite instead of the sprite overlapping the tile..
http://img357.imageshack.us/img357/588/glitchqm3.png

Ninja Caterpie
December 27th, 2008, 08:03 AM
I was just wondering how I could make the tile overlap the sprite instead of the sprite overlapping the tile..
http://img357.imageshack.us/img357/588/glitchqm3.png

In the Block Editor, see the "background byte" for that tile and set it to "00". "20" makes sprites be on top.

Megiddo-san
December 27th, 2008, 08:19 AM
In the header tab of amap I have my map set to route. However, I am forbidden from using the bike. Any ideas?

Edit: Fixed.

destinedjagold
December 27th, 2008, 08:20 AM
I was just wondering how I could make the tile overlap the sprite instead of the sprite overlapping the tile..
http://img357.imageshack.us/img357/588/glitchqm3.png

in the tile viewer, you can see in the lower-right corner where it states there 'Covered by player' or whatever, change the number to 00...

in Ruby, change it from 10 to 00...
in FireRed, change it from 20 to 00...

Binary
December 27th, 2008, 08:28 AM
in the tile viewer, you can see in the lower-right corner where it states there 'Covered by player' or whatever, change the number to 00...

in Ruby, change it from 10 to 00...
in FireRed, change it from 20 to 00...

Gracias..that was a big help. Thanks again.

HackMew
December 27th, 2008, 11:05 AM
im sorry but this is way to confusing. what do i type for events and than where do i put it? I read the entire guide and didnt understand. I hope im not bothering you. Your the only one that knows about this. I mean you did create the program. So do you think you can help me?

Reading isn't enough sadly, you need to actually try.


HEHE thanks can i stupid question....of course its on google.
okay and this also :(
On Advance Map
How do i make a new person event a trainer battle?
I've added the person but how do i add pokemon cause im afraid if i dont ill get a ? pokemon (they scare me)
*looks around wariliy*

What about trying A-Trainer Beta? You can find it in my Tools Factory, one of the latest posts.

Hoshiko Aki
December 27th, 2008, 05:24 PM
How can I Add Tiles in A-map?

amassenburg
December 27th, 2008, 09:34 PM
how do you add your own songs in the game??

oh and how do you edit the begibing credits/intro?

FLOOTENKERP
December 28th, 2008, 03:34 AM
I thinking im learning a little more on scripting. I havent successfully done anything yet but i still dont know know how to give it to a certain person in the game, or convert it for that matter. can anyone tell me how to do that?

0m3GA ARS3NAL
December 28th, 2008, 05:40 AM
I don't really ever ask things twice, but it is necessary that I figure this out for a project I am working on...

It is in regard to the Map Footer. Using the XSE command setmapfooter.
What exactly is a map footer, how can I find it, and... really that is all I need... unless anyone wants to gimme a list of the map footers, that would be great.

BananasGoMoo
December 28th, 2008, 06:00 AM
i have a sorta problem

where is the offset for the "NO" text you see when you are asked a yes/no question

i'm using ruby

and looking for it in advance text

after going through a lot of search results, an error comes up: "error 67: too many files" and a-text closes. so i cant get to the NO i want. if anyone knows the offset in a-text, that would be helpful

Edit: tried using a hex editor, but i didnt understand how to find things. lol

EDIT2: nvm, i found it right next to yes. xD

Opalinesque
December 28th, 2008, 07:47 AM
Asking for the third time, because I really would like to know the answer to this.

You know how trainers and the like have walk animations in the overworld, and Pokemon don't (they just kind of... slide)? Is there any way to give Pokemon walk animations? Looking in Overworld Editor, there are 8 different possitions for each sprite (facing up, facing down, facing left, frame 1 of a walking down animation, frame 2 of a walking down animation, etc); however, all the walking animations are "linked" (for lack of a better word) to the "facing this direction" frame (if you change one, the other one changes too).

Anyway, if it is possible to change that, would that fall under scripting? Would I have to try to figure that out myself, or is there a program that can help me do that? I'm more of a spriter than anything else, so if it does require scripting, I'd appreciate it if you used small words XD Thank you!

BananasGoMoo
December 28th, 2008, 08:24 AM
ya know, people dont have to reply to your question, so either just wait or ask some other time, because people get annoyed by that. (i don't, but then again idk the answer xD)

Opalinesque
December 28th, 2008, 08:34 AM
Haha, sorry! I just couldn't tell if my posts were being lost behind the more recent posts/not being seen for some other reason or just no-one knew the answer. Now that I know it's the latter, I will happily shut up and work on the other parts of my game for a while before trying again. Thanks!

Ressai
December 28th, 2008, 08:38 AM
Are there any trainer editing tools other than Trainer Edit and PET since neither of them work on my computer?

0m3GA ARS3NAL
December 28th, 2008, 08:55 AM
Are there any trainer editing tools other than Trainer Edit and PET since neither of them work on my computer?

Try A-Trainer... I dunno what computer you are using, but A-trainer might work, click the link at the bottom of HackMew's signature, or search for A-Trainer

Asking for the third time, because I really would like to know the answer to this.

You know how trainers and the like have walk animations in the overworld, and Pokemon don't (they just kind of... slide)? Is there any way to give Pokemon walk animations? Looking in Overworld Editor, there are 8 different possitions for each sprite (facing up, facing down, facing left, frame 1 of a walking down animation, frame 2 of a walking down animation, etc); however, all the walking animations are "linked" (for lack of a better word) to the "facing this direction" frame (if you change one, the other one changes too).

Anyway, if it is possible to change that, would that fall under scripting? Would I have to try to figure that out myself, or is there a program that can help me do that? I'm more of a spriter than anything else, so if it does require scripting, I'd appreciate it if you used small words XD Thank you!

You have to either add a new OW to the game, or copy the sprites to another OW, and draw in the movement animations yourself...

Hoshiko Aki
December 28th, 2008, 10:27 AM
How can I Add Tiles in A-map?


Some own?
Plies i wan't to know

Banjora Marxvile
December 28th, 2008, 12:10 PM
Some own?
Plies i wan't to know

Check the Docs and Tutorials sction. If not, PM me, I'll tell you.

My own question: How does the map connections work? I made a connection, but its a little off... How do I edit the connection ie how to make the connection to the right a tile or two higher or lower?

0m3GA ARS3NAL
December 28th, 2008, 12:45 PM
Check the Docs and Tutorials sction. If not, PM me, I'll tell you.

My own question: How does the map connections work? I made a connection, but its a little off... How do I edit the connection ie how to make the connection to the right a tile or two higher or lower?

Edit the "Connection Offset"

Dependinng on your maps, and your connection type, you may need to add or subtract from the connection offset... (If the connection is off by 3 tiles, add or subtract 3 from your current map offset. (If the number would be a negative number, write a negative number.))
lets say a connection is off by 3 tiles. You would add or subtract from the map's connection offset that you want to move... 3 to move 3 spaces over, -3 to move backward. (For up/down) For Left right it would be 3 for 3 tiles down, -3 for 3 tiles up. Experiment with the Connection Offset in the Connection manager in A-Map.

destinedjagold
December 28th, 2008, 02:22 PM
Some own?
Plies i wan't to know

a tutorial (http://www.pokecommunity.com/showthread.php?t=161616) in the Documents and Tutorials was created with a purpose...

Hoshiko Aki
December 28th, 2008, 03:55 PM
HElp


How can i find the map bank and map number
form a map i have create?

FLOOTENKERP
December 28th, 2008, 06:27 PM
what is the best program for tileset editing?

The Scarecrow Toxin
December 28th, 2008, 07:27 PM
HI! I have a prob in A-map!
I was editing palettes and tiles in my hack( only starting)
I saved the tiled and palettes so...that shouldent be a problem...
but when I tryed to test it...the game was with original tiles and palettes...
how can I fix this?

Banjora Marxvile
December 28th, 2008, 07:36 PM
You save pallettes differently. In Block Editor, there is under the Pallettes menu, "Write Pallette Changes to ROM". That saves the pallette, not ordinary save.

The Scarecrow Toxin
December 28th, 2008, 07:45 PM
You save pallettes differently. In Block Editor, there is under the Pallettes menu, "Write Pallette Changes to ROM". That saves the pallette, not ordinary save.
BUT I did!
LooK: I have A clean rom of FR
I imported the syn zeikku's rombase
I edited the tiles and I save them
I eddited the palettes and I rewrote them...
But when I tested it...it only showed the tiles from the rombase...

garra911
December 28th, 2008, 09:09 PM
can anybody help me in changing the palette of the "Dragon's Bane"

http://img411.imageshack.us/img411/8139/dragonsflametitlescreenfs3.png

King Mario
December 28th, 2008, 10:29 PM
Hello!

I doesn't know if this question should be put in this thread or not, but I couldn't find any more "relevant" thread to put the question in.

Anyway, I can't get Advance Text to work. I doesn't know what the problems is since I've tried to fix it by doenloading that .OCX file, and it's just a "send a error report" thing message I get.

Anybody who might know how to solve it?
Thanks in advance.

FLOOTENKERP
December 28th, 2008, 11:38 PM
does anyone know what the best tileset editor is?

oh and can anyone tell me how to use the tileset editor too, that would be great.

Perfect_Palkia_10
December 29th, 2008, 12:07 AM
I've searched all over for this but can't find it.

Anyway, how do you (or can you) successfully decompile scripts?

Ninja Caterpie
December 29th, 2008, 12:13 AM
You select the script editor in AM (in a dropdown menu) and you double click a script. :\ You can only open scripts properly in XSE and PKSV, though.

Banjora Marxvile
December 29th, 2008, 11:18 AM
In wild battles, how can you disable the Pokedex after the battle if you caught the pokemon? EG if I battle on of the 25 empty spaces and I catch it, it freezes as it wants to check data that isn't there. How can I stop this?

Ninja Caterpie
December 29th, 2008, 11:19 AM
In wild battles, how can you disable the Pokedex after the battle if you caught the pokemon? EG if I battle on of the 25 empty spaces and I catch it, it freezes as it wants to check data that isn't there. How can I stop this?

Clearflag 0x829 before that place. :\

Banjora Marxvile
December 29th, 2008, 11:21 AM
What if I put the pokemon with Advance Map to appear in Grass? Same principal? Or can't you?

Ninja Caterpie
December 29th, 2008, 11:23 AM
Uh, then it isn't so practical. :\

Banjora Marxvile
December 29th, 2008, 11:24 AM
Right... Is it possible at all? All I need is to disable the Pokedex entries in all wild battles.

Binary
December 29th, 2008, 05:55 PM
When I insert this sprite in my Ruby rom the colors are messed up. Here it is:
http://img227.imageshack.us/img227/5323/dawncb6.png
Help?

HackMew
December 29th, 2008, 06:06 PM
When I insert this sprite in my Ruby rom the colors are messed up. Here it is:
http://img227.imageshack.us/img227/5323/dawncb6.png
Help?

Did you check the palette on the ROM after inserting it? You may want to manually adjust it eventually. I'd suggest you APE for that work.

Pokedra
December 29th, 2008, 11:00 PM
Is there a way to edit the attacks/Pokemon of gymleaders without PEt because it always screws up for me.

michaelh
December 29th, 2008, 11:08 PM
Is there a way to edit the attacks/Pokemon of gymleaders without PEt because it always screws up for me.

Have you tried HackMew's A-Trainer? It's similar to PET but newer and supported by its author (HackMew).

Ninja Caterpie
December 29th, 2008, 11:31 PM
Is there a way to edit the attacks/Pokemon of gymleaders without PEt because it always screws up for me.

A-Trainer is way, way better than PET, and it won't screw up some places PET did, because A-Trainer has research into it that involves me and my Chinese computer. xD Wait, and it has lots of other features, even if it's only a beta.

newlee117
December 30th, 2008, 12:03 AM
anyone know where i can find APE palettes for D/P pokemon?

cuz i'm working on putting the D/P pokemon in ruby, but if i were to put like TURTWIG as treeko, the palletes are messed up...

so i was wondering if anyone could help me
(APE palettes are .gpl files)

Ressai
December 30th, 2008, 02:06 AM
Hey something very weird.

I made some new trainers and tested them out, but whenever I battle one (Bug catcher) and I finish the battle, I lose control of my character and start controlling an NPC trainer (Youngster) with messesd up graphics and I have to reload the save. I tried changing the offsets multiple times and even changed the trainer IDs but no luck. Any solutions?

AmusedRaccoon
December 30th, 2008, 02:19 AM
I was going to just palette edit the regular footprint animation to make it gray (for snow, you see), but then I realized that I'll still need the yellow footprints for a desert later on. Is there a way for me to copy the footprint animation onto another behavior byte, so as to have both?

destinedjagold
December 30th, 2008, 04:03 AM
Hey something very weird.

I made some new trainers and tested them out, but whenever I battle one (Bug catcher) and I finish the battle, I lose control of my character and start controlling an NPC trainer (Youngster) with messesd up graphics and I have to reload the save. I tried changing the offsets multiple times and even changed the trainer IDs but no luck. Any solutions?

hm...
try removing a level script...
if that won't work, change the Youngster's person number...
if that won't work, change the OW of the Youngster...
if that won't work, change the unknown variables of the Youngster...
if that won't work, delete the Youngster from the map.

BananasGoMoo
December 30th, 2008, 04:05 AM
Hey something very weird.

I made some new trainers and tested them out, but whenever I battle one (Bug catcher) and I finish the battle, I lose control of my character and start controlling an NPC trainer (Youngster) with messesd up graphics and I have to reload the save. I tried changing the offsets multiple times and even changed the trainer IDs but no luck. Any solutions?


this happened one time with me. try changing the direction he is facing. if he is facing down, make him face left or right.

aeroshinobi
December 30th, 2008, 04:40 AM
How do you edit the Oak intro text in A-text, and is it dangerous?

BananasGoMoo
December 30th, 2008, 04:44 AM
How do you edit the Oak intro text in A-text, and is it dangerous?


not dangerous

and just click search and search the text you want to edit.

then click add to INI

then you can edit it

ritzjacquelyn
December 30th, 2008, 05:07 AM
anyone can help me with my gold hack?

1. how do I change backpic of HIRO?

2. how do I change Item name?

3. Can I make the events like red gyarados? How?

thanks..

aeroshinobi
December 30th, 2008, 05:08 AM
Okay, thanks. If I find the offset in A-Text, can I change the script in XSE? Will I have to change the order of the bytes? The offset is 1C5C78 according to A-text.

BananasGoMoo
December 30th, 2008, 05:13 AM
Okay, thanks. If I find the offset in A-Text, can I change the script in XSE? Will I have to change the order of the bytes? The offset is 1C5C78 according to A-text.


i think you have to find the pointer offset to edit it in XSE but i'm not sure. you can ask hackmew, because it IS his program. xD

AvengedFury
December 30th, 2008, 06:20 AM
Hi, I just learnt about hacking roms 2 days ago and have been trying to create a script for a sign post. My question is: Is there a way to add the players name to the sign message? I don't want to just make the message say "Welcome to the home town of Seth" because the player not chose that name. Is it possible or should I move on?

AvengedFury

HackMew
December 30th, 2008, 06:21 AM
hm...
try removing a level script...
if that won't work, change the Youngster's person number...
if that won't work, change the OW of the Youngster...
if that won't work, change the unknown variables of the Youngster...
if that won't work, delete the Youngster from the map.

Maybe not. I bet the problem is a person with Movement set to Face Down. The first Face Down you see in AM will lead to that bug, so just choose the second Face Down on the list.


Okay, thanks. If I find the offset in A-Text, can I change the script in XSE? Will I have to change the order of the bytes? The offset is 1C5C78 according to A-text.

Nope, XSE is not a text editor indeed. Besides, the intro has nothing to do with scripting.

BananasGoMoo
December 30th, 2008, 06:23 AM
Maybe not. I bet the problem is a person with Movement set to Face Down. The first Face Down you see in AM will lead to that bug, so just choose the second Face Down on the list.



wooo, i was sorta right. xD

Hi, I just learnt about hacking roms 2 days ago and have been trying to create a script for a sign post. My question is: Is there a way to add the players name to the sign message? I don't want to just make the message say "Welcome to the home town of Seth" because the player not chose that name. Is it possible or should I move on?i think its v\h01, so just type in that where you want it to be. the whole thing, including the v\ part

HackMew
December 30th, 2008, 06:28 AM
I was going to just palette edit the regular footprint animation to make it gray (for snow, you see), but then I realized that I'll still need the yellow footprints for a desert later on. Is there a way for me to copy the footprint animation onto another behavior byte, so as to have both?

Have you tried looking at the various info available at the Block Editor? Background/behaviour in particular.


i think its v\h01, so just type in that where you want it to be. the whole thing, including the v\ part

It would rather be \v\h01, but you can simply use [player].

BananasGoMoo
December 30th, 2008, 06:32 AM
It would rather be \v\h01, but you can simply use [player].

oh, really? is that [player] thing new? because i haven't noticed it before in tutorials.

HackMew
December 30th, 2008, 06:53 AM
oh, really? is that [player] thing new? because i haven't noticed it before in tutorials.

Definitely not. It has been around since last ScriptEd was released, at least. Of course I kept it on XSE.

BananasGoMoo
December 30th, 2008, 06:59 AM
Definitely not. It has been around since last ScriptEd was released, at least. Of course I kept it on XSE.


im suprised, because i haven't seen it in any of the tutorials i looked at. i saw it in A-text though. [rival] too. are there any for your party pokemon?

AvengedFury
December 30th, 2008, 07:02 AM
Kool, thnx for the response. But now The sign shows one of my npc messages >< Any help?

HackMew
December 30th, 2008, 07:04 AM
Kool, thnx for the response. But now The sign shows one of my npc messages >< Any help?

Make sure to recompile the script and try again.

AvengedFury
December 30th, 2008, 07:13 AM
Lol, thank you =\

I feel dumb now :S

King Mario
December 30th, 2008, 08:34 AM
Alright, the A-Text I downloaded showd up to be fake. So, I downloaded the right one and now everything works fine. Not.

My new problem is that, everytime I resize a building, it will hang everytime I go into it in-game. The music will still play though, and it only seems to happen on buildings and caves since other locations (like Pallet Town) works fine if I resize them. Also, they work fine when I resize them to their original size, and I've tried with a "fresh" (unhacked) ROM, too.

BananasGoMoo
December 30th, 2008, 08:44 AM
Alright, the A-Text I downloaded showd up to be fake. So, I downloaded the right one and now everything works fine. Not.

My new problem is that, everytime I resize a building, it will hang everytime I go into it in-game. The music will still play though, and it only seems to happen on buildings and caves since other locations (like Pallet Town) works fine if I resize them. Also, they work fine when I resize them to their original size, and I've tried with a "fresh" (unhacked) ROM, too.


try just using tiles in AM to make a bigger building instead of resizing tiles, which is what i think you are doing.

AvengedFury
December 30th, 2008, 08:54 AM
Another question hehe. I made a new building in my town and a new map for the contents of this building. I am trying to add a warp event outside the door but I can't get it to work. I read the tutorials but nothing is working. Any help would be appreciated.

EDIT: With a lot of help from Darthatron my warp problem is fixed. If anyone was interested in the problem... Instead of having a door, I had 2 pieces of a poll that looked like a door ><

King Mario
December 30th, 2008, 09:30 AM
Another question hehe. I made a new building in my town and a new map for the contents of this building. I am trying to add a warp event outside the door but I can't get it to work. I read the tutorials but nothing is working. Any help would be appreciated.

"Simple Questions (SEARCH BEFORE ASKING A QUESTION)" is the title of this thread, so try to use "Search this thread" option first, because I recall right, I searched for an answer for MY question (or my previous question) and found someone else that had that problem. Try to find that post first using that function and see if it got answered (I don't remember if it did). And if not, it's a possiblity that it's because of the same reason that my resized buildings gets black.

try just using tiles in AM to make a bigger building instead of resizing tiles, which is what i think you are doing.

Well, I didn't even know that you could resize tiles. To be more exact, I use "Map width" and "Map height" in "Map dimensions" in the bottom corner in the category "Header" in Advance Map.

ShakawBR
December 30th, 2008, 04:12 PM
Why everyone says that Pokemon Emerald is bad for hacking??
I know its unstable, but besides that what more?

FHJoker
December 30th, 2008, 05:05 PM
In Gold, how do you change a city or route location on the world map?

AmusedRaccoon
December 30th, 2008, 08:28 PM
Have you tried looking at the various info available at the Block Editor? Background/behaviour in particular.
Well, there are two others that are labeled in AdvanceMap: "Sand foot prints (with sandheaps)," behavior byte 0600, and just "Sand foot prints," behavior byte 2500. The former is used in Ruby in the desert along with background byte 00[blank] (this is normal for Ruby, I suppose..?) but I've tested both with my snow tiles and neither shows up at all.

The only thing I can think of is if some particular background byte needs to be active in FR for these other footprints to work. I guess I'll get around to testing them all eventually to see if this is the case, but it seems like a long shot and if that doesn't work I've no idea what else to do.

BananasGoMoo
December 30th, 2008, 09:38 PM
Well, I didn't even know that you could resize tiles. To be more exact, I use "Map width" and "Map height" in "Map dimensions" in the bottom corner in the category "Header" in Advance Map.


oh, well that re-sizes the map then, not the building. unless you were talking about the size of the indoors.

try making a new map and having the warp go there instead. then see if it works.

FLOOTENKERP
December 31st, 2008, 12:16 AM
well can anyone tell me what the script is for headbutt trees?

Melash
December 31st, 2008, 02:31 AM
Just one simple question...where is the location of tile animations in Red Version? Yes, not FireRed, but Red. I've looked through it with TLP, but I couldn't find anything....

Ninja Caterpie
December 31st, 2008, 02:42 AM
well can anyone tell me what the script is for headbutt trees?

You have to write one, if it's not for GSC.

destinedjagold
December 31st, 2008, 08:59 AM
Hello to everyone. Happy New Year in advance~

Anyways, I have a question...
I created a script that shows a picture of a PKMN through the command 'showpokepic'.
The pic looks fine, but when I talk to another guy who shows another pic of a PKMN, the palletes are messed up, and when I talk to the previous guy, the palletes of the PKMN he shows me is a mess as well...

How can I fix this problem?

Thank you in advance~

Banjora Marxvile
December 31st, 2008, 12:34 PM
I'm having a little problem with my emulator. It can play Firered ROM's, but not Ruby. I downloaded my ROM from a site I used before on my old computer, as I have changed computers. The Ruby one worked on my Computer, but not my Laptop. Firered works fine, but not RUby. Can anyone help?

Ninja Caterpie
December 31st, 2008, 01:27 PM
What's the problem it says?

Happy new year, all!

King Mario
December 31st, 2008, 04:46 PM
And yes, I got AdvanceMap to work. I just had to wait. But I am, still, not satistified.

Still some questions to go:

1. Where do I find AGPix?
2. How do I choose what each character shall say (I know how to add and edit text which A-Text, however)
3. How do I edit events?
4. How do I add new maps to the game? (Maps as in the thing that shows the entire region or certain islands in the case of Sevii Islands, not places.)
5. How do I move new maps (maps as in locations) to the right folder/category?

FLOOTENKERP
December 31st, 2008, 05:28 PM
oh ok. well is there a program to hack maps for D/P/Pt?

Griin.
December 31st, 2008, 05:44 PM
oh ok. well is there a program to hack maps for D/P/Pt?
No -.-, Search the thread before asking questions..

RHetoRic
January 1st, 2009, 02:03 AM
Me again. I searched the thread and couldn't find an answer, but how would I go about editing pokémon encounters, but by fishing? Game is Cystal, once again. :P

opperstamper
January 1st, 2009, 07:59 PM
I know how to insert tiles etc, but when i want to save the files in Dib format they pc can only give 16-bit (bmp,Dib) 24-bit and 256 colours, i cant choose just normal bmp or Dip.

is this a problem on my pc or is this normal>

Cheesymitten
January 1st, 2009, 08:03 PM
And yes, I got AdvanceMap to work. I just had to wait. But I am, still, not satistified.

Still some questions to go:

1. Where do I find AGPix?
2. How do I choose what each character shall say (I know how to add and edit text which A-Text, however)
3. How do I edit events?
4. How do I add new maps to the game? (Maps as in the thing that shows the entire region or certain islands in the case of Sevii Islands, not places.)
5. How do I move new maps (maps as in locations) to the right folder/category?
1.-Meh soz dont know
2.You need XSE and a tutorial.
3.Same as above
4.Click the sun with a house or hover the mouse over the icon.
5.Click the image next to the sun with an arrow

IIMarckus
January 1st, 2009, 08:11 PM
Me again. I searched the thread and couldn't find an answer, but how would I go about editing pokémon encounters, but by fishing? Game is Cystal, once again. :PI haven’t found a consistent way to do that yet, but here’s how you can do it by brute force:
Fish in a route, make a list of what Pokémon at what levels appear
Do a memory dump (in VBA, go to Tools → Memory Viewer → Save → 0000–FFFF
Open the dump in a hex editor, look for the most common Pokémon (for instance, if level 15 Poliwags were common, look in the ROM for patterns of 0x0E 0x3C or 0x3C 0x0E)
Back in VBA’s memory viewer, replace them with something recognizable like 0x0101, and narrow down which bytes have to be changed for you to catch level 1 Bulbasaurs with rods
Search for that pattern in the ROM
Tedious, I know. Anyone with better suggestions, please speak up!

— § —

Of course, if you don’t mind using existing fishing sets (i.e. you want your map to use the fishing data from another city), you can modify the map header (http://acmlm.kafuka.org/archive3/thread.php?pid=179435&r=1#179435)’s fishing byte. Mapheaders are located in bank 0x25; I hope you know pointers (http://www.pokecommunity.com/showpost.php?p=3428318&postcount=4438).

0x094000 starts the list of two‐byte pointers to mapheaders. The first pointer points to map 0101, the second pointer to map 0201, and so on. Mapheaders are nine bytes long, so map 0102 would be located nine bytes past map 0101, and so forth. (This also means that they overflow; you could refer to map 0201 as 010F in the code and it would usually work. It’s better to follow the pointers, though.) The fishing byte is the ninth byte, and every map has one, even ones without water.

List of maps in Crystal:
0101 Olivine Pokemon Center 1F
0102 Olivine Gym
0103 Olivine house; Voltorb trade
0104 Olivine house ~beta
0105 Olivine house; punishment talk
0106 Olivine house; Good Rod
0107 Olivine Cafe
0108 Olivine Mart
0109 Route 38/Ecruteak gate
010A Route 39 house; Moomoo barn
010B Route 39 house; Moomoo farmhouse
010C Route 38
010D Route 39
010E Olivine City
-
0201 Mahogany house; Red Gyara talk
0202 Mahogany Gym
0203 Mahogany Pokemon Center 1F
0204 Route 42/Ecruteak gate
0205 Route 42
0206 Route 43
0207 Mahogany Town
-
0301 Sprout Tower 1F
0302 Sprout Tower 2F
0303 Sprout Tower 3F
0304 Tin Tower 1F
0305 Tin Tower 2F
0306 Tin Tower 3F
0307 Tin Tower 4F
0308 Tin Tower 5F
0309 Tin Tower 6F
030A Tin Tower 7F
030B Tin Tower 8F
030C Tin Tower 9F
030D Burned Tower 1F
030E Burned Tower B1F
030F National Park
0310 National Park (Bug-Catching Contest)
0311 Radio Tower 1F
0312 Radio Tower 2F
0313 Radio Tower 3F
0314 Radio Tower 4F
0315 Radio Tower 5F
0316 Ruins of Alph (outside)
0317 Ruins of Alph (Ho-oh chamber)
0318 Ruins of Alph (Kabuto chamber)
0319 Ruins of Alph (Omanyte chamber)
031A Ruins of Alph (Aerodactyl chamber)
031B Ruins of Alph (inner chamber)
031C Ruins of Alph research center
031D Ruins of Alph (Ho-oh item room)
031E Ruins of Alph (Kabuto item room)
031F Ruins of Alph (Omanyte item room)
0320 Ruins of Alph (Aerodactyl item room)
0321 Ruins of Alph (Ho-oh word room)
0322 Ruins of Alph (Kabuto word room)
0323 Ruins of Alph (Omanyte word room)
0324 Ruins of Alph (Aerodactyl word room)
0325 Union Cave 1F
0326 Union Cave B1F
0327 Union Cave B2F
0328 Slowpoke Well B1F
0329 Slowpoke Well B2F
032A Olivine Lighthouse 1F
032B Olivine Lighthouse 2F
032C Olivine Lighthouse 3F
032D Olivine Lighthouse 4F
032E Olivine Lighthouse 5F
032F Olivine Lighthouse 6F
0330 Mahogany Mart 1F
0331 Team Rocket Base B1F
0332 Team Rocket Base B2F
0333 Team Rocket Base B3F
0334 Ilex Forest
0335 Warehouse entrance, Underground Path
0336 Underground Path entrances, switch room
0337 Goldenrod Dept Store B1F
0338 Underground Warehouse
0339 Mount Mortar 1F
033A Mount Mortar 1F (inside)
033B Mount Mortar 2F (inside)
033C Mount Mortar B1F
033D Ice Path (1F)
033E Ice Path (B1F)
033F Ice Path (B2F, Mahogany side)
0340 Ice Path (B2F, Blackthorn side)
0341 Ice Path (B3F)
0342 Whirl Island NW
0343 Whirl Island NE
0344 Whirl Island SW
0345 Whirl Island; interior cave with ledge outside entrance
0346 Whirl Island SE
0347 Whirl Island B1F
0348 Whirl Island B2F
0349 Whirl Island; Lugia's chamber
034A Silver Cave room 1
034B Silver Cave room 2
034C Silver Cave room 3
034D Silver Cave item rooms
034E Dark Cave (Violet entrance)
034F Dark Cave (Blackthorn entrance)
0350 Dragon's Den 1F
0351 Dragon's Den B1F
0352 Dragon Shrine
0353 Tohjo Falls
0354 Diglett's Cave
0355 Mount Moon
0356 Underground
0357 Rock Tunnel 1F
0358 Rock Tunnel B1F
0359 Safari Zone/Fuchsia gate ~beta
035A Safari Zone ~beta
035B Victory Road
-
0401 Ecruteak house (passage to Tin Tower)
0402 Wise Trio's room
0403 Ecruteak Pokemon Center 1F
0404 Ecruteak house; Lugia talk
0405 Dance Theatre
0406 Ecruteak Mart
0407 Ecruteak Gym
0408 Ecruteak house; Itemfinder
0409 Ecruteak City
-
0501 Blackthorn Gym 1F
0502 Blackthorn Gym 2F
0503 Blackthorn house; dragon talk
0504 Blackthorn house; Dodrio trade
0505 Blackthorn Mart
0506 Blackthorn Pokemon Center 1F
0507 Move Deleter's house
0508 Route 45
0509 Route 46
050A Blackthorn City
-
0601 Cinnabar Pokemon Center 1F
0602 Cinnabar Pokemon Center 2F ~beta
0603 Route 19/Fuchsia gate
0604 Seafoam Gym
0605 Route 19
0606 Route 20
0607 Route 21
0608 Cinnabar Island
-
0701 Cerulean house; gym badge talk
0702 Cerulean Police Station
0703 Cerulean house; trade talk
0704 Cerulean Pokemon Center 1F
0705 Cerulean Pokemon Center 2F ~beta
0706 Cerulean Gym
0707 Cerulean Mart
0708 Route 10 Pokemon Center 1F
0709 Route 10 Pokemon Center 2F ~beta
070A Power Plant
070B Route 25; Bill's house
070C Route 4
070D Route 9
070E Route 10
070F Route 24
0710 Route 25
0711 Cerulean City
-
0801 Azalea Pokemon Center 1F
0802 Charcoal Kiln
0803 Azalea Mart
0804 Kurt's house
0805 Azalea Gym
0806 Route 33
0807 Azalea Town
-
0901 Lake of Rage, Hidden Power house
0902 Lake of Rage, Magikarp house
0903 Mahogany/Route 43 gate
0904 Route 43 gate
0905 Route 43
0906 Lake of Rage
-
0A01 Route 32
0A02 Route 35
0A03 Route 36
0A04 Route 37
0A05 Violet City
0A06 Violet Mart
0A07 Violet Gym
0A08 Earl's Pokemon Academy
0A09 Violet house (nickname talk)
0A0A Violet Pokemon Center 1F
0A0B Violet house (Onix trade)
0A0C Ruins of Alph/Route 32 gate
0A0D Route 32 Pokemon Center 1F
0A0E Route 35/Goldenrod gate
0A0F Route 35/National Park gate
0A10 Route 36/Ruins of Alph gate
0A11 Route 36/National Park gate
-
0B01 Route 34
0B02 Goldenrod City
0B03 Goldenrod Gym
0B04 Goldenrod Bike Shop
0B05 Goldenrod; happiness rater
0B06 Goldenrod; Bill's house
0B07 Goldenrod; Magnet Train Station
0B08 Goldenrod; Flower Shop
0B09 Goldenrod; PP talk
0B0A Goldenrod; Name Rater's house
0B0B Goldenrod Dept Store 1F
0B0C Goldenrod Dept Store 2F
0B0D Goldenrod Dept Store 3F
0B0E Goldenrod Dept Store 4F
0B0F Goldenrod Dept Store 5F
0B10 Goldenrod Dept Store 6F
0B11 Goldenrod Dept Store elevator
0B12 Goldenrod Dept Store roof
0B13 Goldenrod Game Corner
0B14 Goldenrod Pokemon Center 1F
0B15 Goldenrod PokeCom Center 2F ~mobile
0B16 Ilex Forest/Azalea gate
0B17 Ilex Forest/Route 34 gate
0B18 Day Care
-
0C01 Route 6
0C02 Route 11
0C03 Vermilion City
0C04 Vermilion house; fishing talk
0C05 Vermilion Pokemon Center 1F
0C06 Vermilion Pokemon Center 2F ~beta
0C07 Pokemon Fan Club
0C08 Vermilion house; Magnet Train talk
0C09 Vermilion Mart
0C0A Vermilion house; Diglett's Cave talk
0C0B Vermilion Gym
0C0C Route 6/Saffron gate
0C0D Route 6; Underground entrance
-
0D01 Route 1
0D02 Pallet Town
0D03 Red's house 1F
0D04 Red's house 2F
0D05 Blue's house
0D06 Oak's Lab
-
0E01 Route 3
0E02 Pewter City
0E03 Pewter house; Nidoran talk
0E04 Pewter Gym
0E05 Pewter Mart
0E06 Pewter Pokemon Center 1F
0E07 Pewter Pokemon Center 2F ~beta
0E08 Pewter house; snooze talk
-
0F01 Olivine Port
0F02 Vermilion Port
0F03 Fast Ship 1F
0F04 Fast Ship; cabins NNW, NNE, NE
0F05 Fast Ship; cabins SW, SSW, NW
0F06 Fast Ship; cabins SE, SSE, Captain's cabin
0F07 Fast Ship B1F
0F08 Olivine Port (passage)
0F09 Vermilion Port (passage)
0F0A Mount Moon Square
0F0B Mount Moon gift shop
0F0C Tin Tower roof
-
1001 Route 23
1002 Indigo Plateau Pokemon Center 1F
1003 Will's room
1004 Koga's room
1005 Bruno's room
1006 Karen's room
1007 Lance's room
1008 Hall of Fame
-
1101 Route 13
1102 Route 14
1103 Route 15
1104 Route 18
1105 Fuchsia City
1106 Fuchsia Mart
1107 Safari Zone main office
1108 Fuchsia Gym
1109 Fuchsia house; Bill talk
110A Fuchsia Pokemon Center 1F
110B Fuchsia Pokemon Center 2F ~beta
110C Safari Zone Warden's Home
110D Route 15/Fuchsia gate
-
1201 Route 8
1202 Route 12
1203 Route 10
1204 Lavender Town
1205 Lavender Pokemon Center 1F
1206 Lavender Pokemon Center 2F ~beta
1207 Mr. Fuji's house
1208 Lavender house; town talk
1209 Lavender Name Rater
120A Lavender Mart
120B Soul House
120C Lav Radio Tower 1F
120D Route 8/Saffron gate
120E Route 12 house; Super Rod
-
1301 Route 28
1302 Silver Cave (outside)
1303 Silver Cave Pokemon Center 1F
1304 Route 28 house; famous talk
-
1401 Pokemon Center 2F
1402 Trade Center
1403 Colosseum
1404 Time Capsule
1405 Mobile Trade room ~mobile
1406 Mobile Battle room ~mobile
-
1501 Route 7
1502 Route 16
1503 Route 17
1504 Celadon City
1505 Celadon Dept Store 1F
1506 Celadon Dept Store 2F
1507 Celadon Dept Store 3F
1508 Celadon Dept Store 4F
1509 Celadon Dept Store 5F
150A Celadon Dept Store 6F
150B Celadon Dept Store elevator
150C Celadon Mansion 1F
150D Celadon Mansion 2F
150E Celadon Mansion 3F
150F Celadon Mansion roof
1510 Celadon Mansion roof house
1511 Celadon Pokemon Center 1F
1512 Celadon Pokemon Center 2F ~beta
1513 Celadon Game Corner
1514 Celadon Game Corner prize room
1515 Celadon Gym
1516 Celadon Cafe
1517 Route 16 house; Fuchsia talk
1518 Route 16 gate
1519 Route 7/Saffron gate
151A Route 17/Route 18 gate
-
1601 Route 40
1602 Route 41
1603 Cianwood City
1604 Mania's house
1605 Cianwood Gym
1606 Cianwood Pokemon Center 1F
1607 Cianwood Pharmacy
1608 Cianwood City Photo Studio
1609 Cianwood house; Lugia talk
160A Poke Seer's house
160B Battle Tower 1F
160C Battle Tower Battle Room
160D Battle Tower elevator
160E Battle Tower hallway
160F Route 40/Battle Tower gate
1610 Battle Tower (outside)
-
1701 Route 2
1702 Route 22
1703 Viridian City
1704 Viridian Gym
1705 Viridian house; nickname talk
1706 Trainer House 1F
1707 Trainer House B1F
1708 Viridian Mart
1709 Viridian Pokemon Center 1F
170A Viridian Pokemon Center 2F ~beta
170B Route 2 house; Nugget talk
170C Route 2 gate
170D Victory Road gate
-
1801 Route 26
1802 Route 27
1803 Route 29
1804 New Bark Town
1805 Elm's Lab
1806 Kris's house 1F
1807 Kris's house 2F
1808 Kris's neighbor's house
1809 Elm's house
180A Route 26 house; heal talk
180B Route 26 house; day of week siblings
180C Route 27 house; Sandstorm
180D Route 29/Route 46 gate
-
1901 Route 5
1902 Saffron City
1903 Fighting Dojo
1904 Saffron Gym
1905 Saffron Mart
1906 Saffron Pokemon Center 1F
1907 Saffron Pokemon Center 2F ~beta
1908 Mr. Psychic's house
1909 Saffron train station
190A Silph Co. 1F
190B Copycat's house 1F
190C Copycat's house 2F
190D Route 5; Underground entrance
190E Route 5/Saffron City gate
190F Route 5 house; Cleanse Tag talk
-
1A01 Route 30
1A02 Route 31
1A03 Cherrygrove City
1A04 Cherrygrove Mart
1A05 Cherrygrove Pokemon Center 1F
1A06 Cherrygrove house (gym talk)
1A07 Guide Gent's house
1A08 Cherrygrove house (evolution talk)
1A09 Route 30 house (Berry talk)
1A0A Mr. Pokemon's house
1A0B Route 31/Violet gate

nct28th
January 1st, 2009, 11:09 PM
Ok the maximum level you can train a pokemon to is level 100. is there a way to make this 250?

amassenburg
January 2nd, 2009, 05:05 PM
:/
How do you edit the begining credits in the game ( i would post a pic but i have 10 posts by now)

ARCoolguy
January 2nd, 2009, 06:04 PM
How to I add extra Pokemon slots I know how to extend rom but not how to add extra Pokemon slots

Ressai
January 2nd, 2009, 10:14 PM
Is it possible to enable using the VS. seeker in caves, forests, etc.?

Thrace
January 2nd, 2009, 10:41 PM
:/
How do you edit the begining credits in the game ( i would post a pic but i have 10 posts by now)
Use A-Text to search for the text and then edit it.

Is it possible to enable using the VS. seeker in caves, forests, etc.?
Vs. Seeker works with specials in scripts. Just decompile a trainer that has Vs. Seeker enabled to see how it works.

Ninja Caterpie
January 2nd, 2009, 11:05 PM
Use A-Text to search for the text and then edit it.


I think he means the "Gamefreak" texts. :\ There's a tutorial in the documents and tutorials section called "Boot screen editing".

Melash
January 2nd, 2009, 11:14 PM
Okay, I've got some questions:
1. Where is the animation tiles in Red located at
2. Does anyone have the EliteMap .ini's for Emerald Version? (I have to use E-Map....)
3. Okay, this is a weird question, but does anyone have any...err, 'sheet music' for RSE? Well, not actual sheet music, but the notes for all the music in RSE. I don't know if anyone's made written down all the music for it, but could you possibly link me toa page with it.

Ressai
January 2nd, 2009, 11:43 PM
One more small question:
For fishing, which slots in AdvanceMap tell which rod?

BananasGoMoo
January 2nd, 2009, 11:45 PM
first 2 = old rod

next 2 = good rod

the rest = super rod

my question, how do i find the offset for where the item data in a pokemon rom is?

0m3GA ARS3NAL
January 3rd, 2009, 08:43 AM
What is the best Image Editor? (I am talking like Tile Molester, or TLP, and others...)
What does PC recommend I use?
And can I get some links? ^_^ I would appreciate it, thanks!

ARCoolguy
January 3rd, 2009, 01:35 PM
please answer my question

The Scarecrow Toxin
January 3rd, 2009, 01:46 PM
Hi! I have a problem...
Look:http://i397.photobucket.com/albums/pp58/NikoKoderman/Problem.jpg
Does anyone know how to fix this DOOR problem...?
Ignore the border...

Mortar
January 3rd, 2009, 03:48 PM
You mean the map below that one? Just go to the "connections" button in AdvanceMap and change which maps you want to connect to the one you're editing.

I have a question myself. Can anyone tell me how to edit the grass animation like when your character walks through it? Thanks.

The Scarecrow Toxin
January 3rd, 2009, 03:51 PM
No!...I mean the door...I wrote it ...

Mortar
January 3rd, 2009, 03:56 PM
No!...I mean the door...I wrote it ...

Be more specific then, what do you think is wrong with it? You can't go through it? Or do you mean the tiles?

The Scarecrow Toxin
January 3rd, 2009, 04:04 PM
Be more specific then, what do you think is wrong with it? You can't go through it? Or do you mean the tiles?
I mean the tiles glich...

garra911
January 3rd, 2009, 06:15 PM
http://img411.imageshack.us/img411/8139/dragonsflametitlescreenfs3.png

can anyone help me in changing the palette of the "dragon's bane"

Cheesymitten
January 3rd, 2009, 06:20 PM
I mean the tiles glich...
Use the puzzle peicce to edit whereabouts you want the door to go on for example grass black walls ect...


I have a question myself. Can anyone tell me how to edit the grass animation like when your character walks through it? Thanks.
There's a tutorial in the doc and tut section it's either by tehtehtehteh or thethethethe :)

espa_roba11
January 3rd, 2009, 06:40 PM
How do you edit trainer battle music in FR/E? I'm trying to change it using script ed because PET and A-trainer won't let me change it and it's really beginning to annoy me. What are the trainer battle theme numbers and where do I put them is place of the regular battle theme.

Thrace
January 4th, 2009, 12:13 AM
my question, how do i find the offset for where the item data in a pokemon rom is?
Just do a search for an item in a hex editor. I can't remember exactly how the data is set out though.

What is the best Image Editor? (I am talking like Tile Molester, or TLP, and others...)
What does PC recommend I use?
And can I get some links? ^_^ I would appreciate it, thanks!
They all do an equally good job IMO, I use Tile Molestor though. Use google to find it.

Hi! I have a problem...
Look:http://i397.photobucket.com/albums/pp58/NikoKoderman/Problem.jpg
Does anyone know how to fix this DOOR problem...?
Ignore the border...
You can't use the last 8 8x8 blocks in a tileset. The above is what happens if you do. You need to move those tiles elsewhere in the tileset.

http://img411.imageshack.us/img411/8139/dragonsflametitlescreenfs3.png

can anyone help me in changing the palette of the "dragon's bane"
You won't be able to change it without changing the colours of the big Pokemon logo. You need to remake it and use an unused palette for the Dragon's Bane text.

How do you edit trainer battle music in FR/E? I'm trying to change it using script ed because PET and A-trainer won't let me change it and it's really beginning to annoy me. What are the trainer battle theme numbers and where do I put them is place of the regular battle theme.
You're supposed to do it with A-Trainer, I think only certain values work, I've never tried it myself before. Find a trainer that has the music you want then use that value.

espa_roba11
January 4th, 2009, 12:59 AM
You're supposed to do it with A-Trainer, I think only certain values work, I've never tried it myself before. Find a trainer that has the music you want then use that value.

Ahh, I'll try it then. get back to ya with the results, if any.

Edit: Everytime I try and change the battle theme, it only changes the music that plays when I encounter trainers, not the music itself.

Beab
January 4th, 2009, 01:03 AM
Okay. I need to know a few things.

First off, when I use this script:

#dynamic 0xx80000
#org @start
lock
faceplayer
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @1 boxset 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @2 boxset 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @3 boxset 0x6
hidesprite lastalked
release
end

#org @name
call 0x1A74EB
return

#org @1
= \c\h01\h02You received a Charmander!

#org @2
= \c\h01\h02Would you like to give a\nnickname to Charmander?

#org @3
= Good luck.

It hides the pokeball that you get charmander from, but after I move, it comes back. How can I fix that?

Second, how do I make a box appear over someone's head that looks like "[ ! ]" or whatever. That, and how they jump?

Lastly, I've seen people that are able to pan the camera. How is that done?

Sorry for all the questions, I've been searching all over, but I can't find any tutorials on any of that.

Jerros
January 4th, 2009, 11:18 AM
Okay. I need to know a few things.


It hides the pokeball that you get charmander from, but after I move, it comes back. How can I fix that?

Second, how do I make a box appear over someone's head that looks like "[ ! ]" or whatever. That, and how they jump?

Lastly, I've seen people that are able to pan the camera. How is that done?

Sorry for all the questions, I've been searching all over, but I can't find any tutorials on any of that.


To make the Pokéball hidden forever, use this command:
#raw 0x53 0x0(PERSON EVENT NO) 0x00
Then, use a "setflag" and change the people ID to whatever flag you used.

To make a [!] appear, use a movement script, and set the raw to 0x56 like this:
-------------------------------------------------

--script---
applymovement 0x(X) $alert ((X) = PERSON NUMBER)
pausemove 0
---further script-----

#org $alert
#raw 0x56
#raw 0xFE
-------------------------------------------------

To pan the camera, you must hide the player's character, and then let him move.
It can be done in other ways, but this is the easiest.



Now, I have a quick question myself: Where in unLz-GBA can I edit the big "Team Aqua Sign" that appears when you battle an Aqua grunt? (EMERALD please)
Whats the numberm, and can I just normally edit it in unLZ-GBA?

Also, same question, but then for the "Team rocket Sign" that appears in FIRERED, what's the number?

Spherical Ice
January 4th, 2009, 01:09 PM
Okay, a problem with AMap/VBA/My ROM.
First, I edit some of my map and add a signpost script. Then I hit save. Afterwards, I opened VBA and opened my ROM, and went into the edited map and nothing was changed. Opened AMap to check if I was just imagining myself aking the changes. I wasn't. They were still there. HELP! (I'm using AMap 1.9.2 and VBA 1.8)

Lady Berlitz
January 4th, 2009, 01:11 PM
Okay, a problem with AMap/VBA/My ROM.
First, I edit some of my map and add a signpost script. Then I hit save. Afterwards, I opened VBA and opened my ROM, and went into the edited map and nothing was changed. Opened AMap to check if I was just imagining myself aking the changes. I wasn't. They were still there. HELP! (I'm using AMap 1.9.2 and VBA 1.8)That probably means you saved your game before you made the changes. When you make a save, change your map, and then load that save file, then it will be as if before your changes were made.