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BliT
June 9th, 2009, 10:19 PM
How can you put headers on new maps on AM?
Like I just created a new map.
But I cant edit the music played or the name of the town.
Respond please TYVM

HackMew
June 9th, 2009, 10:30 PM
is it possible to add more than 26 pokemon in the game
so to have Kanto,Jhoto,Hohen,sinnoh,and more for a total of 500 in a fire red hack?

Yes, with a lot of ASM.


I've got a question:
How does a .bak file work?

It does not "work". It's just a backup copy of a ROM (or whatever). It's an exact copy renamed to .bak.


Are you sure that you've unzipped the ROMs? If you have, you may have a bad ROM. Try another one, and see if it works.

VisualBoyAdvance supports zipped ROMs without problems.


I just need to ask two questions.
Is it possible to edit the oldman event that teaches you to catch pokemon.Like change his name.?

Changing the name is as easy as editing any other text in the game. Anything else, like changing the Pokémon he catches will require ASM.

Quickster
June 9th, 2009, 10:43 PM
Changing the name is as easy as editing any other text in the game. Anything else, like changing the Pokémon he catches will require ASM.

Where can you edit the text,would it be in advance text?

HackMew
June 9th, 2009, 11:03 PM
Where can you edit the text,would it be in advance text?

For example, though I prefer using a hex editor for text editing as A-Text is buggy and can screw up things sometimes.

BlitŻ
June 9th, 2009, 11:52 PM
Is thier a similar tool as pokepic that works for fire red? Because as far I know, pokepic only works for R/S

BliT
June 9th, 2009, 11:58 PM
Lol Mew sorry to be stubborn but you answered like 5 questions and none of them were mine :O

(Sorry off topic)

HackMew
June 10th, 2009, 12:14 AM
Is thier a similar tool as pokepic that works for fire red? Because as far I know, pokepic only works for R/S

Why using PokéPic in first place? No, just use unLZ-GBA.


Lol Mew sorry to be stubborn but you answered like 5 questions and none of them were mine :O

No one is actually forced to answer anything at all. People do just because they want to. Besides, I couldn't understand your question very much.

PlatniumPiano
June 10th, 2009, 12:28 AM
What is a good hex editor for me to hack a Ruby ROM with (preferably free)?

Does anybody have links to download said editor by any chance?

HackMew
June 10th, 2009, 12:39 AM
What is a good hex editor for me to hack a Ruby ROM with (preferably free)?

Does anybody have links to download said editor by any chance?

You can try HxD (http://mh-nexus.de/downloads/HxDSetupEN.zip) or XVI32 (http://www.handshake.de/user/chmaas/delphi/download/xvi32.zip), or HexEdit (http://www.physics.ohio-state.edu/~prewett/hexedit/hexedit.exe), or Cygnus Hex Editor Free Edition (http://www.softcircuits.com/dl/apps/cygnusfe.zip), or Frhed (https://sourceforge.net/project/showfiles.php?group_id=236485&package_id=308801&release_id=674196). All those are free, just keep in mind those does not support tables.
If you need table support you might try Thingy32 (http://www.zophar.net/download_file/2777) or Translhextion (http://www.zophar.net/download_file/2779).

0m3GA ARS3NAL
June 10th, 2009, 01:17 AM
Does anyone know the location Pokemon Hold Item data in the RAM?
I have been looking for it for a while and cant seem to find it, even when using the cheat searcher in VBA...

HackMew
June 10th, 2009, 01:25 AM
Does anyone know the location Pokemon Hold Item data in the RAM?
I have been looking for it for a while and cant seem to find it, even when using the cheat searcher in VBA...

Search for Cheat won't be useful as such data is encrypted. The Pokémon party data starts at 0x02024284 - FireRed.

BlitŻ
June 10th, 2009, 01:44 AM
For example, though I prefer using a hex editor for text editing as A-Text is buggy and can screw up things sometimes.

Then do you know where the icons of the pokemon and thier non-shiny backspirtes?When i search for them beween 644~13?? I only find the frontsprite and the backspirte of the shiny

muzzyguy
June 10th, 2009, 05:25 AM
If i create a new room in a-map i can walk out of it fine bu when i walk into the warp to go to that room it warps me to the middle how do i make it so it warps me through the door way

PlatniumPiano
June 10th, 2009, 05:52 AM
Has anybody made a list of offsets for the Pokemon's base stats data (in hex) for a fr/lg rom, or even a r/s rom?

Tropical Sunlight
June 10th, 2009, 06:24 AM
So you just rename the file from .bak to .gba and your ROM is saved?

Ninja Caterpie
June 10th, 2009, 07:00 AM
Uh, yes.

But this might be a long time ago, and a lot of stuff might be lost.

Or it could only be a little ago...and the bug is still there.

This is for A-Map, right?

0m3GA ARS3NAL
June 10th, 2009, 07:34 AM
Search for Cheat won't be useful as such data is encrypted. The Pokémon party data starts at 0x02024284 - FireRed.

Care to help a little, I have no such idea as decrypting the data...
I know a bit, but not much... Much like ASM...
BUT, I can do this with a few pointers... (I knew where the Pokemon data started, just not exactly where to look...)

CrystallineSeraphim
June 10th, 2009, 08:10 AM
I seriously hope that this question hasn't been asked... but I've noticed that there is not a single Pokemon Sapphire hack being worked on... I had to download Pokemon Ruby for some of these hacks and Fire Red for the majority of them... I don't get it... there isn't much of a difference between Sapphire and Ruby, the only differences I have noticed are the Legendaries you can get (Sapphire gets Kyogre and Ruby gets Groudon but I am not sure about the EON pokemon), along with the Team that is the main antagonist in the game... seriously... what gives?...

0m3GA ARS3NAL
June 10th, 2009, 08:30 AM
I seriously hope that this question hasn't been asked... but I've noticed that there is not a single Pokemon Sapphire hack being worked on... I had to download Pokemon Ruby for some of these hacks and Fire Red for the majority of them... I don't get it... there isn't much of a difference between Sapphire and Ruby, the only differences I have noticed are the Legendaries you can get (Sapphire gets Kyogre and Ruby gets Groudon but I am not sure about the EON pokemon), along with the Team that is the main antagonist in the game... seriously... what gives?...

There are not many differences in story line and stuff like that, but graphics are different with the games, title screen and such, and some things take up more or less space, therefore, you need the Ruby ROM to play Ruby games, and people use Ruby since it seems to be easier to get a hold of.

CrystallineSeraphim
June 10th, 2009, 08:47 AM
There are not many differences in story line and stuff like that, but graphics are different with the games, title screen and such, and some things take up more or less space, therefore, you need the Ruby ROM to play Ruby games, and people use Ruby since it seems to be easier to get a hold of.
O_0' now I know... *everyone hears smashing and crashing of glass as I fall over like an anime character in surprise* but still... also... when I beat the Elite Four in Sapphire... I got sent back to the menu screen... grr... it was so hard to beat the elite four... I made a personal Sapphire Hack so Shedninja is a Dark/Ghost type so it is invincable... my friend said it would be awesome if Darkrai had Wonder Guard...

0m3GA ARS3NAL
June 10th, 2009, 09:07 AM
O_0' now I know... *everyone hears smashing and crashing of glass as I fall over like an anime character in surprise* but still... also... when I beat the Elite Four in Sapphire... I got sent back to the menu screen... grr... it was so hard to beat the elite four... I made a personal Sapphire Hack so Shedninja is a Dark/Ghost type so it is invincable... my friend said it would be awesome if Darkrai had Wonder Guard...

Well, sure it is fun making petty little edits, but you should look into making full scale hacks... time consuming, but well worth it in the end.

HackMew
June 10th, 2009, 09:10 AM
Then do you know where the icons of the pokemon and thier non-shiny backspirtes?When i search for them beween 644~13?? I only find the frontsprite and the backspirte of the shiny

There is no such "non-shiny" backsprites. There's only one backsprite with two palettes. In unLZ, just decrease the pal number. The Pokémon icons are not compressed instead, so you'll either need IconEd or a tile editor.


So you just rename the file from .bak to .gba and your ROM is saved?

It depends on the backup. Also, what's the problem with your ROM? ROM can be saved anyway, with a bit of effort.


Care to help a little, I have no such idea as decrypting the data...
I know a bit, but not much... Much like ASM...
BUT, I can do this with a few pointers... (I knew where the Pokemon data started, just not exactly where to look...)

Here (http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_substructures_in_the_GBA)'s a good explanation.

0m3GA ARS3NAL
June 10th, 2009, 09:59 AM
Here (http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_substructures_in_the_GBA)'s a good explanation.

WOAH!
Did this page get an update?!
I was on this page less than a day ago and it had nowhere near enough info on it to help me!
THANK YOU!

HackMew
June 10th, 2009, 10:06 AM
WOAH!
Did this page get an update?!
I was on this page less than a day ago and it had nowhere near enough info on it to help me!
THANK YOU!

Actually not o.O
It has been like that for like... months, if not more.
You're welcome, anyway.

0m3GA ARS3NAL
June 10th, 2009, 10:08 AM
Actually not o.O
It has been like that for like... months, if not more.
You're welcome, anyway.

Hmm... I know how to XOR, but I dont know how to UN-XOR... you know... decrypt...
Any info on how?
NEEEEEEVER mind, I got it.

BlitŻ
June 10th, 2009, 01:10 PM
When I was testing my rom, The game would freeze in a random place. So I would restart, and it would happen again but in a random place. This didn't happen beofre and I haven't changed anyhting since a last tested it.
Anybody know whats wrong and how I could fix it?

Quickster
June 10th, 2009, 01:36 PM
When I was testing my rom, The game would freeze in a random place. So I would restart, and it would happen again but in a random place. This didn't happen beofre and I haven't changed anyhting since a last tested it.
Anybody know whats wrong and how I could fix it?

Do you have a person set on hidden in advance map? Something like this happened to me once. Every time i stepped on a certain row of tiles the game restarted. All I did was take out the hidden thing.

HackMew
June 10th, 2009, 01:44 PM
Do you have a person set on hidden in advance map? Something like this happened to me once. Every time i stepped on a certain row of tiles the game restarted. All I did was take out the hidden thing.

There's no reason to use "Hidden" at all. Flags are the better way to go.

BlitŻ
June 10th, 2009, 02:28 PM
no the gamed dosen't restart and there's nothing there. Just every once in a while the game freezes, and the music stays on the same note it was on when it froze

Vince_27
June 10th, 2009, 02:35 PM
Hox can I change the Pokemon cry with Pokecry?
Because when I insert a new cry it looks very bad.

Bozster
June 10th, 2009, 07:30 PM
A Block editing question.

On the Lilycove City tileset [in Emerald] I changed the gym building tiles to Battle Tent tiles [with A-Map's Block Editor]. However, it screws up all the other Lilycove-exclusive tiles and ruins the tileset :(. Does anyone know where I may be going wrong?

PS It is NOT a pallet problem - the tiles change to completely different distorted tiles.

Just trying again...
Also, hate to be a n00b but...how do I actually use XSE?

muzzyguy
June 10th, 2009, 08:09 PM
if i go in one house then come out i come out of ANOTHER househowcan i stop this on advance map

MegaMaccer
June 10th, 2009, 08:11 PM
if i go in one house then come out i come out of ANOTHER househowcan i stop this on advance map
Its just a warp issue. The warp leading out of the house and the warp leading into the house are leading to different places. Just adjust the warp number for the inside warp, and that should fix your problem.

muzzyguy
June 10th, 2009, 08:13 PM
can you simplifiy that.....lol im not very good.

Vrai
June 10th, 2009, 08:24 PM
Just trying again...
Also, hate to be a n00b but...how do I actually use XSE?
I'm thinking that you're trying to load the tileset 1 into tileset 2, which isn't a good idea. Make sure that you're inserting the tilesets to their correct places. To fix your problem, open a clean rom, and save the Lilycove-specific Tileset 2, and then reload it into the rom you're working with. It should clear up those tiles.

Also, there a quite a few tutorials on XSE. If you're having any specific problems, you can ask me.

can you simplifiy that.....lol im not very good.

That's as simple as you will get it.

muzzyguy
June 10th, 2009, 08:29 PM
but i dont know what to change and what to change it to

Vrai
June 10th, 2009, 08:49 PM
but i dont know what to change and what to change it to

It's not that hard. Look:

Its just a warp issue. The warp leading out of the house and the warp leading into the house are leading to different places. Just adjust the warp number for the inside warp, and that should fix your problem.

Okay, then, we'll take it step by step. The warp you go into (i.e., the door of the first house) is going to be called Warp #1. The warp that's inside the house (i.e., the red mat inside) is going to be called Warp #2. Now, the problem here is that Warp #1 leads to Warp #2, but Warp #2 doesn't lead to Warp #1. Therefore, we'll look and see what the Warp Number (that's what it's called in AdvanceMap; be sure you've selected the right warp) is. For an example, we'll say it was 0. Now, looking at Warp #2, in the To warp no. box, there should be a number. Change this to the warp number of #1, and test it out in-game.

Some things shouldn't have to be explained, like this. :/

muzzyguy
June 10th, 2009, 08:55 PM
Okay, then, we'll take it step by step. The warp you go into (i.e., the door of the first house) is going to be called Warp #1. The warp that's inside the house (i.e., the red mat inside) is going to be called Warp #2. Now, the problem here is that Warp #1 leads to Warp #2, but Warp #2 doesn't lead to Warp #1. Therefore, we'll look and see what the Warp Number (that's what it's called in AdvanceMap; be sure you've selected the right warp) is. For an example, we'll say it was 0. Now, looking at Warp #2, in the To warp no. box, there should be a number. Change this to the warp number of #1, and test it out in-game.



did not work it warps me to thecenter of the room now

SynjoDeonecros
June 10th, 2009, 09:40 PM
Hi, I'm new here and need answers for a few quick questions:

1. As part of a fanfic project I'm doing, I'm trying to create sprite maps for the various cities, towns, and routes for the Pokemon region I came up with. Thing is, I want to save them as image files, and the program I'm using for the project, right now (Map Editor 2.0), can't do that. Also, I have no idea how to import any of the new tilesets I've downloaded into the program. So, does anyone know of a sprite mapping program I can use that can both import tilesets and save the finished project as an image file?

2. I've seen quite a lot of pics of overview maps for custom Pokemon regions, but I've yet to find out how they're made. Anyone have an idea?

Thanks for your responses.

Aljam
June 10th, 2009, 10:09 PM
does anyone know how to make a good tool? I would like to make a music editor program for gba wcich have all the features of mid to gba and sappy, but work with vista. I took a programming course for vb for grade 11 and i want to learn it before hand.

Lady Berlitz
June 10th, 2009, 10:17 PM
Hello, I'm here to ask a question, of course... I'm getting a very strange glitch in my game, Pokémon Zephyr. It's not too severe, but I'd like my game to be near perfection.

Anyway, the glitch is this: Whenever I open the "Start" button menu in-game, go to the Options menu, then press "B" to exit the menues (usually doesn't work if I use "A"), the game glitches up, and my player's sprite stops working (as if I'm just scrolling around the map).

Here are some screenshots showing what it looks like when the game glitches up.

http://i42.tinypic.com/28kn3wg.png http://i43.tinypic.com/311maon.png

(Keep in mind that everything is normal before I do those "glitch-triggers."

BlitŻ
June 11th, 2009, 12:18 AM
When I insert a new pokemon into one of the 25 unused spots, what number do i use in a givepokemon command. I.e. givepokemon 0x?? ( the pokemon number)

destinedjagold
June 11th, 2009, 01:41 AM
Hello, I'm here to ask a question, of course... I'm getting a very strange glitch in my game, Pokémon Zephyr. It's not too severe, but I'd like my game to be near perfection.

Anyway, the glitch is this: Whenever I open the "Start" button menu in-game, go to the Options menu, then press "B" to exit the menues (usually doesn't work if I use "A"), the game glitches up, and my player's sprite stops working (as if I'm just scrolling around the map).

Here are some screenshots showing what it looks like when the game glitches up.

http://i42.tinypic.com/28kn3wg.png http://i43.tinypic.com/311maon.png

(Keep in mind that everything is normal before I do those "glitch-triggers."

Change the direction(where it's facing at) of one of the NPC's there, specifically, the NPC you are controlling after that glitch took place.

jonnO'brien
June 11th, 2009, 01:47 AM
I was wondering if anyone knew how much space attacks took up?

For example, In the Pokemon Edit Pro Program you can change the offset for the attacks.

I'm trying to put a different pokemon over Exeggutor and he only has a few attacks, So I was thinking I could find some Free Space, in FSF. But I need to know how much to look for.

Can anyone help?

Vrai
June 11th, 2009, 02:09 AM
Hi, I'm new here and need answers for a few quick questions:

1. As part of a fanfic project I'm doing, I'm trying to create sprite maps for the various cities, towns, and routes for the Pokemon region I came up with. Thing is, I want to save them as image files, and the program I'm using for the project, right now (Map Editor 2.0), can't do that. Also, I have no idea how to import any of the new tilesets I've downloaded into the program. So, does anyone know of a sprite mapping program I can use that can both import tilesets and save the finished project as an image file?

2. I've seen quite a lot of pics of overview maps for custom Pokemon regions, but I've yet to find out how they're made. Anyone have an idea?

Thanks for your responses.

1. You'll want to look at a program called AdvanceMap for that, although it might be quite a bit different from whatever program you were using before. It's not that hard to figure out, however.

2. I believe you'll have to do that with unLZ.gba and tilemap editors, although I'm not too sure.

SynjoDeonecros
June 11th, 2009, 03:00 AM
1. You'll want to look at a program called AdvanceMap for that, although it might be quite a bit different from whatever program you were using before. It's not that hard to figure out, however.

2. I believe you'll have to do that with unLZ.gba and tilemap editors, although I'm not too sure.

Those are rom-editing programs, and that's not what I'm doing, here; I'm wanting to use the tilesets to try and make a brand new, non-interactive map for the cities and routes for my Pokemon region, not hack the game. Isn't there any programs that can do that? I read that there's a script you can input into RPG Maker XP to allow you to save your map as a .png image file, but I can't seem to figure out where it needs to go.

Same thing with the overworld map; it's not going to be interactive, just a still picture. All the custom region overworld maps I've seen look way too sophisticated for being a simple tilemap edit.

874521
June 11th, 2009, 03:23 AM
When I'm inserting a tile, can I insert the tile's palette in any part of the tileset's palette? Does it affect the other palette?

Vrai
June 11th, 2009, 04:28 AM
Those are rom-editing programs, and that's not what I'm doing, here; I'm wanting to use the tilesets to try and make a brand new, non-interactive map for the cities and routes for my Pokemon region, not hack the game. Isn't there any programs that can do that? I read that there's a script you can input into RPG Maker XP to allow you to save your map as a .png image file, but I can't seem to figure out where it needs to go.

Same thing with the overworld map; it's not going to be interactive, just a still picture. All the custom region overworld maps I've seen look way too sophisticated for being a simple tilemap edit.

Well, if you're looking for alternatives to rom-editing programs, you're probably not going to find much here (this is the ROM-Hacking tutorial, after all). Sorry if I wasn't much help.. xD

SynjoDeonecros
June 11th, 2009, 04:41 AM
Well, if you're looking for alternatives to rom-editing programs, you're probably not going to find much here (this is the ROM-Hacking tutorial, after all). Sorry if I wasn't much help.. xD

Well, that's why I did come here; I'm looking for a tile-based map editor I can use for this project, and you guys usually work with such things for your rom-editing. Plus, I know you guys post images of your creations, so there has to be a map editor that lets you save it as one.

By the by, is there anyway of getting a full tileset for the Pokemon worldmaps? Where would I need to go to get it?

Ninja Caterpie
June 11th, 2009, 10:34 AM
We use our ROM Hacking tool to save the pics. A-Map has a "save as picture" thing.

X-Buster
June 11th, 2009, 01:50 PM
hey, in the memory viewer, whats the offset of 0x800D[LASTRESULT], FR ROM?

HackMew
June 11th, 2009, 02:19 PM
hey, in the memory viewer, whats the offset of 0x800D[LASTRESULT], FR ROM?


If you followed my ASM tutorial you would have know the answer alrady :P
The address is 0x020370D0.

muzzyguy
June 11th, 2009, 02:51 PM
How do i post screenshots from my desktop onto a thread

Vrai
June 11th, 2009, 02:58 PM
How do i post screenshots from my desktop onto a thread

Upload them to a site like PhotoBucket or TinyPic, and then use the link and put them up here. Be sure to follow the rules about posting images, though.

muzzyguy
June 11th, 2009, 03:03 PM
cant i upload them from my computer instead?

Vrai
June 11th, 2009, 03:05 PM
cant i upload them from my computer instead?

You sorta have to upload them to the internet first. The internet can't just scour your computer whenever someone loads the page. >:

Also, I believe you can upload them to your albums here at PokéCommunity. That should work the same way.

muzzyguy
June 11th, 2009, 03:10 PM
thank you andcan you give me thelink to the best image uploader thing

SynjoDeonecros
June 11th, 2009, 04:09 PM
We use our ROM Hacking tool to save the pics. A-Map has a "save as picture" thing.

But it's still a rom-hacking tool, and frankly, since I'm only going to be using it to make pictures, there's no point in me using it. There's got to be a non-romhack solution with this, people. I just know there is.

Vrai
June 11th, 2009, 04:39 PM
thank you andcan you give me thelink to the best image uploader thing

Here (http://www.photobucket.com).

That's the one I use, and it's pretty good. Although, you'll have to make an account there to get it to work.

But it's still a rom-hacking tool, and frankly, since I'm only going to be using it to make pictures, there's no point in me using it. There's got to be a non-romhack solution with this, people. I just know there is.

Sorry, but I don't believe there is. It's almost even easier for you to probably make pictures with the ROM-hacking tools, as you can even take screenshots with VisualBoyAdvance. Part of the purpose of AdvanceMap is for you to take pictures, so it seems that you should use it, and not ignore our advice.

If you're still insistant upon finding a non-romhack solution to whatever your problem is, look elsewhere. This thread is for questions about ROM Hacking, not non-romhack solutions. :/

PlatniumPiano
June 11th, 2009, 04:41 PM
I have a warp that is supposed to go to Warp 2 Bank 1 Warp 3 and it gets me there, only not on the warp, it brings me to the center of the room. On A-map it works fine, but when i play the actual ROM it does not. Help?

muzzyguy
June 11th, 2009, 05:09 PM
platnuim piano (i cant quoate)


i have this problem aswell i dunno how to fix it

xXxlOsTbOixXx
June 11th, 2009, 05:14 PM
How, exactly, do i make a new map on A-Map?
because every time i do, the new map is called Pallet Town
and when i change the name of pallet town it changes the original Pallet Town map's name also

so how do i create a brand new map, without having 2 of the same map?

I've also tried making a new one with a new bank but still i get pallet town again!

SynjoDeonecros
June 11th, 2009, 05:18 PM
Sorry, but I don't believe there is. It's almost even easier for you to probably make pictures with the ROM-hacking tools, as you can even take screenshots with VisualBoyAdvance. Part of the purpose of AdvanceMap is for you to take pictures, so it seems that you should use it, and not ignore our advice.

If you're still insistant upon finding a non-romhack solution to whatever your problem is, look elsewhere. This thread is for questions about ROM Hacking, not non-romhack solutions. :/

Thanks for the non-help. BTW, I broke down and tried that stupid AdvanceMap, and it sucks. It's so jumbled and complicated, I dunno where to begin, and I can't see any way to add in your own tilesets, so that's useless to me. So, I was right, that's nowhere near what I need, and I probably won't be touching it again, anytime soon.

Banjora Marxvile
June 11th, 2009, 05:28 PM
Thanks for the non-help. BTW, I broke down and tried that stupid AdvanceMap, and it sucks. It's so jumbled and complicated, I dunno where to begin, and I can't see any way to add in your own tilesets, so that's useless to me. So, I was right, that's nowhere near what I need, and I probably won't be touching it again, anytime soon.

A poor workman blames his tools. If you took time to read tutorials, you would know how to add tiles, as I can, and I didn't use tutorials.

No one has ever complained about A-Map as it is now. It takes time (like everything) to get used to. If you actually use it more than once, and take time to LEARN, you will start to get it.

SynjoDeonecros
June 11th, 2009, 05:38 PM
A poor workman blames his tools. If you took time to read tutorials, you would know how to add tiles, as I can, and I didn't use tutorials.

No one has ever complained about A-Map as it is now. It takes time (like everything) to get used to. If you actually use it more than once, and take time to LEARN, you will start to get it.

It doesn't import new tilesets, I have to download a freaking rom to use it in the first place, and contrary to popular belief, I wasn't able to find an option to save your work as an image file...no, thank you, but I'll keep looking, and steer clear of this thing.

Banjora Marxvile
June 11th, 2009, 05:41 PM
It doesn't import new tilesets, I have to download a freaking rom to use it in the first place, and contrary to popular belief, I wasn't able to find an option to save your work as an image file...no, thank you, but I'll keep looking, and steer clear of this thing.

Well, of course you need a ROM, a tool needs a Base ROM to work, as it edits a ROM! The Image File saving is under Tools - Save map Picture. It saves the map.

Anyway, this is one of the greatest tools! And inserting tiles is easy, due to the tool (and I know you didn't check tutorials, as this is in them!) Block Editor in Advance Map!

New Tilesets? Well, you need to change pallette, and replace another one, and actually read tutorials. There is a way for new tilesets, but I think LU-HO is adding it in the New Version. Not sure.

SynjoDeonecros
June 11th, 2009, 05:46 PM
Well, of course you need a ROM, a tool needs a Base ROM to work, as it edits a ROM! The Image File saving is under Tools - Save map Picture. It saves the map.

Anyway, this is one of the greatest tools! And inserting tiles is easy, due to the tool (and I know you didn't check tutorials, as this is in them!) Block Editor in Advance Map!

New Tilesets? Well, you need to change pallette, and replace another one, and actually read tutorials. There is a way for new tilesets, but I think LU-HO is adding it in the New Version. Not sure.

Sorry, but why should I do a full-blown hack of a game JUST so I can make some pretty map pictures? It just doesn't make sense. I've already checked it out, it's not nearly what I'm looking for, it sucks as far as I'm concerned, and I'm never touching it again, ever.

Banjora Marxvile
June 11th, 2009, 05:48 PM
Sorry, but why should I do a full-blown hack of a game JUST so I can make some pretty map pictures? It just doesn't make sense. I've already checked it out, it's not nearly what I'm looking for, it sucks as far as I'm concerned, and I'm never touching it again, ever.

OK, Pretty map pictures? Why anyway? You don't need to make a hack, but why just make pictures? You can just do them anyway without making a hack, but you need a ROM to make them with this.

Popstar Leafeon
June 11th, 2009, 05:59 PM
Okay then, I find we've got us a little "MORON ALERT ACTIVATED!" Someone here needs to learn the virtues of patience, downloading, and the thought of entertaining at least a thousand people with a game you make, instead of degrading the hard work someone put into something used to make the game. If I were you, I'd STFU and GTFO these forums before you get IP-Banned.

SynjoDeonecros
June 11th, 2009, 06:00 PM
OK, Pretty map pictures? Why anyway? You don't need to make a hack, but why just make pictures? You can just do them anyway without making a hack, but you need a ROM to make them with this.

Why do I have to have the rom, anyway, when I already have the tilesets I want to use? That makes no sense; there's no point in me going through the trouble to get a rom, hack into it, and mess around with it, just to make the map I want to save as a picture, when I've got the tilemaps I want to use already saved on my computer WITHOUT needing to hack into a rom to get them. It's pointless, and not what I need. MAYBE if I was going to make a full-blown Pokemon game, but even then, I'd stick with something like RPG Maker for that.

What's so hard for you to understand that I don't like or want to use AdvanceMap? It's not what I need OR am looking for. All I'm looking for and need is a simple tile-based map creator that I can use the tilemaps I already have, can save the map as image files, and is ready to go upon startup without hacking into a game. That's not so difficult to understand, is it? AdvanceMap just doesn't suit my needs, period, so stop trying to push it on me, and if you don't know of any other program that could match what I AM looking for, then leave it at that.

On that note, I'm still looking for a tileset for the Pokemon worldmaps. Even if you can't give me a reference to a mapmaker that I could possibly use, if you DO know where I can find that tileset, please let me know.

Okay then, I find we've got us a little "MORON ALERT ACTIVATED!" Someone here needs to learn the virtues of patience, downloading, and the thought of entertaining at least a thousand people with a game you make, instead of degrading the hard work someone put into something used to make the game. If I were you, I'd STFU and GTFO these forums before you get IP-Banned.

...Did you even read what I was asking for? I'm NOT making a game with these maps, I'm making the maps for a fanfic project, thus why I need them to be NON-INTERACTIVE. Going in and hacking into a game does NOT equate to that, hence why AdvanceMap is NOT what I'm looking for. Maybe you should learn the virtue of stopping to read what the other person is saying before spouting your mouth off.

Manipulation
June 11th, 2009, 06:06 PM
If you aren't hacking a rom, then just leave this section, please. Find your own solutions, this section is for "Rom Hacking" kthnxbai.

Popstar Leafeon
June 11th, 2009, 06:08 PM
Then use RPG Maker XP and quit starting a bunch of bullcrap with the members on here who DO hack. I'm not wasting my time on a nobody like this...

xXxlOsTbOixXx
June 11th, 2009, 06:11 PM
hey people, i'm having trouble making a new map on A-Map

I've tried creating a new bank with reserved maps and everything, but even then, when i make a new map, it creates a copy of an original map, usualy its "PALLET TOWN"

why is that?

and how do i just make a completely brand new map?

SynjoDeonecros
June 11th, 2009, 06:19 PM
Then use RPG Maker XP and quit starting a bunch of bullcrap with the members on here who DO hack. I'm not wasting my time on a nobody like this...

I tried that, too, and I got several error messages with the tilesets I got, even though I know they work, so nice try.

Look, if anyone is the idiot around here, it's YOU; map-making programs ARE you guys' foray, whether it be directly for hacking or for a full-on non-rom based game, so if ANYONE would know of a program like the one I'm looking for, it would've been YOU; just because I'm NOT making a romhack, doesn't mean I don't need your advice on finding a program for something that you do on a regular basis. Obviously, I was mistaken to believe that, if all you're going to say is "Use AdvanceMap and make the damn game, noob", and not even bother to read what I said I was intending to use the created maps for. Nice way of helping out the new guy, by alienating him with your elitist attitude.

Like I said, I've tried the program, it doesn't work for me, and it's not what I need, anyway, so as far as I'm concerned, it sucks. If it's great for you, then fine, that's your prerogative, but don't you DARE rag on me because I don't like it or find it useful for the project I'm working on, because not ONCE did I ever do that to you. If you've got another suggestion, I'm open to it, but if you're just going to treat me like an idiot troll that needs to be put down because he doesn't like your precious romhacking program, then keep it to yourself and remove yourself from the conversation, because it's not doing you or I any good to continue this pointless arguing.

muzzyguy
June 11th, 2009, 06:21 PM
There argueing so i dont think there going to answer my questions anyhow


same problem as platinuimpiano whenever i get warped into a room it warps me to the center instead of where i want it to qhy?

xXxlOsTbOixXx
June 11th, 2009, 06:25 PM
There argueing so i dont think there going to answer my questions anyhow


same problem as platinuimpiano whenever i get warped into a room it warps me to the center instead of where i want it to qhy?

yeah, my question isn't getting answered either.

do you know what i'm doing wrong?
i'm trying to simply make a brand new map but i've tried putting it in a new bank folder and all of that but it keeps copying a previous map into where i'm trying to make the new one.

Banjora Marxvile
June 11th, 2009, 06:31 PM
yeah, my question isn't getting answered either.

do you know what i'm doing wrong?
i'm trying to simply make a brand new map but i've tried putting it in a new bank folder and all of that but it keeps copying a previous map into where i'm trying to make the new one.

Please explain by New Map/ Do you want a completely new map folder without renaming old ones? You cannot make new map names without replacing old ones.

As for moving maps to different places (As in, a Pallet Town map to Ceruean City's map list), you need to go to the map header, and change the map name in the dropdown menu to the place you want, Save and reload ROM. Should have moved it to the new map list.

muzzyguy
June 11th, 2009, 06:33 PM
i dont know how to quote so....

anyway when you insert a new map it copies the map that you were last on so now you have 2 exact copies of one maps so now you just edit the size, music and tileset, on the header veiw then with the tilesets you edit it to what you want and then place warps and events hope that helps.

xXxlOsTbOixXx
June 11th, 2009, 06:38 PM
i dont know how to quote so....

anyway when you insert a new map it copies the map that you were last on so now you have 2 exact copies of one maps so now you just edit the size, music and tileset, on the header veiw then with the tilesets you edit it to what you want and then place warps and events hope that helps.

yeah, thats pretty much what i'm trying to do, cause i want to add* maps, but then with the new one how do i change the name, or does it have to stay the same name?

muzzyguy
June 11th, 2009, 06:40 PM
you can change the name in the top right corner of the header veiw

Banjora Marxvile
June 11th, 2009, 06:40 PM
yeah, thats pretty much what i'm trying to do, cause i want to add* maps, but then with the new one how do i change the name, or does it have to stay the same name?

Read my post I put...

Please explain by New Map. Do you want a completely new map folder without renaming old ones? You cannot make new map names without replacing old ones.

As for moving maps to different places (As in, a Pallet Town map to Ceruean City's map list), you need to go to the map header, and change the map name in the dropdown menu to the place you want, Save and reload ROM. Should have moved it to the new map list.

look in Map Header, you can move the map to a different header, and rename the entire header (which is group of maps I think, like Pallet Town, or Cerulean).

Christos
June 11th, 2009, 06:43 PM
I tried that, too, and I got several error messages with the tilesets I got, even though I know they work, so nice try.

Look, if anyone is the idiot around here, it's YOU; map-making programs ARE you guys' foray, whether it be directly for hacking or for a full-on non-rom based game, so if ANYONE would know of a program like the one I'm looking for, it would've been YOU; just because I'm NOT making a romhack, doesn't mean I don't need your advice on finding a program for something that you do on a regular basis. Obviously, I was mistaken to believe that, if all you're going to say is "Use AdvanceMap and make the damn game, noob", and not even bother to read what I said I was intending to use the created maps for. Nice way of helping out the new guy, by alienating him with your elitist attitude.

Like I said, I've tried the program, it doesn't work for me, and it's not what I need, anyway, so as far as I'm concerned, it sucks. If it's great for you, then fine, that's your prerogative, but don't you DARE rag on me because I don't like it or find it useful for the project I'm working on, because not ONCE did I ever do that to you. If you've got another suggestion, I'm open to it, but if you're just going to treat me like an idiot troll that needs to be put down because he doesn't like your precious romhacking program, then keep it to yourself and remove yourself from the conversation, because it's not doing you or I any good to continue this pointless arguing.

Advance Map is probably the easiest map editor to use. If you want to make something fast and easily, I suggest getting a game maker program with a starter kit from the Game Development section, if this is still not useful for you, I don't think ROM Hacking or Game Development could be useful for you.
So, pointless arguing can stop now. :3

HackMew
June 11th, 2009, 06:44 PM
What's so hard for you to understand that I don't like or want to use AdvanceMap? It's not what I need OR am looking for. All I'm looking for and need is a simple tile-based map creator that I can use the tilemaps I already have, can save the map as image files, and is ready to go upon startup without hacking into a game. That's not so difficult to understand, is it? AdvanceMap just doesn't suit my needs, period, so stop trying to push it on me, and if you don't know of any other program that could match what I AM looking for, then leave it at that.

You could simply use a tilemap editor such as Cyclone. It's not exactly what you're looking for but... you can still load your tileset, and draw your tilemap. When you're done, just use the Print Screen key and that's it. No need to hack a ROM, or use AdvanceMap or whatever.

EDIT: If you want something less hacking-oriented, you can try Tiled (http://www.mapeditor.org/files/tiled-0.7.2-bin.zip), or just find something else by googling (http://www.google.com/search?hl=en&q=tile+map+editor&meta=&aq=f&oq=).
Last but not the least, here we are in the hacking forum so next time you better ask in the proper thread ;)

xXxlOsTbOixXx
June 11th, 2009, 06:47 PM
Read my post I put...



look in Map Header, you can move the map to a different header, and rename the entire header (which is group of maps I think, like Pallet Town, or Cerulean).


so could i create a new header?
beacuse if i change the name on it, then what ever the new map's original map was, would change its name also.

like when i make a new one, I'll say "ROUTE 1" and so on that new map i change its name from "ROUTE 1" to something else. but then on the original "ROUTE 1" the name also* changes

Banjora Marxvile
June 11th, 2009, 06:48 PM
so could i create a new header?
beacuse if i change the name on it, then what ever the new map's original map was, would change its name also.

like when i make a new one, I'll say "ROUTE 1" and so on that new map i change its name from "ROUTE 1" to something else. but then on the original "ROUTE 1" the name also* changes

You can only rename existing map headers, and you cannot make your own. Yet. I think LU-HO may be adding that in the next Advance Map... Not too sure...

xXxlOsTbOixXx
June 11th, 2009, 06:53 PM
You can only rename existing map headers, and you cannot make your own. Yet. I think LU-HO may be adding that in the next Advance Map... Not too sure...

ok thanks man! that helps out

so if say, i wanted to make a new map for a new starting place, but didn't want to just edit the original starting map, then what should i do?

HackMew
June 11th, 2009, 06:55 PM
You can only rename existing map headers, and you cannot make your own. Yet. I think LU-HO may be adding that in the next Advance Map... Not too sure...

Wrong. You can't by using AdvanceMap, but there are no limits theorically. I haven't tried expanding the map header table yet, though.

so if say, i wanted to make a new map for a new starting place, but didn't want to just edit the original starting map, then what should i do?

Use SMCA (or wait for A-Intro) and edit the starting map location so that it equals the new place.

Banjora Marxvile
June 11th, 2009, 06:55 PM
ok thanks man! that helps out

so if say, i wanted to make a new map for a new starting place, but didn't want to just edit the original starting map, then what should i do?

Hmm... Make a new map, but put it under a place that you don't wish to keep (like Cerulean Cave, or 4 Island), and rename that.

Zanny77
June 11th, 2009, 06:57 PM
Well...this is an interesting thread all of a sudden. :3

Anyways....
I'm having a problem. I have to edit the in-game palette of the intro hero in FR/LG, and have the in-game palette up in APE to edit. But....what now?

xXxlOsTbOixXx
June 11th, 2009, 06:59 PM
Hmm... Make a new map, but put it under a place that you don't wish to keep (like Cerulean Cave, or 4 Island), and rename that.

ok, so for now, until i can make new headers

I'll just use a map i don't want anymore for the new one that i want to make?

HackMew
June 11th, 2009, 06:59 PM
I'm having a problem. I have to edit the in-game palette of the intro hero in FR/LG, and have the in-game palette up in APE to edit. But....what now?

Sorry? I don't understand what do you mean o.O

muzzyguy
June 11th, 2009, 07:01 PM
on advance map i go into a room and it warps me to the enter and not through the door/mat why? and i need a snowy village thingy tilset does anyone no where to get one and program to put it in advance map

HackMew
June 11th, 2009, 07:03 PM
on advance map i go into a room and it warps me to the enter and not through the door/mat why? and i need a snowy village thingy tilset does anyone no where to get one and program to put it in advance map

Have you got any backups? Looks like the ROM is screwed up.

Bozster
June 11th, 2009, 07:04 PM
I'm sorry if this sounds extremely n00bish but how do I open XSE? I can't seem to find an . exe in the 'Source' file.

PS Hackmew, I just downloaded A-Trainer - It's awesome and you're amazing!

muzzyguy
June 11th, 2009, 07:05 PM
sorry i meant center
if i go into a house it warps me to the middle of the room but walking out the house works fine and sometimes if i walk out of a mart it shows me walking out the poke center

SynjoDeonecros
June 11th, 2009, 07:07 PM
I've tried them; they won't take my tilesets because they're either too big or not the right format. I've tried Tiled, TaT, all of the most popular ones, and none of them will work with my tilesets.

Right now, the only program that seems to work for me is the Map Editor 2 for Pokemon World Online, and even then, it can't import any tilesets. If anyone has any experience with that program, and adding in tilesets to it, please let me know.

Zanny77
June 11th, 2009, 07:10 PM
Sorry? I don't understand what do you mean o.O
I'm going to replace the sprite for the hero during the intro sequence (i.e. with Oak asking your name and whatnot) and the sprite came out all weird. See Figure 1.

....Figure 1:http://i29.photobucket.com/albums/c253/Zanny77/Problempng.png

So I go into APE and enter the palette offset for the in-game sprite (not ^ one)
and then........NOW what?

HackMew
June 11th, 2009, 08:43 PM
I'm sorry if this sounds extremely n00bish but how do I open XSE? I can't seem to find an . exe in the 'Source' file.

PS Hackmew, I just downloaded A-Trainer - It's awesome and you're amazing!

There's no such thing as a "source file", indeed. The source is the source. Make sure to download the proper archive. That is, not the source.


sorry i meant center
if i go into a house it warps me to the middle of the room but walking out the house works fine and sometimes if i walk out of a mart it shows me walking out the poke center

Still the same. No backups?


I've tried them; they won't take my tilesets because they're either too big or not the right format. I've tried Tiled, TaT, all of the most popular ones, and none of them will work with my tilesets.

Right now, the only program that seems to work for me is the Map Editor 2 for Pokemon World Online, and even then, it can't import any tilesets. If anyone has any experience with that program, and adding in tilesets to it, please let me know.

I would suggest you editing/adjusting your tileset to they meet the editors' standards.


I'm going to replace the sprite for the hero during the intro sequence (i.e. with Oak asking your name and whatnot) and the sprite came out all weird. See Figure 1.

....Figure 1:http://i29.photobucket.com/albums/c253/Zanny77/Problempng.png

So I go into APE and enter the palette offset for the in-game sprite (not ^ one)
and then........NOW what?

Could you tell me what did you do exactly to insert the new sprite, replacing the old one? The step-by-step procedure, you know. Be detailed.
As far as I can see the legs are truncated at the bottom and probably you unticked the "Auto abort if too big" option in unLZ while inserting. Anyway, when you're in APE and you enter the right offset, all you need to do is to edit the colors. Also, don't forget there's an intro sprite editing tut in the Documents and Tutorial section.

muzzyguy
June 11th, 2009, 08:58 PM
hackmew how does tht mess up the rom if it only happens when im messing around with the warps because they warp to difrent places

SynjoDeonecros
June 11th, 2009, 09:06 PM
I would suggest you editing/adjusting your tileset to they meet the editors' standards.




I can't; the file extension needed for the file editors that reject the .pngs are in some funky extension like .tvx or something that I can't replicate, and the ones that reject them for being so big count the tiles, and their tile threshold is so small, it's not even worth using them.

HackMew
June 11th, 2009, 09:13 PM
hackmew how does tht mess up the rom if it only happens when im messing around with the warps because they warp to difrent places

It's an AdvanceMap bug. You might try re-inserting/resizing your map to see if it helps.

muzzyguy
June 11th, 2009, 09:16 PM
It's an AdvanceMap bug. You might try re-inserting/resizing your map to see if it helps.

would deleting the warp and replacing it work?

Bozster
June 11th, 2009, 09:19 PM
There's no such thing as a "source file", indeed. The source is the source. Make sure to download the proper archive. That is, not the source.

What? But I downloaded XSE from your thread and the only folder in the zip was called 'Source.' I might just have done something wrong, but can you tell me where the actual program is, please? Thanks.

EDIT: Oh, right sorry to interrupt.

Quickster
June 11th, 2009, 09:33 PM
I tried opening a script in xse and it wasnt working. a pop up on xse said that the file was empty.whats wrong?

HackMew
June 11th, 2009, 09:42 PM
I tried opening a script in xse and it wasnt working. a pop up on xse said that the file was empty.whats wrong?

Maybe the script is just empty?

Quickster
June 11th, 2009, 09:44 PM
Maybe the script is just empty?

Its doing it with all the scripts.IIts opening xse but nothing is popping ip,just a blank screen.

EDIT: I didnt fix it but I found away around it,,i created a patch then applied it to a new rom.

RaycrowX
June 11th, 2009, 11:00 PM
I've been trying to insert some maps into my ROM (FireRed) to replace the Safari Zone, but have been having no luck. It always seems to overwrite some of my maps with the map that I just inserted, and I can't seem to be able to fix it. Originally I thought it was the map footer, because I was getting the "Invalid pointer to map footer." on the map after the one I just inserted. But I fixed it using this tutorial (http://www.pokecommunity.com/showthread.php?t=175465). So now a couple maps after the one I just inserted are blank, but I don't care about that, since I was going to replace them anyways. My problem is that when I enter the map before the one I just inserted it warps me to a spot on the one I just inserted. It's something like this:http://www.pokecommunity.com/attachment.php?attachmentid=47204&stc=1&d=1244760903
Obviously that's not where it's supposed to warp me to. It's not even the right map. I think it's overwriting stuff, but I don't know how to fix it. It looks fine in A-map. This is really important to know before doing other stuff because right now it seems I can't insert any maps. Can anybody help me?

Zero°
June 12th, 2009, 01:25 AM
1.I'm having trouble importing D/P tiles into my fire red. I've tried importing them using advanced map, but since the palletes don't match, it just shows a green block. (is there anyway to change them using uNLZ, without having to change the palletes, if so can anyone give me the offsets for the tree's tall grass, and buildings)?

2.Right now I'm trying to edit the trainer sprite on the intros, not the overworld sprites, but I can't find the offsets, or do I need another program?

3. can anyone tell me how to use and insert scripts using XSE?

thank you guys so much, ~Zero

Bozster
June 12th, 2009, 06:15 AM
[QUOTE=Hackmew;Make sure you download the proper archive[/QUOTE]

What? But, HackMew, I downloaded XSE from your thread and the only folder in the zip was called 'Source.' I might just have done something wrong, but can you tell me where the actual program is, please? Thanks.

nibbsy7
June 12th, 2009, 09:00 AM
hi, ive been trying to get the natdex to work in firered, but i cant find where to insert the script, when you receive the normal pokedex
i know this :
special 0x1F3
but where do i put it?
thanks in advance

Vrai
June 12th, 2009, 11:45 AM
hi, ive been trying to get the natdex to work in firered, but i cant find where to insert the script, when you receive the normal pokedex
i know this :
special 0x1F3
but where do i put it?
thanks in advance

Create a new script and put it in there. Or, you can look in Prof. Oak's lab, and open up the scripts through A-Map and XSE (set XSE as your script editor), and find the script that gives you the Pokédex flag to begin with (I don't know it off the top of my head, but I think it's something like 0x828).

Tropical Sunlight
June 12th, 2009, 12:23 PM
I've been trying to insert some maps into my ROM (FireRed) to replace the Safari Zone, but have been having no luck. It always seems to overwrite some of my maps with the map that I just inserted, and I can't seem to be able to fix it. Originally I thought it was the map footer, because I was getting the "Invalid pointer to map footer." on the map after the one I just inserted. But I fixed it using this tutorial (http://www.pokecommunity.com/showthread.php?t=175465). So now a couple maps after the one I just inserted are blank, but I don't care about that, since I was going to replace them anyways. My problem is that when I enter the map before the one I just inserted it warps me to a spot on the one I just inserted. It's something like this:http://www.pokecommunity.com/attachment.php?attachmentid=47204&stc=1&d=1244760903
Obviously that's not where it's supposed to warp me to. It's not even the right map. I think it's overwriting stuff, but I don't know how to fix it. It looks fine in A-map. This is really important to know before doing other stuff because right now it seems I can't insert any maps. Can anybody help me?
Check the warp numbers.
If they are bigger than the amount of warps in the warp-into map, it will warp you in a random location.

Firaaz
June 12th, 2009, 02:56 PM
3. can anyone tell me how to use and insert scripts using XSE?

thank you guys so much, ~Zero

I can't give you a solution for your first two problems, sorry, but for the third one there's many tutorials on how to use XSE in the documents and tutorials section, but what you'll want to do is first off use a programme that find free space in the rom (E.G FSF - Free space finder) once you've got a free offset you make a Person Event in A-Map and insert your offset in A map, then just head off to the Documents and Tutorials section and look on how to make scripts in XSE. Don't forget to compile your script once you're done. Sorry i can't show any images, I haven't got enough posts -.-

Vrai
June 12th, 2009, 03:01 PM
1.I'm having trouble importing D/P tiles into my fire red. I've tried importing them using advanced map, but since the palletes don't match, it just shows a green block. (is there anyway to change them using uNLZ, without having to change the palletes, if so can anyone give me the offsets for the tree's tall grass, and buildings)?

You'll have to edit the palettes of the DP tiles to fit with the ones in A-Map; I usually just open the tileset in MS Paint, and use the color dropper to pick the colors and edit the tiles.

Oh, wait.. so you haven't changed the palettes? Well, I guess you could insert DP tiles without editing the palettes.. but they'd have the FR palettes. It'd be better for you to learn how to insert palettes, rather than use the old FR ones.


2.Right now I'm trying to edit the trainer sprite on the intros, not the overworld sprites, but I can't find the offsets, or do I need another program?


I believe that the intro trainer sprite is compressed, so you'll have to find it in unLZ.gba. You will need to know where it is located, though (I don't know it off the top of my head, sorry. >: )

BOBcorevette
June 12th, 2009, 03:31 PM
In the current maps i am working on I keep getting stuck between the connections, it works fine on direction but when i go back the other direction the game semifreezes with no movement, the connections are matched up so it should be able to go back and forth through paths that i made

Firaaz
June 12th, 2009, 05:09 PM
Can somebody tell me how to insert battle backgrounds into a pokemon FireRed rom? A link to a tutorial would be fine. Thanks.

Banjora Marxvile
June 12th, 2009, 05:27 PM
In the current maps i am working on I keep getting stuck between the connections, it works fine on direction but when i go back the other direction the game semifreezes with no movement, the connections are matched up so it should be able to go back and forth through paths that i made

That sometimes happens to me. Did you fix the connection on BOTH maps? Also, remember, one Connection will be postive (such as 8), the joining will be negative (-8)

BOBcorevette
June 12th, 2009, 05:39 PM
thanks Marxvile, i had positive on both now that i adjusted that it works

Banjora Marxvile
June 12th, 2009, 05:45 PM
thanks Marxvile, i had positive on both now that i adjusted that it works

Glad I could help. Just remember that fact, as it is 1 of the hardest parts of Mapping in my opinion.

BOBcorevette
June 12th, 2009, 05:50 PM
Firaaz Here is a tutorial
go to pkmn hackers online . com and on the left side is a tutorial for back round editing i dont have 15 posts so i cant put a link

Banjora Marxvile
June 12th, 2009, 05:55 PM
Firaaz Here is a tutorial
go to pkmn hackers online . com and on the left side is a tutorial for back round editing i dont have 15 posts so i cant put a link

I know where you mean... For the place, I think this is it:

http://www.pkmnhackersonline.com/index.php?page=articles&op=readArticle&title=Battle+Background+Editing

BOBcorevette
June 12th, 2009, 06:15 PM
yep that is the link. thanks for the assistance again Marxvile

Zero°
June 13th, 2009, 12:41 AM
You'll have to edit the palettes of the DP tiles to fit with the ones in A-Map; I usually just open the tileset in MS Paint, and use the color dropper to pick the colors and edit the tiles.

Oh, wait.. so you haven't changed the palettes? Well, I guess you could insert DP tiles without editing the palettes.. but they'd have the FR palettes. It'd be better for you to learn how to insert palettes, rather than use the old FR ones.

The thing is, whenever I do insert them without editing the palletes the tiles just turn into a green block, and I don't know how to edit the palletes. And whenever I add The DP tiles and edit the palletes, for the trees, It's to big, so it doesn't show the whole tree.

P.S.thank you for answering my questions

nibbsy7
June 13th, 2009, 12:52 AM
Create a new script and put it in there. Or, you can look in Prof. Oak's lab, and open up the scripts through A-Map and XSE (set XSE as your script editor), and find the script that gives you the Pokédex flag to begin with (I don't know it off the top of my head, but I think it's something like 0x828).

I have tried but i cant find the script, I thought i had found it, but nothing different happened. would it be possible for someone to make an ips patch of it? Or make a tutorial, because i am having alot of difficulty making this work.

Vrai
June 13th, 2009, 01:01 AM
The thing is, whenever I do insert them without editing the palletes the tiles just turn into a green block, and I don't know how to edit the palletes. And whenever I add The DP tiles and edit the palletes, for the trees, It's to big, so it doesn't show the whole tree.

P.S.thank you for answering my questions

You kinda contradicted yourself there, saying that you didn't know how to edit palettes, and then you did. o_O

Well, if you know how to edit blocks, palette editing isn't that hard. Just open up the block editor, open up the Palettes menu, and click "Edit Palettes". From there, it's as simple as clicking; I minimize the A-Map window (leaving the palette editor up) and, with my tiles that I want to insert in the background, use the Select Color button. You could also just put in the RGB values for each color.

I have tried but i cant find the script, I thought i had found it, but nothing different happened. would it be possible for someone to make an ips patch of it? Or make a tutorial, because i am having alot of difficulty making this work.

Yes, I see what you're saying; it's a little bit difficult to find that specific script. gave up after three seconds of looking
If all you want to do is add the National Dex, I would suggest making a script that simply sets that flag, and put it in a spot that the player has to walk through (as a trigger script; the green "S" in the event types).

mrhiyuck
June 13th, 2009, 01:23 AM
Does anyone have a list of Emerald's used variables? I want to be safe when I chose one. XSE's guide said roughly 0x5000 - 0x7FFF is free, but I'm worried I'll interfere with another.

Vrai
June 13th, 2009, 02:03 AM
Does anyone have a list of Emerald's used variables? I want to be safe when I chose one. XSE's guide said roughly 0x5000 - 0x7FFF is free, but I'm worried I'll interfere with another.

You can probably trust HackMew's judgment on that as if you can't trust his judgment anyways :P; if it's used, you can always edit the script and select another one.

nibbsy7
June 13th, 2009, 02:10 AM
Thank You So much Atlus! I finally got it working! Your a legend in modern times and in pokemon hacking terms! ive made it so that you walk over a part after viridian city, and it upgrades your dex! thanks so much!

RaycrowX
June 13th, 2009, 03:14 AM
Check the warp numbers.
If they are bigger than the amount of warps in the warp-into map, it will warp you in a random location.

Thanks, ~Watermelon, but I re-checked the warps and all the warps are correct. That's not even the problem because it is warping me to the wrong map. The weird thing is that all the events are still there. When I walk into a map that is supposed to be a small cave with a couple of sprites in it, it warps me to another one of my maps, but still includes the sprites. They are at the right coordinates but on another map. And I am warped to what I think are the right coordinates on that other map. I've included another screenshot so you can see what I mean.http://www.pokecommunity.com/attachment.php?attachmentid=47227&stc=1&d=1244862742Now obviously they are not supposed to be there. Correct events, wrong map. That's why I think it's overwriting something. Maybe like the map header or footer or something, because it looks fine in AdvanceMap.

Bozster
June 13th, 2009, 06:49 AM
Hey, on XSE is there a way to open up scripts that are already in the game? Like a search box or something

Manipulation
June 13th, 2009, 08:46 AM
Yes, just highlight the script tile and press open script.

muzzyguy
June 13th, 2009, 08:47 AM
I have a few questions these are all on fire red.

1. On other peoples roms when you beat a gym leader it will say there name and give you badge but i can't change that on advance text it still says [player] got boulderbadge from brock how do i cnage it.

2.on the intro bit before you choose your name and stuff where it tells you the buttons people have changed that how do i?

3.How do i make an IPS file and put it up for download?

onyx79
June 13th, 2009, 08:50 AM
that UNLZ really hates me,I've tried to replace the 1st empty slot with a magmortar here's the magmortar it's indexed: http://i43.tinypic.com/3448oqd.png
when I find the empty slot(it's look this ?? with green back color)and then I insert the magmortar I just see nothing,no picture I replaced the offset with 800010 that I found on unlz and did anything and this is my final result: http://i43.tinypic.com/2vvkkk0.png ignore my missingno

Firaaz
June 13th, 2009, 08:58 AM
Firaaz Here is a tutorial
go to pkmn hackers online . com and on the left side is a tutorial for back round editing i dont have 15 posts so i cant put a link

I know where you mean... For the place, I think this is it:

Thank you, this will be very helpful.

Vednix
June 13th, 2009, 12:29 PM
hey, I wanna have a shiny at the start of the game. How do i do this?

HackMew
June 13th, 2009, 12:39 PM
hey, I wanna have a shiny at the start of the game. How do i do this?

Searching "shiny" in the forum is just too hard is it? Look here (http://www.pokecommunity.com/showthread.php?t=92260&highlight=shiny). You might want to look for level scripts too.

Vednix
June 13th, 2009, 12:42 PM
Um...that's looks a little hard Hackmew :(

Is there a simpler way? such as a tool or something.

HackMew
June 13th, 2009, 01:06 PM
Um...that's looks a little hard Hackmew :(

Is there a simpler way? such as a tool or something.

ZodiacDaGreat made one. Eventually you can wait for mine.

874521
June 13th, 2009, 01:10 PM
that UNLZ really hates me,I've tried to replace the 1st empty slot with a magmortar here's the magmortar it's indexed: http://i43.tinypic.com/3448oqd.png
when I find the empty slot(it's look this ?? with green back color)and then I insert the magmortar I just see nothing,no picture I replaced the offset with 800010 that I found on unlz and did anything and this is my final result: http://i43.tinypic.com/2vvkkk0.png ignore my missingno

Did you replace both offsets? Or try this tutorial:
http://www.pokecommunity.com/showthread.php?t=154220

Vednix
June 13th, 2009, 01:18 PM
ZodiacDaGreat made one. Eventually you can wait for mine.

Ok. I'll wait for yours, seen as you make some awesome tools around here. Anyway, I have a problem.

I read through some indexing and inserting sprite tuts, and decided to give it a go. The front sprite comes out just fine, but for some reason the pallette on the back comes out messed up :S.

What I did was went to the sprite I wanted to change, inported my sprite (16 bit colour depth), click Write to ROM, put in a blank offset, ticked Export image, auto fix point, and abort if big, then clicked ok. then click Write to rom again, the unticked export image and ticked export pallette.

I then did the exact same thing for the bakc spirte, but obviously I went to the bakc sprite of the one I wanted to change. put in a new offset etc, and generally did the same thing. But ti comes out wrong? Halp.

Spherical Ice
June 13th, 2009, 01:41 PM
Ok. I'll wait for yours, seen as you make some awesome tools around here. Anyway, I have a problem.

I read through some indexing and inserting sprite tuts, and decided to give it a go. The front sprite comes out just fine, but for some reason the pallette on the back comes out messed up :S.

What I did was went to the sprite I wanted to change, inported my sprite (16 bit colour depth), click Write to ROM, put in a blank offset, ticked Export image, auto fix point, and abort if big, then clicked ok. then click Write to rom again, the unticked export image and ticked export pallette.

I then did the exact same thing for the bakc spirte, but obviously I went to the bakc sprite of the one I wanted to change. put in a new offset etc, and generally did the same thing. But ti comes out wrong? Halp.

Did you make the backsprite's pallete the shiny pallete used for the Pokémon? Did you put a blank offset for the pallete as well?

Vednix
June 13th, 2009, 01:44 PM
Did you make the backsprite's pallete the shiny pallete used for the Pokémon? Did you put a blank offset for the pallete as well?

No. It is the normal pallette and i did not put a blank offset for the pallette as the tutorial said not to.

Vrai
June 13th, 2009, 02:22 PM
I have a few questions these are all on fire red.

1. On other peoples roms when you beat a gym leader it will say there name and give you badge but i can't change that on advance text it still says [player] got boulderbadge from brock how do i cnage it.

2.on the intro bit before you choose your name and stuff where it tells you the buttons people have changed that how do i?

3.How do i make an IPS file and put it up for download?

1. Don't use AdvanceText for things like that. Create your own scripts using a tool like XSE. :/

2. That's the kind of thing you use AdvanceText for. Search for some of the text in the intro, and then edit it.

3. You can use a tool called Lunar IPS (LIPS). It both patches and creates patches. To put it up for download, you can use a sharing site like MediaFire or SendSpace, or you can attach it to one of your posts.

BlitŻ
June 13th, 2009, 11:00 PM
Are their any tuts out there that can help you understand ASM and teach you how to incorporate it in the game?

0m3GA ARS3NAL
June 14th, 2009, 12:08 AM
Are their any tuts out there that can help you understand ASM and teach you how to incorporate it in the game?

Not to the best of my knowledge.
I know there are some ARM/THUMB based instruction manuals and reference sheets around the net, but none of them are as easy to understand as HackMew's or The^4's tuts...
We'll have to wait...

BlitŻ
June 14th, 2009, 12:56 AM
Not to the best of my knowledge.
I know there are some ARM/THUMB based instruction manuals and reference sheets around the net, but none of them are as easy to understand as HackMew's or The^4's tuts...
We'll have to wait...

okay thanks but I have a problem

I made trainer's on Pet and put them into the scripts. The wierd thing sis when I click on some numbers on PEt the numbers change to the next one. So when I finished making my trainer, I would jus save, then reload the ROM, and put the numbers that were there into the script. But when I tried it ingame, I would get a different trainer. This is probably from getting the wrong number

my question is what is a accurate way to get the write number to put in the script?

Quickster
June 14th, 2009, 02:19 AM
okay thanks but I have a problem

I made trainer's on Pet and put them into the scripts. The wierd thing sis when I click on some numbers on PEt the numbers change to the next one. So when I finished making my trainer, I would jus save, then reload the ROM, and put the numbers that were there into the script. But when I tried it ingame, I would get a different trainer. This is probably from getting the wrong number

my question is what is a accurate way to get the write number to put in the script?

Hmm,im not sure of your problem,but switch to A-Trainer.Its a lot easier to nuderstand and better in my opinino.Its in hack-mews tool factory.

u0850913
June 14th, 2009, 07:11 AM
So liek, hai everyone.
I'm working on a Pokemon hack, and I need one simple question answered, that I haven't found asked anywhere else before.
So, when I edit the cry of a Pokemon in PokeCry GUI, I have no idea how to do it, so I click the "..." button at the top-right, to load the Ruby ROMfile, then I load the WAV file, and this is the bit I need help with. What am I supposed to click? What I've been doing is pressing "Check Rom," then "Repoint," and all the way through until I get to "Dump". I load my ROM up in VBA, and the screen's just all white. I've got a backup ROM, but can someone help me here?

XandZero
June 14th, 2009, 07:28 AM
Hi, I'm looking to remove the starting copyright and title screen in Pokemon platinum; or at least tell the game to skip it and instead immediately start up with the blue continue/new game/option screen.

I'm trying to speed up the time it takes to start the game. The topics on this forum only go as far as editing the title screen.

Spherical Ice
June 14th, 2009, 07:59 AM
I'm annoyed with unLZ.GBA right now. You know when it aborts your changes because the size is too big. Well, the little three digit code that pops up is the amount of bytes needed in hex, right? So, in FSF, I converted it to the DEC equivalent and searched for an offset with enough free space. I replace the image offset with my new offset and click Write to ROM. I think that the image has changed, but when I go off of the page with the image on, and then return to it again, it is still in it's original form, as if I had done nothing. The offset is also the original offset. It's happened to me with at least seven different images, but it only happens if the size is greater than before.

I've tried multiple times to solve this problem, but failed everytime. It happens on every ROM I try, clean or not. Help is much appreciated. Thanks in advance.

destinedjagold
June 14th, 2009, 08:06 AM
So liek, hai everyone.
I'm working on a Pokemon hack, and I need one simple question answered, that I haven't found asked anywhere else before.
So, when I edit the cry of a Pokemon in PokeCry GUI, I have no idea how to do it, so I click the "..." button at the top-right, to load the Ruby ROMfile, then I load the WAV file, and this is the bit I need help with. What am I supposed to click? What I've been doing is pressing "Check Rom," then "Repoint," and all the way through until I get to "Dump". I load my ROM up in VBA, and the screen's just all white. I've got a backup ROM, but can someone help me here?

That tool is really difficult to master, and it's not a safe tool for hacking, for it may cause glitches in your game.

I'm annoyed with unLZ.GBA right now. You know when it aborts your changes because the size is too big. Well, the little three digit code that pops up is the amount of bytes needed in hex, right? So, in FSF, I converted it to the DEC equivalent and searched for an offset with enough free space. I replace the image offset with my new offset and click Write to ROM. I think that the image has changed, but when I go off of the page with the image on, and then return to it again, it is still in it's original form, as if I had done nothing. The offset is also the original offset. It's happened to me with at least seven different images, but it only happens if the size is greater than before.

I've tried multiple times to solve this problem, but failed everytime. It happens on every ROM I try, clean or not. Help is much appreciated. Thanks in advance.

delete the file with the .spr extension file in the same folder where your ROM is located. that way, you can see your new sprites in Unlz-GBA... Though they are no longer together with the other old sprites...

Also, I think if you search for free offsets manually with hex, you'll get a higher success rate.

But if you wish to use FSF, then you can ask HackMew on how to search for free space properly.

Also, you should receive a pop-up that the new sprite has been repointed successfully if you gave unlz a new offset for it to repoint the new image.

u0850913
June 14th, 2009, 09:01 AM
So, um, what do I do then? I have a custom Pokemon that is ESSENTIAL for this game. If I can't edit the cry, is there some way I can swap it with another Pokemon's? I don't want to write this one over an existing Pokemon in unLZ, so I've got it on a blank space. How can I give it a certain cry?

Also, do I have to use hex codes for the "ID" area in PokeCry? Or just the Pokemon's Pokedex number? Because I've tried both of them, and neither worked.

Banjora Marxvile
June 14th, 2009, 09:04 AM
So, um, what do I do then? I have a custom Pokemon that is ESSENTIAL for this game. If I can't edit the cry, is there some way I can swap it with another Pokemon's? I don't want to write this one over an existing Pokemon in unLZ, so I've got it on a blank space. How can I give it a certain cry?

Also, do I have to use hex codes for the "ID" area in PokeCry? Or just the Pokemon's Pokedex number? Because I've tried both of them, and neither worked.

It isn't recommended to change the cry. Ask HackMew for help, as he gave me advice about Pokecry (even though he wasn't the creator), but trust me, it is better to wait for a better tool.

The Explorer Of Destiny
June 14th, 2009, 09:13 AM
Don't Mean To Nag, But Can Someone Answer My Question?

Banjora Marxvile
June 14th, 2009, 09:14 AM
Don't Mean To Nag, But Can Someone Answer My Question?

Helped if you could tell us it, by quoting it.

Alex31
June 14th, 2009, 09:14 AM
This sounds very noobish, but in a hack of Pokemon Fire-Red, if its not a First Generation Pokemon, it wont evolve, so is there any way to edit the game to make it so you have the National Dex earlier on than after defeating the Elite Four.
I've seen it done in some games, but finding out how to do it would be very helpful, thanks.

The Explorer Of Destiny
June 14th, 2009, 09:17 AM
Can Anyone Tell Me How To Edit D/P/Pt Music?
Like Battle Music?
Ok, Please, I'm Gonna Make Hack Of Diamond

Kalsard
June 14th, 2009, 09:43 AM
This sounds very noobish, but in a hack of Pokemon Fire-Red, if its not a First Generation Pokemon, it wont evolve, so is there any way to edit the game to make it so you have the National Dex earlier on than after defeating the Elite Four.
I've seen it done in some games, but finding out how to do it would be very helpful, thanks. Special 0x81F or something. Triggers your national dex, just look it up in Oak's script.

How would you release a Pokemon from your party?
Thanks

muzzyguy
June 14th, 2009, 10:07 AM
XSE is not working for me i put in the script completely right and it doesnt work!

and has any one got a complete script for give pokedex and get your first badge. And dont tell me to read the tutorial that comes with it cos ive read it twice all the way through.
1. Don't use AdvanceText for things like that. Create your own scripts using a tool like XSE. :/

2. That's the kind of thing you use AdvanceText for. Search for some of the text in the intro, and then edit it.

3. You can use a tool called Lunar IPS (LIPS). It both patches and creates patches. To put it up for download, you can use a sharing site like MediaFire or SendSpace, or you can attach it to one of your posts.

EDIT: And is there a tool to edit the title screen in fire red?


And on number 2 i meant before you see oak the bit where theres a pikachu in tp corner




he told me to make my own script for the 1st badge how do i do that

Reb
June 14th, 2009, 10:32 AM
iam edieting the titlescreen.But when i import the raw and test it,hers what happen.
http:*//i397.photobucket.com/albums/pp52/trebuh12345/hyu.jpg

(remove the *)

it screwed up,i already pallet edited it.
Maybe the tilemap is too big?

Spherical Ice
June 14th, 2009, 10:43 AM
And on number 2 i meant before you see oak the bit where theres a pikachu in tp corner.
You can get that from Advanced Text as well. Click on the search button and type in the first few words of the intro.

Push the 'Add To INI' button and give it a name and choose a section. Go to the corresponding section and edit away.

muzzyguy
June 14th, 2009, 12:06 PM
You can get that from Advanced Text as well. Click on the search button and type in the first few words of the intro.

Push the 'Add To INI' button and give it a name and choose a section. Go to the corresponding section and edit away.

so how do i edit what gym leader say cos my gym leader still says in the battle end heres the boulde bagde when i want it to be the cacoonbadge

Pokepal17
June 14th, 2009, 12:12 PM
so how do i edit what gym leader say cos my gym leader still says in the battle end heres the boulde bagde when i want it to be the cacoonbadge

Make a new script :P
Or text edit the old one.

muzzyguy
June 14th, 2009, 12:27 PM
i can text edit everything exept for the bit where you defeat him but before you go out of battle (where it says you get your prize money)

Vrai
June 14th, 2009, 12:42 PM
XSE is not working for me i put in the script completely right and it doesnt work!

Well, what exactly did you do? If you did it "completely right", as you said, then it should have worked. :/
Please, explain a bit more.


and has any one got a complete script for give pokedex and get your first badge. And dont tell me to read the tutorial that comes with it cos ive read it twice all the way through.

Okay, then, I'll tell you to read someone's tutorial that they've written here on the forums. Honestly, no one's going to write a script for you, unless they're on your team. Seriously, writing a simple script such as a Gym battle shouldn't be that hard.


EDIT: And is there a tool to edit the title screen in fire red?

No, but there are plenty of tutorials.


And on number 2 i meant before you see oak the bit where theres a pikachu in tp corner
Uh, sorry? I dunno what you mean. :3


he told me to make my own script for the 1st badge how do i do that
Uh, that's what XSE is for. And that's what all of the XSE tutorials are for. Go read up on a couple of those.

iam edieting the titlescreen.But when i import the raw and test it,hers what happen.
http:*//i397.photobucket.com/albums/pp52/trebuh12345/hyu.jpg

(remove the *)

it screwed up,i already pallet edited it.
Maybe the tilemap is too big?

Ah, no, I know what you did. I am assuming you inserted it into the Charizard? The only thing that you actually did was insert the Ho-oh image. You also have to put in the raw. However, unlike what a lot of people think, the next image is the raw. At the Charizard, click on the Next Image (or whatever it's called). It shouldn't look like a Charizard at all. Next, click "Dump Raw". Sorry, but you'll have to re-do the tilemap; just open NTME and do it like you did before (except load whatever you dumped as the raw first as the tilemap). Now, when you're finished with that, re-save the tilemap, and load that raw into where you dumped the first one. That should fix your problem. :3

diegoisawesome
June 14th, 2009, 01:06 PM
Is it possible to, say, make the titlescreen Pokémon's tileset bigger and it still work if I repointed it?
And yes, I do know that the RAW would have to be edited.

zheyuen
June 14th, 2009, 01:17 PM
hey, i am new here and i do not understand how to search the forums. however... may i noe whaqt should i start reading first before i start romhacking?

Vrai
June 14th, 2009, 01:30 PM
Is it possible to, say, make the titlescreen Pokémon's tileset bigger and it still work if I repointed it?
And yes, I do know that the RAW would have to be edited.

Well, I believe so. I inserted a whole background in the place of the Pokémon, so it should work.

hey, i am new here and i do not understand how to search the forums. however... may i noe whaqt should i start reading first before i start romhacking?

If you don't mind, I'd like to link you to this post that I made (http://www.pokecommunity.com/showthread.php?p=4708547#post4708547).
It should have enough detail.

BlitŻ
June 14th, 2009, 01:32 PM
Hmm,im not sure of your problem,but switch to A-Trainer.Its a lot easier to nuderstand and better in my opinino.Its in hack-mews tool factory.

well I am using A-triner, except when I save the trainer I'm making and load it on the game, I don't get him

Bozster
June 14th, 2009, 02:27 PM
I'm having trouble with XSE...
I opened up my rom and loaded a script. I made the changes I wanted. I tried to save but it asked me to save not onto the rom but as an .rbc file. I don't want that!! How can I open up a script on a rom and save it back on directly?

Vrai
June 14th, 2009, 02:35 PM
I'm having trouble with XSE...
I opened up my rom and loaded a script. I made the changes I wanted. I tried to save but it asked me to save not onto the rom but as an .rbc file. I don't want that!! How can I open up a script on a rom and save it back on directly?

Yeah. Well, you see, you can't just simply save it back to the ROM. You have to compile it into the ROM to get it to work. Saving it as an RBC file basically just saves the script you wrote to your computer. To put it in, you'll have to use the Batch Compiler on the Tools menu.

zheyuen
June 14th, 2009, 02:36 PM
thanks yo. i appreciate that.

muzzyguy
June 14th, 2009, 02:39 PM
i only need the pokedex one and the reas why i said "dont tell me to read a tutorial" because theres about 10 ive read but non gve me it

Vrai
June 14th, 2009, 02:46 PM
thanks yo. i appreciate that.

No problem. Hope you have a good time hacking. ;D

i only need the pokedex one and the reas why i said "dont tell me to read a tutorial" because theres about 10 ive read but non gve me it

None tell you how to insert a Pokédex? Hmm.. really? I'm pretty sure that all of them do. Let's take a look:


0x820 – Activates First Badge
0x821 - Activates Second Badge
0x822 - Activates Third Badge
0x823 - Activates Fourth Badge
0x824 - Activates Fifth Badge
0x825 - Activates Sixth Badge
0x826 - Activates Seventh Badge
0x827 - Activates Eighth Badge
0x828 - Activates Pokemon Menu
0x829 - Activates Pokedex Menu
0x82F - Activates Running Shoes


That was a list of flags from the setflag command. Basically, if you want to put one of these, use a setflag. (i.e. ... setflag 0x820 ... ) and if you want to check for any of these, you could use the same method. (i.e. ... checkflag 0x820 if ...)

You see, what you say really just makes me think that you're not really looking at the tutorials. They aren't that hard to comprehend once you've looked through them, and followed them step by step. If you're really having a lot of trouble with scripting, you can ask me directly, or take a look at the scripting help thread, which is also stickied under ROM Hacking.

muzzyguy
June 14th, 2009, 04:18 PM
ok im asking you directly
yeah i do struggle at scripting it seems a bit complicated but some of you think its a peice of cake ive been wanting to make 3 scripts so i can finish my first beta.

1.A script where when you walk to a certain place your confronted by someone and battledthen they leave....

2.the pokedex one i want someone to give you a pkedex but not oak

3.A police offcer blocking a route until you have the firs gym badge.

can you tell me which is the clearest tutorial to help me with these.
Thanks.

Vrai
June 14th, 2009, 04:27 PM
ok im asking you directly
yeah i do struggle at scripting it seems a bit complicated but some of you think its a peice of cake ive been wanting to make 3 scripts so i can finish my first beta.

1.A script where when you walk to a certain place your confronted by someone and battledthen they leave....

2.the pokedex one i want someone to give you a pkedex but not oak

3.A police offcer blocking a route until you have the firs gym badge.

can you tell me which is the clearest tutorial to help me with these.
Thanks.

xD
Well, by asking me directly, I meant like sending me a VM, but ooookay then. :3

1. This is a basic trigger script, with trainerbattle and applymovement. You should also look into hidesprite.

2. Like I said before, you can just make a talking script and set the proper flag.

3. That's another script where you want to have checkflag, and possibly hidesprite.

I'm not really going to assemble these for you, but I'll give you the ideas on what you should be looking at. Also, this is probably the best tutorial that you could look at (http://www.pokecommunity.com/showthread.php?t=164276).

Once you get the hang of it, scripting is almost as simple as simply writing. which it technically is

muzzyguy
June 14th, 2009, 06:45 PM
right the pokedex one doesn't work theres probaly a lot of problems but this is my script

#dynamic 0x900000
#org @done
msgbox @done 0x6
= Proffeser WILLOW forgot to give you this.
clearflag 0x829
release
end

so whats wrong with it nd how do i change it so after he gives me it he says something diffrent

[BlackEyedHacker]
June 14th, 2009, 07:46 PM
Alright, so I've been wrestling with XSE for a few hours, testing code, playing with it, and been having a lot of fun, however, I am always stuck with the flag actions. I know how to set flags and do the if statements, however, when I compile and save, the if statement dissapears from the code.

Here is the code I have been using:

'---------------
#dynamic 0x16A094
#org @start
lock
faceplayer
checkflag 0x1000
if 0x1 call @recieve
msgbox 0x818FC2B MSG_KEEPOPEN '"Okay!\pBe sure to read what's on t..."
setflag 0x1001
release
end

#org @recieve
msgbox @msg1 0x2
givepokemon 0x85 0x5 0x0D 0x0 0x0 0x0
msgbox @msg2 0x2
release
end

#org @msg1
= Hey, [player]! I bet you must be\nexcited! [rival] was pretty pumped\ltoo. He just ran out of here.\lYou just missed him. Anyways, I\lthink you already noticed, I have\lno more pokemon left. But don't\lfret! Professor Oak from Pallet\lhas happily said he would supply\lyou with pokemon. Why don't you\ltake my Eevee with you. It's just\lbeen a pet for me for the last\lyear or so, but Eevee should be\lable to fight just fine. You'll\lneed Eevee for Route 1.

#org @msg2
= Recieved Eevee!/lGood Luck!

'---------
' Strings
'---------
#org 0x18FC2B
= Check your mail!\pHurry or [rival] will have a big\lheadstart!


'-----------
' Movements
'-----------
#org 0x1A75E5
#raw 0x5A 'mov5A
#raw 0xFE 'End of Movements

I know it looks sloppy, I am much more organized, but why put more effort into something that never stays?

That is how I write it and how it compiles, but when I re-open it it looks like this:
'---------------
#org 0x16A094
lock
faceplayer
checkflag 0x1000
msgbox 0x818FC2B MSG_KEEPOPEN '"Check your mail!\pHurry or [rival]..."
closeonkeypress
applymovement 0x1 0x81A75E5
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org 0x18FC2B
= Check your mail!\pHurry or [rival] will have a big\lheadstart!


'-----------
' Movements
'-----------
#org 0x1A75E5
#raw 0x5A 'mov5A
#raw 0xFE 'End of Movements

Any help or guidance would be a great help. I am probably missing something stupid. =\.

Quickster
June 14th, 2009, 07:51 PM
Alright, so I've been wrestling with XSE for a few hours, testing code, playing with it, and been having a lot of fun, however, I am always stuck with the flag actions. I know how to set flags and do the if statements, however, when I compile and save, the if statement dissapears from the code.

Here is the code I have been using:

'---------------
#dynamic 0x16A094
#org @start
lock
faceplayer
checkflag 0x1000
if 0x1 call @recieve
msgbox 0x818FC2B MSG_KEEPOPEN '"Okay!\pBe sure to read what's on t..."
setflag 0x1001
release
end

#org @recieve
msgbox @msg1 0x2
givepokemon 0x85 0x5 0x0D 0x0 0x0 0x0
msgbox @msg2 0x2
release
end

#org @msg1
= Hey, [player]! I bet you must be\nexcited! [rival] was pretty pumped\ltoo. He just ran out of here.\lYou just missed him. Anyways, I\lthink you already noticed, I have\lno more pokemon left. But don't\lfret! Professor Oak from Pallet\lhas happily said he would supply\lyou with pokemon. Why don't you\ltake my Eevee with you. It's just\lbeen a pet for me for the last\lyear or so, but Eevee should be\lable to fight just fine. You'll\lneed Eevee for Route 1.

#org @msg2
= Recieved Eevee!/lGood Luck!

'---------
' Strings
'---------
#org 0x18FC2B
= Check your mail!\pHurry or [rival] will have a big\lheadstart!


'-----------
' Movements
'-----------
#org 0x1A75E5
#raw 0x5A 'mov5A
#raw 0xFE 'End of Movements

I know it looks sloppy, I am much more organized, but why put more effort into something that never stays?

That is how I write it and how it compiles, but when I re-open it it looks like this:
'---------------
#org 0x16A094
lock
faceplayer
checkflag 0x1000
msgbox 0x818FC2B MSG_KEEPOPEN '"Check your mail!\pHurry or [rival]..."
closeonkeypress
applymovement 0x1 0x81A75E5
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org 0x18FC2B
= Check your mail!\pHurry or [rival] will have a big\lheadstart!


'-----------
' Movements
'-----------
#org 0x1A75E5
#raw 0x5A 'mov5A
#raw 0xFE 'End of Movements

Any help or guidance would be a great help. I am probably missing something stupid. =\.

right the pokedex one doesn't work theres probaly a lot of problems but this is my script

#dynamic 0x900000
#org @done
msgbox @done 0x6
= Proffeser WILLOW forgot to give you this.
clearflag 0x829
release
end

so whats wrong with it nd how do i change it so after he gives me it he says something diffrent

This is the simple questions thread...you should try the script help thread, which is right by this one.

XandZero
June 14th, 2009, 08:20 PM
Where do I go to find tools and tutorials on 4th gen pokemon rom editting? It seems that the bulk of material on this forum is for the gba series of pokemon only.

Also, would anyone know how to script in pokemon platinum to make the game start up immediately at the continue/new game screen?

Vrai
June 14th, 2009, 08:31 PM
Where do I go to find tools and tutorials on 4th gen pokemon rom editting? It seems that the bulk of material on this forum is for the gba series of pokemon only.

Also, would anyone know how to script in pokemon platinum to make the game start up immediately at the continue/new game screen?

Well, you don't find many tools and tutorials on 4th gen hacking because there is little advancement on the subject. Well, actually, in respect to the people working on it, they've got a lot recognized, but not enough to really merit a full-on tool, you know?

And, sorry, I don't. :P

SynjoDeonecros
June 14th, 2009, 11:41 PM
I'm having no luck finding a decent tile map editor; every one of them either can't load up any of my tilesets, or crash whenever I try to use them. There's got to be something out there I can use. Any ideas?

Vrai
June 14th, 2009, 11:51 PM
I'm having no luck finding a decent tile map editor; every one of them either can't load up any of my tilesets, or crash whenever I try to use them. There's got to be something out there I can use. Any ideas?

NTME is a really good one by D-Trogh. :)

SynjoDeonecros
June 15th, 2009, 12:25 AM
NTME is a really good one by D-Trogh. :)

Tried that too, and it's one of the ones that keeps on rejecting the tilesets I have, so that won't work.

The most promising one for me seems to be Tile Mapper, since you can adjust the tiles to whatever size you need, but unfortunately it keeps on crashing on me AND it refuses to load any of the files I save on it. Has anyone here had any experience with this program? If so, can you tell me what I'm doing wrong with it?

[BlackEyedHacker]
June 15th, 2009, 01:48 AM
Figured it out.

Sorry. =]

Vrai
June 15th, 2009, 02:28 AM
Tried that too, and it's one of the ones that keeps on rejecting the tilesets I have, so that won't work.

The most promising one for me seems to be Tile Mapper, since you can adjust the tiles to whatever size you need, but unfortunately it keeps on crashing on me AND it refuses to load any of the files I save on it. Has anyone here had any experience with this program? If so, can you tell me what I'm doing wrong with it?

What exactly are you trying to do with it? And what are you using for the tilesets?

SynjoDeonecros
June 15th, 2009, 03:21 AM
What exactly are you trying to do with it? And what are you using for the tilesets?

I'm using various .png files I got online, mostly ones created for Hoenn and GBA-style Kanto and Johto maps; a lot of them came from this forum. As for what I'm trying to do with it, I'm just trying to create maps for the new region I created for a fanfic project I'm working on. All of the tile map editors I've tried using either have a tile limit so low, it's impossible for me to do anything with them, or they require the tilemaps to be of a ridiculous extension, like .xtv or something else I can't reproduce. And most of them end up crashing on me for no reason while I'm using them; I was trying to make a worldmap on Tile Mapper, for example, and it froze up when I tried saving my progress for a second time, forcing me to shut it down and lose everything, and for some reason, it refuses to load the map file I DID manage to save.

I'm not doing anything drastic with them, I'm just using them in the way they were intended. I dunno why they're crashing on me, except maybe that they hate being used on Vista. I'd like to try and solve the problem I'm having with File Mapper, since I really like how you can grid the tilesets yourself and resize them any way you wish, meaning I don't have to worry about missized tilemaps, but any workable tilemapper would be fine.

Edit: Looking back at Tile Mapper, it looks like I can export my maps as .png files, like I wanted, so all I really need is someone with experience with the program that can help me fix its tendency to crash and not upload any of the map files it creates.

Kalsard
June 15th, 2009, 04:18 AM
No one saw my question, prob cause it was at the bottom of the post...
but is it possible to release a party pokemon?
Thanks
Sorry didnt explain this well.
Is it possible to release a party pokemon using a script?

u0850913
June 15th, 2009, 05:28 AM
No one saw my question, prob cause it was at the bottom of the post...
but is it possible to release a party pokemon?
Thanks
=/
Either I have no idea what you're talking about, or you posted this in the wrong section.

Banjora Marxvile
June 15th, 2009, 06:55 AM
No one saw my question, prob cause it was at the bottom of the post...
but is it possible to release a party pokemon?
Thanks
Sorry didnt explain this well.
Is it possible to release a party pokemon using a script?

No. I think this has been asked before. I don't think it is possible, as there isn't a command for it I think.

HackMew
June 15th, 2009, 08:23 AM
No one saw my question, prob cause it was at the bottom of the post...
but is it possible to release a party pokemon?
Thanks
Sorry didnt explain this well.
Is it possible to release a party pokemon using a script?

Only by using ASM. Period.

Reb
June 15th, 2009, 11:26 AM
Well, what exactly did you do? If you did it "completely right", as you said, then it should have worked. :/
Please, explain a bit more.



Okay, then, I'll tell you to read someone's tutorial that they've written here on the forums. Honestly, no one's going to write a script for you, unless they're on your team. Seriously, writing a simple script such as a Gym battle shouldn't be that hard.



No, but there are plenty of tutorials.


Uh, sorry? I dunno what you mean. :3


Uh, that's what XSE is for. And that's what all of the XSE tutorials are for. Go read up on a couple of those.



Ah, no, I know what you did. I am assuming you inserted it into the Charizard? The only thing that you actually did was insert the Ho-oh image. You also have to put in the raw. However, unlike what a lot of people think, the next image is the raw. At the Charizard, click on the Next Image (or whatever it's called). It shouldn't look like a Charizard at all. Next, click "Dump Raw". Sorry, but you'll have to re-do the tilemap; just open NTME and do it like you did before (except load whatever you dumped as the raw first as the tilemap). Now, when you're finished with that, re-save the tilemap, and load that raw into where you dumped the first one. That should fix your problem. :3

Yeah i know,i already loaded the raw.
Hmm maybe the tileset is too big?
Cause i already did this before,but with smaller sprites,such
as giratina,rayquaza,palkia,lucario etc.and the backgrounds too
withought srewing it up..

Perfect_Palkia_10
June 15th, 2009, 11:41 AM
in firered, is there a way to do the sprite animation of deoxys to another pokemon

onyx79
June 15th, 2009, 01:17 PM
I've got a tile problem.I download a rom base with kyledove tiles,it's fine but when I exit out of the house I see this: http://up83.siz.co.il/up2/jjjmdlwoznkb.png
then after I go to another map and back to the glitched house it's got no problems and looks good,what to do?

BlitŻ
June 15th, 2009, 01:18 PM
in firered, is there a way to do the sprite animation of deoxys to another pokemon

if its the OW sprite, you just export it, go to your image you want changed, import it and changet the pallette...
but if you mean you deoxys moveswhen you send him out into battle, well that would be hard to change, because each movement is a different sprite, so the only way I would know would just recreate your sprite to have the same movements. An the spritees only really move if it's on emerald

But I have my own problem, I'm trying to get a pallette from visual boy advance, but when I open it with my rom and go to tools, the pallette isn't highlighted and I can't click on it. Do I have some setting unchecked or something?
any help is appreciated

I've got a tile problem.I download a rom base with kyledove tiles,it's fine but when I exit out of the house I see this: http://up83.siz.co.il/up2/jjjmdlwoznkb.png
then after I go to another map and back to the glitched house it's got no problems and looks good,what to do?
The only reason I would see this hapenning would be that the tileset you walked into is different that is regularly is, but that only happens with tile connections.

I'm not experienced with these sorta of things, but what I would do is make an IpS patch of your rom, patch it to another game and test it out, It might work:). But if it doesen't, try transferrring your maps, scripts, and everything to another rom. and btw, whrere do you get the rom base?

diegoisawesome
June 15th, 2009, 01:29 PM
I've got a tile problem.I download a rom base with kyledove tiles,it's fine but when I exit out of the house I see this: http://up83.siz.co.il/up2/jjjmdlwoznkb.png
then after I go to another map and back to the glitched house it's got no problems and looks good,what to do?
The door animation muck up the last tiles in a row. Go into the tileset and move all the house tiles up one tile, and fix the blocks.
It happened to me with my PKMN center.

Vrai
June 15th, 2009, 03:05 PM
I'm using various .png files I got online, mostly ones created for Hoenn and GBA-style Kanto and Johto maps; a lot of them came from this forum. As for what I'm trying to do with it, I'm just trying to create maps for the new region I created for a fanfic project I'm working on. All of the tile map editors I've tried using either have a tile limit so low, it's impossible for me to do anything with them, or they require the tilemaps to be of a ridiculous extension, like .xtv or something else I can't reproduce. And most of them end up crashing on me for no reason while I'm using them; I was trying to make a worldmap on Tile Mapper, for example, and it froze up when I tried saving my progress for a second time, forcing me to shut it down and lose everything, and for some reason, it refuses to load the map file I DID manage to save.

I'm not doing anything drastic with them, I'm just using them in the way they were intended. I dunno why they're crashing on me, except maybe that they hate being used on Vista. I'd like to try and solve the problem I'm having with File Mapper, since I really like how you can grid the tilesets yourself and resize them any way you wish, meaning I don't have to worry about missized tilemaps, but any workable tilemapper would be fine.

Edit: Looking back at Tile Mapper, it looks like I can export my maps as .png files, like I wanted, so all I really need is someone with experience with the program that can help me fix its tendency to crash and not upload any of the map files it creates.

Well, I apologize, but I have no idea how to help you out there. ;P I've just gotten started using tilemap editors, and NTME's the only one that I've used. :/

Yeah i know,i already loaded the raw.
Hmm maybe the tileset is too big?
Cause i already did this before,but with smaller sprites,such
as giratina,rayquaza,palkia,lucario etc.and the backgrounds too
withought srewing it up..

Did you load the raw in the correct place? Remember, you don't load the raw over the picture of the Charizard; you load it over the next image.

Also, I don't think the tileset can get too big, unless it's larger than the titlescreen itself, which doesn't make any sense at all. I'm pretty sure you're just loading the raw in the wrong spot.

in firered, is there a way to do the sprite animation of deoxys to another pokemon

I'm not sure I understand what you mean. And, as far as I know, there aren't any sprite animations of any Pokémon in FireRed.

Vednix
June 15th, 2009, 03:14 PM
No. It is the normal pallette and i did not put a blank offset for the pallette as the tutorial said not to.


Um. Just asking if someone can answer my question? it's two pages back.

Manipulation
June 15th, 2009, 03:22 PM
Um. Just asking if someone can answer my question? it's two pages back.

If your having real problems just re-point the two offsets. Then delete the .spr and .pal extension files. It will be in a different location in unlz.gba.

Melash
June 15th, 2009, 04:01 PM
Hmm, I have a question about running A-Map. Is it possible to export a tileset as an image file (.bmp or .dib?) If so, how can you do it?

Banjora Marxvile
June 15th, 2009, 04:02 PM
Hmm, I have a question about running A-Map. Is it possible to export a tileset as an image file (.bmp or .dib?) If so, how can you do it?

Easy:

Go to Block Editor, then the menu Picture - Save Tileset (1 or 2). Saves it as a picture. Change pallette with the dropdown menu near the centre of the Block Editor window.

Vednix
June 15th, 2009, 04:05 PM
Hmm, I have a question about running A-Map. Is it possible to export a tileset as an image file (.bmp or .dib?) If so, how can you do it?


This is reasonably easy. Open your ROM in A-map (I use 1.92), open up the map wiht the tilesets you want, or the ones you want to change, click the jigsaw peice, then you should see the tileset. then go Picture, then save tileset1. Then you can save it as a .dib

DarkPrince304
June 15th, 2009, 04:18 PM
How do I edit Blocks in A-Map when I save them in .BVD Format...because in the Tileset I cannot see everything like Houses full Pokemon Center,etc

Manipulation
June 15th, 2009, 04:20 PM
You need to save it as .dib or .bmp. And make your your on the right pal ;)

PlatniumPiano
June 15th, 2009, 04:34 PM
I have three questions, relating to Ruby version...

1. In both players starting houses, whenever I put a brown dirt tile in a certain location, instead I get a different one... this happens for every ruby ROM I do, so I don't think that its the ROM.... I could be wrong though. Here's the picture:

http://i498.photobucket.com/albums/rr343/Dartfled/FloorTileProblem.png

2. Is there a way to edit/remove the Pokeball animations/text that goes along with catching a Pokemon? My hack is going to use some sort of Pokeball-less taming to get Pokemon, and I need to remove them from the game. How would I go about this? Would I have to use uNLZ or something awfully difficult like ASM?


3. How exatcly do you work a hex editor? whenever I search for a word the game uses that I want to edit, say, Magma, I do not find it in the hex column or the ASCII coulmn. Do I need a new hex editor or am I missing something entirely? (BTW I'm using a program called HexEdit)


Thank you!

Vrai
June 15th, 2009, 04:47 PM
I have three questions, relating to Ruby version...

1. In both players starting houses, whenever I put a brown dirt tile in a certain location, instead I get a different one... this happens for every ruby ROM I do, so I don't think that its the ROM.... I could be wrong though. Here's the picture:

http://i498.photobucket.com/albums/rr343/Dartfled/FloorTileProblem.png

Thank you!

Well, I dunno much about your other two questions, but I believe this has something to do with a level script. Remove all of the level scripts and see what happens. :3

IIMarckus
June 15th, 2009, 04:48 PM
3. How exatcly do you work a hex editor? whenever I search for a word the game uses that I want to edit, say, Magma, I do not find it in the hex column or the ASCII coulmn. Do I need a new hex editor or am I missing something entirely? (BTW I'm using a program called HexEdit)You need a table file to see the correct letters. Try using the relative search option if your editor has one.

HackMew
June 15th, 2009, 05:30 PM
2. Is there a way to edit/remove the Pokeball animations/text that goes along with catching a Pokemon? My hack is going to use some sort of Pokeball-less taming to get Pokemon, and I need to remove them from the game. How would I go about this? Would I have to use uNLZ or something awfully difficult like ASM?

unLZ won't help much at all... you might hide the balls, but the text would be still there. So you need something awfully difficult aka ASM.

RaycrowX
June 15th, 2009, 05:57 PM
My post earlier kind of got buried, but I'd still like an answer. I can't go on with my hack until this problem is resolved. Any help is appreciated.

I've been trying to insert some maps into my ROM (FireRed) to replace the Safari Zone, but have been having no luck. It always seems to overwrite some of my maps with the map that I just inserted, and I can't seem to be able to fix it. Originally I thought it was the map footer, because I was getting the "Invalid pointer to map footer." on the map after the one I just inserted. But I fixed it using this tutorial (http://www.pokecommunity.com/showthread.php?t=175465). So now a couple maps after the one I just inserted are blank, but I don't care about that, since I was going to replace them anyways. My problem is that when I enter the map before the one I just inserted it warps me to a spot on the one I just inserted. It's something like this:
http://www.pokecommunity.com/attachment.php?attachmentid=47204&stc=1&d=1244760903
Obviously that's not where it's supposed to warp me to. It's not even the right map. I think it's overwriting stuff, but I don't know how to fix it. It looks fine in A-map. This is really important to know before doing other stuff because right now it seems I can't insert any maps. Can anybody help me?

Thanks, ~Watermelon, but I re-checked the warps and all the warps are correct. That's not even the problem because it is warping me to the wrong map. The weird thing is that all the events are still there. When I walk into a map that is supposed to be a small cave with a couple of sprites in it, it warps me to another one of my maps, but still includes the sprites. They are at the right coordinates but on another map. And I am warped to what I think are the right coordinates on that other map. I've included another screenshot so you can see what I mean.
http://www.pokecommunity.com/attachment.php?attachmentid=47227&stc=1&d=1244862742
Now obviously they are not supposed to be there. Correct events, wrong map. That's why I think it's overwriting something. Maybe like the map header or footer or something, because it looks fine in AdvanceMap.

Melash
June 15th, 2009, 07:07 PM
Hmm...there isn't anyway to save the block data from a ROM as an image file, is there? (A-Map, of course)

Desu
June 16th, 2009, 12:03 AM
Can anyone tell me how or where to get /open the "Palette View"?

PlatniumPiano
June 16th, 2009, 03:51 AM
I have a somewhat major problem. In a map I have, there is a givepokemon event. If the event does not occur, I can enter/leave the house freely. When the event does occur though, (the flag has been "set") I can go to the lower level of the map, but not to the upper level, or other warp. When I try to leave via the upper level, the screen goes black. Is this a problem with my ROM, and am I going to have to start over, or is it a level script problem? The reason I say this is because I recently added a level scipt outside the map where the givepokemon event occurs. It is supposed to check a flag, flag 800, being the Pokemon flag, then hide a sprite if the flag has been set. I think this might be the culprit because flag 800 is set in the givepokemon map, and when I try to exit, the level script somehow cannot figure out how to hide a sprite if I have a Pokemon with me. Or maybe I messed up and need to read a level scripting tutorial. Could I have some help? I still want the sprite hidden, I just want to be able to come onto that map as well ^_^

Help is very much appreciated.

Vednix
June 16th, 2009, 06:37 AM
Hmm...there isn't anyway to save the block data from a ROM as an image file, is there? (A-Map, of course)


When saving it, you can try selecting all files instead of .dib, then typing ".bmp" (without quotes) after the name you put in. that mgiht work.

Also, to do wiht my problem, I put free offsets for both the pallette and the image, and it still does it :(

theswordbuggy
June 16th, 2009, 06:51 AM
i have a question is it possible to add new overworlds to pokemon emerald.

final_agent
June 16th, 2009, 07:43 AM
*sigh* Well since no one seemed all that interested in replying to my past post I guess no one knew much about it.

So I'd like to suggestions, besides advance-text, which tools could help me translate the japanese version of pokemon fire red's attacks and pokemon names?

A good portion of tools simply don't want anything to do with the japanese version so it would help if someone could give me a hint.

0m3GA ARS3NAL
June 16th, 2009, 07:56 AM
*sigh* Well since no one seemed all that interested in replying to my past post I guess no one knew much about it.

So I'd like to suggestions, besides advance-text, which tools could help me translate the japanese version of pokemon fire red's attacks and pokemon names?

A good portion of tools simply don't want anything to do with the japanese version so it would help if someone could give me a hint.

For what reason are you translating the Japanese one when the game exists in so many languages!
Silly Silly person!

Gamewhale
June 16th, 2009, 01:38 PM
Can someone please give me a link to a download of Trainer Edit?

Thanks in advance. :)

Manipulation
June 16th, 2009, 03:48 PM
Well, I find A-Trainer much more efficient. Try it out, just go to the toolbox and go to Hackmew's thread ;)

Yoshi-san
June 16th, 2009, 04:06 PM
i have a question is it possible to add new overworlds to pokemon emerald.

If they're in the same colour pallette, unless you pallette edit, too.

Gamewhale
June 16th, 2009, 04:47 PM
Well, I find A-Trainer much more efficient. Try it out, just go to the toolbox and go to Hackmew's thread ;)I have already tried it, but it has a bad glitch that I can't fix or work with, so I have to use Trainer Edit instead. Thanks for the suggestion though. :)

So does anyone have a link to a download of Trainer Edit?

Manipulation
June 16th, 2009, 05:03 PM
Maybe we could help you with the error? Maybe ask hackmew? I'm intrigued, are you adding the new trainers next to each other? As that is often a problem, I suggest putting a space or two between each trainer.

Gamewhale
June 16th, 2009, 05:10 PM
Maybe we could help you with the error? Maybe ask hackmew? I'm intrigued, are you adding the new trainers next to each other? As that is often a problem, I suggest putting a space or two between each trainer.Well, I'm trying to give Roxanne a Lv. 20 Pupitar as her last Pokemon, but when I save and go on to Brawly, he has the Lv. 20 Pupitar as his first Pokemon! So I change it to a Lv. 24 Machop, and then I go back to Roxanne, and now she has the Lv. 24 Machop instead of the Pupitar! Do you know of any way to fix it? :)

Manipulation
June 16th, 2009, 05:16 PM
You just make a new trainer with the sprite, music and Pokémon etc. And then change the script to have that trainer ID. That should work.

Gamewhale
June 16th, 2009, 05:39 PM
You just make a new trainer with the sprite, music and Pokémon etc. And then change the script to have that trainer ID. That should work.Thanks! It's working now.

final_agent
June 16th, 2009, 08:53 PM
For what reason are you translating the Japanese one when the game exists in so many languages!
Silly Silly person!

I explained it before and that's not an answer!

Translating because the fire red version I'll be messing with will barely be fire red anymore by the time the japanese are done with it (new game mechanics and new storyline).

Someone mentionned something about transfering the patches or data or whatever but since he didn't really explain I can't really even begin to imagine what he meant.

Pokepal17
June 16th, 2009, 09:10 PM
I'm using various .png files I got online, mostly ones created for Hoenn and GBA-style Kanto and Johto maps; a lot of them came from this forum. As for what I'm trying to do with it, I'm just trying to create maps for the new region I created for a fanfic project I'm working on. All of the tile map editors I've tried using either have a tile limit so low, it's impossible for me to do anything with them, or they require the tilemaps to be of a ridiculous extension, like .xtv or something else I can't reproduce. And most of them end up crashing on me for no reason while I'm using them; I was trying to make a worldmap on Tile Mapper, for example, and it froze up when I tried saving my progress for a second time, forcing me to shut it down and lose everything, and for some reason, it refuses to load the map file I DID manage to save.

I'm not doing anything drastic with them, I'm just using them in the way they were intended. I dunno why they're crashing on me, except maybe that they hate being used on Vista. I'd like to try and solve the problem I'm having with File Mapper, since I really like how you can grid the tilesets yourself and resize them any way you wish, meaning I don't have to worry about missized tilemaps, but any workable tilemapper would be fine.

Edit: Looking back at Tile Mapper, it looks like I can export my maps as .png files, like I wanted, so all I really need is someone with experience with the program that can help me fix its tendency to crash and not upload any of the map files it creates.

Well there is an alternative. Make the tilemap with a hex editor :P

[BlackEyedHacker]
June 17th, 2009, 02:37 AM
Okay, well still wrestling with code and didn't think this was serious enough or relative too much to the script help.

Anyways, for some reason as I put more and more code into my stuff things get buggy. But not to the point where I can't play, just to the point where anyone would look and be like, "Man a newb made this crap".

The main problem currently is:
Start Menu in Pokemon (FR) has this weird static bar going across the DESCRIPTION text (blue) bar. Also, when I use some commands like GIVE, strange ASCII text scrolls over it. It doesn't hurt the game's integrity or action, just looks dumb.

Any solutions or tips?

Reign2010
June 17th, 2009, 02:40 AM
Okay so I'm having the hardest time with P.E.T. Whenever I try to change trainer pics or Pokemon, I get a Run-time error telling me that I'm missing a directory path to a bitmap. Is there a bitmap directory I can download somewhere, or what can I do to alleviate this problem?

Gamer2020
June 17th, 2009, 04:24 AM
Okay so I'm having the hardest time with P.E.T. Whenever I try to change trainer pics or Pokemon, I get a Run-time error telling me that I'm missing a directory path to a bitmap. Is there a bitmap directory I can download somewhere, or what can I do to alleviate this problem?
I think you have to download rsball and export all the images. Then you put them in the same folder. Thats probably why it says that.

;4753732']Okay, well still wrestling with code and didn't think this was serious enough or relative too much to the script help.

Anyways, for some reason as I put more and more code into my stuff things get buggy. But not to the point where I can't play, just to the point where anyone would look and be like, "Man a newb made this crap".

The main problem currently is:
Start Menu in Pokemon (FR) has this weird static bar going across the DESCRIPTION text (blue) bar. Also, when I use some commands like GIVE, strange ASCII text scrolls over it. It doesn't hurt the game's integrity or action, just looks dumb.

Any solutions or tips? Don't take this as an official answer but I think maybe you went over freespace? idk like I said dont use this as your final answer.

[BlackEyedHacker]
June 17th, 2009, 04:36 AM
Can you elaborate on freespace? I am guessing you mean, went over the size alotted by my rom?
This sounds like it would be some what correct. I know something is overlapping and causing Hex's to clash and bytes to go crazy which causes these random glitches..

Reign2010
June 17th, 2009, 04:49 AM
Omg. Thank you so much! You've been such a great help!

Gamer2020
June 17th, 2009, 05:24 AM
;4754074']Can you elaborate on freespace? I am guessing you mean, went over the size alotted by my rom?
This sounds like it would be some what correct. I know something is overlapping and causing Hex's to clash and bytes to go crazy which causes these random glitches..
well In fire red I think free space is 00. (correct me if I'm wrong.
For ruby I'm 100% sure its FF.
Omg. Thank you so much! You've been such a great help!
No problem. I assume that worked?

0m3GA ARS3NAL
June 17th, 2009, 05:35 AM
well In fire red I think free space is 00. (correct me if I'm wrong.
For ruby I'm 100% sure its FF.

No problem. I assume that worked?

FF is Fire Red

I would know, since I am a Fire Red Hacker...

Don't ever overwrite 00 in Fire Red... BAD move, lol.

[BlackEyedHacker]
June 17th, 2009, 05:38 AM
FF is Fire Red

I would know, since I am a Fire Red Hacker...

Don't ever overwrite 00 in Fire Red... BAD move, lol.

Well it's not freespace then, because I leave it on default of FF...

Man, this is bothering me.

XSE sometimes also compiles stuff wierdly, adding and removing things. And usually adding things to make things crash in a flashy way.

Exon
June 17th, 2009, 06:38 AM
Alright, so I took screen shots of my problem to help, but I can't post the link yet. Thus I'll try my best to explain.

The Idea:
I'm working on re-doing PKMN Ruby while learning what I still need to learn about hacking. Using Advance Map I created a map that's an extension of the Petalburg Woods. Transportation between the two maps is supposed to be done via warps.

The Problem:
I set the map up, I've fixed warp events on both maps, and have checked that the corresponding warp#/map bank/map numbers are all correct and set the movement permissions as needed. However, when I go to test in game my character just moves over the area where the warp is set as if it were a normal area.

I've tried everything I know of. Not sure what the problem could be. Any help would be greatly appreciated.

[BlackEyedHacker]
June 17th, 2009, 06:48 AM
Strange I am having the same problems. It's strange, when I use the GOTO button in AM, it takes me where I had defined. But in game, it does nothing. I am on the verge of pulling the vista card. [Vista Card=The ultimate blame card for anything, blame vista x32/x64.].

0m3GA ARS3NAL
June 17th, 2009, 08:08 AM
Alright, so I took screen shots of my problem to help, but I can't post the link yet. Thus I'll try my best to explain.

The Idea:
I'm working on re-doing PKMN Ruby while learning what I still need to learn about hacking. Using Advance Map I created a map that's an extension of the Petalburg Woods. Transportation between the two maps is supposed to be done via warps.

The Problem:
I set the map up, I've fixed warp events on both maps, and have checked that the corresponding warp#/map bank/map numbers are all correct and set the movement permissions as needed. However, when I go to test in game my character just moves over the area where the warp is set as if it were a normal area.

I've tried everything I know of. Not sure what the problem could be. Any help would be greatly appreciated.

It depends on the tile you set the warp... Certain tiles have certain warp functionality, for instance, the pokemon center stairs... you can place a regular warp on them, and the stairs automatically move.

What kind of warp is it?
(In front of door, leaving house, leaving cave, pokemon center stairs, regular stairs... you know...)

[BlackEyedHacker]
June 17th, 2009, 08:34 AM
It depends on the tile you set the warp... Certain tiles have certain warp functionality, for instance, the pokemon center stairs... you can place a regular warp on them, and the stairs automatically move.

What kind of warp is it?
(In front of door, leaving house, leaving cave, pokemon center stairs, regular stairs... you know...)

I think he is doing it on an open tile, that it's supposed to transport him from one map to another. Like is it possible to do it from any tile or does the tile have to have certain properties?

0m3GA ARS3NAL
June 17th, 2009, 10:08 AM
;4754480']I think he is doing it on an open tile, that it's supposed to transport him from one map to another. Like is it possible to do it from any tile or does the tile have to have certain properties?

The tile has to have certain properties.
So your best bet would be make a replica of the tile, and add the specifications needed to it.

(If you needed an open tile to war, not surrounded by anything, you would go into the Block Editor in A-Map, and make a replica of the tile you wanna warp on. Then you set all 4 boxes to say...

61 | 00
00 | 00

(That is if the warp's top layer is supposed to cover the player, if your tile has 2 layers, and you want the player to cover both of them, you would use;

61 | 00
00 | 02
Simple enough?)

So yeah, just do that and viola, you got a working warp tile! (Remember to use that tile for the warp, and the regular version for the rest of the area.)

It isn't hard making specific warps either, most of the options to choose from are commented out.

HackMew
June 17th, 2009, 02:19 PM
;4754237']XSE sometimes also compiles stuff wierdly, adding and removing things. And usually adding things to make things crash in a flashy way.

XSE always compile everything right. It's just your fault. You can't decompile a script, add some commands and then happily recompile. "But..." No, you can't. Direct recompile is only applicable when you just edit/remove stuff (e.g. you change some parameters). In any other case you need to repoint the script somewhere else using dynamic labels.

pokehacklucario
June 17th, 2009, 02:37 PM
how do you change grass animations in pokemon emerald (or ruby)?

Pokepal17
June 17th, 2009, 03:08 PM
how do you change grass animations in pokemon emerald (or ruby)?
Use a Tile Viewer e.g. Tile Molester or Tile Layer Pro

BlitŻ
June 17th, 2009, 07:01 PM
For my hack, I'm replacing many of the usual pokemon elements with other stuff.

For instance the thing I need.

I need to findout how to change how the pokeball looks when you throw it to capture and send out your pokemon. Anybody know how to do it?

This is really needed for my hack, becuase without, things realy don't click.

RaycrowX
June 17th, 2009, 07:39 PM
Could somebody please help me out on this? My original post is buried 5 pages back and I have no solution yet. I can't go on with my hack without an answer.
I've been trying to insert some maps into my ROM (FireRed) to replace the Safari Zone, but have been having no luck. It always seems to overwrite some of my maps with the map that I just inserted, and I can't seem to be able to fix it. Originally I thought it was the map footer, because I was getting the "Invalid pointer to map footer." on the map after the one I just inserted. But I fixed it using this tutorial (http://www.pokecommunity.com/showthread.php?t=175465). So now a couple maps after the one I just inserted are blank, but I don't care about that, since I was going to replace them anyways. My problem is that when I enter the map before the one I just inserted it warps me to a spot on the one I just inserted. It's something like this:
http://www.pokecommunity.com/attachment.php?attachmentid=47204&stc=1&d=1244760903
Obviously that's not where it's supposed to warp me to. It's not even the right map. I think it's overwriting stuff, but I don't know how to fix it. It looks fine in A-map. This is really important to know before doing other stuff because right now it seems I can't insert any maps. Can anybody help me?

Thanks, ~Watermelon, but I re-checked the warps and all the warps are correct. That's not even the problem because it is warping me to the wrong map. The weird thing is that all the events are still there. When I walk into a map that is supposed to be a small cave with a couple of sprites in it, it warps me to another one of my maps, but still includes the sprites. They are at the right coordinates but on another map. And I am warped to what I think are the right coordinates on that other map. I've included another screenshot so you can see what I mean.
http://www.pokecommunity.com/attachment.php?attachmentid=47227&stc=1&d=1244862742
Now obviously they are not supposed to be there. Correct events, wrong map. That's why I think it's overwriting something. Maybe like the map header or footer or something, because it looks fine in AdvanceMap.

diegoisawesome
June 17th, 2009, 08:18 PM
Could somebody please help me out on this? My original post is buried 5 pages back and I have no solution yet. I can't go on with my hack without an answer.
On the glitched Safari Zone map, go into the Header menu, press Ctrl+H to go into advance header mode, then find free space in your rom, depending on how big it is (1000 bytes to be safe). Then take this offset, go down to the Map offset box, and paste in there. Then click, Save changes and reload map. Then test it out! :)

Exon
June 18th, 2009, 03:27 AM
The tile has to have certain properties.
So your best bet would be make a replica of the tile, and add the specifications needed to it.

(If you needed an open tile to war, not surrounded by anything, you would go into the Block Editor in A-Map, and make a replica of the tile you wanna warp on. Then you set all 4 boxes to say...

61 | 00
00 | 00

(That is if the warp's top layer is supposed to cover the player, if your tile has 2 layers, and you want the player to cover both of them, you would use;

61 | 00
00 | 02
Simple enough?)

So yeah, just do that and viola, you got a working warp tile! (Remember to use that tile for the warp, and the regular version for the rest of the area.)

It isn't hard making specific warps either, most of the options to choose from are commented out.

Thanks a lot! Thinks are working almost 100% correctly. There's still some minor stuff to do here and there but those things I'll figure out on my own.

-Yay-

Anyways, I have 2 more questions and I'll stop bothering you all for a while. (hopefully)
Q1- What tile am I supposed to use as the border for the insides of buildings. I tried using block editor and turning a tile completely black to match the other "borders" that are on the in-game maps i.e. Pokemon Centers, Day Care, every other building in the game nearly....but it doesn't work. I'm not completely sure on how to make this look right.

The truly important Q2- Alright, so I've added a second map to the game. However, whenever I try to go to the map via the warp that's set up, the ROM crashes. I'm thinking that I need to find free space on the ROM like diegoisawesome told RaycrowX but I'm not entirely sure. Is this the case? And if so, how would I find the free space?
I was also thinking that I might need to expand the ROM itself to add space and everything would be fine, but again, I'm not sure on this and don't quite know how to do that either if needed...

Thanks once again.
-Exon-

(Maybe I should just stick to Mapping/Spriting lol)

Kalsard
June 18th, 2009, 04:51 AM
um -post above-
Try reinserting the map in, that happens to me sometimes.
Q: If I wanted to edit a set healing place, how would I start, like set healing place 1 is your mum, how would you change that, position, map bank and script of talking?

Also does anyone know of the offsets for the intro script, or how to edit the rival scene (I dont want to name a rival, kind of like Ruby), does advance text work?
Thanks

theswordbuggy
June 18th, 2009, 07:41 AM
i have a question. how do you add new overworlds to pokemon emerald

-DarK-
June 18th, 2009, 10:29 AM
Is it possible to change wild pkmn data for a map (temporary and/or permanent) through a script?

diegoisawesome
June 18th, 2009, 12:16 PM
Thanks a lot! Thinks are working almost 100% correctly. There's still some minor stuff to do here and there but those things I'll figure out on my own.

-Yay-

Anyways, I have 2 more questions and I'll stop bothering you all for a while. (hopefully)
Q1- What tile am I supposed to use as the border for the insides of buildings. I tried using block editor and turning a tile completely black to match the other "borders" that are on the in-game maps i.e. Pokemon Centers, Day Care, every other building in the game nearly....but it doesn't work. I'm not completely sure on how to make this look right.

The truly important Q2- Alright, so I've added a second map to the game. However, whenever I try to go to the map via the warp that's set up, the ROM crashes. I'm thinking that I need to find free space on the ROM like diegoisawesome told RaycrowX but I'm not entirely sure. Is this the case? And if so, how would I find the free space?
I was also thinking that I might need to expand the ROM itself to add space and everything would be fine, but again, I'm not sure on this and don't quite know how to do that either if needed...

Thanks once again.
-Exon-

(Maybe I should just stick to Mapping/Spriting lol)
Insert the map into itself.
[offtopic]10000th post in the thread!