GoGoJJTech
(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
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- Seen Dec 9, 2016
What do you mean by "duplicate tiles"?
Yeah, you didn't remove them. Read this tutorial: https://www.pokecommunity.com/showthread.php?t=298030
What do you mean by "duplicate tiles"?
Yeah, you didn't remove them. Read this tutorial: https://www.pokecommunity.com/showthread.php?t=298030
I have a strange problem. Repel no longer works correctly on my ROM (BPRE). Instead of wearing off after after 100, 200, or 250 steps (depending on the kind of repel), they all wear off after only 20 steps. I can't think of anything that I might have done to affect this. Darthatron's B/W repel system port is implemented on my ROM, but I know that repel was working correctly after I did that...
Does anyone have any clue as to what might be causing this?
gogojjtech said:There is(are) a() var(s) that counts(count) the repel steps left. If you mess with it(them), you mess with how many steps you have left. Get it? It's(they're) on this list: https://www.pokecommunity.com/showthread.php?t=302347
Sorry, I forgot to specify that I have NOT messed with those variables (actually, is there more than one? The only one that I am aware of is 0x4020). So unless I've forgotten something that I did, that's not the problem...
So I got my pokemon added but it can only learn one move by leveling?
Im using YAPE and im adding the moves for the pokemon. Under available moves theres 0 available and i haven't added one yet, theres only tackle by default.
How can I increase the amount of moves my pokemon can learn?
So I managed to add my new overworld sprite, the palette is all off though, how do I make a new palette id for my overworlds?
How can i compatibilize program to make sure that they will work with italian rom?
In order to increase the move availability, you need to remove some moves from other Pokemon then add them to your inserted Pokemon.
I'm curious as to why when you import tilesets from other hacks, the bottom half of it never looks like the rom it was extracted from. The palettes and all came out the way they should, and so did the blocks. But when I import tileset 0, it all comes out okay except the very bottom, I find myself manually editing it to look the way it should.
Why does it do this?
EDIT: And furthermore, why doesn't Advance Map display tiles correctly in the map area but show that they're in the blocks section correctly?
kearnseyboy6 said:Try opening up the memory viewer in VBA, navigate to 0x0202F0F6. This is the location of variable 0x4020. Does it set to 20 when a repel is used?
First off, use NSE classic: https://www.dropbox.com/s/wqy6hog3ardn2re/NSE 1.7.5.0.zip
Second, you should use JPAN's FR hacked engine to add OWs and OW palettes.
There are certain programs that just work with US ROMs. Some programs come with INIs that can be edited. Just follow the format. Use notepad to open INIs.
This is not true. There's a table that if repointed can allow over 65535 moves possible for all Pokemon (though that's a bit much)
But, my Dialga can only have 1 move learned by levelling?
Are you talking about Pokemon sprites? OWs? I just checked and I can go above 151. Make sure you're using the latest version (2.1).How do I expand the max sprites to view in NSE? Currently I can only view up to index 151. I need to go further.
The OW's, btw im using firered which by default only has 152 ows (0-151)Are you talking about Pokemon sprites? OWs? I just checked and I can go above 151. Make sure you're using the latest version (2.1).
I've seen a few hacks that change the default names for the player. Not sure how to do this though. Are there any tutorials on it?