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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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karatekid552

What happens if I push it?....
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  • Can I ask if hasn't already how can I hack my rom of ruby so I can fit more than 16 items in the secret base? I looked around online everywhere else and found nothing.

    Also now I changed the secret base in ruby and when I go in the base I modded in Advance Map I can't leave did I do something wrong?

    Only certain ground tiles allow warping. You are going to need to use the block editor to find out which one has this property.
     
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    I know I didn't touch the warp tile. All I did was change the size of the secret base from 14 by 9 to 28 by 18. When I first booted up my save file the base was the same before the modifications, it let me leave once and when I went back in the base changed to the mods then I tried to leave again it wouldn't let me. I left the warp tile where it originally was before I modded the thing so I can't seem to figure out the problem. Also when I booted the rom in Advance Map the warp tile is exactly where I left it.
     

    Wobbu

    bunger bunger bunger bunger
    2,794
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  • I know I didn't touch the warp tile. All I did was change the size of the secret base from 14 by 9 to 28 by 18. When I first booted up my save file the base was the same before the modifications, it let me leave once and when I went back in the base changed to the mods then I tried to leave again it wouldn't let me. I left the warp tile where it originally was before I modded the thing so I can't seem to figure out the problem. Also when I booted the rom in Advance Map the warp tile is exactly where I left it.

    Changing the dimensions of secret bases causes all kinds of nonsense. You can change the tile layout but keep the exit tile and PC tile in the original coordinates and set the map dimensions back to the original size. After experimenting with Emerald secret bases, I found that changing the dimensions would alter the positions of the furniture upon reentrance.
     
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    Changing the dimensions of secret bases causes all kinds of nonsense. You can change the tile layout but keep the exit tile and PC tile in the original coordinates and set the map dimensions back to the original size. After experimenting with Emerald secret bases, I found that changing the dimensions would alter the positions of the furniture upon reentrance.


    Well I figured out how to leave you change the properties of the hideout to a route and you can fly out but when you go back in your items you placed around turn invisible...
     
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    That happens when the maps you're moving between have different secondary tilesets. Only one secondary tileset can be stored in the ROM's memory at a time, so one will overwrite the other when two different tilesets conflict. Your first map has some tiles which are too close to the second map's line of sight. You can avoid the glitchy tiles by doing either one of two things:
    • Add a gatehouse between the two maps, like Saffron city in FR/LG
    • Remake your maps so you can't see any secondary tilesets tiles from either side. Only use the tiles in your first tileset since they would be shared between the maps and therefore won't be overwritten.

    I ran into a similar problem, but I created a new one when fixing it. So, I had one map with tilesets 0 and 1 going into a new map, tilesets 0 and 63. Tilesets 1 and 63 are actually very similar - enough that I simply remade a map so both used sets 0 and 1. (I may actually go back and remake them to both use 0 and 63, but that probably won't matter, right?) But now I've got a lot of glitched tiles showing up. Worse than before the fix, actually, and they're a permanent feature, rather than appearing only when I walk from one map to the other. What's going on? I've got a similar thing going on in my Mount Moon analog, but (1) to a lesser extent, (2) only inserting a few random water tiles, and (3) only applying to the middle floor. These glitched maps look fine in AdvanceMap, and I recently switched to using 1.92.
     

    Teh Blazer

    Divider of Zero
    776
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  • Kind of a stupid question here, but for the quotation marks in fire red, are there any that point to the right side as opposed to the left? I keep using them, but they all point to the left and saying quotes looks really dumb...
     

    Sniper

    ふゆかい
    1,412
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  • Kind of a stupid question here, but for the quotation marks in fire red, are there any that point to the right side as opposed to the left? I keep using them, but they all point to the left and saying quotes looks really dumb...


    Should be like this.
    Code:
    dynamic 0x800000
    
    #org @start
    msgbox @sign 0x6
    release
    end
    
    #org @sign
    = Fired Version\n"The most hacked rom of the year.["]
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
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    • Seen Dec 23, 2023
    Kind of a stupid question here, but for the quotation marks in fire red, are there any that point to the right side as opposed to the left? I keep using them, but they all point to the left and saying quotes looks really dumb...

    I believe you'll need to enclose the quotation mark with brackets. Like so ["].
    But that's for Ruby, so I have no idea if it'll work with FR as well.
     
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    I ran into a similar problem, but I created a new one when fixing it. So, I had one map with tilesets 0 and 1 going into a new map, tilesets 0 and 63. Tilesets 1 and 63 are actually very similar - enough that I simply remade a map so both used sets 0 and 1. (I may actually go back and remake them to both use 0 and 63, but that probably won't matter, right?) But now I've got a lot of glitched tiles showing up. Worse than before the fix, actually, and they're a permanent feature, rather than appearing only when I walk from one map to the other. What's going on? I've got a similar thing going on in my Mount Moon analog, but (1) to a lesser extent, (2) only inserting a few random water tiles, and (3) only applying to the middle floor. These glitched maps look fine in AdvanceMap, and I recently switched to using 1.92.


    I don't know what tilesets are can you try to explain them briefly?
     
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    I don't know what tilesets are can you try to explain them briefly?

    Sure, I'll try. Tilesets come up when mapping - so creating the world your character wanders through. The tilesets are, well, the sets of tiles available for each map. They're what makes the world look the way it does. There are tons of tiles in the game, but they're not all available for each map. For example, let's compare Viridian Forest to Vermillion City. Viridian Forest has a lot of trees, plus the gates leading to the two halves of Route 2. Vermillion City, meanwhile, has stuff like the PokeCenter, PokeMart, entrance to S.S. Anne, and various flourishes appropriate to a port town. Using the tilesets already in Fire Red, it would be hard to make a map with both a port and the big (3x3) trees found at the border of Viridian Forest. Vermillion City uses tilesets 0 and 6, while Viridian Forest uses tilesets 0 and 34. Those numbers are what AdvanceMap calls them - I don't know if other editors give the same numbers.

    EDIT: Oh, and Regice66, I'm curious: are you another new(ish) hacker, or are you usually here to help less experienced hackers but my question just sounded like gibberish?
     
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    ok what i meant was on certain maps it wants X/Y 000-000 I know one is north to south and the other east to west just don't remember which is which also 2 more questions:
    1. I can't Seem to delete my fly spot how can i delete it so i can put a fly spot where i want it?
    and 2. i want to add new maps not previously part of the map to the are im in do i just copy my map and replace whats on it or what do i do?
     
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    Kawaii Shoujo Duskull

    The Cutest Duskull
    276
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    Okay I have a question.


    Would anybody happen to know where I can get a list of the tiles for the setmaptile command? Or is there an easy way to figure out what tile corresponds to what number for the command? I'm using Fire Red by the way. (Yeah, sort of a noobish question.) Thanks in advance if anyone can help.
     
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    Miikari

    No problem here.
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    • Seen Jan 15, 2014
    I don't know if this has been asked yet, but I can't go through 1,115 pages of posts...sorry xD

    But, whenever I try to run XSE (eXtreme Script Editor) I get the message "A whole new scripting experience has stopped working" and it crashes. Any help, please? c: (I also run Windows 8, if that has anything to do with it).
     
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    i asked these with my ther question so incase someone can help and didn't see the questions:
    1. I can't Seem to delete my fly spot how can i delete it so i can put a fly spot where i want it?
    2. i want to add new maps not previously part of the map to the are im in do i just copy my map and replace whats on it or what do i do?
     

    Kawaii Shoujo Duskull

    The Cutest Duskull
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    @Miikari: I don't know what might be causing the error you're getting. I know that a runtime error will pop up if the version of XSE you have is set to search for an update upon starting, but I haven't heard of it just crashing. Sorry.




    @REDRAYVEN:
    1. I think there might be a way to move it in Advanced Map. I haven't really looked a lot into that though, so I can't give advice on that very well.
    2. If you're trying to add maps, I think there may be a tutorial in the tutorial's section that could help you. I'd suggest looking there. ^^


    Sorry I couldn't be of much help.
     
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    -_- ok i feel bad i have so many questions but now im stuck on a realy weird one using X/Y coordinates to place my events but it is weird 1-9 are in the right spots but 10 is all the way on the other side of the map and my sign (yes doing a sign event) is on the 10th horizontal square aside from extending my building or shortening it how do i get my sign event where i need it to go?
     
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