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In theory. However, in practice, it's not just a case of repointing. The game only loads the amount of data required. Tag more onto the end? Doesn't load it.
Actually, there's a large area of 010002000300, etc... that decides Pokédex numbers in the rom (I've edited it before). Try that limited Pokédex Order Editor that's floating about, and compare the edit to the fresh rom to find the location.
Is there a complete map editor for Red anywhere? Like Pokémap, with event support and everything?
It's seems quite odd for there not to be, considering it's amount of documentation.
By tinkering. The pointer to the type pictures points to some Pokéball image just before them. Then I believe there's some values after the pointer that show which image to load. You'll need to repoint it, and then mess until it works.
My Sound patch (signature) may give more information.
Bah, you need no guide! Download PKSV, and just check out New Bark's trigger script.
Ho-hum, I don't suppose anyone wants to make an auto-event repointer for Gold/Silver? That would be nice.
Hm, not quite. ASM isn't really required knowledge, unless you're getting into really tricky stuff (such as adding animations). If you can make do without it, do so.
Anyways, peeps! I've updated the tutorial with two new sections; a quick view over memory maps, and a proper guide to repointing...
I'd like an assign function. So, you assign, say, 1 to a tree tile, and whenever you place that tile, it'll have 1 as its movement permission. That and a tile expander for collision (so, selecting a group of 1s or Cs and being able to place them in blocks.
It's a bit messy (the nice-refined version is very comfortably sitting on my hard drive...), but I have a patch for FireRed that adds a Sound-type, in my signature. If you want to use it as a base, go ahead.
Don't overdo it; I'd imagine you'd have to be quite comprehensive in ASM to make/edit...
By quoting Sunnybeam, I lead the masses, hurrah!
It is. Quite easily too (at least in FireRed). The problem lies with the Physical/Special split. By default, any new types you add past the ???-type will be Special. Is this hardcoded in ASM guys? Is it possible to adjust it?
Yes. There's a...
Image isn't indexed (hasn't been reduced to the GBA's 16-color standard). When you pulled it from the other rom, it's been saved as a full color image, rather than a 16-color one. Download IrfanView, and reduce the pallete with that... Oh! And you have recieved permission to use the sprite, yes...
Can be done, easily. It is just repointing the attack bank. Animations are tricky though; I personally have no idea how to work them (and not having an animation will make the game crash when a new attack is used).