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  #51    
Old December 17th, 2007, 04:15 AM
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Madridsta you have to use the patch (the one cooley put up on the last page) before going to that offset then the titlescreen should be uncompressed.
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  #52    
Old January 1st, 2008, 02:06 PM
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Where are the offsets to the intro animation with Pikachu, Jigglypuff, Charizard ect.?
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  #53    
Old January 2nd, 2008, 05:47 AM
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Quote:
Originally Posted by FHJoker
Where are the offsets to the intro animation with Pikachu, Jigglypuff, Charizard ect.?
They would be around where it sayd Gamefreak in the part before that. They are compressed though and I do not know there exact location.

Also, I might get a new tutorial up soon. I am not sure what to do it on though I have a choice between creating a repointing tileset data tutorial (plus how to get clean/unedited tilesets) or how to create scripts for certain events tutorial (such as battles, walking scripts, triggered events, etc.). I am still not sure what one to do though.

Hopefully I will get one, maybe some people here might help me choose.

So Enjoy!
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  #54    
Old January 2nd, 2008, 11:34 AM
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Either Tutorial would help a lot, but I think I would rather you do the one on the scripts as I still need to learn some scripting, although Cooley's tut helped me alot.
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  #55    
Old January 2nd, 2008, 12:47 PM
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Yeah i need to learn some more about scripting too.
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  #56    
Old July 24th, 2008, 11:58 PM
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bazichu, the link to your agixp tutorial is broken, also thelinkup is closing down
http://www.thelinkup.com/
(mediamax merged with thelinkup)
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  #57    
Old July 25th, 2008, 01:10 AM
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Well I lost it then, because of that change and my computer crashing not too long ago. But Agixp has been translated so it is easy to use now. Also please do not revive month old threads.

I'll try and some hex editing tutorials with images up as soon as possible.
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  #58    
Old July 25th, 2008, 09:16 AM
Hat?
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@pyro903: Here is the tutorial by Blazichu, if you still haven't found it elsewhere, it could still help with the English translation of AGIXP as long as you use your common sense lol and don't go looking for non-existent German words...

Attachment 42152

Last edited by Hat?; November 17th, 2008 at 10:36 AM.
  #59    
Old July 27th, 2008, 04:52 AM
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I have decided to create another tutorial just check the attachment, it isn't too hard if you follow each step. This is a scripting tutorial about adding in new scripts, I used a give Pokemon script as an example.

So Enjoy!
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Last edited by Blazichu; April 28th, 2009 at 06:45 AM.
  #60    
Old July 28th, 2008, 07:22 PM
A-D-D-F_Toxic
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The scripting tutorial was great, although I do have a couple questions about it:
1. How do I find the script pointer of the person I want to give a script to (Step 7)?
2. Step 11 talks about calculating a new pointer. I have no idea how to do this, so I would use a pointer calculator, but I have no idea what that is either. What is a pointer calculator and where can I download one?
Thanks!
  #61    
Old July 29th, 2008, 02:22 AM
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1. You can do it manually, by searching for the map data then finding the sprite number or the beginning of a script. The easier option would be to use MegaMap as it displays the pointers (last 2-bytes) under "Script-Pointers:".

2. Attached is a pointer calculator I found on a site ages ago.
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Last edited by Blazichu; April 28th, 2009 at 06:45 AM.
  #62    
Old July 29th, 2008, 03:47 PM
A-D-D-F_Toxic
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Thanks for the calculator. MegaMap seems like it would definitely make it easier, I'm just trying to find a place to download it.

I found MegaMap and I'm still having troubles finding people. I see the "Script-Pointer" in MegaMap. I searched this hex value in Translhextion, which is the only way I can think of to find this person. However, using the original Gold Version, when I search 9E40 (pointer for my rival according to MegaMap), I can find 9E40 4 times. How do I know which is the one I'm looking for?

Last edited by Blazichu; July 30th, 2008 at 09:13 PM. Reason: Double Posting!
  #63    
Old July 30th, 2008, 01:21 PM
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Quote:
Originally Posted by A-D-D-F_Toxic View Post
I found MegaMap and I'm still having troubles finding people. I see the "Script-Pointer" in MegaMap. I searched this hex value in Translhextion, which is the only way I can think of to find this person. However, using the original Gold Version, when I search 9E40 (pointer for my rival according to MegaMan), I can find 9E40 4 times. How do I know which is the one I'm looking for?
Well it depends if they are in the same bank or not.

In Megamap, there are 2 numbers before the pointer, that is the bank.
To get the offset use Scizz's tool, A-point(pointer calulator), to get the offset from the pointer. It's very simple actually.

Advanced Pointer(Metal and Advanced Gen)

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  #64    
Old August 10th, 2008, 03:33 AM
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Sorry if this sounds like a really Noobish Question, but the Palettes are All Skrewed up. The only colours are green blue and white and it's very hard to see what colours im editing and such. is there a way i can see their normal colours?

Also, My Noobish question Number 2 is "How can i load my Already made, Custom Tiles into the game"

Sorry if my noobishness is unbearable

Last edited by ratchet5; August 10th, 2008 at 04:48 AM.
  #65    
Old August 14th, 2008, 11:13 AM
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Hmm...I'm wondering something. Exactly HOW can I edit tilesets 2,3,4,5,.... and so on? I've never found out how to do it. I've looked through almost all of TLP, but I couldn't find ANYTHING! Thanks!
  #66    
Old August 23rd, 2008, 07:47 AM
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Quote:
Originally Posted by A-D-D-F_Toxic
Thanks for the calculator. MegaMap seems like it would definitely make it easier, I'm just trying to find a place to download it.

I found MegaMap and I'm still having troubles finding people. I see the "Script-Pointer" in MegaMap. I searched this hex value in Translhextion, which is the only way I can think of to find this person. However, using the original Gold Version, when I search 9E40 (pointer for my rival according to MegaMap), I can find 9E40 4 times. How do I know which is the one I'm looking for?
Umm...the bytes before the pointer are shown in MegaMap also, so you can just check with those, or you can change the byte of one and see if that will change the script, then change it back if it doesn't.

Quote:
Originally Posted by ratchet5
Sorry if this sounds like a really Noobish Question, but the Palettes are All Skrewed up. The only colours are green blue and white and it's very hard to see what colours im editing and such. is there a way i can see their normal colours?

Also, My Noobish question Number 2 is "How can i load my Already made, Custom Tiles into the game"

Sorry if my noobishness is unbearable
1. Is this in-game or in a tile editor?

2. You can use a tile editor's import option.

Quote:
Originally Posted by Melash
Hmm...I'm wondering something. Exactly HOW can I edit tilesets 2,3,4,5,.... and so on? I've never found out how to do it. I've looked through almost all of TLP, but I couldn't find ANYTHING! Thanks!
You would need to find the pointers of the tileset first. Then you add a new slightly compressed tileset (like Tileset 1, also use + and - to compress and decompress) into blank space. Then you replace the old pointers with the new pointers. After that start editing.

Also I have attached a slight expansion on the GoldSilverBanks.ini for Poketext (Just replace the old one), I did this awhile back...could have been early last year. Hopefully it should help those who are struggling with editing text.
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Last edited by Blazichu; April 28th, 2009 at 06:45 AM.
  #67    
Old August 23rd, 2008, 02:50 PM
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Quote:
You would need to find the pointers of the tileset first. Then you add a new slightly compressed tileset (like Tileset 1, also use + and - to compress and decompress) into blank space. Then you replace the old pointers with the new pointers. After that start editing.
Well...how do I find the pointers to the tilesets? I know how to find text pointers, but what about tilesets...?
  #68    
Old August 24th, 2008, 07:08 AM
A-D-D-F_Toxic
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Quote:
you can change the byte of one and see if that will change the script, then change it back if it doesn't.
That worked great. I found the correct pointer. Thanks.
cooley, I did try to figure out your method when you first posted it, but my mind got lost in other activities before I could finish figuring it out (I almost had it).
  #69    
Old August 25th, 2008, 03:55 AM
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Quote:
Originally Posted by Melash
Well...how do I find the pointers to the tilesets? I know how to find text pointers, but what about tilesets...?
Pointers of tilesets can be a bit more difficult. The tileset headers are located at 0x156D3 and they go [Tile 3-byte Pointer][Block data 3-byte Pointer][Collision data 3-byte Pointer].

Quote:
Originally Posted by A-D-D-F_Toxic
That worked great. I found the correct pointer. Thanks.
cooley, I did try to figure out your method when you first posted it, but my mind got lost in other activities before I could finish figuring it out (I almost had it).
Basic trial and error, sometimes easy, sometimes hard. Depends on how many bytes arise that are the same.
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  #70    
Old November 20th, 2008, 04:40 AM
Malese
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How size I use on Corsola? I already tried in size 40x40, 56x56 and 48x48 and every mistake I made was trying to replace the Happiny
PS: You can create a tutorial of how to change the pallet of hero?

Last edited by Malese; November 20th, 2008 at 05:12 AM.
  #71    
Old November 20th, 2008, 05:18 AM
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Quote:
Originally Posted by Malese
How size I use on Corsola? I already tried in size 40x40, 56x56 and 48x48 and every mistake I made was trying to replace the Happiny
PS: You can create a tutorial of how to change the pallet of hero?
Umm..no need to revive month old threads, but seeing as it is mine I might as well answer.

Corsola is 48 x 48 in size, so that is the height and width you would have to use.

There are plenty of tutorials explaining how to change palettes of anything in this forum.
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  #72    
Old November 20th, 2008, 06:03 AM
Malese
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Thank you, on the pallets I wanted to change the hero of the red to blue, and how that changes the backsprite of the hero?
  #73    
Old February 8th, 2009, 03:24 PM
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hey all can somebody explain to me how i can turn everythinh put the pokemon sign and gold version sign to green? a bit like plasma red and cobalt blue but green?
thanks in advance and sorry for reviving i just don't want this thread to die sorry.
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  #74    
Old February 8th, 2009, 04:22 PM
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