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  #101  
Unread August 18th, 2011, 04:40 PM
prime-dialga's Avatar
prime-dialga
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@M.L
Maybe the Maptype is 0. This Maptype is automaticly one of the exceptions and can't changed. But normaly you change the Maptype 0 to one of the others like a City, if you insert a new Map in your ROM...

@DuoRyan
I can, but it's easier and saver to do it like it is now, so you can't overwrite the DAN if you don't want it.
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  #102  
Unread August 18th, 2011, 05:11 PM
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haha im a bit of a noob yea that works thanx sorry
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  #103  
Unread August 20th, 2011, 07:22 PM
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I was wondering... Does this RTC support the berries in Emerald?
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  #104  
Unread August 27th, 2011, 04:54 PM
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avengeraziel
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okay i am a total noob when it comes to rom hacking, and have been teaching myself as i go along. so i have a couple of questions( and please forgive me if these are answered elsewhere, i just havent been able to find them):

i realize your program just inserts the dns and thats it, but in advance map, there are drop down menus for compatibility with this system (its not there when i load other roms, but is there when i load my hacked rom.) how do i get these menus to work with the actual seasons and time of day? i go to a season, then start editing the wild pokemon that appear in the area, and when i save, it saves them for all seasons and times of day. how do i differentiate? do i need to redo my tilesets, or do i need to completely remake every map? does anyone know what i am doing wrong?
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  #105  
Unread August 27th, 2011, 10:23 PM
jvpski3
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prime-dialga, nice tool, and I Actually love it! Just need 1 MORE post.
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  #106  
Unread September 30th, 2011, 06:17 PM
seridas
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yes its a very nice tool that works fine, thanks for hard working on this , but i have a question, can i chose more as the avaible Options as RGB?, actually the best result for Night its B, but Blue its to bright for the Night. i missed a darker feeling for the Nighttime can you help me with this?
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  #107  
Unread October 13th, 2011, 02:15 PM
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prime-dialga, can you make the DN system support R/S/E's internal clock instead (the non-constant updating of it can also be fixed)? If you can't, at least make the clock settable by R/S/E's clock-setting feature.
I can supply any information about Emerald's RTC and how it calculates everything.

Also, an error in version 2: the day-of-week byte is the second 0x00, and you have it incorrectly labeled as the first.
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Last edited by diegoisawesome; October 13th, 2011 at 02:22 PM.
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  #108  
Unread October 14th, 2011, 12:23 PM
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Link_971
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Yes, a feature for use the clock system in RSE would be appreciable (for berries, tides, and internal events, i think it's better).

Also, i have discovered a bug in Emerald (BPEF).
When you enter to an house, the palette returns to the normal palette a half-second.

I think it's a problem with the door effect, the same effect when you enter in a cave, etc...
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  #109  
Unread October 14th, 2011, 12:29 PM
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i came across a palette change when you enter through the byte "64" arrow up or in any direction :/
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  #110  
Unread October 14th, 2011, 12:44 PM
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I didn't planed a RSE RTC support because there are some other DAN-Systems with RSE RTC support and i like interdpts RTC more.
sry

Yes, there are some bugs when you enter a house or when the warp-arrow is shown. Also there is another bug in battles: sometimes the HP-Bar is "DANt" to. I'll try to fix thes bugs in the next tool version
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  #111  
Unread October 14th, 2011, 08:36 PM
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Quote:
Originally Posted by prime-dialga View Post
I didn't planed a RSE RTC support because there are some other DAN-Systems with RSE RTC support and i like interdpts RTC more.
sry
I know that there are others and that interdpth's RTC is used in them, but yours is the best and I would like to see native Emerald RTC support. If you won't support it as default in your program, could you at least make native RTC support an option you can select?
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  #112  
Unread October 14th, 2011, 08:57 PM
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prime-dialga
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in both cases, i have to recode the DAN and the Seasons and i just don't have the time (i'm working on some other projekts too).
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  #113  
Unread November 14th, 2011, 03:53 PM
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help how do u get the seasons and time to work!!! a have been try and i can`t find any thing!!!!!
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  #114  
Unread November 22nd, 2011, 01:54 AM
aar2697
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EDIT: I figured out my problem.

For anyone who wants to know how to make a script that checks what Time (1-6) it is, here is how:

#dynamic 8000000
#org @start
comparefarbytetobyte 0x[RAM-Offset for Status Byte] 0x[Statusbyte (each one is put next to each time they go with)]
if 0x1 goto @itistime
release
end

You complete the script from there. It is a very simple script, and it will be quite helpful for many of you who haven't figured it out already.

Last edited by aar2697; November 22nd, 2011 at 02:49 AM. Reason: Solved my problem
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  #115  
Unread December 12th, 2011, 07:53 PM
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Quilava's Master
Shattered Dreams '13
 
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Okay, I'm looking for some help over here. It seems like nobody uses the Season Editor casue they don't know how. Well I implemented it [with relative success] and will post a tutorial soon but I've run into an error. First off: The seasons don't chane in December. Idky. Secondly: At first everythign is fine, however during the winter when I enter a menu [Bag/Trainer Card/Pokedex etc] the palettes/tiles get all screwy until I enter a house/building. Any advice?


This is what I mean. The left is what it's supposed to look like, the right is what it looks like after opening a menu or engaging in a wild battle.
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  #116  
Unread December 23rd, 2011, 11:53 AM
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Can you send me a patch file (PM)? This would make it easier for me to find the bug.
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  #117  
Unread December 23rd, 2011, 01:05 PM
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Quote:
Originally Posted by Quilava's Master View Post
Okay, I'm looking for some help over here. It seems like nobody uses the Season Editor casue they don't know how. Well I implemented it [with relative success] and will post a tutorial soon but I've run into an error. First off: The seasons don't chane in December. Idky. Secondly: At first everythign is fine, however during the winter when I enter a menu [Bag/Trainer Card/Pokedex etc] the palettes/tiles get all screwy until I enter a house/building. Any advice?


This is what I mean. The left is what it's supposed to look like, the right is what it looks like after opening a menu or engaging in a wild battle.
This is a similar problem to what I had. When it's Winter, it instead shows the tileset for Spring.
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  #118  
Unread January 6th, 2012, 07:23 PM
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hmmm Its nice but we rookies are having hard time understand what to do can you show me settings like for snowing time?
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  #119  
Unread January 10th, 2012, 01:24 AM
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Hey, I have a question regarding the day byte of your RTC. It says the third byte is the day of week, 0x0( or day of week). In mine, that byte is always zero. How can I check the day of the week then?
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  #120  
Unread January 10th, 2012, 02:30 AM
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Quote:
Originally Posted by Quickster View Post
Hey, I have a question regarding the day byte of your RTC. It says the third byte is the day of week, 0x0( or day of week). In mine, that byte is always zero. How can I check the day of the week then?
It's a mistake; the second 0x0 byte would be the day of the week.
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  #121  
Unread January 10th, 2012, 02:44 AM
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Quote:
Originally Posted by diegoisawesome View Post
It's a mistake; the second 0x0 byte would be the day of the week.
Thanks. I kinda assumed that when I opened it in the VBA 1.8.0 Beta 3 that was said to be used. But now I dont have to wait till tomorrow to find out! :D
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  #122  
Unread January 10th, 2012, 02:47 AM
DavidJCobb
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Quote:
Originally Posted by Fireworks View Post
This is a similar problem to what I had. When it's Winter, it instead shows the tileset for Spring.
I know this post is old, but I can at least describe the nature of the problem: the game reloads the OW palettes when you exit menus, and the hack apparently doesn't touch that reloading routine. The result is that the palettes (and possibly even tile animations, judging by what happens to your ice) for the "default" season are loaded. The same problem exists in JPAN's hacked engine, when using the "extended" palettes for his OW mods.
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  #123  
Unread January 19th, 2012, 01:41 AM
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Quote:
Originally Posted by DavidJCobb View Post
I know this post is old, but I can at least describe the nature of the problem: the game reloads the OW palettes when you exit menus, and the hack apparently doesn't touch that reloading routine. The result is that the palettes (and possibly even tile animations, judging by what happens to your ice) for the "default" season are loaded. The same problem exists in JPAN's hacked engine, when using the "extended" palettes for his OW mods.
We could locate the routine and add a
Code:
#org @main
bl @check
        'actual routine etc.

#org @check
ldr r0, [pc, 0x10]
ldr r0, [r0]
cmp r0, 0 'or default number
beq [pc, 0x4]
b        '(go to modified routine, however that's done)
b        '(return to main)
#dword etc. 'status byte
somewhere near the beginning, and then we could force it to reload the right ones that way.

The modified routine would just be the same routine, but loads the right pallets. I don't even think it has to be a different routine, just different addresses for each season.

However, with the routine being "sandwiched" in between all the other stuff...a repoint wouldn't hurt though, right?
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  #124  
Unread January 19th, 2012, 05:07 AM
Mr.Pkmn
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Fortunately it's not necessary.

Some time ago i found the reason of the screen blinking while entering in a building or when you're selecting moves in battle. I don't know why, but the game stores a copy of the palette memory in WRAM and reloads it in these situations, causing a blink effect because the original palette is loaded for one frame. Replacing 0x70682 with 00 00 00 00 fixes the problem, but i haven't tested enough to say that it doesn't cause other glitches.
This doesn't fix the warp-arrow glitch though.
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  #125  
Unread January 19th, 2012, 04:35 PM
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Quote:
Originally Posted by Mr.Pkmn View Post
Fortunately it's not necessary.

Some time ago i found the reason of the screen blinking while entering in a building or when you're selecting moves in battle. I don't know why, but the game stores a copy of the palette memory in WRAM and reloads it in these situations, causing a blink effect because the original palette is loaded for one frame. Replacing 0x70682 with 00 00 00 00 fixes the problem, but i haven't tested enough to say that it doesn't cause other glitches.
This doesn't fix the warp-arrow glitch though.
Okay thanks! After a while, I fixed it, thanks to you! Lubs this very much, prime-dialga you are a wonderful person to make this and Mr.Pkmn you are wonderful to find all the sloluppons *squee*

THIS IS FREAKING AWESOME

Emerald: Replace 0xA1BCE instead.
LeafGreen: Replace 0x70682 instead.
Ruby: Replace 0x73CEE instead.
Sapphire: Replace 0x73CF2 instead.

(Basically you are replacing a long-branch-with-link (four bytes) instruction with nothing twice, so it skips over the part where it reloads the OW pallet again. It shouldn't cause any glitches.)
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Last edited by droomph; January 21st, 2012 at 06:52 AM. Reason: OMG THANK YOU
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