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  #20326    
Old January 9th, 2012, 06:41 AM
SKRoy
Pokémon Hacker
 
Join Date: Mar 2010
Gender: Male

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Quote:
Originally Posted by redriders180 View Post
It's not working because they aren't set to allow warps. The easiest way to fix that is just to write a script that says "warp BANK MAP EXIT X-COOR Y-COOR". The other way is to click on the purple puzzle piece in A-Map. Scroll down to the button, and click on it. Then click the dropdown below "Behaviour Byte" and find "Warp". That'll fix it.
Oké thank you! I'm gonna try it!
  #20327    
Old January 9th, 2012, 09:53 PM
hughrock's Avatar
hughrock
 
Join Date: Jan 2012
Gender: Male
I would to go ahead and apologize if I am posting in the wrong place. I hope that isn't the case. I just really want to find some help.

I've searched everywhere and can't seem too find a way to alter the attack animations for pokemon ruby and saphire. The program, "A-Tack", allows me to alter names and effects quite easily, but I still need to redo the animations.

I am adept at pixel art and such simple pixel designs are a piece of cake! I just don't know how to implement any animation alterations. Can anyone give me an answer?
  #20328    
Old January 10th, 2012, 07:13 AM
redriders180's Avatar
redriders180
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Quote:
Originally Posted by kantoandjohtoaresupreme View Post
My friend and I are working on a hack of Pokemon FireRed, and we have all the easy stuff done, minor stat changes, a few type changes, (Krabby & Kingler now Water/Ground, Gyarados is Water/Dragon), and certain Pokemon can now learn moves via TM that they could not before (Golduck can now learn Psychic TM). We have come across a major problem however, the roaming legendary beast, either Raikou, Entei, or Suicune, that roams Kanto after the player beats the Elite Four and gives Celio the Ruby and Sapphire. We have drawn out on paper the new locations for the 3 beasts, so they are not roaming (don't worry, they are still going to be harder to capture, b/c they will be level 60 now, and Entei's Special Attack and Attack stats have been switched) but have not figured out a way to disable the one roaming beast the player will eventually encounter in their post-Elite Four journey. We believe the one way that will work will screw up events in the game, because what it would do is make the game not recognize that you chose a starter (the legendary beast that roams depends on your starter). Anybody have experience with this? I know it's a long shot, but your knowledge would be helpful.
The roaming legends is activated by a special (special 0x129). All you have to do is open up Celio's script in One Island Pokemon Center. On line 87 (for me) is Special 0x129. Just delete that, and you should be all set!
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  #20329    
Old January 10th, 2012, 07:56 AM
SKRoy
Pokémon Hacker
 
Join Date: Mar 2010
Gender: Male
I made this script:

#dynamic 0x800000

#org @start
checkflag 0x1016
if 0x1 goto @done
applymovement 0x05 @move
waitmovement 0x0
trainerbattle 0x0 0x149 0x0 @before @after
message @1
callstd 0x6
applymovement 0x05 @move2
waitmovement 0x0
setflag 0x1016
hidesprite 0x5
release
end

#org @1
= I must go now. I'm gonna train my\nEspeon. Next time I win! Bye!

#org @before
= Hey stupid! I trade my starter\nPOKéMON for a Espeon! I want to\ptry my new Espeon. Let's fight!

#org @after
= Noooo! How can I lose?

#org @done
release
end

#org @move
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

The meaning of this script is that when the fight is over that he talks to you and walk away, but after the fight you must talk to him again before he talk and go away. How can I fix this?
  #20330    
Old January 10th, 2012, 08:26 AM
Binary's Avatar
Binary
え?
 
Join Date: Aug 2007
Age: 20
Quote:
Originally Posted by SKRoy View Post
I made this script:

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1016
if 0x1 goto @done
applymovement 0x05 @move
waitmovement 0x0
trainerbattle 0x0 0x149 0x0 @before @after
message @1
callstd 0x6
applymovement 0x05 @move2
waitmovement 0x0
setflag 0x1016
hidesprite 0x5
release
end

#org @1
= I must go now. I'm gonna train my\nEspeon. Next time I win! Bye!

#org @before
= Hey stupid! I trade my starter\nPOKéMON for a Espeon! I want to\ptry my new Espeon. Let's fight!

#org @after
= Noooo! How can I lose?

#org @done
release
end

#org @move
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE


The meaning of this script is that when the fight is over that he talks to you and walk away, but after the fight you must talk to him again before he talk and go away. How can I fix this?
trainerbattle 0x0 is used mainly for trainers on routes and stuff. So the later part of the script after the trainerbattle command is only executed when you talk to the NPC again after battle (like with trainers on routes).

The correct way to do this would be to use trainerbattle 0x1.
trainerbattle 0x1 0x[TRAINER ID] 0x0 @before @after @later
Notice the third pointer, it's the pointer from where the script continues after the player wins the battle.

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1016
if 0x1 goto @done
applymovement 0x05 @move
waitmovement 0x0
trainerbattle 0x0 0x149 0x0 @before @after @later
end

#org @later
message @1 0x6
applymovement 0x05 @move2
waitmovement 0x0
setflag 0x1016
hidesprite 0x5
release
end

#org @1
= I must go now. I'm gonna train my\nEspeon. Next time I win! Bye!

#org @before
= Hey stupid! I trade my starter\nPOKéMON for a Espeon! I want to\ptry my new Espeon. Let's fight!

#org @after
= Noooo! How can I lose?

#org @done
release
end

#org @move
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

SCRIPT HELP THREAD
__________________

Last edited by Binary; January 10th, 2012 at 08:32 AM.
  #20331    
Old January 10th, 2012, 08:57 AM
Squibbid's Avatar
Squibbid
Unhatched Egg
 
Join Date: Mar 2010
Gender: Male
Nature: Calm
Quote:
Originally Posted by redriders180 View Post
Did you create warps inside the cave? Also, in caves, there's usually a specific tile that looks exactly like a normal ground tile, which displays the pointing-down-arrow. Make sure you put this wherever there's a spot a cave should be entered/exited
Yeah. I made sure to create a warp inside the cave.

Also, I can't find the down-arrow tile.
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  #20332    
Old January 10th, 2012, 10:38 AM
SKRoy
Pokémon Hacker
 
Join Date: Mar 2010
Gender: Male
I add some Pokémons to my Pokémon Fire Red hack. I add the Pokémons ons the places were no Pokémon but a ? was. Now I want to make a wildbattle script for Cresselia and I have a list how to add Pokémons in a script, but because I add the Pokémons on a place were no Pokémons were, I don't know wich script code I must use to make a script. Please help (see image in the spoiler)!
Spoiler:
  #20333    
Old January 10th, 2012, 12:51 PM
redriders180's Avatar
redriders180
Mastermind of Pokemon Glazed
 
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Location: Path of Victory, Tunod
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Nature: Quirky
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Quote:
Originally Posted by Squibbid View Post
Yeah. I made sure to create a warp inside the cave.

Also, I can't find the down-arrow tile.
The layout of all the cave tile's tiles are always the same (in firered, at least). Starting when tileset 2 begins, there's a black tile, the normal ground tile, two different rocks, stairs, a ladder going down, a hole, and then a tile that looks exactly like the normal ground tile, but it's actually the arrow-down tile. Here's a picture:

Spoiler:
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  #20334    
Old January 10th, 2012, 02:05 PM
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
Community Supporter
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote:
Originally Posted by SKRoy View Post
I add some Pokémons to my Pokémon Fire Red hack. I add the Pokémons ons the places were no Pokémon but a ? was. Now I want to make a wildbattle script for Cresselia and I have a list how to add Pokémons in a script, but because I add the Pokémons on a place were no Pokémons were, I don't know wich script code I must use to make a script. Please help (see image in the spoiler)!
Spoiler:
I assume you mean what code are you going to put in a wildbattle script, yes?
If so, then here, but just convert it to hex.
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  #20335    
Old January 10th, 2012, 02:50 PM
Sande
Beginning Trainer
 
Join Date: Jan 2012
Gender: Male
Is there a program that would list all scripts used in a rom?
Or is there a way to find them all myself?
  #20336    
Old January 10th, 2012, 03:42 PM
lukasz_pro's Avatar
lukasz_pro
Saiyan Prince
 
Join Date: Oct 2008
Location: Poland,Gdańsk
Gender: Male
Nature: Hardy
what i must do to make fire red "shiny gold looking" ?
http://img835.imageshack.us/img835/2775/beztytuuqap.png (left fire red , right shiny gold)
i only know how change palet but i dont know how change trees , grass and ground ;/
  #20337    
Old January 10th, 2012, 03:57 PM
MissDigitalis's Avatar
MissDigitalis
Mime Jr.
 
Join Date: Dec 2011
Gender: Female
Quote:
Originally Posted by lukasz_pro View Post
what i must do to make fire red "shiny gold looking" ?
http://img835.imageshack.us/img835/2775/beztytuuqap.png (left fire red , right shiny gold)
i only know how change palet but i dont know how change trees , grass and ground ;/

You could try editing the grass and such in the Nameless Sprite Editor version 2.0. (I think anyway. Be sure to back it up before you change it)

Quote:
Originally Posted by Sande View Post
Is there a program that would list all scripts used in a rom?
Or is there a way to find them all myself?
Whackahack has most of them. The site is in Spanish though.

Here's a list of all the programs I use to make my hack:

Photoshop
Irfanview
NSE
NSE 2.0
Advance Map
Advance Trainer
Advanced Pokemon sprite editor
Advanced Pokemon icon editor
NTME
Visual Boy Advance


and that's all I can think of right now but there might be a few more.

Check the toolbox forum for links to all these.
__________________


Last edited by MissDigitalis; January 10th, 2012 at 04:02 PM. Reason: Your double post has been automatically merged.
  #20338    
Old January 10th, 2012, 08:08 PM
redriders180's Avatar
redriders180
Mastermind of Pokemon Glazed
 
Join Date: Jun 2010
Location: Path of Victory, Tunod
Gender: Male
Nature: Quirky
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Tricky stuff ahead!
How can I create my own "table" in Firered? This is my idea for a berry system:
Spoiler:
I'm using DNS. Basically, I make a small table, with one byte containing the data for one tree. This data is specifically the day that the tree was last interacted with. The script compares the current day with the day stored in the table. If they're the same, then the script doesnt give a berry. If they aren't the same, then the script gives a berry, and changes the day stored in the table to the current day. The table I *attempted* to make is at offset 0x830000. The script is below:
Spoiler:
'---------------
#org 0x82551B
lock
comparefarbytes 0x3005540 0x8830000
if 0x1 goto 0x8825564
call 0x88255D2
msgbox 0x8825660 MSG_YESNO '"It's a berry tree.\nThere are [buf..."
compare LASTRESULT 0x0
if 0x1 goto 0x882560E
checkitemroom 0x407C 0x1
compare LASTRESULT 0x0
if 0x1 goto 0x8825611
additem 0x407C 0x1
copybyte 0x8830000 0x3005540
release
end

'---------------
#org 0x825564
msgbox 0x88256AE MSG_NORMAL '"There are no more ripe berries\nle..."
release
end

'---------------
#org 0x8255D2
copybyte 0x20370C0 0x203F4E0
setvar 0x407B 0x888
writebytetooffset 0x4 0x203F4D8
writebytetooffset 0x80 0x203F4D9
writebytetooffset 0x7B 0x203F4DA
writebytetooffset 0x40 0x203F4DB
special 0x41
random 0x8004
addvar LASTRESULT 0x85
copyvar 0x407C LASTRESULT
bufferitem 0x0 0x407C
return

'---------------
#org 0x82560E
release
end

'---------------
#org 0x825611
msgbox 0x882561C MSG_FACE '"Oh, there's no room for a berry!\n..."
release
end


'---------
' Strings
'---------
#org 0x825660
= It's a berry tree.\nThere are [buffer1]s growing.\lWould you like to pick one?

#org 0x8256AE
= There are no more ripe berries\nleft to pick.

#org 0x82561C
= Oh, there's no room for a berry!\nDecided to leave the tree alone.


I can't tell if the reason the commands won't work are because of the data types, or simple error. Please help!
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  #20339    
Old January 11th, 2012, 09:32 AM
Truality
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Quote:
Originally Posted by Sande View Post
Is there a program that would list all scripts used in a rom?
Or is there a way to find them all myself?
Quote:
Originally Posted by MissDigitalis View Post
Whackahack has most of them. The site is in Spanish though.

Here's a list of all the programs I use to make my hack:

Photoshop
Irfanview
NSE
NSE 2.0
Advance Map
Advance Trainer
Advanced Pokemon sprite editor
Advanced Pokemon icon editor
NTME
Visual Boy Advance


and that's all I can think of right now but there might be a few more.

Check the toolbox forum for links to all these.
Err, he meant scripts, not programs. (and Photoshop, a tool for hacking?)

There's no such program, but you can find script offsets if you know where to search. Hex viewer helps, too.
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  #20340    
Old January 11th, 2012, 10:09 AM
Binary's Avatar
Binary
え?
 
Join Date: Aug 2007
Age: 20
Quote:
Originally Posted by Sande View Post
Is there a program that would list all scripts used in a rom?
Or is there a way to find them all myself?
There's no program that will actually list all the scripts used in a ROM. But you can open scripts with XSE through Advance Map.
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  #20341    
Old January 11th, 2012, 10:52 AM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by redriders180 View Post
Tricky stuff ahead!
How can I create my own "table" in Firered? This is my idea for a berry system:
Spoiler:
I'm using DNS. Basically, I make a small table, with one byte containing the data for one tree. This data is specifically the day that the tree was last interacted with. The script compares the current day with the day stored in the table. If they're the same, then the script doesnt give a berry. If they aren't the same, then the script gives a berry, and changes the day stored in the table to the current day. The table I *attempted* to make is at offset 0x830000. The script is below:


I can't tell if the reason the commands won't work are because of the data types, or simple error. Please help!
You need to find an unused space in RAM that will also be copied to a "save block" when the game is saved. (Unless you expect your users to rely ENTIRELY on savestates -- but you shouldn't force them to.)

Right now, your table is stored at 0x830000. This, however, is actually only an abbreviation; the proper offset is 0x08830000. 02 and 03 offsets are RAM, 04 and 05 are something to do with graphics, I don't know what 06 and 07 are, but 08 is fixed data in the ROM that can't be changed. So if you put your table at 0x08830000, you're basically adding it to your ROM as a permanent resource, not a mutable set of data.

And again, any random location in RAM will not work, because only certain areas of RAM are copied to the save blocks. (To add more such areas, you'll need ASM. I think JPAN found something that will give you an additional 200-byte save block to work with -- check the early pages in the Quick Research & Development thread.) And most RAM is already used by the game. (Even some of the RAM used in JPAN's Hacked Engine, for example, overlaps that used by the TEACHY TV item.) My signature links to my "RAM map" for FireRed, but I can't guarantee it's comprehensive (for the same reason no other such project has ever been comprehensive) and I don't remember when I last updated it.

Chances are, you'll need ASM for a good berry system. I remember that JPAN once attempted to create such a thing, but I don't recall if he ever succeeded or how well it worked if he did.

Now, if you need to create just any table (rather than one that must be alterable in-game), feel free. All a table is, is a sequential list of data with no "markers" separating it, with each chunk of data having an equal length so that you can tell them apart simply by offset.
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  #20342    
Old January 11th, 2012, 02:22 PM
redriders180's Avatar
redriders180
Mastermind of Pokemon Glazed
 
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Location: Path of Victory, Tunod
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Quote:
Originally Posted by DavidJCobb View Post
post
Thanks a ton! I know JPAN started on one, but I think his was more complex, including the different trees and everything. I just want a really rudimentary system, something that will give an item only once a day. I found the RAM savestate "expansion pack" thing where you specified (where they discussed adding new variables), and I want to make sure I'm doing this right. First of all, what exactly is an .OUT file, and how do I apply it to my game. Can it be in the "08" part of the memory? Also, this part is confusing me:

Quote:
Copy the contents to a free location in your ROM, 4 bytes aligned.
What does "4 bytes aligned" mean?
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  #20343    
Old January 11th, 2012, 05:00 PM
lukasz_pro's Avatar
lukasz_pro
Saiyan Prince
 
Join Date: Oct 2008
Location: Poland,Gdańsk
Gender: Male
Nature: Hardy
Quote:
Originally Posted by MissDigitalis View Post
You could try editing the grass and such in the Nameless Sprite Editor version 2.0. (I think anyway. Be sure to back it up before you change it)
i dont understand how this program can help me for inserting shiny gold tiles in fire red ?
  #20344    
Old January 11th, 2012, 05:18 PM
redriders180's Avatar
redriders180
Mastermind of Pokemon Glazed
 
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Location: Path of Victory, Tunod
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Quote:
Originally Posted by lukasz_pro View Post
i dont understand how this program can help me for inserting shiny gold tiles in fire red ?
Nameless Sprite Editor allows you to put in an offset for a picture, and draw different tiles. However, I just use Microsoft Paint, and A-map. Click the purple puzzle piece in A-map to open up the block editor. Going to picture->save tileset 1 will save the top tileset, while save tileset 2 will save the bottom tileset. After you save the tileset, you can open it in paint, and draw whatever you want. Then load the sprite into the block editor by going picture -> load tileset 1 (or tileset 2), and selecting the edited tileset. The edited tileset has to include the same colors as the pallate, or else it won't load.

If you don't understand this, then I'd wait until you have more experience and try again.
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  #20345    
Old January 11th, 2012, 06:26 PM
Darthatron's Avatar
Darthatron
巨大なトロール。
Community Supporter Tier 2
 
Join Date: Jan 2006
Location: Melbourne, Australia
Age: 22
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Nature: Modest
Quote:
Originally Posted by redriders180 View Post
What does "4 bytes aligned" mean?
It means an offset in the ROM ending in 0, 4, 8, or C. Eg. 0x800114 or 0x7F001C.
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  #20346    
Old January 11th, 2012, 07:43 PM
movieguy12
Beginning Trainer
 
Join Date: Mar 2006
Nature: Adamant
Still can't figure out how to add snivys icon in Pokemon ruby.....please help
  #20347    
Old January 11th, 2012, 08:35 PM
chrunch's Avatar
chrunch
 
 
Join Date: Oct 2009
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Quote:
Originally Posted by movieguy12 View Post
Still can't figure out how to add snivys icon in Pokemon ruby.....please help
Download Advanced Series by Wichu (here) Extract it, and open Advanced Pokémon Icon Editor and load your ROM. Find Snivy in your ROM and goto File > Import and import Snivy's icon (remember to select auto-transparency). Then click write to ROM.
---------------------------
Now, my question. I've been inserting tiles into my hack, and is there any easier way to recolor tiles that don't have palettes that work in a GBA ROM (palettes that aren't multiples of 8)?

I'm recoloring it myself. :D
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Last edited by chrunch; January 12th, 2012 at 02:06 AM.
  #20348    
Old January 12th, 2012, 04:44 AM
lukasz_pro's Avatar
lukasz_pro
Saiyan Prince
 
Join Date: Oct 2008
Location: Poland,Gdańsk
Gender: Male
Nature: Hardy
Quote:
Originally Posted by redriders180 View Post
Nameless Sprite Editor allows you to put in an offset for a picture, and draw different tiles. However, I just use Microsoft Paint, and A-map. Click the purple puzzle piece in A-map to open up the block editor. Going to picture->save tileset 1 will save the top tileset, while save tileset 2 will save the bottom tileset. After you save the tileset, you can open it in paint, and draw whatever you want. Then load the sprite into the block editor by going picture -> load tileset 1 (or tileset 2), and selecting the edited tileset. The edited tileset has to include the same colors as the pallate, or else it won't load.

If you don't understand this, then I'd wait until you have more experience and try again.
i changed the grass and palet , i try change tress but didint work (look at screen) , and why some parts of ground in cities are black ? (look at screen)
saved tiles set looks like sh*t i dont know why , and how do i change grass animation ? http://imageshack.us/f/140/beztytuumsn.jpg/
and why i dont have other blocks ? (water , ground etc)
  #20349    
Old January 12th, 2012, 06:35 AM
redriders180's Avatar
redriders180
Mastermind of Pokemon Glazed
 
Join Date: Jun 2010
Location: Path of Victory, Tunod
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Quote:
Originally Posted by lukasz_pro View Post
i changed the grass and palet , i try change tress but didint work (look at screen) , and why some parts of ground in cities are black ? (look at screen)
saved tiles set looks like sh*t i dont know why , and how do i change grass animation ? http://imageshack.us/f/140/beztytuumsn.jpg/
and why i dont have other blocks ? (water , ground etc)
The grass is a weird color because it's color is wrong. The tree's are acting like that because they use different parts of the tileset. The best way to fix that is to go to your tree tiles, and use the block editor to put parts of your new tree where there are leftover parts from the old tree. All tiles from tileset one are in that tileset, including water and ground tiles. Since you're using Pallate 1, everything shows up with a green or brown coloring. Pallate 4 has the water colors
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  #20350    
Old January 12th, 2012, 08:17 AM
Squibbid's Avatar
Squibbid
Unhatched Egg
 
Join Date: Mar 2010
Gender: Male
Nature: Calm
Quote:
Originally Posted by redriders180 View Post
The layout of all the cave tile's tiles are always the same (in firered, at least). Starting when tileset 2 begins, there's a black tile, the normal ground tile, two different rocks, stairs, a ladder going down, a hole, and then a tile that looks exactly like the normal ground tile, but it's actually the arrow-down tile. Here's a picture:

Spoiler:
Something silly about having 15 posts for links.
Many many thanks you, comrade. I haff feelings of kissing you the way man kisses woman.

Seriously, though, thanks so much! This stupid cave was frustrating me to the point of tears.
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