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  #20751    
Old March 13th, 2012 (05:00 PM).
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camoclone camoclone is offline
 
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Oh well... I already have a gba reader but I need somethng like advanced map for mac. I just can't code
  #20752    
Old March 13th, 2012 (05:34 PM).
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droomph droomph is offline
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Quote originally posted by camoclone:
Oh well... I already have a gba reader but I need somethng like advanced map for mac. I just can't code
Yeah, either Hex Fiend or Wine. That's pretty much all there is.
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  #20753    
Old March 13th, 2012 (05:38 PM).
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So nothing like advanced map and do u need to code on those
  #20754    
Old March 13th, 2012 (06:17 PM).
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droomph droomph is offline
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Quote originally posted by camoclone:
So nothing like advanced map and do u need to code on those
So what exactly do you mean by "code"? That can mean a lot of things.
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  #20755    
Old March 13th, 2012 (09:21 PM).
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me and my friends are trying to to a hack for fire red and we have few question:

How do I change what the town map looks like?
Is there a quicker way to edit building tiles without doing them 1 by 1?
How do I use the DNS (day n night season tool)
What program changes trainers pokemon and moves?
What tool changes trainers pokemon and moves in FR?
for fire red
i would really appreatiate if someone help me with this
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  #20756    
Old March 14th, 2012 (12:01 AM).
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Quote originally posted by deathmetalcharizard:
me and my friends are trying to to a hack for fire red and we have few question:

How do I change what the town map looks like?
Is there a quicker way to edit building tiles without doing them 1 by 1?
How do I use the DNS (day n night season tool)
What program changes trainers pokemon and moves?
What tool changes trainers pokemon and moves in FR?
for fire red
i would really appreatiate if someone help me with this
If you want to change the world map you're going to have to follow one of the tutorials in the Tutorial section. Here are some that could help you. This tool could also be some use if you're not used to re-pointing data yet.

You can't really insert a whole bunch of tiles at once unless they share the same palette. It may take some time, but you will become more efficient at it the more times you insert tiles.

Sorry, I haven't had much experience with DNS additions.

Trainers are best edited through Advance Trainer on the 3rd generation games. You can download it here.
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  #20757    
Old March 14th, 2012 (03:51 AM).
pokeyou pokeyou is offline
 
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No simple answers for my simple question?
  #20758    
Old March 14th, 2012 (09:33 AM).
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Epitaph93 Epitaph93 is offline
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In some RPGs when you talk to a NPC a picture will pop up with the character's face. I was wondering if any hacks have accomplished this yet?

If not, then does anyone have any ideas on how to do so?

I've considered using Jambo51's Pokedex hack(when it's completed) to do the following:

Create a character's portrait, insert it as the image for a blank pokemon, use the showpokepic command on every sprite event so that it shows the character's "pokemon portrait" whenever you begin speaking to them.

So far, that's the only way I could think of to do this.
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  #20759    
Old March 14th, 2012 (09:47 AM).
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Quote originally posted by Epitaph93:
In some RPGs when you talk to a NPC a picture will pop up with the character's face. I was wondering if any hacks have accomplished this yet?

If not, then does anyone have any ideas on how to do so?

I've considered using Jambo51's Pokedex hack(when it's completed) to do the following:

Create a character's portrait, insert it as the image for a blank pokemon, use the showpokepic command on every sprite event so that it shows the character's "pokemon portrait" whenever you begin speaking to them.

So far, that's the only way I could think of to do this.
That's the only easy way to do it to be honest. Of course, it looks a lot better if you use Ruby/Sapphire/Emerald (actually, it may only be Emerald, I'm unsure) and then use the hidebox command, as that would only show the image, not the border. This would make for some epic mugshots. But yeah, replacing Pokémon sprites is the easiest way.
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  #20760    
Old March 14th, 2012 (10:50 AM).
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Very simple question here guys. I have looked on the internet for ages for this and can not find it anywhere!

I used to have it... Whats the SetFlag for activating the NATIONAL Pokedex on a Firered hack. I have the Kanto dex but thats no use, need the National Dex! Thanks
  #20761    
Old March 14th, 2012 (11:06 AM).
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Quote originally posted by DaleH771:
Very simple question here guys. I have looked on the internet for ages for this and can not find it anywhere!

I used to have it... Whats the SetFlag for activating the NATIONAL Pokedex on a Firered hack. I have the Kanto dex but thats no use, need the National Dex! Thanks :)
It's not a flag, but a special. To activate the National Pokédex in FireRed, include: "special 0x16F" in a script.
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  #20762    
Old March 14th, 2012 (11:20 AM).
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DaleH771 DaleH771 is offline
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Quote originally posted by Spherical Ice:
It's not a flag, but a special. To activate the National Pokédex in FireRed, include: "special 0x16F" in a script.
Cheers! Was one of the very last additions to my game before I could release its beta version.
  #20763    
Old March 14th, 2012 (12:37 PM).
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I suppose I've only scratched the surface with this...I wanted to make an item that allows the player to travel on water without needing a Pokemon with surf. I found the script for surf (no badge check is included, by the way). I thought by making the script go to the surfboard check after the attack check would make it work, but it doesn't...I assume there's a check in the game that automatically ends the script if there isn't anyone with surf. The script works perfectly...I assigned it to a person, and it worked basically flawlessly. Does anyone know what needs to be done?
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  #20764    
Old March 14th, 2012 (02:36 PM).
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droomph droomph is offline
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Quote originally posted by redriders180:
I suppose I've only scratched the surface with this...I wanted to make an item that allows the player to travel on water without needing a Pokemon with surf. I found the script for surf (no badge check is included, by the way). I thought by making the script go to the surfboard check after the attack check would make it work, but it doesn't...I assume there's a check in the game that automatically ends the script if there isn't anyone with surf. The script works perfectly...I assigned it to a person, and it worked basically flawlessly. Does anyone know what needs to be done?
Have you checked all the specials? There might be a sequence of them, and you just probably need to bl to each special's ASM to activate the surf.
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  #20765    
Old March 14th, 2012 (04:03 PM).
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Quote originally posted by droomph:
Have you checked all the specials? There might be a sequence of them, and you just probably need to bl to each special's ASM to activate the surf.
The only special involved in the script was the one that most firered scripts have...the one that ends the script if it yields a two. Took it out, but it still doesn't work. I assume there's something about the tiles behavior byte that automatically ends the script if you don't have a surfing Pokemon...which I thought was odd, since the script checks for a Pokemon with surf as well. I guess it's just a matter of changing some bytes...I'll see if I can figure anything out (which I doubt I will)
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  #20766    
Old March 15th, 2012 (08:23 AM).
paranvoi paranvoi is offline
 
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Quote originally posted by paranvoi:
Does anyone know why when I dump the menu text in Fire Red (using WindHex) I get incomplete text? Here's an extract:

Code:
//ATUS P[LINE]
//ROBLEM[LINE]
//END[LINE]
That should read "STATUS PROBLEM" but the first 2 letters of "STATUS"
are missing, plus there's an unnessecary line break after the first
letter of "PROBLEM". The entire dumped .txt file looks like that. Solutions...?
No one has any suggestions???
  #20767    
Old March 15th, 2012 (09:05 AM).
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miksy91 miksy91 is offline
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Quote originally posted by paranvoi:
No one has any suggestions???
Perhaps the menu doesn't use the same text format as all other in-game text.
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  #20768    
Old March 15th, 2012 (09:39 AM).
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Fire Red Question: Is it possible to read / edit the attack animations. I can read the sprite + pallete for the attack but can't find anything related to how animation works on it.

For ex. ( cant post linkz zzz ) there is fire animation that is used by several skills but in different way FLAMETHROWER ( cone of fire ) / EMBER ( spawns few fire sprites under enemy pokemon )
  #20769    
Old March 15th, 2012 (11:00 AM).
paranvoi paranvoi is offline
 
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Quote originally posted by miksy91:
Perhaps the menu doesn't use the same text format as all other in-game text.
That I figured out, but how do I go about dumping and editing this text if it's different from the other in-game text? :\
  #20770    
Old March 15th, 2012 (12:04 PM).
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miksy91 miksy91 is offline
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Quote originally posted by paranvoi:
That I figured out, but how do I go about dumping and editing this text if it's different from the other in-game text? :\
That's difficult to be said actually - I've never done anything expect taking a look at the scripting engine of FireRed before.

It's possible that the game reads some of the letters twice and if so, some assembly code might contain data that points to letters itself, not words as whole. (That's just an assumption though and it would make no sense why that part could be programmed that way)
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  #20771    
Old March 15th, 2012 (01:41 PM).
paranvoi paranvoi is offline
 
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Quote originally posted by miksy91:
That's difficult to be said actually - I've never done anything expect taking a look at the scripting engine of FireRed before.

It's possible that the game reads some of the letters twice and if so, some assembly code might contain data that points to letters itself, not words as whole. (That's just an assumption though and it would make no sense why that part could be programmed that way)
Do you have suggestions for things I could try?

Could I get away with just editting the dumped .txt as if it were just like all the other text in the game? i.e ignore the missing letters and line breaks?
  #20772    
Old March 15th, 2012 (08:37 PM).
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Hello pipz.
I have a few questions that I hope anyone can help me.

1. I am editing the title screen of a Ruby ROM. I have done the tileset for the titlescreen and already done inserting it in the game via Unlz-GBA and repointing. Now, I wish to know where should I insert the .raw... I have arranged the tiles of the title screen through NTME.

2. How am I able to remove the "Item" and "Save" from the Start Menu?

Thanks and hope someone can help me.
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  #20773    
Old March 15th, 2012 (11:13 PM).
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miksy91 miksy91 is offline
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Quote originally posted by paranvoi:
Do you have suggestions for things I could try?

Could I get away with just editting the dumped .txt as if it were just like all the other text in the game? i.e ignore the missing letters and line breaks?
I'd myself check how doing that affects the game first.
Then you'll see if some of the letters are actually loaded twice.
*See also what the line breaks are for

Quote originally posted by destinedjagold:
Hello pipz.
How am I able to remove the "Item" and "Save" from the Start Menu?

Thanks and hope someone can help me.
Find a table file for Ruby, download it and then search for that text.
After that, find a pointer leading to the text which leads to, very likely, assembly code of the menu.
Next thing to do is to figure out what to do with the assembly code.
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  #20774    
Old March 16th, 2012 (08:53 PM).
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Harminia Harminia is offline
 
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Hi, apologies in advance if this is a completely dumb question that's been answered countless times. I've looked at heaps of tutorials and looked around for anything with the same problem but I can't really find anything that's specifically like mine.
So, this is my first time editing a ROM, I'm editing Ruby version.
I'm trying to put in edited sprites for the gym leaders in unLZ. I've followed the tutorials about how indexing it, finding free space, fixing the pointers.
And I can get one gym sprite showing up fine.


but if I try and import more than one leader's sprite they start messing up. The colours go crazy or if I'm on pokenav the page won't load at all and freezes.

I have no idea what to do. I thought maybe I had to put the in free space that was far away from eachother, but that doesn't seem to help.
Does anyone know what I'm doing wrong? The first time I add a new sprite is perfectly fine, but I don't know what's happening the second time to make it mess up round when I'm doing the exact same process.

(I'd give images but I have to make 15 posts beforehand, and to be honest I only joined the site to see if I can get help with this + I'm too distracted to go out and post right now + I'm not sure if I'm allowed to bypass it by putting in spaces in links or if that's against the rules)
  #20775    
Old March 17th, 2012 (01:53 AM).
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Tanveer Tanveer is offline
 
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I want to start ROM hacking. I do have basic knowledge, as I used to mess around back in the days.
Which rom is most editable? Which rom can I use most tools for?

basically, which rom to hack, as my first hack ever !

Is there any essentials thread or something like the RPG Maker?
Which Script editor to use?
Which map editor?
all the essentials

Specially which Script editor to use. I want to change a lot of things and learn my way up :D
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