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  #22426    
Old August 11th, 2012 (05:20 AM).
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For number 1, you need to deassociate the .s file from any program, it needs to be a program that has no default Program to open it otherwise Sappy can't open the MPlayDef.s file. To do that, you need a certain program, I dunno if I can link to it, but search for Creative Element Power Tools. It's a series of programs, and one of them can change file associations so you can remove the association you made for .s files and NotePad.
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  #22427    
Old August 11th, 2012 (06:51 AM).
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Hello.
I have few questions about hacking fire red. First: It is possible to make script which removed some player's pokemon 4ever.
Second: how I can change pokemon from trade with NPC. 4 exapmle in underground path is girl, who want exchange Farfetchd on Spearow, and i want to change that pokemon for any others.
Thanks in advance.
  #22428    
Old August 11th, 2012 (09:13 AM).
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Quote originally posted by botnaeasy:
Hello.
I have few questions about hacking fire red. First: It is possible to make script which removed some player's pokemon 4ever.
Second: how I can change pokemon from trade with NPC. 4 exapmle in underground path is girl, who want exchange Farfetchd on Spearow, and i want to change that pokemon for any others.
Thanks in advance.
i dunno bout the script, but there's a tool to change the trades...
its on ZodiacDaGreat's tool thread here
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Old August 11th, 2012 (10:35 AM).
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Hey, I was wondering, is there anyway to gender lock the character at the beginning of Fire Red? You know, remove Oak's "Are you a boy? Or a girl?" question so that you're automatically a gender without a choice? I don't care if it requires ASM, I already have to hex edit to change the graphics anyway, I just want somebody to point me in the right direction.
  #22430    
Old August 11th, 2012 (11:22 AM).
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thanks Ark_Silvanos.
I'm waiting for answer to: it is possible to make script which removed some player's pokemon 4ever? sorry for trouble and thanks for help.
  #22431    
Old August 11th, 2012 (11:38 AM).
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Quote originally posted by botnaeasy:
thanks Ark_Silvanos.
I'm waiting for answer to: it is possible to make script which removed some player's pokemon 4ever? sorry for trouble and thanks for help.
So far, no known way that is as simple as it seems. One way is to not use the Day Care and utilise that in a script instead to act as a remove Pokemon area, but I don't know if that uses ASM. Otherwise, you will need ASM and extensive knowledge of it to do that.
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  #22432    
Old August 11th, 2012 (04:53 PM). Edited August 11th, 2012 by destinydownloads.
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Alright I'm not sure whether this is the right place to put this question or not but here goes.
I am trying to help some people create a digimon hack. But as you may or may not know some of the digimon are pretty huge, and so I find it difficult to fit it into 64x64 space. So does anyone know of any tutorials which will help me?
  #22433    
Old August 11th, 2012 (06:15 PM).
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Quote originally posted by botnaeasy:
thanks Ark_Silvanos.
I'm waiting for answer to: it is possible to make script which removed some player's pokemon 4ever? sorry for trouble and thanks for help.
Currently there are two ways to remove a person's Pokemon forever; HackMew's ASM document and metapod23's script. HackMew's ASM is the better choice, but if you don't know how to insert ASM then go for metapod's (but I still highly recommend that you learn how to insert ASM)

Quote originally posted by destinydownloads:
Alright I'm not sure whether this is the right place to put this question or not but here goes.
I am trying to help some people create a digimon hack. But as you may or may not know some of the digimon are pretty huge, and so I find it difficult to fit it into 64x64 space. So does anyone know of any tutorials which will help me?
Nope, nobody has been able to do that yet so there won't be any tutorials. In order to have larger sprites, the entire code which deals with storing and displaying sprites would have to be rewritten. Not to mention there would be other problematic areas such looking at your Pokemon in the summary screen or evolutions. Unfortunately you'll have to stick with 64x64 sprites for the foreseeable future.
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Old August 11th, 2012 (08:21 PM).
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Quote originally posted by destinydownloads:
Alright I'm not sure whether this is the right place to put this question or not but here goes.
I am trying to help some people create a digimon hack. But as you may or may not know some of the digimon are pretty huge, and so I find it difficult to fit it into 64x64 space. So does anyone know of any tutorials which will help me?
With the way that the GBA hardware works, 64x64 is the limit. Unless of course you completely re-write the entire battle engine. Totally not worth it.
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  #22435    
Old August 11th, 2012 (09:48 PM). Edited August 11th, 2012 by dt200.
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At what offset did Nintendo compile their scripts for emerald? From which offset to which? Thanks!
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  #22436    
Old August 12th, 2012 (02:33 AM).
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Is there a ROM hack that essentially the original Pokemon Red/Blue in GBA form?
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ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

That means it will be playable in the browser, and across multiple devices such as the iPod touch.
  #22437    
Old August 12th, 2012 (03:38 AM).
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Thanks DrFuji it work.
HackMew, Metapod23 and Thethethethe did a good job.
  #22438    
Old August 12th, 2012 (06:16 AM).
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Quote originally posted by EdensElite:
Is there a ROM hack that essentially the original Pokemon Red/Blue in GBA form?
What's wrong with the official remakes?
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  #22439    
Old August 12th, 2012 (06:30 AM).
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I'm guessing not then. Nothing is wrong with them, I just love the originals, but annoyed by the limitations.
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ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

That means it will be playable in the browser, and across multiple devices such as the iPod touch.
  #22440    
Old August 12th, 2012 (08:14 AM).
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Quote originally posted by Banjora Marxvile:
For number 1, you need to deassociate the .s file from any program, it needs to be a program that has no default Program to open it otherwise Sappy can't open the MPlayDef.s file. To do that, you need a certain program, I dunno if I can link to it, but search for Creative Element Power Tools. It's a series of programs, and one of them can change file associations so you can remove the association you made for .s files and NotePad.
Thanks dude, I'm downloaded Creative Element Power Tools and used it now I can assembly song. But now I has a new problem here, I assembly music to my Fire Red Rom and I test to play the music, the music sound is diffrent with my midi files sound, it's be "urgly" sound. How to make it sound same as my midi sound?

Thanks!
  #22441    
Old August 12th, 2012 (08:18 AM).
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Quote originally posted by LugiaMZ:
Thanks dude, I'm downloaded Creative Element Power Tools and used it now I can assembly song. But now I has a new problem here, I assembly music to my Fire Red Rom and I test to play the music, the music sound is diffrent with my midi files sound, it's be "urgly" sound. How to make it sound same as my midi sound?

Thanks!
You need to find a tutorial about how to add voicegroups to FireRed then. The game uses a specific voicegroup for it's songs, not those that your MIDI uses. I don't know how to add voicegroups into Firered, but search for a tutorial. I don't think you can get your songs to sound 100% right, sadly, but the best you can do in the worst case scenario is try to use the same instruments as Firered in your songs.
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Numb for pretentious pain
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Nerves o
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He must remain
Even if it kills
To remember my name
A view to a thrill
Like Campari and Champagne
I'm on the rocks
Please tell me, What Is My Name?

  #22442    
Old August 12th, 2012 (09:10 AM).
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How do I get a script to run as soon as the game starts. I want to run a script the second Oak's Speech ends and I'm transported to the Overworld.
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ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

That means it will be playable in the browser, and across multiple devices such as the iPod touch.
  #22443    
Old August 12th, 2012 (09:21 AM).
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Quote originally posted by EdensElite:
How do I get a script to run as soon as the game starts. I want to run a script the second Oak's Speech ends and I'm transported to the Overworld.
That is called a level script. Here is a tutorial on how to do them:

http://www.pokecommunity.com/showthread.php?t=191500&highlight=cooley
  #22444    
Old August 12th, 2012 (09:24 AM).
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Hey, I wanted to know if someone has a list of the trainer battle music that's on A-Trainer, or if someone can give me a link for it, it would be much appreciated.
Also, how do you get leader battles to play the leader music while you're fighting them?
  #22445    
Old August 12th, 2012 (10:52 AM).
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I installed RTC and day and night on my rom hack. Does that mean I can know make Pokemon evolve with happiness during day or night?
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  #22446    
Old August 12th, 2012 (01:27 PM). Edited August 13th, 2012 by mrjimi16.
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Quote originally posted by botnaeasy:
thanks Ark_Silvanos.
I'm waiting for answer to: it is possible to make script which removed some player's pokemon 4ever? sorry for trouble and thanks for help.
Banjora Marxvile had a good idea, to make use of the daycare scripts. Here is a link to a post by JPAN on the different special scripts in the game. Luckily, it seems as though the process of putting a pokemon in the daycare uses several of these. There are two in particular that seem like they will help you. 176 removes a pokemon (I would assume set by 0BC or 09F, the same as the other one, 0BB, that works for the daycare that can take two) from your party and puts it at the cerulean daycare address. I would think that this is just some variable that has no protection, meaning that if you use the script before the daycare is available, you should have no issues (you should obviously make sure, check the daycare script to see if flags or variables are used). Now, this would require the player to select the Pokemon themselves, but there is another special command, 147, that places a pokemon's pokedex number in a variable. It references the same variable that 0BC an 09F use, but I am unsure if they write what it reads, I am assuming that they write the Pokemon's party number and it reads which one that is, but I can't test it right now. If that is so, all it requires is for you to throw in a compare variable command between special 09F and 147 to make sure they chose the right one.

I think this is enough for you to start playing around a bit. This is of course just a shot in the dark, but it seems to me that it should work. BTW, that link to the specials study is invaluable when you want to do something like this. It is one of my first steps when making a new script.

EDIT: I found a special that "checks for a pokemon species in the party. pokemon number wanted is stored in 0x8004, returns to given variable 0x1 if there is one," special 0x17c. I am not sure what numbers correspond to which Pokemon, but a few minutes of testing should help with that. To use it, you would set the number of the Pokemon you need to variable 0x8004 (setvar 0x8004 0xXXXX, not sure how many numbers, make sure it is in hex) then follow it up with special2 0xXXXX 0x17C replacing the XXXX with the variable. You would then make the special to remove the Pokemon only continue/activate when that variable has a value of 0x1.
Good Luck.

Quote originally posted by SpadeEdge16:
Hey, I wanted to know if someone has a list of the trainer battle music that's on A-Trainer, or if someone can give me a link for it, it would be much appreciated.
Also, how do you get leader battles to play the leader music while you're fighting them?
IIRC, the battle music is determined by the type of trainer battle you are using. he bold one there:

trainerbattle 0xX 0xXXX 0x0 pointer1 pointer2 (sometimes)pointer3

Pointer1 goes to what the trainer says when they see you, I think, the second is for after the battle before the battle screen closes and the last, when applicable, is for continuing the script after the trainer is defeated, as in a gym battle. Anyway the type of music depends on that value and I think that 0x1 is the value needed for a gym battle. Easy way to find out is to go to a gym leader in a vanilla rom and check his/her script, which should be something that you do often, checking scripts similar to yours to find out how to do them (not that I think that applies here). You may already know this but if theres a chance it could help, might as well try.

Good luck.
  #22447    
Old August 12th, 2012 (01:47 PM).
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Quote originally posted by FrozenInfernoZX:
I installed RTC and day and night on my rom hack. Does that mean I can know make Pokemon evolve with happiness during day or night?
If you're using DNS, you'll be able to have day/night evolutions, IF you install an "expansion pack". First, make sure you have installed the DAN system (the bit that changes the palette to go from bright to dark during the day and night). Secondly, make sure you have the newest version of DNS, go to Tools>DNS-Extensions, and enter in some free space to insert day/night evolutionary capabilities.
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Old August 12th, 2012 (02:55 PM).
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couple ?'s. 1st: in am 1.92 is there a way to have more options for tiles? doesnt seem like there is alot to work with

2nd: i changed the starting pokemon but the rival after the 1st encounter goes back to having the old starter. there a way to change this?
  #22449    
Old August 12th, 2012 (04:46 PM). Edited August 12th, 2012 by mrjimi16.
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Quote originally posted by south69_dallas:
2nd: i changed the starting pokemon but the rival after the 1st encounter goes back to having the old starter. there a way to change this?
Do you mean that the battles after the first battle use a different Pokemon? If so, I believe that those battles are of a type that the script that calls the trainer's team changes after you beat them, meaning one trainer ID can call multiple trainer data. For example, the rival uses the trainer IDs 1AA-1B7 in FireRed with the three Champion battle teams elsewhere. So you may want to take a look at those. You can edit these in PET, I forget where to find it, but the Toolbox forum section is a good bet. For me, his name is listed as Terry, though I am using a rombase (Project Unnamed) so it may be listed as something else.

Of course, I am not sure how far down the rabbit hole you want to go.

Now for a question of my own: Does anybody know of a thread that lists the commands that are compatible with the different types of level scripts? Searching the tutorial section works for some things, but the way it displays the results combined with my internet connection/less-than-state-of-the-art router makes doing a search a lot slower than just asking someone.
  #22450    
Old August 12th, 2012 (06:09 PM). Edited August 12th, 2012 by redriders180.
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Quote originally posted by south69_dallas:
couple ?'s. 1st: in am 1.92 is there a way to have more options for tiles? doesnt seem like there is alot to work with

2nd: i changed the starting pokemon but the rival after the 1st encounter goes back to having the old starter. there a way to change this?

I don't believe A-Map 1.92 has support for adding more tiles, but A-Map 1.95 does. Simply open up the block editor, and go Blocks>Change Amount. Then, enter any number of blocks. Max is 384 for Firered, though...I think Ruby offers support for more in the secondary, but it has less in the primary tileset (In Ruby, town tilesets have the same max amount of blocks as the main one, while in Firered, the main one has more, but the town tilesets have less).

A typical rival script begins by checking which starter you picked, and calling one of three battles depending on which starter you picked. These scripts are easily repeatable, and don't require you to pick from certain trainerbattles...they can be any trainer battle, really.

Edit:
Quote originally posted by mrjimi16:
Now for a question of my own: Does anybody know of a thread that lists the commands that are compatible with the different types of level scripts? Searching the tutorial section works for some things, but the way it displays the results combined with my internet connection/less-than-state-of-the-art router makes doing a search a lot slower than just asking someone.
I can give you somewhat of an impromptu list, although it's not necessarily complete.

For traditional "On entering map"-type level scripts, your best bet is to use flag setting, unsetting, and checking commands, as well as their respective variable counterparts. Additonally, setworldmapflag for Firered works fine, as well as movesprite2, spriteface, and spritebehave should work fine as well.

For "setmaptile"-type level scripts, you can use the flag commands, variable commands, setmaptile, and special 0x8E. I'm not too sure what else can be used, since I only use this type for setmaptile. I believe it differs from the above because it's executed sooner after entering a map.

For type [02] level scripts, you can use pretty much any command you want that works for, say, a signpost or an OW. These differ from the above two because they execute once warping has finished, and they're also toggled on and off by variables.

For type [04] level scripts, you can pretty much only use spriteface and end. I've also found a few specials will work as well, such as the turn-hero-into-surfing OW, as well as the turn-hero-into-biking OW. These differ because they're executed before warping finishes, meaning they execute before the screen fades from black to normal.
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