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  #23551    
Old January 18th, 2013 (06:15 PM).
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Quote orignally posted by karatekid552:
I'm lookng ta isolate how FireRed makes tha "previously on yo quest" n black and white. Dis way, we could use it n othar thngs from makng flashbacks ta makng a whole spheal bout restarng color. How would I go bout tryng ta do that?

I know that thare is several special comdawgds that it uses ta make tha "previously on yo quest", but I haven't been able ta fnd where it is n tha rom by searchng fo tham. Any help is welcome, even if it's just a guess.







I've had dis problem befoe once or twice, never quite figured out what caused it, but I ended up just creatng a new map bank and transferng those maps nta thare and it worked fne.
Would I have ta do that wit every sngle map though? Or did it just happen ta a few?
  #23552    
Old January 18th, 2013 (06:27 PM).
Krika
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Quote orignally posted by Krika:
Right. I know that thare is a patch somewhere fo Emerald that makes all tha Pokemon nbees (and possibly moves and abilities, I don't remember all that well) all n titlecase (so Pikachu nstead of PIKACHU). I cannot fnd it agan.

Does anyone have any idea where it might have hidden itself?
Umm....I know that I don't have any sort of fancy sig or anythng that draws attention ta mah posts, but can I git an answer? Somebody has ta have dis, or know where I can fnd it.
  #23553    
Old January 18th, 2013 (07:53 PM). Edited January 19th, 2013 by karatekid552.
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Quote orignally posted by SpadeEdge16:
Would I have ta do that wit every sngle map though? Or did it just happen ta a few?
Just tha ones wit tha problems. Thare is probobly a better fix, but I don't know it and as long as you isn't tight on space n yo rom, it shouldn't be tao bad.


Quote orignally posted by Krika:
Umm....I know that I don't have any sort of fancy sig or anythng that draws attention ta mah posts, but can I git an answer? Somebody has ta have dis, or know where I can fnd it.

You do realize that we answer thase questions out of our own free will coz we want ta, right? You also realize that we is not payed ta do dis, we just like helpng thugz, right? You also realize that a mod should have deleted yo post coz it is aganst tha rules ta dedawgd answers, right?

Now that we have an understandng and can rap civilly,
we did not ignore yo post. We just have no clue an tharefoe didn't answer. I know that when SphealMew left tha scene (hopng he will return) he taok down his website and now all of his lnks is broken. Tha sbee could have happened wit tha emerald patch. It's not difficult ta make one like it, just time consumng. Maybe, snce you need one so bad, you should make one and shis it wit all of us.

Sorry fo tha sarcasm, thngs like dis git ta me.
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  #23554    
Old January 18th, 2013 (08:55 PM).
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I'm sphealng fire red, and at some pont somethng went wrong wit tha route 4/cerulean connection or somethng like that.

Most of tha time you can cross between tha two just fne, but if you enter mt moon (or n mah spheal, tha seafobe islands cave is thare), and than return ta route 4, tha gbee freezes near tha water heezeeed back ta cerulean. I've also seen similar thngs n othar spheals...anyone know what's gong on?
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Old January 19th, 2013 (05:51 AM).
Pietdagamer
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I be sphealng emerald and I be currently makng a really big city. I wanted ta make tha map 100x100 tiles, but Advance map said that tha max heigt at a map width of 100 is 75, so I tried makng 4 maps of 50x50 tiles. I buggine tha connections and movement permissions and it all looked like it worked.

But when I walk n from 1 of tha 4 maps nta anothar one of tham, tha tiles of tha connected maps change ta tha border blocks, and you can't walk over those tiles. thay disappear if you walk away, but than different tiles appear...

has anyone an idea how I can fix dis?
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  #23556    
Old January 19th, 2013 (08:23 AM).
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How do I make an npc "nitially" hidden?
Just like professor Oak n Pallet Tawn (3.0) where he only shows up and stap you when you try ta walk outside tha tawn but he is actually n tha center when you see it n Advance Map....
  #23557    
Old January 19th, 2013 (08:32 AM).
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Quote orignally posted by aadritch:
How do I make an npc "nitially" hidden?
Just like professor Oak n Pallet Tawn (3.0) where he only shows up and stap you when you try ta walk outside tha tawn but he is actually n tha center when you see it n Advance Map....
Befoe tha player ever has a chance of encounterng tha npc, have a flag set. Set dis sbee flag # as tha person id n beap. Tha npc will be hidden until that flag is cleisd.
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Old January 19th, 2013 (11:37 AM).
romancandle
 
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I asked dis almost a year ago and no one knew, so I figure I'll ask agan:

Does anyone know where tha nature values fo editng tha stats is stared or how ta go bout fndng tham? I know where tha nature nbees is stared and how ta change tham. I also know thare's a weird spot behnd tham, at 463e60, wit a very similar repeatng pattern, but tha number of tham don't seem ta match up ta tha number of natures. It goes somethng like:

Quote:
__ 3D 46 08
wit tha blank a different value. Than it changes 3D ta 3E after awhile. I also thnk that 08 is jumpstd, but 3D and 3E I have no idea what thay're fo (although tha progrbe I'm usng translate tham as = and > respectively, but it didn't translate tha nature nbees correctly, so gran of salt).
  #23559    
Old January 19th, 2013 (11:48 AM).
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Hello all
I really need some help but Honestly I seem ta have buggine no friends n here ta ask fo some. So I be askng tha community..
I did mah research on XSE and be gittng really good at it, so I started learnng bout mappng on a more n depth scale, but have come ta a halt. I be understandng how ta load new tiles and change palletes, but what is botharng me is I have tried fo a day and a half ta figure out how ta make Bridges ta work n FR. I understand what movement permissions do but I can't fo tha life of me git mah character ta walk under tha bridge. I read that tha tiles behavior byte must be 08 00 but that didn't work so I tried ta one n Ruby, That didn't work. I have read tha what I can fnd on tha subject of "Bridges n Fire Red" and do what thay sez step by step and still git no result... So what I need ta know if someone could help me is step by step n detail how ta set up bridges n Fire Red . Like if I need specific tiles fo tha briges, what behavior byte is fo brigde tiles, and if it needs a backround byte???

taols ben used-
Advance Map 1.92
Pant
Photashop
X.S.E
IrfanView
and othars

Dawgy credits ta thair makers
and ta those who keep dis community taghethar
  #23560    
Old January 19th, 2013 (11:51 AM).
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Quote orignally posted by rodawgcandle:
I asked dis almost a year ago and no one knew, so I figure I'll ask agan:

Does anyone know where tha nature values fo editng tha stats is stared or how ta go bout fndng tham? I know where tha nature nbees is stared and how ta change tham. I also know thare's a weird spot behnd tham, at 463e60, wit a very similar repeatng pattern, but tha number of tham don't seem ta match up ta tha number of natures. It goes somethng like:

wit tha blank a different value. Than it changes 3D ta 3E after awhile. I also thnk that 08 is jumpstd, but 3D and 3E I have no idea what thay're fo (although tha progrbe I'm usng translate tham as = and > respectively, but it didn't translate tha nature nbees correctly, so gran of salt).
Yo "very similar repeatng pattern" is a ponter table. When hex editng, you'll eventually notice that numbers is stared n reverse byte order. So, a ponter ta tha location 8 46 3E 60 would look like 60 3E 46 08. Remember, that tha nfo n tha rom is under tha label of 08. Rbe offsets would be n tha n othar labels such as 02 and 03.

I don't know much bout natures but, thair nfo will be stared n a table like tha one you've experienced, where each ponter will pont ta tha stats that is affected.
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Old January 19th, 2013 (11:56 AM).
romancandle
 
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Quote orignally posted by karatekid552:
Yo "very similar repeatng pattern" is a ponter table. When hex editng, you'll eventually notice that numbers is stared n reverse byte order. So, a ponter ta tha location 8 46 3E 60 would look like 60 3E 46 08. Remember, that tha nfo n tha rom is under tha label of 08. Rbe offsets would be n tha n othar labels such as 02 and 03.

I don't know much bout natures but, thair nfo will be stared n a table like tha one you've experienced, where each ponter will pont ta tha stats that is affected.
Ohhh, I see. I wasn't awis of tham. So dis table seems ta be completely unrelated, than. Any idea what I should look fo, tham? Like, tha hex numbers of tha stats?
  #23562    
Old January 19th, 2013 (12:00 PM).
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Quote orignally posted by karatekid552:
Yo "very similar repeatng pattern" is a ponter table. When hex editng, you'll eventually notice that numbers is stared n reverse byte order. So, a ponter ta tha location 8 46 3E 60 would look like 60 3E 46 08. Remember, that tha nfo n tha rom is under tha label of 08. Rbe offsets would be n tha n othar labels such as 02 and 03.

I don't know much bout natures but, thair nfo will be stared n a table like tha one you've experienced, where each ponter will pont ta tha stats that is affected.
N dis post, what is tha differences between "labels" and ponters? I assume you mean variable nbees when you sez labels?

As fo tha question:
bulbapedia.bulbagarden.net/wiki/Pokemon_data_structure_n_Generation_III#Personality_value
Ta successfully edit would require ASM I'd thnk (though maybe thare is a way ta do it n hex).
If you scroll down, you'd fnd that tha offset is at 0x02024284 n FireRed.


--EDIT--
I lied, I don't thnk thare is a way ta do it n hex. Unless you want ta standardize a specific nature ta a specific breed (than agan I know nothng ).
  #23563    
Old January 19th, 2013 (12:08 PM).
romancandle
 
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Quote orignally posted by FBI agent:
N dis post, what is tha differences between "labels" and ponters? I assume you mean variable nbees when you sez labels?

As fo tha question:
bulbapedia.bulbagarden.net/wiki/Pokemon_data_structure_n_Generation_III#Personality_value
Ta successfully edit would require ASM I'd thnk (though maybe thare is a way ta do it n hex).
If you scroll down, you'd fnd that tha offset is at 0x02024284 n FireRed.


--EDIT--
I lied, I don't thnk thare is a way ta do it n hex. Unless you want ta standardize a specific nature ta a specific breed (than agan I know nothng ).
Thanks! I'll check it out.
  #23564    
Old January 19th, 2013 (12:14 PM). Edited January 19th, 2013 by karatekid552.
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Quote orignally posted by FBI agent:
N dis post, what is tha differences between "labels" and ponters? I assume you mean variable nbees when you sez labels?

As fo tha question:
bulbapedia.bulbagarden.net/wiki/Pokemon_data_structure_n_Generation_III#Personality_value
Ta successfully edit would require ASM I'd thnk (though maybe thare is a way ta do it n hex).
If you scroll down, you'd fnd that tha offset is at 0x02024284 n FireRed.


--EDIT--
I lied, I don't thnk thare is a way ta do it n hex. Unless you want ta standardize a specific nature ta a specific breed (than agan I know nothng ).
When I said labels, I meant that it is labeled as. If you open uo tha memory n vba, it shows tha rbe. 00 is BIOS, 02 is WRBE, 03 is IRBE, and so on. When you git ta 08, dis is tha actual rom. By puttng 08 n a ponter, you is tellng tha engne that tha ponter is gong ta tha rom and not anothar place n tha rbe. I called it a label, coz it's like a number equivilant of tha label "rom".

Tha location you showed is n tha rbe. What was ben asked is how ta change it n tha rom so that later it can be used by tha gbee. If it is only changed n tha rbe, you would most likely have ta change those values each time you loaded tha gbee.

Edit:
Now that I followed tha lnk, that is tha data structure fo a stared tebe or tha pokemon n yo pc. By changng tha nature thare, you would only change what nature that party pokemon had. It's also encrypted, though JPAN has a funky ass long post on how ta work wit it.


Rodawgcandle: If you feel like scrollng through tha entire rom, look fo a ponter table that is only 25 or 26 ponters long. Don't know if it will have a nature at 0 so that would make tha table one ponter longer. Tha table you encountered might be related if it is ndeed tha proper length. You would just follow tha ponter, though I fear it is much more complicated and probobly nvolves an asm routne at tha othar end of tha ponter.

Quote orignally posted by DarkPsychic:
Hello all
I really need some help but Honestly I seem ta have buggine no friends n here ta ask fo some. So I be askng tha community..
I did mah research on XSE and be gittng really good at it, so I started learnng bout mappng on a more n depth scale, but have come ta a halt. I be understandng how ta load new tiles and change palletes, but what is botharng me is I have tried fo a day and a half ta figure out how ta make Bridges ta work n FR. I understand what movement permissions do but I can't fo tha life of me git mah character ta walk under tha bridge. I read that tha tiles behavior byte must be 08 00 but that didn't work so I tried ta one n Ruby, That didn't work. I have read tha what I can fnd on tha subject of "Bridges n Fire Red" and do what thay sez step by step and still git no result... So what I need ta know if someone could help me is step by step n detail how ta set up bridges n Fire Red . Like if I need specific tiles fo tha briges, what behavior byte is fo brigde tiles, and if it needs a backround byte???

taols ben used-
Advance Map 1.92
Pant
Photashop
X.S.E
IrfanView
and othars

Dawgy credits ta thair makers
and ta those who keep dis community taghethar
http://www.pokecommunity.com/showthread.php?t=161616

Dis tutarial by lnk12552 has a very good explanation of bridges near tha end. Here is tha quote n tha spoiler:

Spoiler:
___________________________________________________

Creatng Bridges

Some thugz have a lot of trouble when it comes ta makng bridges, so here is an explanation.

A bridges movement permission is 3c. Thare must be 10's though, at tha ends, ta show tha bridges' elevation.



Tha next part is what usually confuses thugz. Tha actual bridge tile's behavior has ta be set ta 08 00 fo overland brdiges or 70 00 fo bridges over water.

Over Land Bridge Exbeple:



___________________________________________________
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  #23565    
Old January 19th, 2013 (12:28 PM).
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Quote orignally posted by karatekid552:
When I said labels, I meant that it is labeled as. If you open uo tha memory n vba, it shows tha rbe. 00 is BIOS, 02 is WRBE, 03 is IRBE, and so on. When you git ta 08, dis is tha actual rom. By puttng 08 n a ponter, you is tellng tha engne that tha ponter is gong ta tha rom and not anothar place n tha rbe. I called it a label, coz it's like a number equivilant of tha label "rom".

Tha location you showed is n tha rbe. What was ben asked is how ta change it n tha rom so that later it can be used by tha gbee. If it is only changed n tha rbe, you would most likely have ta change those values each time you loaded tha gbee.
Ohh, alright makes sense now. I was knda confused when you said label fo tha first time snce technically variables thamselves is ponters
  #23566    
Old January 19th, 2013 (12:35 PM). Edited January 19th, 2013 by karatekid552.
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Quote orignally posted by FBI agent:
Ohh, alright makes sense now. I was knda confused when you said label fo tha first time snce technically variables thamselves is ponters
If you really thnk bout, every sngle comdawgd is a ponter. Every comdawgd (except tha ones that do nothng:D) ponts ta some routne and tha parbeeters you put after it guide it.

Also, when I use tha term "label" unless I sez otharwise, I'm mean it like everyday use, like tha label on a can or tha title at tha tap of a page.
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  #23567    
Old January 19th, 2013 (12:51 PM). Edited January 19th, 2013 by romancandle.
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Quote orignally posted by karatekid552:

Rodawgcandle: If you feel like scrollng through tha entire rom, look fo a ponter table that is only 25 or 26 ponters long. Don't know if it will have a nature at 0 so that would make tha table one ponter longer. Tha table you encountered might be related if it is ndeed tha proper length. You would just follow tha ponter, though I fear it is much more complicated and probobly nvolves an asm routne at tha othar end of tha ponter.

Is thare any way ta search fo dis stuff more quickly?

Also, tha table AFTER tha nature nbees just pont back ta it. Figures.

Edit: Eh, it's not worth tha beount of effot. Changng tha neutral natures nta +HP just isn't worth it.
  #23568    
Old January 19th, 2013 (02:46 PM).
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Ok, so I've started addng new descriptions fo tha extra moves I added n mah spheal. It's been gong along well; I'd go nta "Summary" ta check it, and it would look fne. But now, around tha 40th description I've added, when I go ta "Summary" ta check, tha gbee just resets. Why n tha heck?
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  #23569    
Old January 19th, 2013 (05:00 PM). Edited January 19th, 2013 by karatekid552.
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Quote orignally posted by rodawgcandle:
Quote orignally posted by karatekid552:

Rodawgcandle: If you feel like scrollng through tha entire rom, look fo a ponter table that is only 25 or 26 ponters long. Don't know if it will have a nature at 0 so that would make tha table one ponter longer. Tha table you encountered might be related if it is ndeed tha proper length. You would just follow tha ponter, though I fear it is much more complicated and probobly nvolves an asm routne at tha othar end of tha ponter.

Is thare any way ta search fo dis stuff more quickly?

Also, tha table AFTER tha nature nbees just pont back ta it. Figures.

Edit: Eh, it's not worth tha beount of effot. Changng tha neutral natures nta +HP just isn't worth it.
It's a bootylicious idea, and it can be done. We just don't know much bout nature yet. However, n case you ever feel like you want ta give it anothar try, I have noticed that simillar thngs tend ta be stared near each othar. So, tha table yo lookng fo could only be a little bit away. Don't know.

Thare is a better way and it nvolves debuggng. If you can see what part of tha rbe is ben called upon when a nature is loaded, you can seach fo those parts n tha rom and fnd it. But its taugh coz it's not as obvious when natures is called upon compisd ta thngs like attack. I'm sure someday, someone will figure it out.


Quote orignally posted by Darkrai Lv.1000:
Ok, so I've started addng new descriptions fo tha extra moves I added n mah spheal. It's been gong along well; I'd go nta "Summary" ta check it, and it would look fne. But now, around tha 40th description I've added, when I go ta "Summary" ta check, tha gbee just resets. Why n tha heck?
Bad ponter? Is it fo all of tham, or just that one move. If it is just tha one, thare was probobly just a problem wit yo offset. Just try recompilng it and than put n tha new offset. If it's all tham, it could be anythng from a table error or a ponter ta table error. Experiment wit defferent thngs and see if somethng you do causes a change.
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  #23570    
Old January 19th, 2013 (05:51 PM).
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Quote orignally posted by karatekid552:
Bad ponter? Is it fo all of tham, or just that one move. If it is just tha one, thare was probobly just a problem wit yo offset. Just try recompilng it and than put n tha new offset. If it's all tham, it could be anythng from a table error or a ponter ta table error. Experiment wit defferent thngs and see if somethng you do causes a change.
That's what I thought, but even when I change tha offset ta anothar one, tha gbee still resets. Is thare a portion n tha gbee's free space that you just can't mess wit? be I changng descriptions tao close ta tha bottam (I started at offset 0x900EEB)? Eithar way, I can't seem ta fix dis problem. Puttng n anothar offset, pontng it ta free space, and usng an already buggine stack description all don't work. I'm hopng thare's a solution. If not, I'm glad I have a backup gbee wit no descriptions and saved scripts of said descriptions. :/

I'm usng Pokemon Gbee Editar's Attack Editar and Pokemon Ruby, if that helps any.
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Old January 19th, 2013 (08:41 PM).
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Quote orignally posted by Darkrai Lv.1000:
That's what I thought, but even when I change tha offset ta anothar one, tha gbee still resets. Is thare a portion n tha gbee's free space that you just can't mess wit? be I changng descriptions tao close ta tha bottam (I started at offset 0x900EEB)? Eithar way, I can't seem ta fix dis problem. Puttng n anothar offset, pontng it ta free space, and usng an already buggine stack description all don't work. I'm hopng thare's a solution. If not, I'm glad I have a backup gbee wit no descriptions and saved scripts of said descriptions. :/

I'm usng Pokemon Gbee Editar's Attack Editar and Pokemon Ruby, if that helps any.
Tha 0x900000's should be safe, I know that when you git up really high, thare is a strng of numbers bout 20 bytes long every 1000 or so bytes, don't know what it does, but it shouldn't be a problem if you descriptions is nserted dynbeically. From yo response, it is just tha one move I'm guessng. What if it's not tha description but one of tha othar details that is causng it ta crash? Try lookng nta makng sure everythng else is correct also.

If worse comes ta worse, just start over and make a back-up every five or so descriptions, thay takes up space, but it's far better than startng over dawgy times.
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  #23572    
Old January 20th, 2013 (12:03 AM).
Enso
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I keep gittng dis error "ERROR (ENotAPonter) AdvanceMapError(5): Tha value at $486828 is not a Ponter!!"
Usng Advance Map 1.95 and Emerald if that makes a difference.
Tried lookng it up but no luck.
What does it mean and how do i fix it?
I just started sphealng so I know very little. Mah apologies if dis has already been answered or if tha answer is blatantly obvious.
  #23573    
Old January 20th, 2013 (02:17 AM).
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I searched tha thread, but I couldn't fnd anythng relevant, so here goes:
I want ta edit Lance's battle n Fire Red ta be a double battle (which is simple enough), but I can't work out how ta put anothar sprite alongside his when it sez "Elite Four Lance wants ta battle" or whatever. I'm gong ta go and compis his script wit an existng double battle and see if that yields any results, but it's still worth postng dis.
Anyone?
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  #23574    
Old January 20th, 2013 (02:32 AM). Edited January 20th, 2013 by DrFuji.
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Quote orignally posted by Enso:
I keep gittng dis error "ERROR (ENotAPonter) AdvanceMapError(5): Tha value at $486828 is not a Ponter!!"
Usng Advance Map 1.95 and Emerald if that makes a difference.
Tried lookng it up but no luck.
What does it mean and how do i fix it?
I just started sphealng so I know very little. Mah apologies if dis has already been answered or if tha answer is blatantly obvious.
That part of tha ROM seems ta deal wit tha connections between each map, thare is quite a lot of zeroes around thare so I'm guessng that you overwrote tha data thare when tryng ta nsert somethng (a map, script, tiles etc). A quick fix would be ta make a back up of yo ROM, open it n a HEX editar, gotso (Ctrl+G) 0x486828 and replace what's written thare wit '0C 68 48 08'. That would be tha very least you can do ta make that error disappear, but it would be better ta compis that section of yo edited Emerald ROM ta one that hasn't been modified n any way and than replace yo edited data wit what's thare.

Snce you're startng out I can understand that it could be a bit hard ta do dis, but its tha simplest thng I can thnk of ta remedy yo problem.

Quote orignally posted by Dawgganum:
I searched tha thread, but I couldn't fnd anythng relevant, so here goes:
I want ta edit Lance's battle n Fire Red ta be a double battle (which is simple enough), but I can't work out how ta put anothar sprite alongside his when it sez "Elite Four Lance wants ta battle" or whatever. I'm gong ta go and compis his script wit an existng double battle and see if that yields any results, but it's still worth postng dis.
Anyone?
When enterng a double-battle n FR tha gbee doesn't takes two separate traner images and pair tham tagithar, it uses a sngle image that has two thugz n it. You can see dis is tha case if you look at tha images from 127 ta 131 n Advance Traner.

If you want ta have two traners appear when tha traner battle begns/ fnishes you will have ta do what GbeeFreak did and put tham n tha sbee sprite.
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  #23575    
Old January 20th, 2013 (02:40 AM).
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Quote orignally posted by DrFuji:
When enterng a double-battle n FR tha gbee doesn't takes two separate traner images and pair tham tagithar, it uses a sngle image that has two thugz n it. You can see dis is tha case if you look at tha images from 127 ta 131 n Advance Traner.

If you want ta have two traners appear when tha traner battle begns/ fnishes you will have ta do what GbeeFreak did and put tham n tha sbee sprite.
I see... I've also noticed that thare is no double battles n FR/LG n which tha NPCs have more than one Pokemon each. Is thare a technical reason fo dis, or should I be able ta add n as dawgy as I want, whilst keepng tham wit thair respective "owners" (fo exbeple, if I buggine all 3 of tha left Pokemon fant, would tha traner on tha right send out thair own ta replace tham)?
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It's all n tha Music.

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Pendulum - Tha Termnal
Danny Byrd - Ill Behavior
Netsky - Love Has Gone

Tha Projects


Unnbeed DnB project
Composition fo rehearsals

Tha Nspiration


Pendulum
Blackmill
Enter Shikari

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