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  #23876    
Old February 16th, 2013, 05:09 PM
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Quote:
Originally Posted by The Legacy of The Legends Creator :D View Post
How do you put in a script period
More specific please? Do you know how to compile? Or do you just not know how to use a script in game?
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  #23877    
Old February 16th, 2013, 06:46 PM
The Legacy of The Legends Creator :D's Avatar
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if i could have a run through from using like XSE or PKVSUI (the codes i got) but like offset,and implementing them into the map and game.
And can someone explain why APSE isnt changing my sprites.
I made a recolour, then kept the background to be transparent as the original color
butfor my hack i need normal and shiny(which will what be recolored instead of the normal)
what happens is it creates a white outline of the pikachus body but whatever is dark stays, this is all BEHIND the original pokemon but if i synchronize the palettes instead of update it just goes screy and changes colors but the sprite im changing does change except it devleops blobs,whats the best sprite editing program
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C: creating a Hack "Pokemon Nightmare Version" There will be a Pokemon Dream as a sequel! A thread will be put up :D


To be changed to Terror!
Ive been let aware of a Pokemon Nightmare Hack being released already, i waited to long, and i checked it out and it looks really cool
I wanted to keep a connection to Nightmare, so i thought of Night Terrors, and kept Terror!

Currently in Design Stage, will be begin to code in around a month!
Pokemon Dream will be the sequel and made Somewhat after.
  #23878    
Old February 16th, 2013, 06:57 PM
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Ayone know how to fix those Black Screen Warp problems with Advanced Map?
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  #23879    
Old February 16th, 2013, 08:43 PM
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Quote:
Originally Posted by Suicune™ View Post
Ayone know how to fix those Black Screen Warp problems with Advanced Map?
Insert the map into a new bank. That is the only solution I have found that works. I would suggest using a-map 1.92 for anything other than drawing maps, since it is far more stable than 1.95.

Quote:
Originally Posted by The Legacy of The Legends Creator :D View Post
if i could have a run through from using like XSE or PKVSUI (the codes i got) but like offset,and implementing them into the map and game.
And can someone explain why APSE isnt changing my sprites.
I made a recolour, then kept the background to be transparent as the original color
butfor my hack i need normal and shiny(which will what be recolored instead of the normal)
what happens is it creates a white outline of the pikachus body but whatever is dark stays, this is all BEHIND the original pokemon but if i synchronize the palettes instead of update it just goes screy and changes colors but the sprite im changing does change except it devleops blobs,whats the best sprite editing program
The best sprite editing program is GIMP. The best sprite insertion program is the Advance Series by Wichu. It can edit pallets for sprites right inside of it.

For writing scripts, consult diegoisawesome's tutorial. For inserting, when you click the gears at the top of XSE to compile, it will show you the offsets. Take the offset of the very first @label you used in the script and copy it. Then, choose how you want to use it. For most things, just place the script in the script offset box in a-map. For some map scripts and s-tiles, a var is required. Pick one thats deemed safe. For a list of safe vars; http://www.pokecommunity.com/showthr...56#post6829256 (there is a follow up post on the next page also). Remember, the script will only run on these when the var is equal to the value specified below it.
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Last edited by karatekid552; February 16th, 2013 at 08:55 PM. Reason: Your double post has been automatically merged.
  #23880    
Old February 17th, 2013, 06:40 AM
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95gemello7
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Quote:
Originally Posted by karatekid552 View Post
For those you having problems with SMCA and JPAN's hack, i was writing my tutorial today on how to do it with a hex editor, and I learned why. The origional location of the player facing section was cleared for free space. So, SMCA was expecting values 01-04 but got FF.



You know how pointers work, they are just reverse byte order. Also the animation pointer table is in order, so using the section on finding the animation offset in Choas' tutorial, find the location of the pointer you want and then you can move it to the one you want to have that animation. If you are creating new animations, remember-

The offset is AX BY CZ so the pointer would be CZ BY AX 08.
Thank you for the help, finally I've made a simply custom animation!! Here's my Night Slash animation!



Also I've ordered all attacks animation's pointer in order to make easier find and select the needed animation; so, can I create a thread, when I have time, where I write these informations? Is it possible?
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  #23881    
Old February 17th, 2013, 07:42 AM
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Quote:
Originally Posted by 95gemello7 View Post
Thank you for the help, finally I've made a simply custom animation!! Here's my Night Slash animation!



Also I've ordered all attacks animation's pointer in order to make easier find and select the needed animation; so, can I create a thread, when I have time, where I write these informations? Is it possible?
I would say, create a patch that just has the animations in order and post it in the resources thread. You can use luner ips to make the patch.
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  #23882    
Old February 17th, 2013, 08:02 AM
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Quote:
Originally Posted by karatekid552 View Post
I would say, create a patch that just has the animations in order and post it in the resources thread. You can use luner ips to make the patch.
Reordering all the pointers could be a good idea.. I will do it, taking my time, but I will do it!
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  #23883    
Old February 17th, 2013, 08:12 AM
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Quote:
Originally Posted by 95gemello7 View Post
Reordering all the pointers could be a good idea.. I will do it, taking my time, but I will do it!
Have fun. But remeber, the pointers are inorder, it's the data they point to that is not
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  #23884    
Old February 17th, 2013, 09:57 AM
GetTrolledFilms
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So, I've been searching, and I haven't found anything. My question is, how do you add Recent Generation Pokemon to an earlier Generation ROM? So, as an example, how would I be able to add, say an Infernape, or a Genesect, to a Hack using a FireRed Base ROM?
  #23885    
Old February 17th, 2013, 10:12 AM
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Okay, i've a problem.
I'm hacking Fire red (italian rom) and the hack is ambiented in seevi island.
When i talk to the people that leads me other island he let me go only in first 3 islands. How can i do for go in other island?
Need some flag in particular?
I hope you understand me.
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  #23886    
Old February 17th, 2013, 10:26 AM
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Quote:
Originally Posted by GetTrolledFilms View Post
So, I've been searching, and I haven't found anything. My question is, how do you add Recent Generation Pokemon to an earlier Generation ROM? So, as an example, how would I be able to add, say an Infernape, or a Genesect, to a Hack using a FireRed Base ROM?
Basically, what you are doing is not adding new Pokemon, you are trchnically just editing an existing Pokemon so it resembles a newer generation one.

You first have to replace an existing Pokemon's sprite with the one you want to add (ex. Infernape) with programs such as Nameless Sprite Editor and then editing it's stats with YAPE or related programs so it resembles the stats of the Pokemon you want to add (Infernape). There should be many tutorials on how to do this. Just look through the Tutorials section and you will find some.
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  #23887    
Old February 17th, 2013, 10:32 AM
karatekid552's Avatar
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What happens if I push it?....
 
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Quote:
Originally Posted by Hacker Bisharp View Post
Okay, i've a problem.
I'm hacking Fire red (italian rom) and the hack is ambiented in seevi island.
When i talk to the people that leads me other island he let me go only in first 3 islands. How can i do for go in other island?
Need some flag in particular?
I hope you understand me.
Most likely, or you need the upgraded ticket... or both. Try looking at the script for the boat and see what item and/or flag is required to sail to the other islands.
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  #23888    
Old February 17th, 2013, 10:41 AM
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Quote:
Originally Posted by karatekid552 View Post
Most likely, or you need the upgraded ticket... or both. Try looking at the script for the boat and see what item and/or flag is required to sail to the other islands.
I could not find anything, I tried with all flags or tools that I have found but nothing: (
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  #23889    
Old February 17th, 2013, 10:46 AM
Robbi
 
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Quote:
1) a little program called SMCA will help you.

2)for cave exits where the doorway is facing up (meaning you walk down to get out) the tile just above the door way needs have warp capabilities in its behavior, and the warp needs to be placed on it. There are two floor tiles that look the same. One is just your standard floor tile while the second has warp properties.

For emerald, the block (tile) # for a normal cave floor in title set 19 is block 201. The block # for a warp tile is block 207. If you want to see how this works or to check for other warp-able blocks, open up the block editor and look at its behavior data.

Block numbers can be found in the bottom lefthand corner of Amap when you hover over a particular block.

3) I can't see a picture, and that is because you need 15 posts to post pictures. My best guess is that there is green-s-tile on the ground in the events tab where you stepped. Delete it.

Good luck and welcome to the rom hacking forum
1) That does not work for me for some reason.
2) Ohh, I changes the tiles for warp properties, but i tested it, it still doesn't work.
3) there isn't anything like that, its just a regular tile that does it, and its every so often.
4) Now when i start it up, after the van, it goes black and wont start.
  #23890    
Old February 17th, 2013, 10:51 AM
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ok... so in fire red after you beat Blaine and you head outside... bill apraoches you and talks to you... I cant find that script...
he then says the boat has arrived (i can find that) and you take the boat to one island and go thru the dock (found it) throught one isle (found that script too) and into the pokecenterlab thing(easy to find) then... you go on a task and when its done you return to the pokecenter where bill tells celio boodbye (not hard to find) then you walk out and down thru one island... (missing script) and DOWN thru the dock (also not around) and you return to cinnibar island where bill tells you goodbye... I cant find this script either...

most of these should be level scripts but they are just not on advance map... I really only need the one where you are on cinnabar after the event where bill tells you goodbye... but its still odd that I cant find the rest of those events.
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  #23891    
Old February 17th, 2013, 11:16 AM
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Quote:
Originally Posted by Robbi View Post
1) That does not work for me for some reason.
2) Ohh, I changes the tiles for warp properties, but i tested it, it still doesn't work.
3) there isn't anything like that, its just a regular tile that does it, and its every so often.
4) Now when i start it up, after the van, it goes black and wont start.
I believe you have corrupted the start up data. Also, never change warp properties for floor tiles that are going to be used often. If a tile is used often, and you can warp on it, there will be a second tile which looks exactly like it that has warp properties.

Quote:
Originally Posted by Hacker Bisharp View Post
I could not find anything, I tried with all flags or tools that I have found but nothing: (
From the script where you get talk to Cielo, it looks like the Rainbow Pass will get you anywhere, so remove the tri-pass and add the Rainbow Pass. It also appears as though flag 846 adds the extra pages to the town map.
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Last edited by karatekid552; February 17th, 2013 at 11:23 AM. Reason: Your double post has been automatically merged.
  #23892    
Old February 17th, 2013, 02:15 PM
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I'm sure this answer is already posted somewhere, but in Ruby how do you increase the total number of moves that can be learned from ~3900 to somewhere a bit higher, like 4100? I'm trying to give each pokemon its DP moveset (or close to it). Do I need to use a hex editor and if so, is it really complicated? Thanks in advance.
  #23893    
Old February 17th, 2013, 05:01 PM
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karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by jbrown12333 View Post
I'm sure this answer is already posted somewhere, but in Ruby how do you increase the total number of moves that can be learned from ~3900 to somewhere a bit higher, like 4100? I'm trying to give each pokemon its DP moveset (or close to it). Do I need to use a hex editor and if so, is it really complicated? Thanks in advance.
Use PGE. It has the ability to repoint the movesets. But be warned, it will only point you to free space with blank attack slots. So, unless you move the move data manually with a hex editor after, you will have to reinsert all of the old moves.
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  #23894    
Old February 17th, 2013, 09:13 PM
The Legacy of The Legends Creator :D's Avatar
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what is the message script command i put
"msgbox @sign 0x3"

and a pop up comes up when i hit compile that prevents me to progress stating

Error 13 'Type mismatch' on line 4
Missing #define or parameter

Line:msgbox @sign 0x3

I am also having trobble with this one
I have been using Advance series for sprites and i get this


How do you do it with GIMP, if its easier or not lol idc as long as ill get better results XD <3
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C: creating a Hack "Pokemon Nightmare Version" There will be a Pokemon Dream as a sequel! A thread will be put up :D


To be changed to Terror!
Ive been let aware of a Pokemon Nightmare Hack being released already, i waited to long, and i checked it out and it looks really cool
I wanted to keep a connection to Nightmare, so i thought of Night Terrors, and kept Terror!

Currently in Design Stage, will be begin to code in around a month!
Pokemon Dream will be the sequel and made Somewhat after.

Last edited by The Legacy of The Legends Creator :D; February 17th, 2013 at 09:45 PM. Reason: Your double post has been automatically merged.
  #23895    
Old February 17th, 2013, 09:59 PM
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I don't know about the second part, but which version of XSE are you using? If it's the older one, try this:

msgbox @pointer
callstd 0x3
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  #23896    
Old February 17th, 2013, 10:23 PM
The Legacy of The Legends Creator :D's Avatar
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i have "v1.0.0"

and that gave me the same error, is there a previous version ic an use?

"#dynamic 0x2DD103

#org @start
message @pointer
callstd 0x3
end

#org @hello
= You are here
release
end

#org @talk1"

thats the code,its a test code
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C: creating a Hack "Pokemon Nightmare Version" There will be a Pokemon Dream as a sequel! A thread will be put up :D


To be changed to Terror!
Ive been let aware of a Pokemon Nightmare Hack being released already, i waited to long, and i checked it out and it looks really cool
I wanted to keep a connection to Nightmare, so i thought of Night Terrors, and kept Terror!

Currently in Design Stage, will be begin to code in around a month!
Pokemon Dream will be the sequel and made Somewhat after.

Last edited by The Legacy of The Legends Creator :D; February 17th, 2013 at 10:24 PM. Reason: Forgot the code
  #23897    
Old February 18th, 2013, 01:20 AM
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DrFuji
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Quote:
Originally Posted by The Legacy of The Legends Creator :D View Post
what is the message script command i put
"msgbox @sign 0x3"

and a pop up comes up when i hit compile that prevents me to progress stating

Error 13 'Type mismatch' on line 4
Missing #define or parameter

Line:msgbox @sign 0x3

I am also having trobble with this one
I have been using Advance series for sprites and i get this


How do you do it with GIMP, if its easier or not lol idc as long as ill get better results XD <3
The regular and shiny versions of Pokemon can't have different sprites attached to them as that just leads to the problems you're seeing in the editor. The ROM cuts a few corners when it comes to shinies so unless you manage to change the way the game loads and stores the sprites through some unknown ASM or HEX editing then you're you're restricted to using the same sprites.

Essentially the ROM has one set of sprites for each Pokemon (a frontsprite and a backsprite obviously) but the backsprite contains the shiny palette. This palette overwrites the regular coloured palette when a shiny is activated but since it is just overwriting the palette rather than changing the active sprite you don't have any opportunity to change what it looks like. Game Freak managed to save space on the ROM by doing this, as that meant they only had to insert two sprites rather than four in the event of shinies, relying on the palette swap to do the rest for them.

Long story short, you have uploaded different front/ back sprites with your shiny variations and tried to sync palettes. But since the Advanced Pokemon Sprite Editor knows the ROM's limitations it has tried to merge the shiny and regular sprites together, leading to look glitched and weirdly coloured in some areas. Just keep the sprites the same but alter the palette when it comes to shiny versions.

Ugh, sorry I feel like I'm rambling and not adding anything :P

Quote:
Originally Posted by The Legacy of The Legends Creator :D View Post
i have "v1.0.0"
XSE 1.0.0 is very glitchy and shouldn't be used at all. Here's a link to v1.1.1 which should be able to insert your earlier script perfectly.
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  #23898    
Old February 18th, 2013, 02:25 AM
CMSilver's Avatar
CMSilver
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Can anyone give mea link to dl XSE?
I know I shouldnt be asking here, but all the links I've tried have failed.
  #23899    
Old February 18th, 2013, 05:43 AM
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Right, I've written my script, compiled it into my ROM thanks to POKEscript.
When I try putting it into ROM via Advance Map, then when I play the ROM, absolutely nothing happens when I try to activate the event. (A simple message from NPC)
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  #23900    
Old February 18th, 2013, 06:08 AM
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Quote:
Originally Posted by CMSilver View Post
Can anyone give mea link to dl XSE?
I know I shouldnt be asking here, but all the links I've tried have failed.
Redownload the whole thing. Oh, what a useful post:

Quote:
Originally Posted by DrFuji View Post
XSE 1.0.0 is very glitchy and shouldn't be used at all. Here's a link to v1.1.1 which should be able to insert your earlier script perfectly.
Quote:
Originally Posted by exedissolve View Post
Right, I've written my script, compiled it into my ROM thanks to POKEscript.
When I try putting it into ROM via Advance Map, then when I play the ROM, absolutely nothing happens when I try to activate the event. (A simple message from NPC)
Don't use PokeScript. No one here except the handful of beginners that watch fullump's old videos script using PokeScript. My suggestion is PKSV or XSE. Since I have this copy pasted here's a link ;p
Quote:
Originally Posted by DrFuji View Post
XSE 1.0.0 is very glitchy and shouldn't be used at all. Here's a link to v1.1.1 which should be able to insert your earlier script perfectly.
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