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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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  #26    
Old December 10th, 2012, 11:05 AM
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They are, I tested it in emerald. The first 6 if I remember are the same, it is the rest that differ.
writebytetooffset 0x3F 0x4000048 1F
writebytetooffset 0x1F 0x4000049 1F

writebytetooffset 0x41 0x4000050 40 '00101E40
writebytetooffset 0x3F 0x4000051 1E
writebytetooffset 0xF 0x4000052 10
writebytetooffset 0xA 0x4000053 00

writebytetooffset 0xFF 0x202F0AA 29'Emerald dif
writebytetooffset 0xFF 0x202F0AB 25

writebytetooffset 0x0 0x202F0B8 5A '
writebytetooffset 0x0 0x202F0B9 67 '

writebytetooffset 0x0 0x202F0AC 1F '
writebytetooffset 0x0 0x202F0AD 00

writebytetooffset 0x0 0x202F0BE 9C
writebytetooffset 0x0 0x202F0BF 77
writebytetooffset 0x0 0x202F0C0 ff
writebytetooffset 0x0 0x202F0C1 7E
writebytetooffset 0x0 0x202F0C2 33
writebytetooffset 0x0 0x202F0C3 7F
writebytetooffset 0x0 0x202F0C4 EF
writebytetooffset 0x0 0x202F0C5 72
writebytetooffset 0x0 0x202F0C6 FF
writebytetooffset 0x0 0x202F0C7 7F
writebytetooffset 0x0 0x202F0C8 0E
writebytetooffset 0x0 0x202F0C9 53
to the right I added the original bytes for debuggers :D
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  #27    
Old December 10th, 2012, 02:19 PM
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Quote:
Originally Posted by NarutoActor View Post
They are, I tested it in emerald. The first 6 if I remember are the same, it is the rest that differ.
writebytetooffset 0x3F 0x4000048 1F
writebytetooffset 0x1F 0x4000049 1F

writebytetooffset 0x41 0x4000050 40 '00101E40
writebytetooffset 0x3F 0x4000051 1E
writebytetooffset 0xF 0x4000052 10
writebytetooffset 0xA 0x4000053 00

writebytetooffset 0xFF 0x202F0AA 29'Emerald dif
writebytetooffset 0xFF 0x202F0AB 25

writebytetooffset 0x0 0x202F0B8 5A '
writebytetooffset 0x0 0x202F0B9 67 '

writebytetooffset 0x0 0x202F0AC 1F '
writebytetooffset 0x0 0x202F0AD 00

writebytetooffset 0x0 0x202F0BE 9C
writebytetooffset 0x0 0x202F0BF 77
writebytetooffset 0x0 0x202F0C0 ff
writebytetooffset 0x0 0x202F0C1 7E
writebytetooffset 0x0 0x202F0C2 33
writebytetooffset 0x0 0x202F0C3 7F
writebytetooffset 0x0 0x202F0C4 EF
writebytetooffset 0x0 0x202F0C5 72
writebytetooffset 0x0 0x202F0C6 FF
writebytetooffset 0x0 0x202F0C7 7F
writebytetooffset 0x0 0x202F0C8 0E
writebytetooffset 0x0 0x202F0C9 53
to the right I added the original bytes for debuggers :D
Wow, if you can do this why not do the same for FR? :3 Nice Job gonna try this on Emerald... :3
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  #28    
Old December 11th, 2012, 03:49 AM
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Does anyone know a way to get transparent mugshots? Or is it the same code? ._.
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  #29    
Old December 11th, 2012, 12:07 PM
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Originally Posted by xWhyNotx View Post
Does anyone know a way to get transparent mugshots? Or is it the same code? ._.
As you can clearly see, this is for transparent textboxes, not transparent mugshots.
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  #30    
Old December 11th, 2012, 05:59 PM
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What would the writebytes or command be to make the textboxes non-transparant after you have talked to someone. Anyone have a clue at all? Im trying to make the script big-free, people who are using this script should talk to the mart clerk and see what happens. Im trying to fix this problem
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  #31    
Old December 12th, 2012, 09:17 AM
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The bytes that I posted had the original ruby bytes, if you to writebytetooffset with those bytes it would make the transparent textbox return to normal
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  #32    
Old December 16th, 2012, 07:11 AM
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Well...i think i should say something....There's someone reserved those offset and he said those are found by himself...But he don't know what is RAM at all.
http://wapp.baidu.com/f/q-9a3b678cd7...010&pinf=1_2_0
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  #33    
Old December 29th, 2012, 05:37 PM
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^ Your link is dead lol.
Correct me if I'm wrong, but as far as I know this won't work in Fire Red because of its DMA protection. You can edit the values in RSE because they are static; when you edit them they'll remain until refreshed. However most of the ones in Fire Red are dynamic, meaning they'll just revert after you've input something.
But who knows, I've never been able to find the actual offset to test if it's editable.
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  #34    
Old January 6th, 2013, 04:35 AM
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This code only allows you to change the coloring (to transparent) of the textbox. If you are looking to change the style of how it looks, like in B/W 2, I think that will be very hard. Thanks anyways!
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  #35    
Old January 9th, 2013, 04:08 PM
thjenvuongxh
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I have a good and a bad notice:

First the good:
writebytetooffset 0x3F 0x4000048
writebytetooffset 0x1F 0x4000049
writebytetooffset 0x41 0x4000050
writebytetooffset 0x3F 0x4000051
writebytetooffset 0xF 0x4000052
writebytetooffset 0xA 0x4000053
writebytetooffset 0xFF 0x20377DC
writebytetooffset 0xFF 0x20377DD
writebytetooffset 0x0 0x20377DA
writebytetooffset 0x0 0x20377DB
writebytetooffset 0x0 0x20377DE
writebytetooffset 0x0 0x20377DF
writebytetooffset 0x0 0x20377EC
writebytetooffset 0x0 0x20377ED
writebytetooffset 0x0 0x20377EE
writebytetooffset 0x0 0x20377EF
writebytetooffset 0x0 0x20377F0
writebytetooffset 0x0 0x20377F1
writebytetooffset 0x0 0x20377F2
writebytetooffset 0x0 0x20377F3
writebytetooffset 0x0 0x20377F4
writebytetooffset 0x0 0x20377F5
writebytetooffset 0x0 0x20377F6
writebytetooffset 0x0 0x20377F7

But the bad is that there a scoundrel ASM ROUTINE that inserts
others bytes in this location after the script!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

This requires a ASM routine that check the offset in 0x8471DEC.


LETS GO!!!
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  #36    
Old January 10th, 2013, 12:22 PM
thjenvuongxh
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(FIRE RED)
Today, I created a new asm routine, capable of reading one byte in the var 0x8009.

First, go at 0x8150400 and paste of thus:

A1 46 70 BC 01 BC 00 47 00 49 08 47 XX XX XX 08
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

(Use xx xx xx 08 +1 for the byte of the routine. Example: 0x800000 is 0x8000001 and 00 00 80 08 is 01 00 80 08)

At 0x8xxxxxx, paste it:
00 B5 00 06 00 0E 04 28 06 48 00 88 00 28 03 D0
05 49 06 49 06 49 07 49 07 49 08 49 08 49 09 49
09 49 00 00 CA 70 03 02 18 D8 80 00 01 49 40 18
00 68 87 46 XX XX XX 08

This new 0x8XXXXXX is your other free space that you paste it:
34 04 15 08 38 04 15 08 3C 04 15 08 40 04 15 08 44 04 15 08
BUT INSERT MORE BYTES WITH THIS, WHERE ITS COMPOSITION IS
THE TABLE WITH THIS:
10 20 00 E0 40 20 40 00 01 49 40 18 02 BC 08 47 EC 1D 47 08

Use a 10 20 E0 for the number of this table at:0x471DEC

But you can create a new collors and insering at var 0x8009 bytes with
0x0 0x1, 0x2, 0x3, 0x4, BUT THE 0x5 can' not except if you expand the table at 0x471DEC

Last edited by thjenvuongxh; January 17th, 2013 at 11:13 AM.
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  #37    
Old January 10th, 2013, 02:51 PM
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Quote:
Originally Posted by thjenvuongxh View Post
(FIRE RED)
Today, I created a new asm routine, capable of reading one byte in the var 0x8009.
Source code? I'd like to see how this works and tweak it for my hack. I'm also not entirely sure what this does. Does it allow for the switching of textbox pallets, or does it add transparency?
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  #38    
Old January 11th, 2013, 11:48 AM
thjenvuongxh
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Quote:
Originally Posted by shiny quagsire View Post
Source code? I'd like to see how this works and tweak it for my hack. I'm also not entirely sure what this does. Does it allow for the switching of textbox pallets, or does it add transparency?
After doing the things I said, you can use the VAR 0x8009 to add a number that vai vai say what color text box appears.
For example:
'---------------
#org 0xB00000
writebytetooffset 0x3F 0x4000048
writebytetooffset 0x1F 0x4000049
writebytetooffset 0x41 0x4000050
writebytetooffset 0x3F 0x4000051
writebytetooffset 0xF 0x4000052
writebytetooffset 0xA 0x4000053
setvar 0x8009 0x3
msgbox 0x81833B9 MSG_NORMAL '" [black_fr]The BUG POKEMON are the..."
end


'---------
' Strings
'---------
#org 0x1833B9
= [black_fr]The BUG POKEMON are the best \nFOR SURE!!

The "setvar 0x8009 0x3" is responsible for the color change in the text box.

If we use "setvar 0x8009 0x4" is another color that will show up, but if we use "setvar 0x8009 0x5" because the game will lock in place so we 0x8471DEC this:


Color 0x0:

2E FF 53 8C 31 5A 7F 67 3C 04 3A FF 64 06 4B D2
46 65 14 FF 7F 7B 9A 7B 54 73 7F 8E 62 DC C9 51


Color 0x1:

2E FF 53 8C 31 5A 7F 67 3C 04 3A FF 64 06 4B D2
46 7B 65 14 FF 7F 39 6F 39 39 6F 6F 7F DC 3D CD


Color 0x2:

2E FF 53 8C 31 5A 7F 67 3C 04 3A FF 64 06 4B D2
46 7B 65 14 FF 7F 29 77 A2 6E 40 39 C0 45 E0 61


Color 0x3

2E FF 53 8C 31 5A 7F 67 3C 04 3A FF 64 06 4B D2
46 65 14 1F 7B 7C 59 6F 6B 33 CC 3D 72 90 5A A8


Color 0x4

2E FF 53 8C 31 5A 7F 67 3C 04 3A FF 64 06 4B D2
7B 46 65 14 87 39 10 42 94 52 18 67 77 68 35 9C


So ... ... we can replace this:

* Color 0:00 20 06 E0
* Color 1:10 20 00 E0
* Color 2:20 20 00 E0
* Color 3:30 20 00 E0
* Color 4:40 20 40 00

... to this:

* Color 0:00 20 06 E0
* Color 1:10 20 00 E0
* Color 2:20 20 00 E0
* Color 3:30 20 00 E0
* Color 4:40 20 40 00
* Color 5:50 20 40 00
* Color 6:60 20 40 00
(...)
* Color F:F0 20 40 00

...replace this:

* Color 0:34 04 15 08
* Color 1:38 04 15 08
* Color 2:3C 04 15 08
* Color 3:40 04 15 08
* Color 4:44 04 15 08

...to:

* Color 0:34 04 15 08
* Color 1:38 04 15 08
* Color 2:3C 04 15 08
* Color 3:40 04 15 08
* Color 4:44 04 15 08
* Color 5:XX XX XX 08 (pointer byte 50 20 40 00)
(...)
* Color F:XX XX XX 08 (pointer byte F0 20 40 00)

Last edited by thjenvuongxh; January 12th, 2013 at 08:19 AM.
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  #39    
Old January 17th, 2013, 11:16 AM
thjenvuongxh
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Quote:
Originally Posted by thjenvuongxh View Post
(FIRE RED)
Today, I created a new asm routine, capable of reading one byte in the var 0x8009.

First, go at 0x8150400 and paste of thus:

A1 46 70 BC 01 BC 00 47 00 49 08 47 XX XX XX 08
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

(Use xx xx xx 08 +1 for the byte of the routine. Example: 0x800000 is 0x8000001 and 00 00 80 08 is 01 00 80 08)

At 0x8xxxxxx, paste it:
00 B5 00 06 00 0E 04 28 06 48 00 88 00 28 03 D0
05 49 06 49 06 49 07 49 07 49 08 49 08 49 09 49
09 49 00 00 CA 70 03 02 18 D8 80 00 01 49 40 18
00 68 87 46 XX XX XX 08

This new 0x8XXXXXX is your other free space that you paste it:
34 04 15 08 38 04 15 08 3C 04 15 08 40 04 15 08 44 04 15 08
BUT INSERT MORE BYTES WITH THIS, WHERE ITS COMPOSITION IS
THE TABLE WITH THIS:
10 20 00 E0 40 20 40 00 01 49 40 18 02 BC 08 47 EC 1D 47 08

Use a 10 20 E0 for the number of this table at:0x471DEC

But you can create a new collors and insering at var 0x8009 bytes with
0x0 0x1, 0x2, 0x3, 0x4, BUT THE 0x5 can' not except if you expand the table at 0x471DEC
I packed my explanations! Read again and should be fine!
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  #40    
Old January 17th, 2013, 11:59 AM
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Actually, when I said source code, I meant the source to the ASM, as it might help me to understand how it works, rather than 'put this here, and put that there, and repoint this thingy'. I just like to know how it works, and others might too. Also, I'm still a bit confused as to what this segment means:
Quote:
This new 0x8XXXXXX is your other free space that you paste it:
34 04 15 08 38 04 15 08 3C 04 15 08 40 04 15 08 44 04 15 08
BUT INSERT MORE BYTES WITH THIS, WHERE ITS COMPOSITION IS
THE TABLE WITH THIS:
10 20 00 E0 40 20 40 00 01 49 40 18 02 BC 08 47 EC 1D 47 08

Use a 10 20 E0 for the number of this table at:0x471DEC
I know at 0x471DEC there's a table of pallets, each 32 bytes long (unless they're compressed... not sure if they are.)
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  #41    
Old January 19th, 2013, 12:23 PM
thjenvuongxh
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Quote:
Originally Posted by shiny quagsire View Post
Actually, when I said source code, I meant the source to the ASM, as it might help me to understand how it works, rather than 'put this here, and put that there, and repoint this thingy'. I just like to know how it works, and others might too. Also, I'm still a bit confused as to what this segment means:

I know at 0x471DEC there's a table of pallets, each 32 bytes long (unless they're compressed... not sure if they are.)
The asm code is the way I found to change the colors, since it POKEMON FIRE RED uses a different text box (a writebytetooffset is not enough).

This 0x8471DEC contains an array of colors that the game uses when he goes to the text box, what I could do ... ... ... despite being BY ACCIDENT, because not get along very well with asm but with HEX ... ... was cause the read routine...

...was to make the routine var 0x2009 read before using the colors and the numbers:
34 04 15 08 38 04 15 08 3C 04 15 08 40 04 15 08 44 04 15 08
byte offsets ... are leading to numbers:
E0 10 20 00 40 20 40 00 01 49 40 18 02 BC 08 47 47 08 1D EC
... which are nothing but the numbering of colors that go appear in text boxes. EX: 10 20 00 E0 is the first color in 0x8471DEC

But we can repoint as: 50 20 00 E0
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  #42    
Old March 4th, 2013, 07:33 PM
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incredible is amazing. i no have words ***___***
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  #43    
Old March 7th, 2013, 02:19 PM
thjenvuongxh
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Quote:
Originally Posted by pepepepote View Post
incredible is amazing. i no have words ***___***
You have referred to my routine?

For just wanna know if it worked for everyone.
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  #44    
Old April 9th, 2013, 06:59 AM
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Can anybody help? Whenever I use transparent textboxes, I end up with this on the menu. Is there no way to fix that?
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  #45    
Old April 9th, 2013, 05:39 PM
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Quote:
Originally Posted by Randomlords View Post
Can anybody help? Whenever I use transparent textboxes, I end up with this on the menu. Is there no way to fix that?
Hey guys! Just above Naruto Actor posted the debug bytes,
So after you you these writebytetooffset to make transparent
In the end of the script, just write back the origins byte again :D
Spoiler:

writebytetooffset 0x1F 0x4000048
writebytetooffset 0x1F 0x4000049

writebytetooffset 0x40 0x4000050
writebytetooffset 0x1E 0x4000051
writebytetooffset 0x10 0x4000052
writebytetooffset 0x00 0x4000053

writebytetooffset 0x29 0x202F0AA
writebytetooffset 0x25 0x202F0AB

writebytetooffset 0x5A 0x202F0B8
writebytetooffset 0x67 0x202F0B9

writebytetooffset 0x1F 0x202F0AC
writebytetooffset 0x0 0x202F0AD

writebytetooffset 0x9C 0x202F0BE
writebytetooffset 0x77 0x202F0BF
writebytetooffset 0xFF 0x202F0C0
writebytetooffset 0x7E 0x202F0C1
writebytetooffset 0x33 0x202F0C2
writebytetooffset 0x7F 0x202F0C3
writebytetooffset 0xEF 0x202F0C4
writebytetooffset 0x72 0x202F0C5
writebytetooffset 0xFF 0x202F0C6
writebytetooffset 0x7F 0x202F0C7
writebytetooffset 0x0E 0x202F0C8
writebytetooffset 0x53 0x202F0C9

It works for me, but it's not really normal after we write back (the text is in pink color, with back ground, but the menu is OK)

At least it solves the menu
Just call these scipts everytime when you end a script with massage
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  #46    
Old June 10th, 2013, 01:43 AM
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Quote:
Originally Posted by PokemonMasters View Post
Hey Guys. Want to do Tranparent Textboxes but they look so hard to do? You can do it with the WBTO (Write by Offset) command in XSE. Here is a simple script on how to make Transparent Textboxes. (For Ruby |AXVE| Only)

Here is what you need to add to the script

writebytetooffset 0x3F 0x4000048
writebytetooffset 0x1F 0x4000049
writebytetooffset 0x41 0x4000050
writebytetooffset 0x3F 0x4000051
writebytetooffset 0xF 0x4000052
writebytetooffset 0xA 0x4000053
writebytetooffset 0xFF 0x202F0AA
writebytetooffset 0xFF 0x202F0AB
writebytetooffset 0x0 0x202F0B8
writebytetooffset 0x0 0x202F0B9
writebytetooffset 0x0 0x202F0AC
writebytetooffset 0x0 0x202F0AD
writebytetooffset 0x0 0x202F0BE
writebytetooffset 0x0 0x202F0BF
writebytetooffset 0x0 0x202F0C0
writebytetooffset 0x0 0x202F0C1
writebytetooffset 0x0 0x202F0C2
writebytetooffset 0x0 0x202F0C3
writebytetooffset 0x0 0x202F0C4
writebytetooffset 0x0 0x202F0C5
writebytetooffset 0x0 0x202F0C6
writebytetooffset 0x0 0x202F0C7
writebytetooffset 0x0 0x202F0C8
writebytetooffset 0x0 0x202F0C9


Test:


Notes:
- You must do this in Every Script you want Transparent.
- There are some bugs in doing this. Using this script will activate them.

Thanks for reading :D

Credit the following people if used:
- ~Andrea
is it before or after your script?
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  #47    
Old June 10th, 2013, 01:55 AM
Crimnor
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Before using the textbox. (Obviously)
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  #48    
Old August 7th, 2013, 10:13 PM
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Quote:
Originally Posted by thjenvuongxh View Post
First the good:
writebytetooffset 0x3F 0x4000048
writebytetooffset 0x1F 0x4000049
writebytetooffset 0x41 0x4000050
writebytetooffset 0x3F 0x4000051
writebytetooffset 0xF 0x4000052
writebytetooffset 0xA 0x4000053
writebytetooffset 0xFF 0x20377DC
writebytetooffset 0xFF 0x20377DD
writebytetooffset 0x0 0x20377DA
writebytetooffset 0x0 0x20377DB
writebytetooffset 0x0 0x20377DE
writebytetooffset 0x0 0x20377DF
writebytetooffset 0x0 0x20377EC
writebytetooffset 0x0 0x20377ED
writebytetooffset 0x0 0x20377EE
writebytetooffset 0x0 0x20377EF
writebytetooffset 0x0 0x20377F0
writebytetooffset 0x0 0x20377F1
writebytetooffset 0x0 0x20377F2
writebytetooffset 0x0 0x20377F3
writebytetooffset 0x0 0x20377F4
writebytetooffset 0x0 0x20377F5
writebytetooffset 0x0 0x20377F6
writebytetooffset 0x0 0x20377F7
Just to clarify for everyone, if you don't need colored text, this works just fine on FireRed.^ The asm routine is only there to make sure the text doesn't become transparent if you use a different color. If you are fine with white text, then this is all you need.
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Old August 8th, 2013, 04:34 AM
Ksiazek Bartlomiej's Avatar
Ksiazek Bartlomiej
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Someone know how to use that formula in Battles Texts? It would look nice in Battle giving some BW Battle Styles with full Backsprite animations.
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Old August 8th, 2013, 06:22 AM
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Quote:
Originally Posted by Ksiazek Bartlomiej View Post
Someone know how to use that formula in Battles Texts? It would look nice in Battle giving some BW Battle Styles with full Backsprite animations.
You could actually do much the same thing. You see, what this code does is adjust some things, and then make the top layer map (The one that text and stuff goes on) semi-transparent to all other layers. If you want to read more about that, you can look at this ( http://nocash.emubase.de/gbatek.htm#...specialeffects) but since you have adamently refused to learn ASM in the part, I highly doubt it will make any sense to you.

So, yeah, this could be inserted in battle, you just have to code it in somewhere, and also realize something else... The sprites aren't large enough, nor placed in the correct spots for this to look good. You would need to change their locations and everything. I also don't think the battle bg's are in the correct area either.
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