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  #26801    
Old October 3rd, 2013, 08:18 PM
Renegade's Avatar
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Quote:
Originally Posted by gogojjtech View Post
Just an FYI, that's not an orignal FR ROM tileset0.
I obviously understand that, I meant the parts with the mountain-jumping-tiles are the same as the original tileset from FR. But it doesn't matter now that the question has been answered
  #26802    
Old October 3rd, 2013, 09:36 PM
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Quote:
Originally Posted by karatekid552 View Post
First, use 1.92. 1.95 is an unstable, unfinished beta.

2nd, after you have inserted the map, go into the header and look in the first section. There will be a left and a right box that both say palette town. On the left, that is a drop down box. Use that to change it to sky pillar. Then, save. Now, go to a different map. Next, come back. That will reload the name and it should be good.
I used A.M 1.92 now. There is no SKY PILLAR name at the left box (drop down box) after the new map inserted. What should i do?

It's look like i have same problem like this thread.
http://www.pokecommunity.com/showthread.php?p=3958013

It's that problem can't be solved until now?

Last edited by blackpikachu; October 3rd, 2013 at 11:01 PM.
  #26803    
Old October 4th, 2013, 08:43 AM
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Hello!
Does anyone know what each variable of the 0x8000 are use for?
I've noticed that 0x800D changes at the end of every battle, apparently the value depends on the outcome ofthe battle: catched the pokémon, made it faint, ran away from it, ...
I want to use a couple of these variables for battle related stuff. If you know that any of the 0x8000 does not change during battle, that would be very helpful to me already!

Thanks in advance,
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  #26804    
Old October 4th, 2013, 09:24 AM
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Quote:
Originally Posted by blackpikachu View Post
I used A.M 1.92 now. There is no SKY PILLAR name at the left box (drop down box) after the new map inserted. What should i do?

It's look like i have same problem like this thread.
http://www.pokecommunity.com/showthread.php?p=3958013

It's that problem can't be solved until now?
Are you using FR? Otherwise, it is there. I know, because I have used it.
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  #26805    
Old October 4th, 2013, 09:36 AM
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I know I have asked far too many questions on this thread, so this will be my last...
I am trying to make an underwater area in fire red, but I dont know how to make it purple like in r/s/e underwater areas. I know how to use underwater mist, in a-map, but I cant make it purple...
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  #26806    
Old October 4th, 2013, 09:55 AM
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@Pokémew151, it would be easier to make purple tiles.
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  #26807    
Old October 4th, 2013, 10:33 AM
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Quote:
Originally Posted by Kurapika View Post
@Pokémew151, it would be easier to make purple tiles.
And how do you make purple tiles on specific tiles and only on that map?
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  #26808    
Old October 4th, 2013, 01:19 PM
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reshilegend
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Quote:
Originally Posted by PokéMew151 View Post
And how do you make purple tiles on specific tiles and only on that map?
I think Kurapika means editing Tileset 2 of that map. That way you can add purple tiles only for that map (technically the tiles can also be on Tileset 1 but you obviously want to use Tileset 2 to save space for more important tiles). I don't know how to edit the color of the mist, sorry. :/

Question:
I read somewhere that it's possible to make the TMs in the GBA games reusable like in 5th gen. Would changing the TMs to HMs be enough or do you need ASM for that? Thanks in advance.
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  #26809    
Old October 4th, 2013, 01:22 PM
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Quote:
Originally Posted by reshilegend View Post
I think Kurapika means editing Tileset 2 of that map. That way you can add purple tiles only for that map (technically the tiles can also be on Tileset 1 but you obviously want to use Tileset 2 to save space for more important tiles). I don't know how to edit the color of the mist, sorry. :/

Question:
I read somewhere that it's possible to make the TMs in the GBA games reusable like in 5th gen. Would changing the TMs to HMs be enough or do you need ASM for that? Thanks in advance.
You would need ASM to change a few bytes or repoint the routine, and make it so it doesn't deduct one on use. Also, you would need to make it so it doesn't count how many you have (example: TM 43 x1)

Quote:
Originally Posted by Kurapika View Post
Hello!
Does anyone know what each variable of the 0x8000 are use for?
I've noticed that 0x800D changes at the end of every battle, apparently the value depends on the outcome ofthe battle: catched the pokémon, made it faint, ran away from it, ...
I want to use a couple of these variables for battle related stuff. If you know that any of the 0x8000 does not change during battle, that would be very helpful to me already!

Thanks in advance,
There are a few temporary variables (by temporary I mean constantly used by the game engine) the 8000s are some. Just use the 4000s they left: http://www.pokecommunity.com/showthread.php?t=302347
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Last edited by GoGoJJTech; October 4th, 2013 at 01:23 PM. Reason: Your double post has been automatically merged.
  #26810    
Old October 4th, 2013, 09:14 PM
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someone know where's the trainer card image on Pl rom? I looked over all the rom and internet but I can't find it on the US rom ...
the graphic/trainercard.narc are the DP files leftover, I can change there bt nothing will happen lol
  #26811    
Old October 5th, 2013, 12:11 AM
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Quote:
Originally Posted by karatekid552 View Post
Are you using FR? Otherwise, it is there. I know, because I have used it.
Yup, i'm using FR. Can you show me a screenshot if you don't mind? *feeling frustrated* Haha. Oh yes, how about the setting at A.M? that i must tick and untick, are there any problems?
  #26812    
Old October 5th, 2013, 04:34 AM
exidia
 
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How can I add let's say Groudon, Rayquaza and Kyogre to pokemon firered?
  #26813    
Old October 5th, 2013, 07:04 AM
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Quote:
Originally Posted by exidia View Post
How can I add let's say Groudon, Rayquaza and Kyogre to pokemon firered?
what do you mean? They're already there, unless you mean a Groudon/Rayquaza/Kyogre event? You would have to insert their sprites (if they're not in FR) and then make a script like this:
Spoiler:

#dynamic 0x8000000
#org @start
lock
faceplayer
cry 0x(pokemon cry in hex) 0x0
msgbox @pewpew 0x6
waitcry
wildbattle (pokemon in hex) (level of the pokemon in hex)0x03
fadescreen 0x0
hidesprite (person event #)
fadescreen 0x1
setflag (your flag number if you only want it to happen once(and if you do put it on the Person ID in Amap)
release
end

  #26814    
Old October 5th, 2013, 08:55 AM
exidia
 
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Quote:
Originally Posted by Dark Sneasel View Post
what do you mean? They're already there, unless you mean a Groudon/Rayquaza/Kyogre event? You would have to insert their sprites (if they're not in FR) and then make a script like this:
Spoiler:

#dynamic 0x8000000
#org @start
lock
faceplayer
cry 0x(pokemon cry in hex) 0x0
msgbox @pewpew 0x6
waitcry
wildbattle (pokemon in hex) (level of the pokemon in hex)0x03
fadescreen 0x0
hidesprite (person event #)
fadescreen 0x1
setflag (your flag number if you only want it to happen once(and if you do put it on the Person ID in Amap)
release
end

How do I obtain and insert the sprites? I know about the script part.
Also how would I add Arceus, Dialga, Palkia and Giratina?
  #26815    
Old October 5th, 2013, 09:10 AM
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Quote:
Originally Posted by exidia View Post
How do I obtain and insert the sprites? I know about the script part.
Also how would I add Arceus, Dialga, Palkia and Giratina?
FR has the first 386 pokemon... So what do you mean "add" them? They're already in there. If you traded a groudon from Rse->FR it would still be a groudon. It's in there already
To add Arceus, Dialga, Palkia and Giratina just insert their sprites into the ROM and change their data.
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  #26816    
Old October 5th, 2013, 09:36 AM
exidia
 
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Quote:
Originally Posted by gogojjtech View Post
FR has the first 386 pokemon... So what do you mean "add" them? They're already in there. If you traded a groudon from Rse->FR it would still be a groudon. It's in there already
To add Arceus, Dialga, Palkia and Giratina just insert their sprites into the ROM and change their data.
I mean add the overworld sprites for the groudon etc. and where to get it?
  #26817    
Old October 5th, 2013, 09:39 AM
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Quote:
Originally Posted by exidia View Post
I mean add the overworld sprites for the groudon etc. and where to get it?
There are resources all around. Plus FR has the groudon/kyogre OWs in there already for some reason. If you wanted HGSS ones here: http://www.spriters-resource.com/ds/...oldsoulsilver/
Use NSE Classic: https://www.dropbox.com/s/wqy6hog3ar...%201.7.5.0.zip
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  #26818    
Old October 5th, 2013, 09:41 AM
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I've been working on making my title screen for my Emerald hack, but having quite some trouble with the mapping. I posted the following in KhaosKnight's Emerald Title Screen Hacking tutorial, but I think that the thread is quite stale so nobody bothers to read the new replies...

Quote:
Originally Posted by Nelsyv View Post
Anyone know why this is happening? I've yet to change the pallette so I know it's going to look funny color-wise, but why is it all off-center and shrunken? What did I do wrong, and how can I fix it?

Actual titlescreen:




What it should be:




EDIT: So now I tried using an image that fit the map perfectly (the one below) instead of a 128x128, and unLZ refuses to repoint even if I give it the offset for the free space needed. What is going on?!
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  #26819    
Old October 5th, 2013, 09:44 AM
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Quote:
Originally Posted by Nelsyv View Post
I've been working on making my title screen for my Emerald hack, but having quite some trouble with the mapping. I posted the following in KhaosKnight's Emerald Title Screen Hacking tutorial, but I think that the thread is quite stale so nobody bothers to read the new replies...
First off- you forgot to import and repoint the palette so it's using the wrong colors.
Second- since you already repointed the OLD image no longer has a pointer. No pointer = impossible to repoint again. So to fix it find the pointer manually and change it manually.
Third- you forgot to move the RAW to the top left so it's in the middle right.
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  #26820    
Old October 5th, 2013, 11:51 AM
exidia
 
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So I got adding the pokemon done.
One problem, I only have the ability to have 439 pokemons :/
How do I extends this number?
  #26821    
Old October 5th, 2013, 11:52 AM
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Quote:
Originally Posted by exidia View Post
So I got adding the pokemon done.
One problem, I only have the ability to have 439 pokemons :/
How do I extends this number?
ASM lots of ASM
and knowledge of where to put it
Plus don't, add replace
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  #26822    
Old October 5th, 2013, 11:56 AM
exidia
 
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Quote:
Originally Posted by gogojjtech View Post
ASM lots of ASM
and knowledge of where to put it
Plus don't, add replace
Isn't there a patch or something for it?
If there is a tutorial of any kind, please give me a link
  #26823    
Old October 5th, 2013, 11:59 AM
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Quote:
Originally Posted by exidia View Post
Isn't there a patch or something for it?
If there is a tutorial of any kind, please give me a link
Nope this is a serious subject. Adding a single pokemon will be enough to make you quit hacking overall. Just the fact. 386 pokemon is clearly enough because I'm sure not everyone will use a farfetch'd in your hack or whatever.
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Pokémon Platinum Red and Blue

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  #26824    
Old October 5th, 2013, 12:02 PM
exidia
 
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Quote:
Originally Posted by gogojjtech View Post
Nope this is a serious subject. Adding a single pokemon will be enough to make you quit hacking overall. Just the fact. 386 pokemon is clearly enough because I'm sure not everyone will use a farfetch'd in your hack or whatever.
Well, I wanna use the ones currently added and more so I cant really just replace.
  #26825    
Old October 5th, 2013, 12:04 PM
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Quote:
Originally Posted by exidia View Post
Well, I wanna use the ones currently added and more so I cant really just replace.
Well you must find out where to put your ASM and how to do it. I only got to 412 (burmy) and that was stressful enough
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Pokémon Platinum Red and Blue

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