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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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5
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13
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    • Seen Sep 9, 2011
    Whenever I change the dimension of an existing map in fire red(advancemap 1.92),
    the screen is black when the character should warp to the resized map.
    Is there a way to fix that?
     

    Kevin

    kevin del rey
    2,686
    Posts
    13
    Years
  • Whenever I change the dimension of an existing map in fire red(advancemap 1.92),
    the screen is black when the character should warp to the resized map.
    Is there a way to fix that?
    What are the dimensions? Are they odd numbers? 'Cause maybe that's your problem. Try removing level scripts also.
     
    5
    Posts
    13
    Years
    • Seen Sep 9, 2011
    I just solved it myself. I had to change height and width together, not just one. Some black tiles covered the space I didn't need.
    Thanks anyway, Destiny Demon
     

    Kevin

    kevin del rey
    2,686
    Posts
    13
    Years
  • I attempted to learn scripting yesterday and it didn't work out.

    Can anybody elaborate on this some more?

    I tried to use Advance Script (if that is the appropriate program).
    Try using Extreme Script Editor. It's easier in my opinion. Here's an example:

    Code:
    #dynamic 0xoffset
    
    #org @start
    lock
    faceplayer
    checkflag 0xflag
    if 0x1 goto @done
    msgbox @1 msg_normal
    goto @dex
    release
    end
    
    #org @done
    msgbox @sd msg_normal
    release
    end
    
    #org @sd
    = You already have one!
    
    #org @1
    = Here's your national dex!
    
    #org @dex
    special 0x16F
    fanfare 0x13E
    msgbox @rec msg_keepopen
    waitfanfare
    closeonkeypress
    setflag 0xflag
    release
    end
    
    #org @rec
    = [player] received National dex!
    That's for FireRed. Make sure you already have the Pokedex also.
     

    Fortunado

    Prof. Hemlock is busy now...
    30
    Posts
    12
    Years
    • Seen Nov 26, 2011
    Hello, forums. I just wanted to know if there is a way I could add or edit Pokémon Abilities
     

    redriders180

    Mastermind of Pokemon Glazed
    314
    Posts
    13
    Years
  • I've had so much trouble with this...its confounding me.

    I just want to know how to make a tile start a wild pokemon battle, like tall grass. I'm making a swamp, and want some of the swamp tiles to have wild pokemon in it. I've tried changing the tile to grass animation, and it didnt work, and to tall grass animation, again without working. Since I'm editing Viridian forest, i put the grass i want to start a wild battle on the same spot as another grass tile was, but again, nothing. I dont know what to do. How can i make this tile work??!?!?!?
     

    Satoshi Ookami

    Memento Mori
    14,254
    Posts
    15
    Years
  • I attempted to learn scripting yesterday and it didn't work out.

    Can anybody elaborate on this some more?

    I tried to use Advance Script (if that is the appropriate program).
    Follow Destiny Demon's advice for the National Dex script =)
    And if you don't know much about scripting I'd suggest you to read diegoisawesome's scripting tutorial =)
     
    65
    Posts
    12
    Years
    • Seen Jul 8, 2013
    I've inserted a bitmap sprite in the place of Torchic on Ruby, and it works fine when you battle against it but when you use it in battle (i.e. see its backsprite) or see it in the pokedex, the game freezes or restarts just before you would see the sprite. I used nameless sprite editor to insert the image. Does anyone know what the problem could be?

    I posted this about 5 pages back and nobody answered me, and I still can't work out the problem. Any help would be appreciated.
     

    Quilava's Master

    Shattered Dreams '13
    694
    Posts
    16
    Years
    • Seen Aug 14, 2023
    I've had so much trouble with this...its confounding me.

    I just want to know how to make a tile start a wild pokemon battle, like tall grass. I'm making a swamp, and want some of the swamp tiles to have wild pokemon in it. I've tried changing the tile to grass animation, and it didnt work, and to tall grass animation, again without working. Since I'm editing Viridian forest, i put the grass i want to start a wild battle on the same spot as another grass tile was, but again, nothing. I dont know what to do. How can i make this tile work??!?!?!?
    Open the block editor in A-Map [just click the purple puzzle piece] and go the particular swamp tile. Change the behavior byte to [xx] [02] and change the background byte to [yy][01].

    *xx & yy are different depending on what you want your tile to do.
    I posted this about 5 pages back and nobody answered me, and I still can't work out the problem. Any help would be appreciated.
    Maybe you should try reinserting the sprite cause something has obviously gone wrong with it. In fact I've never heard of such an error.
     

    Kevin

    kevin del rey
    2,686
    Posts
    13
    Years
  • I've had so much trouble with this...its confounding me.

    I just want to know how to make a tile start a wild pokemon battle, like tall grass. I'm making a swamp, and want some of the swamp tiles to have wild pokemon in it. I've tried changing the tile to grass animation, and it didnt work, and to tall grass animation, again without working. Since I'm editing Viridian forest, i put the grass i want to start a wild battle on the same spot as another grass tile was, but again, nothing. I dont know what to do. How can i make this tile work??!?!?!?
    Looking at the general tall grass tile does it look like this?

    ev3Hl.png
     

    hinkage

    Everyone currently in an argument with this member
    384
    Posts
    13
    Years
    • Seen Apr 27, 2024
    Is there any way to initiate a step counter with a script box?
     

    Fortunado

    Prof. Hemlock is busy now...
    30
    Posts
    12
    Years
    • Seen Nov 26, 2011
    Is there any way to initiate a step counter with a script box?

    Well, you've got the Safari special, 0x2C (if I'm not mistaken), but you can also set your own duration (once again, if I'm not mistaken) with JPan's FireRed Hack.
     

    Simmy93

    Aspiring Emulator
    104
    Posts
    12
    Years
  • Not sure if this is the place to seek help with this issue but it's holding me back from starting my hack. I've followed the fantastic map editing tutorial on this forum but no matter how many times I try I always end up with this result.

    Spoiler:


    Can anyone assist? Or point me in the direction where someone could? Thank you so, so much. I've been killing myself over this, it really is the only thing holding me back.

    Danke!
    -Simmy
     

    Gamer2020

    Accept no Imitations!
    1,062
    Posts
    15
    Years
  • Not sure if this is the place to seek help with this issue but it's holding me back from starting my hack. I've followed the fantastic map editing tutorial on this forum but no matter how many times I try I always end up with this result.

    Spoiler:


    Can anyone assist? Or point me in the direction where someone could? Thank you so, so much. I've been killing myself over this, it really is the only thing holding me back.

    Danke!
    -Simmy
    You probably used the wrong palette in the tile map editor. If you did use the right one then you probably have to edit the palette.
     
    20
    Posts
    14
    Years
  • I've been through alot of tough problems and I'd like to think I'm a good scripter, but I'm running into probally the most simple problem.

    I can't seem to get wild pokemon to appear in my new map!

    Its a Cave by the way, and putting actual grass in it would mess up the look of the cave, but I went to other caves in the game to figure it out and they are set up a Grass, so thats what I did in the wild pokemon header view.

    I chose the grass option, then set the Encounter Ratio, and filled out the Pokemon data (all the way!)

    But to no avail I get no Pokemon action.

    Anyone know what to do?
     

    SkieTheKitsune

    Hi, I'm FoxMan! I physically cannot change my user
    85
    Posts
    15
    Years
  • I've got a question. I'm starting a hack of FireRed and I've edited the 50 TMs (and 1 HM) to use different moves, using Item Editor and Move Editor respectively. I edited the description of those moves to match that of the actual move itself, and while that did work for the items, the move descriptions from the original TMs started using the new move descriptions. When I changed the descriptions back to the original, the TM description reverted back to its original description! How do I fix this so I can keep using the original move descriptions while keeping the new moves?
     
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