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

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42
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12
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    • Seen Aug 23, 2022
    Well if you use NSE Classic you can export the pallet of Gary and a sprite library of him and import it back in over the hero. But there will still be things such as the fishing sprite that will be the normal hero unless you edit it.
    Ok, well in NSE when I try to transfer Gary's sprites to replace the Hero's, I get this message. Which says it won't work because the hero as 19 sprites (fishing, running, etc) as opposed to Gary's main 8. Is there any way around this? I just plan to use Gary's main 8 sprites. Thanks
     

    Truality

    Left for good
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    • Seen May 17, 2013
    Ok, well in NSE when I try to transfer Gary's sprites to replace the Hero's, I get this message. Which says it won't work because the hero as 19 sprites (fishing, running, etc) as opposed to Gary's main 8. Is there any way around this? I just plan to use Gary's main 8 sprites. Thanks
    Well in that case you should import the frames one by one, by exporting the bitmaps and then importing them over Red's. Shouldn't take too long.

    Also, if you ever decide to replace all frames with Gary's, T (the shadow) has made a sheet with them here.
     
    42
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    12
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    • Seen Aug 23, 2022
    Well in that case you should import the frames one by one, by exporting the bitmaps and then importing them over Red's. Shouldn't take too long.

    Also, if you ever decide to replace all frames with Gary's, T (the shadow) has made a sheet with them here.

    That worked perfectly, and thanks for the sprite sheet. How do I import the extra T (the shadow)'s sprites, do I just cut them out of the sprite sheet and make them .bmp's, or can I import them all at once somehow? Cause I tried importing the sprite sheet as a sprite library but I think the libraries must be NSL files. Thanks!
     
    Last edited:

    redriders180

    Mastermind of Pokemon Glazed
    314
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  • That worked perfectly, and thanks for the sprite sheet. How do I import the extra T (the shadow)'s sprites, do I just cut them out of the sprite sheet and make them .bmp's, or can I import them all at once somehow? Cause I tried importing the sprite sheet as a sprite library but I think the libraries must be NSL files. Thanks!

    You'll have to cut them out one by one, index them with the exact same palates in the exact same order, and then you could insert them. NSE 2.X can help enormously with its color match tool, which can match up index palates so they work right.
     
    72
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    12
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    • Seen Sep 30, 2017
    So what's the deal with the tilesets in Advanced Map? Sometimes they just come out really glitchy and other times they work fine. Is there a way to avoid the glitchyness?

    Thanks a lot to anyone who can help me with it, it's really frustrating to create rooms with these glitchy tilesets combinations.
     

    DrFuji

    [I]Heiki Hecchara‌‌[/I]
    1,691
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    Years
  • So what's the deal with the tilesets in Advanced Map? Sometimes they just come out really glitchy and other times they work fine. Is there a way to avoid the glitchyness?

    Thanks a lot to anyone who can help me with it, it's really frustrating to create rooms with these glitchy tilesets combinations.

    What kind of glitchy-ness are you talking about?

    Depending on the size of a new tile you insert and what you're replacing to put it in, you may have to remake parts of the tileset using A-Map's tileset block editor.
     
    72
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    12
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    • Seen Sep 30, 2017
    What kind of glitchy-ness are you talking about?

    Depending on the size of a new tile you insert and what you're replacing to put it in, you may have to remake parts of the tileset using A-Map's tileset block editor.

    Just when I create a new map in Advancemap, I have to select width and height and then choose 2 tilesets. Most of the times, when I choose those two tilesets, they come out glitchy and are impossible to use for creating maps. Although sometimes I choose a different combination of tilesets and they come out fine.
     

    DrFuji

    [I]Heiki Hecchara‌‌[/I]
    1,691
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    14
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  • Just when I create a new map in Advancemap, I have to select width and height and then choose 2 tilesets. Most of the times, when I choose those two tilesets, they come out glitchy and are impossible to use for creating maps. Although sometimes I choose a different combination of tilesets and they come out fine.

    That's because there are two tilesets that should always be used in Tileset 1 (0 and 12 in FR/LG, 0 and 14 in R/S/E) depending on whether you're making an exterior or interior map. These tilesets should always be used because they provide a 'backbone' for the secondary tilesets which borrow tiles from them and are the reason why everything looks 'glitchy'. You can't put two tilesets which have been designed as secondaries together so you are limited in that regard.
     

    SK3

    Pokemon Hacking Company™ CEO
    276
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  • As a feature in my hack, I want to have a gym leader rematch system similar to HGSS. Is there a tool that can include the day of the week along with the RTC?
     
    72
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    • Seen Sep 30, 2017
    That's because there are two tilesets that should always be used in Tileset 1 (0 and 12 in FR/LG, 0 and 14 in R/S/E) depending on whether you're making an exterior or interior map. These tilesets should always be used because they provide a 'backbone' for the secondary tilesets which borrow tiles from them and are the reason why everything looks 'glitchy'. You can't put two tilesets which have been designed as secondaries together so you are limited in that regard.

    Well, that makes kind of sense. I'll check to see if it works later. Thanks for the answer!
     
    90
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    • Seen Nov 24, 2023
    I found a moveset editor in Pokemon Amplifier 0.94 Public. when I try to open Pokemon Crystal with it, it gives Run-time '6' Overflow or whatever as an error, and closes, despite it's supposed to be for the GSC games. what is the problem?
     

    --Nirvana--

    State of Liberation
    14
    Posts
    12
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    • Seen Sep 15, 2012
    Does anyone know how to change the warp location of Prof. Oak?

    At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. :P.
     
    5,256
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    16
    Years
  • Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.
     

    DrFuji

    [I]Heiki Hecchara‌‌[/I]
    1,691
    Posts
    14
    Years
  • Does anyone know how to change the warp location of Prof. Oak?

    At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. :P.

    I'm not entirely sure what you're asking about. Do you want the event to be skipped entirely or do you want to be warped somewhere else when you go into the lab?

    Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.

    Here, try this bro. :D
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
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    16
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    • Seen Dec 23, 2023
    Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.

    Here's a link.
    Hope it works. =/

    Does anyone know how to change the warp location of Prof. Oak?

    At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. :P.

    Um...
    Open the FireRed ROM with Advance Map.
    Go and view the Events of Pallete Town.
    Open the script with XSE.
    Change the warp values to your desired destination.
     

    --Nirvana--

    State of Liberation
    14
    Posts
    12
    Years
    • Seen Sep 15, 2012
    @destinedjagold Looked at the script in XSE but couldn't find the warp values.

    @DrFuji Just on lab entry, destinedjagold said something about warp values?

    EDIT: Looked at the script again and found the warp values. Do I change 0x4 and 0x3 to the map base and map no. I want?
     
    Last edited:

    destinedjagold

    You can contact me in PC's discord server...
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    • Seen Dec 23, 2023
    @destinedjagold Looked at the script in XSE but couldn't find the warp values.

    This is what I meant...
    Spoiler:
     
    5,256
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  • Much appreciated ;D

    @ Nirvana:

    In Pallet Town, click the Green S' in the top corner. In XSE, search for this:

    warp 0x4 0x3 0xFF 0x6 0xC

    This is the warp code. Edit 0x4 to change the map bank and 0x3 to change the map number. For example, changing it to 0x3 0x1 would warp you to position 0x6 0xC in the Viridian City Map. You can change 0x6 to whatever X co-ord you want and 0xC to whatever Y co-ord you want. Hope that helps.

    e ninja'd
     

    Lyzo

    Back from vacation
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  • @destinedjagold Looked at the script in XSE but couldn't find the warp values.

    @DrFuji Just on lab entry, destinedjagold said something about warp values?

    Edit: Haha seems two people already answered this for you :)

    Here's the script, I've highlighted the warp command for you.
    Now here's how the warp command works:
    Code:
    warp 0x4 0x3 0xFF 0x6 0xC
    0x4 = map bank
    0x3 = map number
    0xFF = warp number, however when it's FF, don't warp to a warp but to coordinates on the map.
    0x6 = x coordinate, should be 0 if warping to a warp
    0xC = y coordinate, should be 0 if warping to a warp

    Script with highlight:
    Code:
    '---------------
    #org 0x1655ED
    lockall
    setvar 0x4001 0x0
    goto 0x8165605
    
    '---------------
    #org 0x165605
    setvar 0x8004 0x0
    setvar 0x8005 0x2
    special 0x174
    textcolor 0x0
    pause 0x1E
    playsong 0x12E 0x0
    preparemsg 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
    waitmsg
    pause 0x55
    closeonkeypress
    applymovement MOVE_PLAYER 0x81A75ED
    waitmovement 0x0
    sound 0x15
    applymovement MOVE_PLAYER 0x81A75DB
    waitmovement 0x0
    pause 0x1E
    showsprite 0x3
    compare 0x4001 0x0
    if 0x1 call 0x81656B8
    compare 0x4001 0x1
    if 0x1 call 0x81656C3
    pause 0x1E
    msgbox 0x817D74A MSG_KEEPOPEN '"OAK: It's unsafe!\nWild POKéMON li..."
    closeonkeypress
    pause 0x1E
    compare 0x4001 0x0
    if 0x1 call 0x81656CE
    compare 0x4001 0x1
    if 0x1 call 0x81656E0
    setdooropened 0x10 0xD
    doorchange
    applymovement 0x3 0x816572E
    applymovement MOVE_PLAYER 0x8165758
    waitmovement 0x0
    setdoorclosed 0x10 0xD
    doorchange
    setvar 0x4055 0x1
    clearflag 0x2B
    setvar 0x4050 0x1
    setflag 0x2C
    setflag 0x4001
    [S-HIGHLIGHT]warp 0x4 0x3 0xFF 0x6 0xC[/S-HIGHLIGHT]
    waitstate
    releaseall
    end
    
    '---------------
    #org 0x1656B8
    applymovement 0x3 0x81656F2
    waitmovement 0x0
    return
    
    '---------------
    #org 0x1656C3
    applymovement 0x3 0x81656FB
    waitmovement 0x0
    return
    
    '---------------
    #org 0x1656CE
    applymovement 0x3 0x8165705
    applymovement MOVE_PLAYER 0x8165731
    waitmovement 0x0
    return
    
    '---------------
    #org 0x1656E0
    applymovement 0x3 0x8165719
    applymovement MOVE_PLAYER 0x8165744
    waitmovement 0x0
    return
    
    
    '---------
    ' Strings
    '---------
    #org 0x17D72C
    = OAK: Hey! Wait!\nDon't go out!
    
    #org 0x17D74A
    = OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x1A75ED
    #raw 0x2D 'Face Down (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x1A75DB
    #raw 0x62 'Exclamation Mark (!)
    #raw 0xFE 'End of Movements
    
    #org 0x16572E
    #raw 0x11 'Step Up (Normal)
    #raw 0x60 'Hide
    #raw 0xFE 'End of Movements
    
    #org 0x165758
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x60 'Hide
    #raw 0xFE 'End of Movements
    
    #org 0x1656F2
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0xFE 'End of Movements
    
    #org 0x1656FB
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0xFE 'End of Movements
    
    #org 0x165705
    #raw 0x10 'Step Down (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x2E 'Face Up (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x165731
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0xFE 'End of Movements
    
    #org 0x165719
    #raw 0x10 'Step Down (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x2E 'Face Up (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x165744
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0xFE 'End of Movements
     
    9
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    16
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    • Seen Nov 11, 2023
    I can't seem to find the offset for the backsprite of Brendan in Pokemon Emerald, using unLZ. Could someone give me a hand?
     
    Last edited:
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