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  #25426    
Old June 5th, 2013 (12:14 PM).
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#include stditems.rbh

'---------------
#org 0x800200
checkitem ITEM_RARECANDY 0x5
compare LASTRESULT 0x5
if 0x1 goto 0x880020D
end

'---------------
#org 0x80020D
lock
end

Do this, It should work if your level script is correct.
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  #25427    
Old June 5th, 2013 (12:34 PM).
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Quote originally posted by buckeyestilidie:
What do you mean? Also KarateKid serious question..... Are you Albert Einstein?? Lol seriously dude not a question goes unasked without you giving the correct answer to it. Much love and respect to you dude.
Gogojjtech beat me to the answer of your first question.

Unfortunately, I am not Albert Einstein, but I do learn quickly and I really enjoy rom hacking and I like to share what I have learned with others, which is why I answer questions so much. There are many more hackers around that are much better than me, but have chosen not to help out as much. No disrespect meant to them, it just isn't their thing. I tend to enjoy helping people out, but most don't which is why they don't frequent these threads, and that is their personal feelings and choices which I respect also.
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  #25428    
Old June 5th, 2013 (02:53 PM).
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Zem here, back with yet ANOTHER problem. Can anybody take a guess as to why my msgboxes and signposts look like this now (see attached image).

I don't think I did anything too drastic to the ROM, but this appears to have only happened since I patched with diegoisawesome's Force Male Gender patch.

Thanks again guys.
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File Type: png WhyMe.png‎ (70.0 KB, 5 views) (Save to Dropbox)
  #25429    
Old June 5th, 2013 (03:17 PM).
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You need to repoint msgboxes that don't work.
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  #25430    
Old June 5th, 2013 (07:24 PM). Edited June 5th, 2013 by Zemekis.
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Quote originally posted by gogojjtech:
You need to repoint msgboxes that don't work.
Do you mean like just make a new "@[something]" in the script? I'll give it a shot.
*edit* It worked perfectly, thanks gogojjtech!
  #25431    
Old June 5th, 2013 (07:39 PM).
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Hiya guys!

Umm... When I re position the battle textboxes (the one showing HP, EXP, name, lvl etc.), do I have to hack the Video RAM too? I wanted to move it so (I could make sideview battles. I hate making backsprites.). If so, how? If not, how will I do it?

Sorry for the question that is a bit pointless for others!

Oh and what's this about #includestditems.rbh?

What does it do? Why is it needed?
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  #25432    
Old June 5th, 2013 (07:55 PM).
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Quote originally posted by robin22gongon:
Oh and what's this about #includestditems.rbh?

What does it do? Why is it needed?
I'm interested too, i'd like to know where I can find the other include commands for XSE. I remember them being super useful when I'm writing in C++. I didn't even think to add in libraries in XSE. I'd be grateful for more info on this as well.
  #25433    
Old June 5th, 2013 (08:13 PM).
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Quote originally posted by robin22gongon:
Oh and what's this about #includestditems.rbh?

What does it do? Why is it needed?
Quote originally posted by Zemekis:
I'm interested too, i'd like to know where I can find the other include commands for XSE. I remember them being super useful when I'm writing in C++. I didn't even think to add in libraries in XSE. I'd be grateful for more info on this as well.
#includestditems.rbh allows you to substitute actual items names in place of hex values in XSE. In order to use it you will need the actual stditems.rbh file that comes bundled with most XSE downloads (If you don't have it you can download it here).

For example, in the line 'giveitem 0x15E 0x1 0x1', instead of typing '0x15E' I could type 'ITEM_POKEFLUTE' and XSE will be able to compile the script. This makes it easier for people who find it hard to work with numbers rather than names, or if they just don't know the hex value for a Pokemon, item, move etc.
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  #25434    
Old June 5th, 2013 (08:26 PM).
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Quote originally posted by DrFuji:
#includestditems.rbh allows you to substitute actual items names in place of hex values in XSE. In order to use it you will need the actual stditems.rbh file that comes bundled with most XSE downloads (If you don't have it you can download it here).

For example, in the line 'giveitem 0x15E 0x1 0x1', instead of typing '0x15E' I could type 'ITEM_POKEFLUTE' and XSE will be able to compile the script. This makes it easier for people who find it hard to work with numbers rather than names, or if they just don't know the hex value for a Pokemon, item, move etc.
Oh so that's what it was about. Hey I can edit that right? So in the stditems.rbh it says ITEM_POKEFLUTE I can edit it to make it say just POKEFLUTE so when I type i in XSE I just type POKEFLUTE? (If I don't make sense, please let me know.)
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  #25435    
Old June 5th, 2013 (08:49 PM).
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Quote originally posted by DrFuji:
#includestditems.rbh allows you to substitute actual items names in place of hex values in XSE. In order to use it you will need the actual stditems.rbh file that comes bundled with most XSE downloads (If you don't have it you can download it here).

For example, in the line 'giveitem 0x15E 0x1 0x1', instead of typing '0x15E' I could type 'ITEM_POKEFLUTE' and XSE will be able to compile the script. This makes it easier for people who find it hard to work with numbers rather than names, or if they just don't know the hex value for a Pokemon, item, move etc.
Awesome, thanks for clearing that up!
  #25436    
Old June 5th, 2013 (09:17 PM).
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Quote originally posted by robin22gongon:
Oh so that's what it was about. Hey I can edit that right? So in the stditems.rbh it says ITEM_POKEFLUTE I can edit it to make it say just POKEFLUTE so when I type i in XSE I just type POKEFLUTE? (If I don't make sense, please let me know.)
Yup, you can do that. Just be careful to not make the same as other commands or they might get mixed up. That's why they're initially written as 'ITEM_POKEFLUTE' because you're never going to use that exact same line anywhere else in your scripts.
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  #25437    
Old June 5th, 2013 (09:26 PM).
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I have another question also related to this:

Quote originally posted by robin22gongon:
Hiya guys!

Umm... When I re position the battle textboxes (the one showing HP, EXP, name, lvl etc.), do I have to hack the Video RAM too? I wanted to move it so (I could make sideview battles. I hate making backsprites.). If so, how? If not, how will I do it?

Sorry for the question that is a bit pointless for others!
Where's the Battle Textbox raw?
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  #25438    
Old June 6th, 2013 (02:16 AM).
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Most likely next to the battle textboxes in unlz. Or the pointer after the pointer to the textbox is the raw.
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  #25439    
Old June 6th, 2013 (03:32 AM). Edited June 6th, 2013 by BlackWhiteRobin.
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Quote originally posted by gogojjtech:
Most likely next to the battle textboxes in unlz. Or the pointer after the pointer to the textbox is the raw.
Well, in unLZ there was none. (Unless it was Deep-Scan.) I don't know about this Pointer after the Pointer thing though.

Oh. And is there anything else I can use to export tilemaps.raw from a ROM except unLZ?
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  #25440    
Old June 6th, 2013 (04:51 AM).
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What happens if I push it?....
 
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Quote originally posted by robin22gongon:
Well, in unLZ there was none. (Unless it was Deep-Scan.) I don't know about this Pointer after the Pointer thing though.

Oh. And is there anything else I can use to export tilemaps.raw from a ROM except unLZ?
GBA Graphics editor. It can be better as it allows you to search by offset instead of Lz number.
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  #25441    
Old June 6th, 2013 (05:47 AM).
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Quote originally posted by karatekid552:
GBA Graphics editor. It can be better as it allows you to search by offset instead of Lz number.
Thanks bro.

BTW guys, can someone link me to "A-Map 1.92 Hacked"? I found it in Petalburg Woods Forums. It says that it can support Jambo51's Map Name Extension Hack. I can't download it there because it's in a package. Link's dead too.
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  #25442    
Old June 6th, 2013 (07:06 AM).
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Quote originally posted by karatekid552:
If checkitemamount won't compile, then that is because the name has been changed. Hit F1 in XSE and you will see a command database pop up. Now, scroll through the commands until you get to the command with the number "0x46". This is the command for checkitemamount. See what it's new name is and change your script accordingly.
Are you sure it's not 0x47? 0x46 is checkitemroom but 0x47 is checkitem.
  #25443    
Old June 6th, 2013 (07:13 AM).
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What happens if I push it?....
 
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Quote originally posted by buckeyestilidie:
Are you sure it's not 0x47? 0x46 is checkitemroom but 0x47 is checkitem.
Try both. On PokeScript, 0x46 wasn't checkitemroom, it was checkitemamount, so I don't know what to think.
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  #25444    
Old June 6th, 2013 (09:10 AM).
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Quote originally posted by karatekid552:
Try both. On PokeScript, 0x46 wasn't checkitemroom, it was checkitemamount, so I don't know what to think.
#include stditems.rbh

'---------------
#org 0x800200
checkitem ITEM_RARECANDY 0x5
compare LASTRESULT 0x5
if 0x5 goto 0x880020D
end

'---------------
#org 0x80020D
lock
end

Tried checkitem, checkitemamount, and checkitemroom. Nothing. Lol if it helps I'm running Advancedmap 1.95
  #25445    
Old June 6th, 2013 (09:39 AM).
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What happens if I push it?....
 
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Quote originally posted by buckeyestilidie:
#include stditems.rbh

'---------------
#org 0x800200
checkitem ITEM_RARECANDY 0x5
compare LASTRESULT 0x5
if 0x5 goto 0x880020D
end

'---------------
#org 0x80020D
lock
end

Tried checkitem, checkitemamount, and checkitemroom. Nothing. Lol if it helps I'm running Advancedmap 1.95
Don't use 1.95. It probably isn't the problem, but it is an unfinished beta that is quite buggy. Also, try using the hex value for rarecandy. That might work better as your rbh file may be wrong.
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  #25446    
Old June 7th, 2013 (04:11 AM).
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I have one question. How change wild Pokemon Battle theme in Pokemon Ruby? I want add to my expansion patch an JOHTO region isnide. And my question is about to change music to JOHTO WILD POKEMON THEME <Which I paste in header of TEST LITTLEROOT THEME> When you in Johto.
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  #25447    
Old June 7th, 2013 (04:40 AM).
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What happens if I push it?....
 
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Quote originally posted by Ksiazek Bartlomiej:
I have one question. How change wild Pokemon Battle theme in Pokemon Ruby? I want add to my expansion patch an JOHTO region isnide. And my question is about to change music to JOHTO WILD POKEMON THEME <Which I paste in header of TEST LITTLEROOT THEME> When you in Johto.
You would have to branch the music loading routine to check which region you are in and play different music based on it.
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  #25448    
Old June 7th, 2013 (05:16 AM).
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But can you told me where is that ROUTINE and how I would change it?
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  #25449    
Old June 7th, 2013 (05:23 AM).
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What happens if I push it?....
 
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Quote originally posted by Ksiazek Bartlomiej:
But can you told me where is that ROUTINE and how I would change it?
Nope. You need to find that. Why? Becuase I would have to find it to tell you. Learn ASM and eventually you will be able to figure it out.
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  #25450    
Old June 7th, 2013 (05:39 AM).
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This is Helpless answer...
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