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  #25901    
Old July 19th, 2013, 08:10 PM
SpadeEdge16's Avatar
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Does anyone know how to make tiles that animate only when the player walks through them?
Also what was the number of sprites you can have on one map until they pretty much dont apply their scripts? Wasnt it like 15 or something?
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  #25902    
Old July 19th, 2013, 10:26 PM
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NaughtyBeaver
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Does anyone know how to get the colors correct with an emerald ROM while using unLZ-GBA. I personally do not think that this is possible.

What I mean by "correct colors" is to have the pokemon/other sprites in the correct color pallet. In Ruby ROM's all the pokemon look normal and not a pixel out of place. And when I load emerald into unLZ-GBA, the pokemon are in black and white and some even split in half. And everything else is just random colored pixels that resemble the sprites. Please help anyone?
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  #25903    
Old July 19th, 2013, 10:48 PM
Wobbu's Avatar
Wobbu
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Quote:
Originally Posted by NaughtyBeaver View Post
Does anyone know how to get the colors correct with an emerald ROM while using unLZ-GBA. I personally do not think that this is possible.

What I mean by "correct colors" is to have the pokemon/other sprites in the correct color pallet. In Ruby ROM's all the pokemon look normal and not a pixel out of place. And when I load emerald into unLZ-GBA, the pokemon are in black and white and some even split in half. And everything else is just random colored pixels that resemble the sprites. Please help anyone?
I think Emerald sprites start at 1037, so make sure that's where you're looking. Also, your Emerald ROM may be corrupted, as in you either obtained a bad copy of the ROM or you accidentally changed the bytes of the images. Try using a clean, unedited ROM in unLZ-GBA.


Quote:
Originally Posted by SpadeEdge16 View Post
Does anyone know how to make tiles that animate only when the player walks through them?
Also what was the number of sprites you can have on one map until they pretty much dont apply their scripts? Wasnt it like 15 or something?
Yes, you can have a max of 15 active person events simultaneously.
Unfortunately I know very little about animating tiles D:
But I know that other members here know a lot about animating tiles, so I'm sure you'll get help soon.
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Last edited by Wobbu; July 19th, 2013 at 11:04 PM. Reason: Forgot an answer
  #25904    
Old July 19th, 2013, 11:26 PM
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Quote:
Originally Posted by jsziede View Post
I think Emerald sprites start at 1037, so make sure that's where you're looking. Also, your Emerald ROM may be corrupted, as in you either obtained a bad copy of the ROM or you accidentally changed the bytes of the images. Try using a clean, unedited ROM in unLZ-GBA.

No he didn't. He is seeing the shiny palettes. Use Wichu's Advance Sprite Editors to change pokemon sprites. They are 10X easier.
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  #25905    
Old July 19th, 2013, 11:46 PM
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Quote:
Originally Posted by karatekid552 View Post
No he didn't. He is seeing the shiny palettes. Use Wichu's Advance Sprite Editors to change pokemon sprites. They are 10X easier.
Wait, now I'm confused... All sprites appear fine when I use unLZ, whether they are front, back, regular, or shiny. Even the 'Gastrodon' sprites lol. Maybe I misunderstood something?
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  #25906    
Old July 20th, 2013, 06:54 AM
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Quote:
Originally Posted by jsziede View Post
Wait, now I'm confused... All sprites appear fine when I use unLZ, whether they are front, back, regular, or shiny. Even the 'Gastrodon' sprites lol. Maybe I misunderstood something?
Unlz can be weird. It was like 3am when I posted that, and all I saw was funny colors. This is usually people just seeing the shinies and not knowing what to do. But either way, he should open up the rom in Wichu's Sprite Editor. It is pointless to even look at pokemon sprites in unlz when we have that tool.
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  #25907    
Old July 20th, 2013, 07:29 AM
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Quote:
Yes, you can have a max of 15 active person events simultaneously.
Unfortunately I know very little about animating tiles D:
But I know that other members here know a lot about animating tiles, so I'm sure you'll get help soon.
Dang, so does that mean 15 person events with scripts? for example, if i wanted more than 15, could i put more but not give them any kind of script? or if i repeat the same script on multiple people, does it count as one space or anything? Im just trying to clear up all of the details.
And yeah, if anyone knows how to animate tiles when theyre moved through by the player, that would be awesome.
  #25908    
Old July 20th, 2013, 08:27 AM
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Quote:
Originally Posted by SpadeEdge16 View Post
Dang, so does that mean 15 person events with scripts? for example, if i wanted more than 15, could i put more but not give them any kind of script? or if i repeat the same script on multiple people, does it count as one space or anything? Im just trying to clear up all of the details.
And yeah, if anyone knows how to animate tiles when theyre moved through by the player, that would be awesome.
I can animate tiles pretty well, but the issue is when the player steps on them. The only thing I can think of is stealing the broken long grass and fixing it. Hmmmm

15 NPCs. That is your max, on screen and just offscreen at once. You can add more sprites than this using the createsprite command, however, these sprites are almost useless. You can walk through them, you can't applymovement to them, and you can't attach a script to them. The only thing you can do is give them a specific behavior, like running in place. The only use I think of for them is hacking the routine to make them follow you around.:p
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  #25909    
Old July 20th, 2013, 01:41 PM
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Hi, I seem to be experiencing a small graphical glitch. Nothing major, it's just that my sprite appears pink until I use an attack. Does anyone have any idea why this might be? :3 The sprites that it's happening with so far are custom sprites. I took some screenshots too if that helps (spoilered due to large size.)

Edit: Other info- the sprite starts pink at the start of EVERY battle, and opening menus (bag, Pokemon etc.) also removes it temporarily.
Edit 2: Just did some more testing- seems to be that only the backsprite has this glitch- the front sprites seem to be working fine.
Edit 3: Hmmm, this seems to affect all backsprites. o.o

Spoiler:

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Last edited by Superjub; July 20th, 2013 at 03:19 PM.
  #25910    
Old July 20th, 2013, 07:18 PM
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How do I find certain palettes/offsets in advanced palette editor like for example the palette/offset of the world map?
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  #25911    
Old July 20th, 2013, 08:02 PM
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Quote:
Originally Posted by Vicktor Black View Post
How do I find certain palettes/offsets in advanced palette editor like for example the palette/offset of the world map?
Open up the image in VBA. Go "Tools" -> "Palette Viewer" and find the palette you are looking for. Save the palette map as a Paint Shop palette. Now, switch APE to searching mode with the button and click the button that becomes accessible after doing so. (It is in the Actual Palette section, the palette with the blue arrow pointing left on it.) Select the saved palette. Now, using the arrows, navigate through the indexes until you find the palette you think is the one for the image. Then click search. Remember to switch between Lz and Uncompressed if can't find it. If you can't find it at all, then this will be a little bit more difficult.
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  #25912    
Old July 21st, 2013, 02:48 AM
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Quote:
Originally Posted by karatekid552 View Post
Nope, XSE does that for you.

Spoiler:
#dynamic 0x800000

#org @start
trainerbattle 0x3 0x[trainer's number in hex] 0x0 @Freespace
msgbox @beaten 0x6
release
end

#org @before
= Sun Team, GO!


#org @freespace
= Nooo!

#org @beaten
= My Sunny Team can help me in Cooking
Thanks
Another question, how to change the TM that the gym leader will give it to you?
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  #25913    
Old July 21st, 2013, 09:00 AM
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What happens if I push it?....
 
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Quote:
Originally Posted by akihiko123 View Post
Thanks
Another question, how to change the TM that the gym leader will give it to you?
Somewhere in their script, there will be a giveitem item command. Just change the item number to a different one.
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  #25914    
Old July 21st, 2013, 01:55 PM
YogiBerra
 
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How would I go about adding dex entries for the 25 ??????? Pokémon?
  #25915    
Old July 21st, 2013, 02:15 PM
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I figured it out what I did wrong.

Last edited by pokefreake; July 21st, 2013 at 03:40 PM.
  #25916    
Old July 21st, 2013, 06:56 PM
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Quote:
Originally Posted by YogiBerra View Post
How would I go about adding dex entries for the 25 ??????? Pokémon?
Having a lot of knowledge in ASM and how to apply it.
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  #25917    
Old July 22nd, 2013, 12:09 AM
BenHawkes113
 
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What are the tools you need to hack Pokemon Diamond & Pearl?
  #25918    
Old July 22nd, 2013, 06:38 AM
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There are some in the toolbox such as SDSME, and a few other ones.
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  #25919    
Old July 22nd, 2013, 11:19 AM
+Silverwing+
 
Join Date: Jul 2013
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I have a problem with my VBA, I changed the setting to make the screen bigger but I accidentally made them to big and the VBA keeps crashing before I can change them back.

I have already tried deleting all the files of VBA and downloading it again but its not working :"(
  #25920    
Old July 22nd, 2013, 12:24 PM
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GoGoJJTech
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Well, deleting all the files will obviously ruin the program. It has nothing to run on!!!
Anyway, here's VBA-M. Don't screw around with the files again: https://www.dropbox.com/s/md8s7flrfwaecz9/Vba-m.7z
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  #25921    
Old July 22nd, 2013, 01:44 PM
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Does anyone have a tutorial for making the title screen animated? I already know how to make the background, but I don't know how to make the animation.
  #25922    
Old July 22nd, 2013, 02:23 PM
+Silverwing+
 
Join Date: Jul 2013
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Thx for that but is it ok if you could send me a .zip file, i'm on a Mac.
  #25923    
Old July 22nd, 2013, 02:30 PM
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No prob bob: https://www.dropbox.com/s/av4yvbd55ujrj1l/VBA-M.zip
And pokefreake, it's not in a tutorial, sorry.
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  #25924    
Old July 22nd, 2013, 02:55 PM
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Do you know how I can do it or what programs I should use?
  #25925    
Old July 22nd, 2013, 02:57 PM
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On this page and some other pages I've seen some token mentions of only being able to have 15 person events at once. . .But I've done a map with over 20 gym trainers before that worked perfectly normal. I'm assuming it's just they just can't all be close enough on the map to have more than 15 on screen at once (Which was the case in this map).

Can the Pokemon Unown, Castform, and Spinda be overwritten with new ones? I worry about the alternate Unown/Castform forms, and if the changing spots from Spinda would "infect" whatever sprite I overwrite it with. I believe I just have to get rid of Castform's ability and only overwrite Unown A's sprite for those two, correct? For Spinda I have no idea.
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