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  #27001    
Old October 16th, 2013 (04:57 AM).
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Quote originally posted by QuilavaKing:
So, this is weird... and surprisingly I can't find anyone else with the same problem.

Just doing an ordinary trainer battle, which works perfectly if I don't have the trainer box checked, and require you to talk to them manually... but if they see you and walk over like other trainers, the screen goes completely red as soon as they get to you, and the game freezes. I've looked at other trainers in game and I can't see that I'm doing anything differently. Any idea what's wrong?
I am almost certain this might be your script. Make sure that the number of pointers for trainerbattles commands match the battle type. Eg for 0x0 you have pointers for @prebattletalk, @wintext (during battle screen) and @afterbattle.

I had this problem because I was making a script like this:

#org @start
msgbox @1 0x2
trainerbattle 0x0 @pre @win @last
release
end

You dont need the message box command. If it isn't this try posting your script.
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  #27002    
Old October 16th, 2013 (11:27 AM). Edited October 16th, 2013 by Alice.
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EDIT: I'm dumb, no need for lock/faceplayer before a trainerbattle rofl.

Problem solved. lol
  #27003    
Old October 16th, 2013 (11:32 AM).
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Quote originally posted by Agro:
OKAY

This is mainly for gogojjtech, but I'm hoping that he will be able to answer this for me because I'm stumped.

There's that one fix for FireRed that allows the game to play 12 DS channels. I figured out, in theory, how to do the same for all games that use the Sappy engine. However! If you look through the Sappy doc you'll find this little bit here:

"However, there is many issues when changing it. When actually running the game, it often happens that the game manages to "force" it's own parameters (and ignore your changes)"

And I have found that Fire Emblem has this very same problem. By default it has 7 DS channels, and won't extend any more, much like Ruby. My question is this: has anyone ever looked into why this might be happening? Does it sound like something fixable with just hex?
What it could be is the RAM area, if it's full, then no extra tracks for you. Repointing the music table RAM lets the game read more DS instruments, and even allows for more tracks (16 max)
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  #27004    
Old October 16th, 2013 (05:24 PM).
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Okay I've read up on ASM, and while I'm no means a master now, I'm fairly sure that I understand how it works, its limitations and its advantages. However, I'm still not sure how doing simple math and compare operations would help, per se, add more pokemon or change the Town Map/Pokenav map...

Are there any "intermdiate" tutorials anyone could suggest to use this simple manipulation of memory to actually do stuff in the game? (I'm quite sure I'm not "advanced" after a day or two of reading and practicing Although I could probably struggle along in most tutorials now that I understand what stuff does...)
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  #27005    
Old October 16th, 2013 (05:29 PM).
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Quote originally posted by Nelsyv:
Okay I've read up on ASM, and while I'm no means a master now, I'm fairly sure that I understand how it works, its limitations and its advantages. However, I'm still not sure how doing simple math and compare operations would help, per se, add more pokemon or change the Town Map/Pokenav map...

Are there any "intermdiate" tutorials anyone could suggest to use this simple manipulation of memory to actually do stuff in the game? (I'm quite sure I'm not "advanced" after a day or two of reading and practicing Although I could probably struggle along in most tutorials now that I understand what stuff does...)
Err, once you get the basics, you just need areas of RAM and ROM and you're good to start. Adding pokemon takes a lot -
front sprite table
backsprite table
shiny front sprite table
shiny backsprite table
tm/hm compatibility
stats
all the pokedex limiters
save block hacking
icon table
icon palette table
egg moves table
move compatibility

All of this would need to get repointed. Jambo51's 649 patch took 2 years, and then canceled by him. So, yeah
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  #27006    
Old October 16th, 2013 (05:53 PM).
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Quote originally posted by gogojjtech:
Err, once you get the basics, you just need areas of RAM and ROM and you're good to start. Adding pokemon takes a lot -
front sprite table
backsprite table
shiny front sprite table
shiny backsprite table
tm/hm compatibility
stats
all the pokedex limiters
save block hacking
icon table
icon palette table
egg moves table
move compatibility

All of this would need to get repointed. Jambo51's 649 patch took 2 years, and then canceled by him. So, yeah
1. Couldn't most or all of the above be done by moving the tables via hex to a location with more space and then adding the data you want? [/offsubject]

2. What would I have to know/do to add a "force map refresh" special to Emerald?
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  #27007    
Old October 16th, 2013 (05:55 PM).
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Quote originally posted by Nelsyv:
1. Couldn't most or all of the above be done by moving the tables via hex to a location with more space and then adding the data you want? [/offsubject]

2. What would I have to know/do to add a "force map refresh" special to Emerald?
1: And ASM editing to let the game know that extra slots do exist, instead of looking only 80 slots (as an example)
2: Just use the ASM from FR, being sure to change all pointers to Em ones and RAM pointers to Em ones.
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  #27008    
Old October 16th, 2013 (05:57 PM).
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Quote originally posted by gogojjtech:
What it could be is the RAM area, if it's full, then no extra tracks for you. Repointing the music table RAM lets the game read more DS instruments, and even allows for more tracks (16 max)
Yeah, I thought it might be that, but I actually had a look at the RAM and discovered something a little weird. In certain situations the game will allow 8 DS channels (title menu, battle preparations screen, battle BGM) but in others it will only allow 7, so I'm not entirely sure it's a RAM issue. I've tried repointing the RAM elsewhere and gotten the same issue.
  #27009    
Old October 16th, 2013 (06:03 PM).
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Quote originally posted by gogojjtech:
1: And ASM editing to let the game know that extra slots do exist, instead of looking only 80 slots (as an example)
Ahh, hadn't thought of the fact that the game needs to know there's more after that stuff XP

Quote originally posted by gogojjtech:
2: Just use the ASM from FR, being sure to change all pointers to Em ones and RAM pointers to Em ones.
I know I have the starting point for the code in FR (from the pointer on the specials table), but how do I know where it ends? Also, how would I change the specials table (in emerald) to add another special... is this where ASM comes into play?
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  #27010    
Old October 16th, 2013 (06:43 PM).
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Okay. Two questions.
1. What is the offset number for Champion Steven in Pokemon Ruby?
2. How would I go about scripting an event that would display a text box when the player exits the first gym after beating the gym leader?
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  #27011    
Old October 16th, 2013 (07:13 PM).
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Quote originally posted by gokaiblue:
Okay. Two questions.
1. What is the offset number for Champion Steven in Pokemon Ruby?
2. How would I go about scripting an event that would display a text box when the player exits the first gym after beating the gym leader?
1. I'm not sure, sorry :\
2. My best guess would be to make a level script for the town that first checks if the first badge flag is set, then displays a msgbox, and then sets another flag so that the message only appears once (make sure you check this flag also at the beginning of the script too ).
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  #27012    
Old October 16th, 2013 (07:23 PM).
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Could you give a brief example script just so I have an idea of what the script should look like?
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  #27013    
Old October 16th, 2013 (08:09 PM).
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Quote originally posted by gokaiblue:
Could you give a brief example script just so I have an idea of what the script should look like?
The meat of it would probably look something like this:

Code:
checkflag 0x(yourflag)
if 0x1 goto @badge
release
end

#org @badge
checkflag 0x807
if 0x1 goto @msg
release
end

#org @msg
(msgbox saying what you wanted...)
setflag 0x(yourflag)
Although it's getting late here, so don't copy it exactly And of course, replace "0x(yourflag)" with the flag that tells if the message has been seen already.

If you're not sure about flags, check out the flag section of diegoisawesome's XSE tutorial. Also, level scripts are added from the header page in AdvanceMap, if your forgot
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  #27014    
Old October 17th, 2013 (03:20 AM).
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Quote originally posted by Nelsyv:
Ahh, hadn't thought of the fact that the game needs to know there's more after that stuff XP



I know I have the starting point for the code in FR (from the pointer on the specials table), but how do I know where it ends? Also, how would I change the specials table (in emerald) to add another special... is this where ASM comes into play?
Where it ends.... Dude, I'm sorry to say, that part requires actually looking at the ASM and following it.
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  #27015    
Old October 17th, 2013 (04:57 AM). Edited October 17th, 2013 by exidia.
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Anybody know where the scripts for encountering the legendary beasts in firered is located? I need to make it so I can encounter all of them

How do I change the rate of encountering shinies on FireRed?
  #27016    
Old October 17th, 2013 (11:33 AM).
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Every so often, on a trainerbattle initiated either by a level script or by a script on the map, the player will abruptly face away from the challenging trainer just before the battle starts. I've tried messing with the trainerbattle type a bit (each of these affected trainerbattles requires a pointer to further script after the battle), but the problem persists.
Thoughts?
  #27017    
Old October 17th, 2013 (11:56 AM).
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Quote originally posted by karatekid552:
Where it ends.... Dude, I'm sorry to say, that part requires actually looking at the ASM and following it.
I'm sorry as I'm still quite new to ASM, but how can you decompile it to look at the actual code (instead of the hex)?
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  #27018    
Old October 17th, 2013 (01:04 PM).
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Can somebody tell me how to replace the intro cry?
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  #27019    
Old October 17th, 2013 (01:06 PM).
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Quote originally posted by Rezordaxx:
Can somebody tell me how to replace the intro cry?
Just follow this post by darthatron, from the quick research and development thread

Quote originally posted by Darthatron:
So editing the Pokemon that is released by the Professor in the games is easy, and I think possible with some tools.
However, the cry does not change.
Here are some changes that need to be made to change the cry of this Pokemon.

FireRed: Code: 0812FB38: 02 48 0812FB42: 30 BD XX XX 00 00

Ruby: Code: 0800A506: 03 48 C0 46 0800A512: 00 BD XX XX 00 00

Emerald: Code: 08030B0C: XX XX

Where XX XX is the index of the Pokemon in reversed hex.
For example Charizard would be 06 00.
A list can be found at http://bulbapedia.bulbagarden.net/wiki/List_of_Pok%C3%A9mon_by_index_number_%28Generation_III%29
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  #27020    
Old October 17th, 2013 (06:11 PM).
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Ok I am really sorry for this, but I need to repost this question brcause I an really urgent for the answer. Here it goes...

Quote originally posted by PokéMew151:
Can anyone send me a link to the Pokemon Fire red title font, like the font that spells out "FireRed" In the title screen? I am trying to edit the title screen as you may have guessed, and I wanted my title to look the same as firered...

Thanks in advanced,
PokéMew151
It doesnt really have to be a link, just the name of the font or how a lot of hackers make there title like the fire red title.

Sorry again for a repost...

Thanks,
PokéMew
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  #27021    
Old October 17th, 2013 (06:50 PM).
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This is a question regarding vba-sdl-h (the debugging emulator).
Whenever I open the .exe file, the program just shows a black screen then it disappears. I have all of the installation files together, so why does this happen?
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Old October 17th, 2013 (06:55 PM).
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Quote originally posted by PokéMew151:
Ok I am really sorry for this, but I need to repost this question brcause I an really urgent for the answer. Here it goes...



It doesnt really have to be a link, just the name of the font or how a lot of hackers make there title like the fire red title.

Sorry again for a repost...

Thanks,
PokéMew
I don't believe there is an official font, but I remember reading somewhere that arial bold (AA: strong) with a black outside stroke looks pretty close.
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  #27023    
Old October 17th, 2013 (06:57 PM). Edited October 17th, 2013 by karatekid552.
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Quote originally posted by Nelsyv:
I'm sorry as I'm still quite new to ASM, but how can you decompile it to look at the actual code (instead of the hex)?
With a disassembler. There is a cheap one in VBA(-M), but if you want a real one, go for VBA-SDL-H or No$gba Debugger.

Quote originally posted by CrystalStatic:
This is a question regarding vba-sdl-h (the debugging emulator).
Whenever I open the .exe file, the program just shows a black screen then it disappears. I have all of the installation files together, so why does this happen?
Hmmm, not sure. I only have 3 files in the folder: the .exe, the SDL.dll, and a readme. You are on windows, right?
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  #27024    
Old October 17th, 2013 (07:13 PM).
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Quote:
Hmmm, not sure. I only have 3 files in the folder: the .exe, the SDL.dll, and a readme. You are on windows, right?
Yes, Windows 7. Here's a screenshot of my folder:
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Old October 17th, 2013 (07:38 PM).
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is there any tutorial on inserting animations for tiles?
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