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  #27476    
Old November 18th, 2013, 01:42 PM
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Quote:
Originally Posted by Neo Blade View Post
Before I proceed with my question, I'll admit that I'm new to rom hacking, but I have gathered much knowledge through multiple tutorials and video guides to help me understand the basics.

Anyways, my question; how do I delete tile animations? In the process of adding new tiles, I replaced the old wave tiles, but when I went to play the rom, my house had a wave-like animation all over it. This happened to me with Ruby and FireRed. I've looked around for the answer to no avail, so now I'm here. I have an animation editor, but no clue how to delete the current animations on the game.

I'm trying to grasp the fundamentals of everything (spriting, scripting, mapping, etc.) before I dedicate myself to making an actual game. (something like Light Platinum) Sadly, from the way it looks, GBA rom hacking is going out of style, and now DS rom hacking is taking the floor. I have to start somewhere though.
Don't use Ruby. Just, save yourself the trouble. Fire red. In the animation editor, go to the animation you want to remove and click remove. Then Save animations. It will be removed.
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  #27477    
Old November 18th, 2013, 01:52 PM
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Thanks. I've learned not to use Ruby. However, in animation editor, I tried using the delete option, but I couldn't find where to save my changes.
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  #27478    
Old November 18th, 2013, 01:52 PM
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Originally Posted by Neo Blade View Post
Thanks. I've learned not to use Ruby. However, in animation editor, I tried using the delete option, but I couldn't find where to save my changes.
Right above it. Instead of load animations it says save animations
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  #27479    
Old November 18th, 2013, 01:57 PM
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Right there is a sure sign of my noobishness (if that's even a word). I just didn't think that did the trick. Stupid assumption.
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  #27480    
Old November 18th, 2013, 02:01 PM
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Right there is a sure sign of my noobishness (if that's even a word). I just didn't think that did the trick. Stupid assumption.
The red is to delete it, the green is to save THAT you deleted it. Of course your ROM should be open :D
Spoiler:
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  #27481    
Old November 18th, 2013, 02:16 PM
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Okay so i am trying to import a headsprite for a pokepic for above the text in my hack,
So i have done 11 headsprites with advance sprite editor and they all work perfectly exept for 1 it always messes up the pallet when i go to irfanview and set the first color to green ( transparant color and save it then go to paint open the recolored pallete picture paste the old one over it tada indexed picture but when i open it in advance sprite editior the transparant color just changes to black or something else and the green color is somewhere in the middle i have tried half an hour to get this right and it works for all 11 except for this one
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  #27482    
Old November 18th, 2013, 02:19 PM
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Originally Posted by Rezordaxx View Post
Okay so i am trying to import a headsprite for a pokepic for above the text in my hack,
So i have done 11 headsprites with advance sprite editor and they all work perfectly exept for 1 it always messes up the pallet when i go to irfanview and set the first color to green ( transparant color and save it then go to paint open the recolored pallete picture paste the old one over it tada indexed picture but when i open it in advance sprite editior the transparant color just changes to black or something else and the green color is somewhere in the middle i have tried half an hour to get this right and it works for all 11 except for this one
You don't need to index for advanced series. You import and it aligns the colors and auto indexes.
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  #27483    
Old November 18th, 2013, 02:29 PM
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Originally Posted by gogojjtech View Post
You don't need to index for advanced series. You import and it aligns the colors and auto indexes.
But when i replace the black color woth the green color in ASprite editor the sprite looks messed up..
And when ik export that image ( with the changed colors in advance sprite editor) and paste the other picture that look good over it to let it look good again without changing the pallete save that and import that there is no difference the transparant color is still black and the green is somewhere in the middle...
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  #27484    
Old November 18th, 2013, 02:30 PM
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Originally Posted by Rezordaxx View Post
But when i replace the black color woth the green color in ASprite editor the sprite looks messed up..
And when ik export that image ( with the changed colors in advance sprite editor) and paste the other picture that look good over it to let it look good again without changing the pallete save that and import that there is no difference the transparant color is still black and the green is somewhere in the middle...
So click import palette again.
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  #27485    
Old November 18th, 2013, 02:33 PM
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So click import palette again.
Spam clicked it already but no effect
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  #27486    
Old November 18th, 2013, 02:42 PM
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Spam clicked it already but no effect
Well let it be and see what it looks like in-game
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  #27487    
Old November 18th, 2013, 02:59 PM
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Well let it be and see what it looks like in-game
All crappy collors and stuff,
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  #27488    
Old November 18th, 2013, 03:07 PM
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All crappy collors and stuff,
Maybe your image isn't 16 colors. Also you can't use paint from windows 7 because it un-indexed PNGs, so you are going in circles right now.
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  #27489    
Old November 18th, 2013, 10:18 PM
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Maybe your image isn't 16 colors. Also you can't use paint from windows 7 because it un-indexed PNGs, so you are going in circles right now.
I use paint xp and i use irfanview to make the png 16 colors..
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  #27490    
Old November 18th, 2013, 10:59 PM
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Originally Posted by gogojjtech View Post
The red is to delete it, the green is to save THAT you deleted it. Of course your ROM should be open :D
Spoiler:
So THAT'S how it works... -,-
Many thanks! :D
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  #27491    
Old November 19th, 2013, 01:26 AM
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Hello... I'll be direct. I'm working on Fire Red ROM and i'm making my own creatures to play in-game. The only thing I want to do is being able the EVOLVE BY HAPPINES in DAY or NIGHT. I know in FireRed there is no internal clock, but implementing DNS tool into the game doesnt seem to work, the colors of the day change, but I just cannot evolve a Max Happiness Poké in day or night... (while I can do it by normal happiness). Thank you for reading C:
  #27492    
Old November 19th, 2013, 09:28 AM
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Originally Posted by Rayhak View Post
Hello... I'll be direct. I'm working on Fire Red ROM and i'm making my own creatures to play in-game. The only thing I want to do is being able the EVOLVE BY HAPPINES in DAY or NIGHT. I know in FireRed there is no internal clock, but implementing DNS tool into the game doesnt seem to work, the colors of the day change, but I just cannot evolve a Max Happiness Poké in day or night... (while I can do it by normal happiness). Thank you for reading C:
Did you try to use YAPE to edit?
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  #27493    
Old November 19th, 2013, 10:52 AM
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Quote:
Originally Posted by Rayhak View Post
Hello... I'll be direct. I'm working on Fire Red ROM and i'm making my own creatures to play in-game. The only thing I want to do is being able the EVOLVE BY HAPPINES in DAY or NIGHT. I know in FireRed there is no internal clock, but implementing DNS tool into the game doesnt seem to work, the colors of the day change, but I just cannot evolve a Max Happiness Poké in day or night... (while I can do it by normal happiness). Thank you for reading C:
The necessary ASM for the evolution to work is absent. The DNS comes with a built in option, if you're using the one made by Prime-Dialga that is, to add the necessary code to your ROM. I know this because I wrote the code he used.
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  #27494    
Old November 19th, 2013, 01:17 PM
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Is there a tool that will let me change the effectiveness of moves like how grass is good against water etc. I also need a tool that will let me add a type to the game I need these tools for fire red btw. Also is there a way to change in battle colors like the health meter or exp meter etc. Please answer any that you can :D
  #27495    
Old November 19th, 2013, 01:29 PM
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Is there a tool that will let me change the effectiveness of moves like how grass is good against water etc. I also need a tool that will let me add a type to the game I need these tools for fire red btw. Also is there a way to change in battle colors like the health meter or exp meter etc. Please answer any that you can :D
1, i believe this is ASM
2, here is a tutorial (Idont believe there is a tool) : http://www.pokecommunity.com/showthread.php?t=313163
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  #27496    
Old November 19th, 2013, 01:51 PM
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What does ASM stand for and where can I download it?
  #27497    
Old November 19th, 2013, 02:03 PM
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Originally Posted by Rezordaxx View Post
1, i believe this is ASM
2, here is a tutorial (Idont believe there is a tool) : http://www.pokecommunity.com/showthread.php?t=313163
It's not ASM. It's just an alignment of bytes that are index and effectivness against second type index. Plus adding isn't ASM either.

Quote:
Originally Posted by Luxray1 View Post
What does ASM stand for and where can I download it?
ASM is assembly. Assembly is the code the GBA runs on. It's not a program. The game isn't magic you know.
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Last edited by GoGoJJTech; November 19th, 2013 at 02:04 PM. Reason: Your double post has been automatically merged.
  #27498    
Old November 19th, 2013, 05:54 PM
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Quote:
Originally Posted by Luxray1 View Post
What does ASM stand for and where can I download it?
Greatest. Post. EVER. Lol. If you want to learn ASM, start here: http://www.pokemonhackersonline.com/...ad.php?t=14109

It is a ticket into the magical realm of hacking where everything you do finally makes sense.:p
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  #27499    
Old November 19th, 2013, 08:27 PM
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Quote:
Originally Posted by gogojjtech View Post
Some things when loaded disable the day and night system by DNS
Yeah, I know somethings disable the day and night system, but how can I fix it again?
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  #27500    
Old November 20th, 2013, 05:24 AM
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Here's another quick (or maybe not-so-quick!) question:

Has there been any further research done into implementing trainer battles where the player doesn't white out if he loses? The most relevant thread that I can dig up is this one: http://www.pokecommunity.com/showthread.php?t=204875

I know that trainerbattle 0x9 0xXYZ 0x3 @victory @defeat mostly has this functionality, but it has 2 problems:
1. It has Prof. Oak giving you advice as in the first rival battle.
2. If the player has more than 1 Pokemon and sends in another Pokemon for another reason (switch or was KO'd), the new Pokemon's backsprite and HP bar are invisible until the player enters and exits the Pokemon or Item menu.
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