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  #5651    
Old July 16th, 2008 (04:13 AM).
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bjorn130 bjorn130 is offline
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hi

here's my problem. this was taken ingame:



and this is wat i made in advance map:

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  #5652    
Old July 16th, 2008 (04:20 AM).
thethethethe thethethethe is offline
 
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Quote originally posted by bjorn130:
hi

here's my problem. this was taken ingame:



and this is wat i made in advance map:

It's called a border. Look at Advancemap, and at the map. You should see it in the bar on the right. Make it filled with black tiles.
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  #5653    
Old July 16th, 2008 (04:43 AM).
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thethethethe's right.
the border block in A-Map should be appearing exactly like this.
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Old July 16th, 2008 (06:44 AM).
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Is it possible to import and export maps of the same measurements from one Firered to another accounting that both have the same tilesets and are for the same area?
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  #5655    
Old July 16th, 2008 (09:30 AM).
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this may not be too simple but how can i make an event battle, with advance map preferably. you know, like Zapdos or Mewtwo. oh yea, it's for fire red.
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  #5656    
Old July 16th, 2008 (11:18 AM).
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i tired putting turtwig in but when i replace bulbasaur with turtwig the image gets messed up.
is there anyway to fix it? also when i tried to put another image it said "image not indexed". what does that mean? when i tried putting in chimchar for charmander it worked.
  #5657    
Old July 16th, 2008 (01:31 PM).
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Quote originally posted by psyduck6199:
i tired putting turtwig in but when i replace bulbasaur with turtwig the image gets messed up.
is there anyway to fix it? also when i tried to put another image it said "image not indexed". what does that mean? when i tried putting in chimchar for charmander it worked.
Not indexed would mean that the image was preferably too big. 64x64 is the normal size and all the pokemon must have 16 color pallette limits which mean you can't use more than 16 colors on a pokemon and it has to have black and white as 2 of the sixteen. There's always the part where you could've repointed something wrong.
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Let's play a requiem for reality, the most beautiful melody, for reality is dead like what you used to be...

Still spriting behind the curtains. I've tried splicing, I've tried scratching, I've tried pixel overs, I've tried revamps and am 90%+ awesome at it. Now its time for the devamps
  #5658    
Old July 16th, 2008 (03:32 PM).
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Quote originally posted by psyduck6199:
i tired putting turtwig in but when i replace bulbasaur with turtwig the image gets messed up.
is there anyway to fix it? also when i tried to put another image it said "image not indexed". what does that mean? when i tried putting in chimchar for charmander it worked.
Refer to RedYoshi's Indexing Sprites Tutorial.
Also, I think my tutorial's helpful for your sprites' questions as well...


Quote originally posted by code4242:
this may not be too simple but how can i make an event battle, with advance map preferably. you know, like Zapdos or Mewtwo. oh yea, it's for fire red.
script it.
refer to thethethethe's scripting tutorial...
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  #5659    
Old July 16th, 2008 (03:52 PM).
pthrules pthrules is offline
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ok more questions about pokemon red

how to edit scripts in hex?
also, would the gold scripting document be relevant at all to pokemon red?
is there a known way to edit music in a hex editor (offsets??)?
how to decompress and edit pokemon/trainer battle sprites?

and
what is asm,
what can I do with asm to pokemon red,
and a document relevant to doing asm in z80? (pretty sure that's gameboy)
  #5660    
Old July 16th, 2008 (03:53 PM).
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I need something to script with. my pokescript isn't working.
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  #5661    
Old July 16th, 2008 (03:54 PM).
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Quote originally posted by code4242:
I need something to script with. my pokescript isn't working.
then your best bet would be using XSE...
see in the toolbox section.
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  #5662    
Old July 16th, 2008 (04:01 PM). Edited July 16th, 2008 by code4242.
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kk thanks! i needed this alot!

ho do i get the offset for my script i made in XSE?
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  #5663    
Old July 16th, 2008 (05:25 PM).
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Quote originally posted by pthrules:
how to edit scripts in hex?
RBY don't have a scripting engine. Events have to be modified in ASM.
Quote originally posted by pthrules:
also, would the gold scripting document be relevant at all to pokemon red?
No.
Quote originally posted by pthrules:
is there a known way to edit music in a hex editor (offsets??)?
I know some people have done it, but finding offsets is a lot of trouble I've never gone through. Datacrystal lists some music as being at 8000-BFFF, 20000-2148B, 217E8-23F52, and 7C000-80000.
Quote originally posted by pthrules:
how to decompress and edit pokemon/trainer battle sprites?
Decompressing has been done; I've attached the C source code to a program that decompresses to bitmaps. Editing and reinserting is currently not possible, though if you can understand German reasonably well you could possibly work with the compression doc.
Quote originally posted by pthrules:
and
what is asm,
what can I do with asm to pokemon red,
and a document relevant to doing asm in z80? (pretty sure that's gameboy)
ASM abbreviates "assembly," the mnemonics for the Game Boy's binary CPU instructions (i.e. uber-low-level programming). Different people learn ASM in different ways -- I did it by finding a lone ASM string and disassembling it by hand, but other people might be better served by the resources at Wichita State (though that's more geared towards homebrew).
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  #5664    
Old July 16th, 2008 (06:12 PM). Edited July 16th, 2008 by pthrules.
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thank you!!!!
actually I do know about a year's worth of german haha (I took a class)

in asm, can you edit stuff like the prof. Oak script where he walks over to you?
(in other words, can you edit movements?) and how?

oh yea, do you have a compiled version of the decompressor? I'm on a mac (with virtual pc of course) and I dont think I could compile it.
  #5665    
Old July 16th, 2008 (06:29 PM).
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Where should i start?

There seems to be so many options but is there a general pokemon hacking tutorial i can read. Seems a bit overwhelming just jumping into it. Mappping, scripting, etc..
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  #5666    
Old July 16th, 2008 (06:55 PM).
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thanks destinedjagold for the tutorials and thanks 現実として巨大なもの for telling me what happened with my sprites.:D
  #5667    
Old July 16th, 2008 (07:16 PM).
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Hey, um what is the number for sneasel in XSE?

(I know it's not its dex number, can anyone help me.)
  #5668    
Old July 16th, 2008 (07:21 PM).
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Quote originally posted by Ryousha:
Hey, um what is the number for sneasel in XSE?

(I know it's not its dex number, can anyone help me.)
Did u try its National Dex number?
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  #5669    
Old July 16th, 2008 (08:00 PM).
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Darthatron Darthatron is offline
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Quote originally posted by Ryousha:
Hey, um what is the number for sneasel in XSE?

(I know it's not its dex number, can anyone help me.)
It's "215" or "0xD7" or "&HD7", they will all work. Or you could always #include the stdpoke.rbh file. Like so...

Code:
#Dynamic 0x800000
#Include stdpoke.rbh

#ORG @Main
GivePokemon PKMN_SNEASEL 20 0 0 0 0
End
Which would give a level 20 Sneasel to the player.
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  #5670    
Old July 16th, 2008 (08:07 PM).
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Quote originally posted by Darthatron:
It's "215" or "0xD7" or "&HD7", they will all work. Or you could always #include the stdpoke.rbh file. Like so...

Code:
#Dynamic 0x800000
#Include stdpoke.rbh

#ORG @Main
GivePokemon PKMN_SNEASEL 20 0 0 0 0
End
Which would give a level 20 Sneasel to the player.
Just putting a pokeball in the middle of the road? lawl, that's not the best plan but it works for me
  #5671    
Old July 16th, 2008 (08:19 PM).
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Um, I tried palette editing, but it didn't work.
I asked cooley and he told me this:

Quote:
Well than, you didn't search for the palette. Click on the "load by searching" once you have the palette in the top row. Once it's found, click "Load by offset" then click on the copy button(if you can't find it, mouseover every Icon in the Top Row) the Replace should come up now.

Now you import/Edit the palette in the bottom Row and then click replace.
I tried that and the palettes were still the same.
What did I do wrong?
Also, it was for Fire Red.
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  #5672    
Old July 16th, 2008 (08:25 PM).
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well can anyone tell how to put a pokemon like say articuno appear at pewter city..
i mean at some place where it wasn't present already!
and then script for battling with it..
(i wish to ask how to insert new legendary pokemon battle in game???)
thanx in advance
  #5673    
Old July 17th, 2008 (12:05 AM).
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Quote originally posted by hbkrajeev:
well can anyone tell how to put a pokemon like say articuno appear at pewter city..
i mean at some place where it wasn't present already!
and then script for battling with it..
(i wish to ask how to insert new legendary pokemon battle in game???)
thanx in advance
Well, you could go into the seafoam islands map and copy Articuno's script... then give it to a sprite in Pewter City. You can, of course, change that said sprite in Pewter City to the Arcticuno sprite. Changing Arcticuno's level and stats at the time of encounter would be a different story.
Good luck.
  #5674    
Old July 17th, 2008 (12:06 AM).
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destinedjagold destinedjagold is offline
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Quote originally posted by hbkrajeev:
well can anyone tell how to put a pokemon like say articuno appear at pewter city..
i mean at some place where it wasn't present already!
and then script for battling with it..
(i wish to ask how to insert new legendary pokemon battle in game???)
thanx in advance
you need to learn how to script.
script it.
refer to thethethethe's scripting tutorial...
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  #5675    
Old July 17th, 2008 (06:44 AM).
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does anyone know where I can get an english trainer editor. one that lets you change the trainer's name and/or pokemon.
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