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  #9026    
Old April 21st, 2009, 08:09 PM
onyx79's Avatar
onyx79
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Quote:
Originally Posted by Ninja Caterpie View Post
In FR
File -> Map -> Save Map -> save wherever.

In Shiny Gold
File -> Map -> Open Map - > Open that map.

Then click the Insert map option and select new map.
thanks you very much!!!!!!!!!!!!!!!1
  #9027    
Old April 21st, 2009, 08:10 PM
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I've got a problem editing the Pokemon Red Map. I'm using the program Pokemap 1.2 to edit it. Right now, I'm having difficulties lining up the routes and towns the way I would like them. I have a few screenshots I took to show this problem.


This shows a water route for my hack branching off to the west, but it can't keep going because there wasn't a route there in the original game.


This shows the Water route going south for the original game is still there, but I don't want it to be there in my hack.


This show a grass route for my hack branching to the east, but again, can't continue because there wasn't a route there in the original game.


This shows the grass route from the original game going north is still there, but I don't want it there for my hack.

What I'm trying to do is rearrange these routes so the 2 routes I want to branch onto are actually there and the 2 routes that I don't want to branch onto aren't there. Is there any way to do this, by hex editing or by using a specific program?

Sorry if I've asked this question multiple times, but I haven't found anything yet that can do that for 1st generation.
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Last edited by Bl00dyBizkitz; April 21st, 2009 at 09:42 PM. Reason: grammar mistakes
  #9028    
Old April 22nd, 2009, 04:46 AM
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Tropical Sunlight
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Is there a way to switch the battle animation's background?
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  #9029    
Old April 22nd, 2009, 04:48 AM
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Quote:
Originally Posted by ~Watermelon View Post
Is there a way to switch the battle animation's background?
Define Battle Animation please...
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  #9030    
Old April 22nd, 2009, 05:05 AM
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Quote:
Originally Posted by 0m3GA ARS3NAL View Post
Define Battle Animation please...
Like for example, I would like Aurora Beam to have the Confusion background.
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  #9031    
Old April 22nd, 2009, 05:20 AM
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0m3GA ARS3NAL
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Quote:
Originally Posted by ~Watermelon View Post
Like for example, I would like Aurora Beam to have the Confusion background.
You would have to go into unLZgba, and find the Aurora Beam Background, and TileMap, and replace it with Confusions Background and TileMap.
It is pretty far into the ROM if I remember correctly.... You could try to repoint, it wouls not be THAT difficult, you just find both of those attacks, and then get there pointers to there pallets, tilsets, and tilemaps, and then repoint it in a Hex Editor.
(Search the offset of the Aurora Beam Tileset, and Replace it with Confusions, same with tile map, and pallet.) I dunno if it will work 100% correctly, but that IS how to do it...
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  #9032    
Old April 22nd, 2009, 05:42 AM
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Quote:
Originally Posted by Pokepal17 View Post
Well since the TM's in RSE are the same as in FR and the stdattacks.rbh in XSE doesn't say whether it's for FR or RSE, the value of Brick Break would be 0x118.
Thanks for that.

---oOo---

Anyways, I got a new question...
What is the hex value of the attacks Dig and Teleport?
Thankies~
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  #9033    
Old April 22nd, 2009, 05:49 AM
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Quote:
Originally Posted by destinedjagold View Post

Thanks for that.

---oOo---

Anyways, I got a new question...
What is the hex value of the attacks Dig and Teleport?
Thankies~
Spoiler:

Quote:
#define ATK_NONE 0x0
#define ATK_POUND 0x1
#define ATK_KARATECHOP 0x2
#define ATK_DOUBLESLAP 0x3
#define ATK_COMETPUNCH 0x4
#define ATK_MEGAPUNCH 0x5
#define ATK_PAYDAY 0x6
#define ATK_FIREPUNCH 0x7
#define ATK_ICEPUNCH 0x8
#define ATK_THUNDERPUNCH 0x9
#define ATK_SCRATCH 0xA
#define ATK_VICEGRIP 0xB
#define ATK_GUILLOTINE 0xC
#define ATK_RAZORWIND 0xD
#define ATK_SWORDSDANCE 0xE
#define ATK_CUT 0xF
#define ATK_GUST 0x10
#define ATK_WINGATTACK 0x11
#define ATK_WHIRLWIND 0x12
#define ATK_FLY 0x13
#define ATK_BIND 0x14
#define ATK_SLAM 0x15
#define ATK_VINEWHIP 0x16
#define ATK_STOMP 0x17
#define ATK_DOUBLEKICK 0x18
#define ATK_MEGAKICK 0x19
#define ATK_JUMPKICK 0x1A
#define ATK_ROLLINGKICK 0x1B
#define ATK_SANDATTACK 0x1C
#define ATK_HEADBUTT 0x1D
#define ATK_HORNATTACK 0x1E
#define ATK_FURYATTACK 0x1F
#define ATK_HORNDRILL 0x20
#define ATK_TACKLE 0x21
#define ATK_BODYSLAM 0x22
#define ATK_WRAP 0x23
#define ATK_TAKEDOWN 0x24
#define ATK_THRASH 0x25
#define ATK_DOUBLEEDGE 0x26
#define ATK_TAILWHIP 0x27
#define ATK_POISONSTING 0x28
#define ATK_TWINEEDLE 0x29
#define ATK_PINMISSILE 0x2A
#define ATK_LEER 0x2B
#define ATK_BITE 0x2C
#define ATK_GROWL 0x2D
#define ATK_ROAR 0x2E
#define ATK_SING 0x2F
#define ATK_SUPERSONIC 0x30
#define ATK_SONICBOOM 0x31
#define ATK_DISABLE 0x32
#define ATK_ACID 0x33
#define ATK_EMBER 0x34
#define ATK_FLAMETHROWER 0x35
#define ATK_MIST 0x36
#define ATK_WATERGUN 0x37
#define ATK_HYDROPUMP 0x38
#define ATK_SURF 0x39
#define ATK_ICEBEAM 0x3A
#define ATK_BLIZZARD 0x3B
#define ATK_PSYBEAM 0x3C
#define ATK_BUBBLEBEAM 0x3D
#define ATK_AURORABEAM 0x3E
#define ATK_HYPERBEAM 0x3F
#define ATK_PECK 0x40
#define ATK_DRILLPECK 0x41
#define ATK_SUBMISSION 0x42
#define ATK_LOWKICK 0x43
#define ATK_COUNTER 0x44
#define ATK_SEISMICTOSS 0x45
#define ATK_STRENGTH 0x46
#define ATK_ABSORB 0x47
#define ATK_MEGADRAIN 0x48
#define ATK_LEECHSEED 0x49
#define ATK_GROWTH 0x4A
#define ATK_RAZORLEAF 0x4B
#define ATK_SOLARBEAM 0x4C
#define ATK_POISONPOWDER 0x4D
#define ATK_STUNSPORE 0x4E
#define ATK_SLEEPPOWDER 0x4F
#define ATK_PETALDANCE 0x50
#define ATK_STRINGSHOT 0x51
#define ATK_DRAGONRAGE 0x52
#define ATK_FIRESPIN 0x53
#define ATK_THUNDERSHOCK 0x54
#define ATK_THUNDERBOLT 0x55
#define ATK_THUNDERWAVE 0x56
#define ATK_THUNDER 0x57
#define ATK_ROCKTHROW 0x58
#define ATK_EARTHQUAKE 0x59
#define ATK_FISSURE 0x5A
#define ATK_DIG 0x5B
#define ATK_TOXIC 0x5C
#define ATK_CONFUSION 0x5D
#define ATK_PSYCHIC 0x5E
#define ATK_HYPNOSIS 0x5F
#define ATK_MEDITATE 0x60
#define ATK_AGILITY 0x61
#define ATK_QUICKATTACK 0x62
#define ATK_RAGE 0x63
#define ATK_TELEPORT 0x64
#define ATK_NIGHTSHADE 0x65
#define ATK_MIMIC 0x66
#define ATK_SCREECH 0x67
#define ATK_DOUBLETEAM 0x68
#define ATK_RECOVER 0x69
#define ATK_HARDEN 0x6A
#define ATK_MINIMIZE 0x6B
#define ATK_SMOKESCREEN 0x6C
#define ATK_CONFUSERAY 0x6D
#define ATK_WITHDRAW 0x6E
#define ATK_DEFENSECURL 0x6F
#define ATK_BARRIER 0x70
#define ATK_LIGHTSCREEN 0x71
#define ATK_HAZE 0x72
#define ATK_REFLECT 0x73
#define ATK_FOCUSENERGY 0x74
#define ATK_BIDE 0x75
#define ATK_METRONOME 0x76
#define ATK_MIRRORMOVE 0x77
#define ATK_SELFDESTRUCT 0x78
#define ATK_EGGBOMB 0x79
#define ATK_LICK 0x7A
#define ATK_SMOG 0x7B
#define ATK_SLUDGE 0x7C
#define ATK_BONECLUB 0x7D
#define ATK_FIREBLAST 0x7E
#define ATK_WATERFALL 0x7F
#define ATK_CLAMP 0x80
#define ATK_SWIFT 0x81
#define ATK_SKULLBASH 0x82
#define ATK_SPIKECANNON 0x83
#define ATK_CONSTRICT 0x84
#define ATK_AMNESIA 0x85
#define ATK_KINESIS 0x86
#define ATK_SOFTBOILED 0x87
#define ATK_HIJUMPKICK 0x88
#define ATK_GLARE 0x89
#define ATK_DREAMEATER 0x8A
#define ATK_POISONGAS 0x8B
#define ATK_BARRAGE 0x8C
#define ATK_LEECHLIFE 0x8D
#define ATK_LOVELYKISS 0x8E
#define ATK_SKYATTACK 0x8F
#define ATK_TRANSFORM 0x90
#define ATK_BUBBLE 0x91
#define ATK_DIZZYPUNCH 0x92
#define ATK_SPORE 0x93
#define ATK_FLASH 0x94
#define ATK_PSYWAVE 0x95
#define ATK_SPLASH 0x96
#define ATK_ACIDARMOR 0x97
#define ATK_CRABHAMMER 0x98
#define ATK_EXPLOSION 0x99
#define ATK_FURYSWIPES 0x9A
#define ATK_BONEMERANG 0x9B
#define ATK_REST 0x9C
#define ATK_ROCKSLIDE 0x9D
#define ATK_HYPERFANG 0x9E
#define ATK_SHARPEN 0x9F
#define ATK_CONVERSION 0xA0
#define ATK_TRIATTACK 0xA1
#define ATK_SUPERFANG 0xA2
#define ATK_SLASH 0xA3
#define ATK_SUBSTITUTE 0xA4
#define ATK_STRUGGLE 0xA5
#define ATK_SKETCH 0xA6
#define ATK_TRIPLEKICK 0xA7
#define ATK_THIEF 0xA8
#define ATK_SPIDERWEB 0xA9
#define ATK_MINDREADER 0xAA
#define ATK_NIGHTMARE 0xAB
#define ATK_FLAMEWHEEL 0xAC
#define ATK_SNORE 0xAD
#define ATK_CURSE 0xAE
#define ATK_FLAIL 0xAF
#define ATK_CONVERSION2 0xB0
#define ATK_AEROBLAST 0xB1
#define ATK_COTTONSPORE 0xB2
#define ATK_REVERSAL 0xB3
#define ATK_SPITE 0xB4
#define ATK_POWDERSNOW 0xB5
#define ATK_PROTECT 0xB6
#define ATK_MACHPUNCH 0xB7
#define ATK_SCARYFACE 0xB8
#define ATK_FAINTATTACK 0xB9
#define ATK_SWEETKISS 0xBA
#define ATK_BELLYDRUM 0xBB
#define ATK_SLUDGEBOMB 0xBC
#define ATK_MUDSLAP 0xBD
#define ATK_OCTAZOOKA 0xBE
#define ATK_SPIKES 0xBF
#define ATK_ZAPCANNON 0xC0
#define ATK_FORESIGHT 0xC1
#define ATK_DESTINYBOND 0xC2
#define ATK_PERISHSONG 0xC3
#define ATK_ICYWIND 0xC4
#define ATK_DETECT 0xC5
#define ATK_BONERUSH 0xC6
#define ATK_LOCKON 0xC7
#define ATK_OUTRAGE 0xC8
#define ATK_SANDSTORM 0xC9
#define ATK_GIGADRAIN 0xCA
#define ATK_ENDURE 0xCB
#define ATK_CHARM 0xCC
#define ATK_ROLLOUT 0xCD
#define ATK_FALSESWIPE 0xCE
#define ATK_SWAGGER 0xCF
#define ATK_MILKDRINK 0xD0
#define ATK_SPARK 0xD1
#define ATK_FURYCUTTER 0xD2
#define ATK_STEELWING 0xD3
#define ATK_MEANLOOK 0xD4
#define ATK_ATTRACT 0xD5
#define ATK_SLEEPTALK 0xD6
#define ATK_HEALBELL 0xD7
#define ATK_RETURN 0xD8
#define ATK_PRESENT 0xD9
#define ATK_FRUSTRATION 0xDA
#define ATK_SAFEGUARD 0xDB
#define ATK_PAINSPLIT 0xDC
#define ATK_SACREDFIRE 0xDD
#define ATK_MAGNITUDE 0xDE
#define ATK_DYNAMICPUNCH 0xDF
#define ATK_MEGAHORN 0xE0
#define ATK_DRAGONBREATH 0xE1
#define ATK_BATONPASS 0xE2
#define ATK_ENCORE 0xE3
#define ATK_PURSUIT 0xE4
#define ATK_RAPIDSPIN 0xE5
#define ATK_SWEETSCENT 0xE6
#define ATK_IRONTAIL 0xE7
#define ATK_METALCLAW 0xE8
#define ATK_VITALTHROW 0xE9
#define ATK_MORNINGSUN 0xEA
#define ATK_SYNTHESIS 0xEB
#define ATK_MOONLIGHT 0xEC
#define ATK_HIDDENPOWER 0xED
#define ATK_CROSSCHOP 0xEE
#define ATK_TWISTER 0xEF
#define ATK_RAINDANCE 0xF0
#define ATK_SUNNYDAY 0xF1
#define ATK_CRUNCH 0xF2
#define ATK_MIRRORCOAT 0xF3
#define ATK_PSYCHUP 0xF4
#define ATK_EXTREMESPEED 0xF5
#define ATK_ANCIENTPOWER 0xF6
#define ATK_SHADOWBALL 0xF7
#define ATK_FUTURESIGHT 0xF8
#define ATK_ROCKSMASH 0xF9
#define ATK_WHIRLPOOL 0xFA
#define ATK_BEATUP 0xFB
#define ATK_FAKEOUT 0xFC
#define ATK_UPROAR 0xFD
#define ATK_STOCKPILE 0xFE
#define ATK_SPITUP 0xFF
#define ATK_SWALLOW 0x100
#define ATK_HEATWAVE 0x101
#define ATK_HAIL 0x102
#define ATK_TORMENT 0x103
#define ATK_FLATTER 0x104
#define ATK_WILLOWISP 0x105
#define ATK_MEMENTO 0x106
#define ATK_FACADE 0x107
#define ATK_FOCUSPUNCH 0x108
#define ATK_SMELLINGSALT 0x109
#define ATK_FOLLOWME 0x10A
#define ATK_NATUREPOWER 0x10B
#define ATK_CHARGE 0x10C
#define ATK_TAUNT 0x10D
#define ATK_HELPINGHAND 0x10E
#define ATK_TRICK 0x10F
#define ATK_ROLEPLAY 0x110
#define ATK_WISH 0x111
#define ATK_ASSIST 0x112
#define ATK_INGRAIN 0x113
#define ATK_SUPERPOWER 0x114
#define ATK_MAGICCOAT 0x115
#define ATK_RECYCLE 0x116
#define ATK_REVENGE 0x117
#define ATK_BRICKBREAK 0x118
#define ATK_YAWN 0x119
#define ATK_KNOCKOFF 0x11A
#define ATK_ENDEAVOR 0x11B
#define ATK_ERUPTION 0x11C
#define ATK_SKILLSWAP 0x11D
#define ATK_IMPRISON 0x11E
#define ATK_REFRESH 0x11F
#define ATK_GRUDGE 0x120
#define ATK_SNATCH 0x121
#define ATK_SECRETPOWER 0x122
#define ATK_DIVE 0x123
#define ATK_ARMTHRUST 0x124
#define ATK_CAMOUFLAGE 0x125
#define ATK_TAILGLOW 0x126
#define ATK_LUSTERPURGE 0x127
#define ATK_MISTBALL 0x128
#define ATK_FEATHERDANCE 0x129
#define ATK_TEETERDANCE 0x12A
#define ATK_BLAZEKICK 0x12B
#define ATK_MUDSPORT 0x12C
#define ATK_ICEBALL 0x12D
#define ATK_NEEDLEARM 0x12E
#define ATK_SLACKOFF 0x12F
#define ATK_HYPERVOICE 0x130
#define ATK_POISONFANG 0x131
#define ATK_CRUSHCLAW 0x132
#define ATK_BLASTBURN 0x133
#define ATK_HYDROCANNON 0x134
#define ATK_METEORMASH 0x135
#define ATK_ASTONISH 0x136
#define ATK_WEATHERBALL 0x137
#define ATK_AROMATHERAPY 0x138
#define ATK_FAKETEARS 0x139
#define ATK_AIRCUTTER 0x13A
#define ATK_OVERHEAT 0x13B
#define ATK_ODORSLEUTH 0x13C
#define ATK_ROCKTOMB 0x13D
#define ATK_SILVERWIND 0x13E
#define ATK_METALSOUND 0x13F
#define ATK_GRASSWHISTLE 0x140
#define ATK_TICKLE 0x141
#define ATK_COSMICPOWER 0x142
#define ATK_WATERSPOUT 0x143
#define ATK_SIGNALBEAM 0x144
#define ATK_SHADOWPUNCH 0x145
#define ATK_EXTRASENSORY 0x146
#define ATK_SKYUPPERCUT 0x147
#define ATK_SANDTOMB 0x148
#define ATK_SHEERCOLD 0x149
#define ATK_MUDDYWATER 0x14A
#define ATK_BULLETSEED 0x14B
#define ATK_AERIALACE 0x14C
#define ATK_ICICLESPEAR 0x14D
#define ATK_IRONDEFENSE 0x14E
#define ATK_BLOCK 0x14F
#define ATK_HOWL 0x150
#define ATK_DRAGONCLAW 0x151
#define ATK_FRENZYPLANT 0x152
#define ATK_BULKUP 0x153
#define ATK_BOUNCE 0x154
#define ATK_MUDSHOT 0x155
#define ATK_POISONTAIL 0x156
#define ATK_COVET 0x157
#define ATK_VOLTTACKLE 0x158
#define ATK_MAGICALLEAF 0x159
#define ATK_WATERSPORT 0x15A
#define ATK_CALMMIND 0x15B
#define ATK_LEAFBLADE 0x15C
#define ATK_DRAGONDANCE 0x15D
#define ATK_ROCKBLAST 0x15E
#define ATK_SHOCKWAVE 0x15F
#define ATK_WATERPULSE 0x160
#define ATK_DOOMDESIRE 0x161
#define ATK_PSYCHOBOOST 0x162

Anyways, I've got a question again.
Quote:
BOULDERBADGE.\p\c\h06Á[player] received the BOULDERBADGE
The red thingy. Is that a fanfare?
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  #9034    
Old April 22nd, 2009, 12:14 PM
s270171's Avatar
s270171
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During the game? What exactly do you mean by that?[/QUOTE]

I mean while you are playing the game. I know its possible and it would be SUPER helpful.
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  #9035    
Old April 22nd, 2009, 12:58 PM
thethethethe
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Quote:
Originally Posted by Cholo View Post
just using hex (oh no not again haha)
how would i make a pokemon shiny?? (like a starter maybe haha)
I'll take a go at this. Still can't use tools?
Find Mastermind_X's guide to the Shiny hack. It's in the documents and tutorials section.
Then you may also need this. http://www.pkmnhackersonline.com/ind...ing+Compendium
You may also need to look at a scripting guide for explanation of those commands listed on the other site.
That is if you want to script out a new event.
Quote:
Originally Posted by Bl00dyBizkitz View Post
I've got a problem editing the Pokemon Red Map. I'm using the program Pokemap 1.2 to edit it. Right now, I'm having difficulties lining up the routes and towns the way I would like them. I have a few screenshots I took to show this problem.
Spoiler:


This shows a water route for my hack branching off to the west, but it can't keep going because there wasn't a route there in the original game.


This shows the Water route going south for the original game is still there, but I don't want it to be there in my hack.


This show a grass route for my hack branching to the east, but again, can't continue because there wasn't a route there in the original game.


This shows the grass route from the original game going north is still there, but I don't want it there for my hack.


What I'm trying to do is rearrange these routes so the 2 routes I want to branch onto are actually there and the 2 routes that I don't want to branch onto aren't there. Is there any way to do this, by hex editing or by using a specific program?

Sorry if I've asked this question multiple times, but I haven't found anything yet that can do that for 1st generation.
Okay, kind of difficult especially for someone who seemingly hasn't done too much hacking with the first generation of games. You'll need to look at the connection data (which is a pain to change). Here's a little document on some of the map data.
http://www.pokecommunity.com/showthread.php?t=145960
Oh yeah, and no tool, besides your hex editor.
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  #9036    
Old April 22nd, 2009, 02:03 PM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
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Quote:
Originally Posted by ~Watermelon View Post
Spoiler:



Anyways, I've got a question again.

The red thingy. Is that a fanfare?
Yes, that is the special little do-hickey that makes the fanfare happen RIGHT there in the sentence.
You don't need to use a fanfare command to do it.
If you want to change the sound of it, you would have to hex idit the ASM routine, IF you could find it.
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  #9037    
Old April 22nd, 2009, 02:33 PM
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A couple of fairly mundane questions about game mechanics. If you know anything about the questions, even if you can't answer everything, please let me know what you do know.

1) As far as I know, the only items that enemy trainers use in-game are Potions, Full Restores, and "X-" stat boosting items. I assume that the AI wouldn't be able to strategize enough to use a Revive, so giving a trainer a Revive in A-Trainer would be a waste of time, right? So, if they had vending machine drinks or herbal medicines, would the AI know how to use that? And, if I give a trainer a Sacred Ash, would the AI be able to use that, and would it have the same effect--healing the entire team--that it does when the player uses it?
Would they use it on their first Pokémon, and thus defeat the purpose of having it?
I've noticed that, typically, when you get an enemy Pokémon's HP into the red, that's when the trainer uses an item, but they won't use a second item on that Pokémon; instead, they'll let it faint, and only use their remaining items on other Pokémon. Is the AI programmed like that, or is it just a random non-pattern I thought I saw? If it is programmed like that, could I put something like Potions in the trainer's first two item slots in A-Trainer, so that their first two Pokémon could get Potions, faint, and then the trainer would use Sacred Ash on their third Pokémon? Or do the order that the items are entered in A-Trainer not matter?

2) What's the base happiness of an enemy trainer's Pokémon? Is it the same base happiness that wild Pokémon have--70 for most, 0 for some legendaries, etc.? Or is it something else? I'm trying to figure out what kind of power a foe's Pokémon using Return or Frustration would have.
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Last edited by ckret2; April 22nd, 2009 at 02:34 PM. Reason: rewording, formatting
  #9038    
Old April 22nd, 2009, 02:34 PM
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im working on my first hack and it is of pkmn tgc for gbc but i cant find and resources for it any ideas or can any one help
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  #9039    
Old April 22nd, 2009, 03:36 PM
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Hey, I'm hacking Emerald and tried using unLZ to edit pokemon pics but when I load the rom into unLZ, all the pictures are completely messed up. Can I get some help on this?
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  #9040    
Old April 22nd, 2009, 03:38 PM
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Hey, I'm hacking Emerald and tried using unLZ to edit pokemon pics but when I load the rom into unLZ, all the pictures are completely messed up. Can I get some help on this?
you need to index the sprite by giving it a 16 color palette using an image editing program such as GIMP or photoshop. Also make sure that you export he palette in unLZ and repoint the sprite if needed
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  #9041    
Old April 22nd, 2009, 03:45 PM
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Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
you need to index the sprite by giving it a 16 color palette using an image editing program such as GIMP or photoshop. Also make sure that you export he palette in unLZ and repoint the sprite if needed
That's not what I meant. All I did was open the game rom with unLZ and all the sprites that were already there showed up in the unLZ program as completely messed up. I haven't imported or exported any sprites or palletes yet.
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  #9042    
Old April 22nd, 2009, 03:48 PM
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That's not what I meant. All I did was open the game rom with unLZ and all the sprites that were already there showed up in the unLZ program as completely messed up. I haven't imported or exported any sprites or palletes yet.
oh. well that is how it is supposed to be. go to.. say 1500 and you should be in the pokemon part of the rom and the colors will be normal, then find the one you want to replace and replace it.
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  #9043    
Old April 22nd, 2009, 03:53 PM
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Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
oh. well that is how it is supposed to be. go to.. say 1500 and you should be in the pokemon part of the rom and the colors will be normal, then find the one you want to replace and replace it.
Nope! More mess, no pokemon.
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  #9044    
Old April 22nd, 2009, 03:57 PM
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Nope! More mess, no pokemon.
XD sorry forgot you are using emerald. I don't remember where the pokemon are in emerald, but if you keep clicking next (starting from 1) you should run into them at some point. You will notice the colors and image change.

the mess you are seeing are images believe it or not, they are just a bit jumbled because of how the data is stored. so just keep searching through the mess till you hit the pokemon and trainers. shouldn't take long, specially if you have a quick index finger
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  #9045    
Old April 22nd, 2009, 04:05 PM
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Ok here's my problem. When I open up Ruby in AdvText it doesn't load MANY of the categories. It goes to like the first town and thats it. However, FireRed I can get everything to work for. (AdvText, AdvMap, scripting, etc.)

I just want to know what's wrong becuase I would prefer to hack Ruby because R/S/E tiles and such are MUCH better than FireRed.

OR, is there any way to make it so when I open up FireRed in AdvMap, it loads both the FR and the Ruby tiles.

Sorry if that was confusing. Thanks for possible help! :D
  #9046    
Old April 22nd, 2009, 04:13 PM
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Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
XD sorry forgot you are using emerald. I don't remember where the pokemon are in emerald, but if you keep clicking next (starting from 1) you should run into them at some point. You will notice the colors and image change.

the mess you are seeing are images believe it or not, they are just a bit jumbled because of how the data is stored. so just keep searching through the mess till you hit the pokemon and trainers. shouldn't take long, specially if you have a quick index finger
*pant* *pant* *pant* My arm is tired! I went all the way to 5000 and all I found were map sprites. Can anyone tell me how to find the pokemon sprites for Emerald in unLZ?!?!?!?!
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  #9047    
Old April 22nd, 2009, 04:18 PM
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Originally Posted by tfog View Post
Ok here's my problem. When I open up Ruby in AdvText it doesn't load MANY of the categories. It goes to like the first town and thats it. However, FireRed I can get everything to work for. (AdvText, AdvMap, scripting, etc.)

I just want to know what's wrong becuase I would prefer to hack Ruby because R/S/E tiles and such are MUCH better than FireRed.

OR, is there any way to make it so when I open up FireRed in AdvMap, it loads both the FR and the Ruby tiles.

Sorry if that was confusing. Thanks for possible help! :D
Not sure why it is doing that, but you can always export the Ruby tilesets and palettes and reinsert them into FR... might be a bit more work than you were anticipating but that is one solution.

other than that Ruby's tiles are not affiliated with the FR rom, so A-map won't find the Ruby tiles in a FR rom because they do not exist in the ROM

Quote:
Originally Posted by internetwork View Post
*pant* *pant* *pant* My arm is tired! I went all the way to 5000 and all I found were map sprites. Can anyone tell me how to find the pokemon sprites for Emerald in unLZ?!?!?!?!
you went to 5000 from 1? you should have came across them at some point...
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  #9048    
Old April 22nd, 2009, 04:18 PM
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Originally Posted by tfog View Post
Ok here's my problem. When I open up Ruby in AdvText it doesn't load MANY of the categories. It goes to like the first town and thats it. However, FireRed I can get everything to work for. (AdvText, AdvMap, scripting, etc.)
Ruby's ini file that tells it where the text is is not complete. Just use the search function or use XSE to script new convos.

Quote:
Originally Posted by tfog View Post
I just want to know what's wrong becuase I would prefer to hack Ruby because R/S/E tiles and such are MUCH better than FireRed.
Whoa, something wrong with your head, pal? Ruby trees are ugly as hell.

Quote:
Originally Posted by tfog View Post
OR, is there any way to make it so when I open up FireRed in AdvMap, it loads both the FR and the Ruby tiles.
No.
Only some of Ruby's tiles - which is what I did. I took the best of both - some of Ruby's paths and grass with FR trees and stuff. Looks real good right now.
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  #9049    
Old April 22nd, 2009, 05:22 PM
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Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
you went to 5000 from 1? you should have came across them at some point...
I feel the same way. I tried it with Ruby and it worked fine. This would be a whole lot better if PokePic worked with Emerald. RSball won't work either. Can anyone tell me how to edit pokemon pictures in Emerald!!

EDIT: Never mind! I found out that the problem was actually that the rom itself not the compatibility!
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Last edited by internetwork; April 23rd, 2009 at 01:19 PM.
  #9050    
Old April 22nd, 2009, 06:17 PM
specialjerm
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Does anyone know how to properly edit Pokemon backpics? Everytime I try to do so, it gets distorted. If it doesn't the front gets distorted. I may be indexing wrong, so here's a brief outline of what I do:

1. Resize D/P/Pt sprite to 64x64
2. Switch to 16-color in IfranViewer
3. Switch pallete color on far left with background color
4. Save new sprite as different name
5. Open old sprite (Before IfranView) and new sprite in Paint
6. Copy+Paste old sprite onto new sprite and save

I then import it into UNLZ.GBA. I just discovered that the sprite after the regular sprite of the Pokemon is the backsprite of the shiny form. I need to edit all forms, and PokePic isn't working to well with this. Any idea about what's wrong?
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