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  #10776    
Old August 1st, 2009 (09:52 AM).
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Quote originally posted by Bozster:
OK, this question has been skipped twice now!
Recently, I installed some DP tiles onto my Emerald rom. According to A-Map(1.92), everything worked and it was all fine:
Attachment 48398
See how the tiles have nothing wrong with them(ignore the houses, look at the trees and flowers)?

Yet, when I open up the rom in VBA, this happens:
Attachment 48399
Why do I have two different maps and how can I fix it?
No, it has not been skipped, we do not know the answer.
Please do not repost your question until your question has been moved backwards 25 posts, OR until it has been moved back one page.
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  #10777    
Old August 1st, 2009 (10:41 AM). Edited August 1st, 2009 by diegoisawesome.
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Quote originally posted by 0m3GA ARS3NAL:
Did you even read the last 2 post in the thread?
Seriously, please read the thread.
Anyways, the thread is not LZ77 compressed, so you'll have to get a program called Tile Molester Alternate.
Then you have to search for it...
(I can not remember where it is, bottom or top, I forgot...)
Found it again.
(Before you look for it, be sure to click on "View" then "Block Size" then "Custom" and be sure to change it to 8X8, then exit out and play with the arrows in the top of the Tile Molester to make the image look right.)

The offset is (In tile molester search form)

002319B8
But those don't look like the real one, and when I edit them and save, the changes don't appear..
Also, when I deleted all the letters and numbers, no changes happened in-game.
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  #10778    
Old August 1st, 2009 (10:48 AM).
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Quote originally posted by diegoisawesome:
But those don't look like the real one, and when I edit them and save, the changes don't appear..
Also, when I deleted all the letters and numbers, no changes happened in-game.
Hmm, how about you look around for yourself?
See if you can find them.
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  #10779    
Old August 1st, 2009 (11:49 AM).
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Quote originally posted by 0m3GA ARS3NAL:
No, it has not been skipped, we do not know the answer.
Please do not repost your question until your question has been moved backwards 25 posts, OR until it has been moved back one page.
Ah, OK, sorry! I'll keep that in mind! Oh, well here's another question: How can I change the Pokedex order in Emerald? Sebbe's isn't compatible.
  #10780    
Old August 1st, 2009 (11:51 AM).
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Quote originally posted by Bozster:
Ah, OK, sorry! I'll keep that in mind! Oh, well here's another question: How can I change the Pokedex order in Emerald? Sebbe's isn't compatible.
You would have to find the pokedex data and do it manually, tough work with a HEX editor.
Sorry.
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  #10781    
Old August 1st, 2009 (12:45 PM). Edited August 1st, 2009 by diegoisawesome.
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  #10782    
Old August 1st, 2009 (12:47 PM). Edited August 1st, 2009 by The Gambling Gallade.
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Would anyone happen to know what is Giovanni's number in FireRed, in unLZ.gba?

I also have a problem with A-Text. Every time I open it, before it even shows the window, it says "A-Text has encountered an error and has to close". The typical message along those lines. Why is this? Should I re-download it?
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  #10783    
Old August 1st, 2009 (02:58 PM).
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Quote originally posted by The Gambling Gallade:
Would anyone happen to know what is Giovanni's number in FireRed, in unLZ.gba?

I also have a problem with A-Text. Every time I open it, before it even shows the window, it says "A-Text has encountered an error and has to close". The typical message along those lines. Why is this? Should I re-download it?
in unlz gba geovanni's number in firered is 1607 hope I helped
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  #10784    
Old August 1st, 2009 (03:24 PM).
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Thank you so much! That meant a lot to me. I actually already have the Evil Team's leader for my hack. (Her Concept Art at least), and figured I would just use Giovanni's code.
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  #10785    
Old August 1st, 2009 (03:36 PM).
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l0L, IM SORRY, SORRY! just im overreacting, how can people cope with using ruby then!
im just gonna stick to firered ;S
  #10786    
Old August 1st, 2009 (03:52 PM).
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I am trying to edit the text with the pikachu on the top right, but everytime I do its either overlapping or it only shows some parts of it and then shows a down facing red arrow which points to no text!

How do I fix it?
Im using advancetext btw!
  #10787    
Old August 1st, 2009 (04:24 PM).
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Quote originally posted by flamezy boi:
l0L, IM SORRY, SORRY! just im overreacting, how can people cope with using ruby then!
im just gonna stick to firered ;S
Fire red has the same things...
Seriously, it is no problem.
I don't see why you wont just believe me.
You see, EVERY pokemon ROM has this. You are simply being stubborn.
This is an image of Fire Red Version. This is only 1 of the examples.
A LOT of tilesets have this issue, and it is no problem.
DON'T WORRY ABOUT IT.
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  #10788    
Old August 1st, 2009 (05:15 PM).
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ok lol, im srry. what rom would be easier to hack, fire red, or ruby>?
  #10789    
Old August 1st, 2009 (05:17 PM).
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Quote originally posted by flamezy boi:
ok lol, im srry. what rom would be easier to hack, fire red, or ruby>?
Neither, they both have there easy and hard points.
It is all down to preference, do you want a clock, or do you want superior stability.
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  #10790    
Old August 1st, 2009 (07:04 PM).
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I'm having a prob with APE.
I want to edit the Background of the intro in Em.
But I don't know how to load the Background.
Can anybody help?
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  #10791    
Old August 1st, 2009 (07:35 PM).
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Quote originally posted by rednano12:
Any help guys? I just ran through almost all of the numbers in the old UNLZ.gba (and translated a good bit of the dutch) but still no dice. I just need the big yellow and blue pokemon logo and the text under it that says Pokemon Emerald. Thank you!
It's been 3 days... does everybody really not know the answer?
  #10792    
Old August 1st, 2009 (08:19 PM).
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Quote originally posted by rednano12:
It's been 3 days... does everybody really not know the answer?
Pokemon-2611
Emerald Version-2612

Hope that helps!
PS:You need it on 256 colour mode.
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  #10793    
Old August 1st, 2009 (09:58 PM).
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Ok, I have been digging through the archives, searching for an answer on this one. I figured it was a common problem, but I guess not. I am trying to change names after inserting maps on Fire Red using Advanced Map. But I don't see how. They are all named Pallet Town, and...that won't do. Any help?
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  #10794    
Old August 1st, 2009 (10:09 PM).
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Quote originally posted by Larvitar170:
Ok, I have been digging through the archives, searching for an answer on this one. I figured it was a common problem, but I guess not. I am trying to change names after inserting maps on Fire Red using Advanced Map. But I don't see how. They are all named Pallet Town, and...that won't do. Any help?
Is there maps you're not gonna use?Change the map's name to that,then edit the name.I'm doing that for my hack.
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  #10795    
Old August 2nd, 2009 (08:42 AM).
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I may try that. Thank you very much. If anyone knows the actual way to do it, I would still appreciate an answer.
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  #10796    
Old August 2nd, 2009 (08:52 AM).
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Can anyone help me script something in VB that can be used to import/export non-compressed graphics?
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  #10797    
Old August 2nd, 2009 (12:12 PM).
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In FireRed how do you make it so you have the national dex at the start of the game, like in Zel's Shiny Gold hack?
  #10798    
Old August 2nd, 2009 (02:25 PM).
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Quote originally posted by darkbabylugia:
In FireRed how do you make it so you have the national dex at the start of the game, like in Zel's Shiny Gold hack?
You have to use a cetain flag...what was it again...uh...oh ya it was flag 829(normal Pokedex) then use special 16F. Hope that answers your question, also if you don't know how to script then go to : Clicky ^.^
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  #10799    
Old August 2nd, 2009 (03:36 PM).
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Quote originally posted by diegoisawesome:
Can anyone help me script something in VB that can be used to import/export non-compressed graphics?
Why do you need a tool. If it's 16-colour graphics then do a print screen and paste in paint and crop until you get the images.
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  #10800    
Old August 2nd, 2009 (11:17 PM). Edited August 3rd, 2009 by jakerman999.
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Well I did the search protocol like requested at the first post, but I'm not going to sift through 5000+ hits to find what I'm looking for, and I've never been good at search refining; so here I go.


I recently inserted an image into a leaf green ROM through unlz which displays fine with the exception of the palette. Opening the palette viewer in vba shows that the problem is that the image is reading the palette for a different image than what it is supposed to. The correct palette is in use, but not by anything visible. I would just edit the palette that it is using now, but it is in use by something else.

Here I assume that I need to use a hex editor to manually edit the pointer telling it which palette to use which would be easy, except that I don't know how or where the palette pointers are stored.

1. Is there an easier way than what I am planning?
2(if not). How and where in an image are the palette pointers written
2a. How would I determine which pallete it is using(hex adress) and which one I want it to use(also hex address)
2b. Does vba have an ability to display palette offsets?
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