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  #11676    
Old September 18th, 2009 (07:22 PM).
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Quote originally posted by narutoactor:
well it depends on what door most door are like grass animation while others there are four doors fames in the tile set
That actually doesn't work. You still have to edit the animations in Tile Molester.
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  #11677    
Old September 18th, 2009 (07:48 PM).
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Can any1 tell how me to do edit backsprites in firered(POKEMON)
i tried to change ratata with budew for the front sprite and it works great
but when i change the backsprite,it shows only the top part of budew
ill give you a screeny!

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Old September 18th, 2009 (08:52 PM).
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Quote originally posted by xmouvelianx:
Can any1 tell how me to do edit backsprites in firered(POKEMON)
i tried to change ratata with budew for the front sprite and it works great
but when i change the backsprite,it shows only the top part of budew
ill give you a screeny!

I'm having a similar problem. The whole sprite shows for me, but the palette is messed up. I followed the 15 steps to inserting Pokemon tutorial, and this is my result. [FireRed]

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  #11679    
Old September 18th, 2009 (10:37 PM).
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On VBA, I tried playing Pokemon Ruby, saved (Not through the save states, the normal game save), turned VBA off, and when I played it again, it hadn't saved! I tried this several times, and thought that it might be just a problem with the ROM. But I tried several ROMs and it didn't work! Also VBA doesn't create a .sav file!
What do I do?
  #11680    
Old September 18th, 2009 (10:48 PM).
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Quote originally posted by Pikablu Lv.X:
On VBA, I tried playing Pokemon Ruby, saved (Not through the save states, the normal game save), turned VBA off, and when I played it again, it hadn't saved! I tried this several times, and thought that it might be just a problem with the ROM. But I tried several ROMs and it didn't work! Also VBA doesn't create a .sav file!
What do I do?
Yeah, regular saving won't work on VBA. Also you need to change the save type. Options->Emulator->Save Type->Flash 128k. Press Shift+F1 or File->Save Game to save.
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Old September 18th, 2009 (10:52 PM).
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Quote originally posted by xmouvelianx:
Can any1 tell how me to do edit backsprites in firered(POKEMON)
i tried to change ratata with budew for the front sprite and it works great
but when i change the backsprite,it shows only the top part of budew
ill give you a screeny!

Try following DJG's tutorial: http://www.pokecommunity.com/showthread.php?t=146903
In his tutorial, I can insert sprites well.

Quote originally posted by Jesse[TB Pro]:
I'm having a similar problem. The whole sprite shows for me, but the palette is messed up. I followed the 15 steps to inserting Pokemon tutorial, and this is my result. [FireRed]

Because the palettes are not the same, did you insert the backsprite having its shiny colors, if not, try following DJG's tutorial: http://www.pokecommunity.com/showthread.php?t=146903
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  #11682    
Old September 19th, 2009 (03:58 AM).
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Does anyone know where the heartgold starters offset is or know any tools to edit the starters. ?
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  #11683    
Old September 19th, 2009 (08:40 AM).
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Quote originally posted by Jesse[TB Pro]:
I'm having a similar problem. The whole sprite shows for me, but the palette is messed up. I followed the 15 steps to inserting Pokemon tutorial, and this is my result. [FireRed]

Try using the indexed sprites I posted in the Resources topic; the back/shiny colours should work fine with those.
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Old September 19th, 2009 (08:41 AM).
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hey what does it mean when unlz gba says an image is not indexed?
it seems like such a basic thing no one talks about it, so its hard to figure out.
i know its somthign to do with pallettes... right?
(im having the issue while replaceing my main hero (F))
  #11685    
Old September 19th, 2009 (08:43 AM).
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Quote originally posted by sandstone:
hey what does it mean when unlz gba says an image is not indexed?
it seems like such a basic thing no one talks about it, so its hard to figure out.
i know its somthign to do with pallettes... right?
Your image hasn't been indexed, and in order to do that, you need a program like Irfan View. Use Image - Decreas Color Depth to 16 colours, and your image is indexed.

It just doesn't have a 16 colour pallette is what it means.
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  #11686    
Old September 19th, 2009 (08:47 AM).
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Quote originally posted by Banjora Marxvile:

Your image hasn't been indexed, and in order to do that, you need a program like Irfan View. Use Image - Decreas Color Depth to 16 colours, and your image is indexed.

It just doesn't have a 16 colour pallette is what it means.
thank ya much! that helps alot
  #11687    
Old September 19th, 2009 (09:06 AM).
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This one is from Pokemon Ruby. Does anyone here know how I can change the battle theme of specific trainers? I know PET and A-Trainer can change the encounter music, but how would I go about changing the theme that plays during the battles?
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Old September 19th, 2009 (09:10 AM).
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How do I make a setmaptile script be permenant? Because if i leave the map and return, it's back to it's ordinary state. And yes, I used special 0x8E.
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  #11689    
Old September 19th, 2009 (09:46 AM).
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I have a problem.

http://twilight-hacking.darkbb.com/pokemon-generation-2-documents-f13/trainer-editing-document-t47.htm
^This tutorial doesn't work. When I load the table file and search a Trainer name, I don't see any of the Pokemon data, or the move data, or anything else.
  #11690    
Old September 19th, 2009 (10:15 AM).
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Quote originally posted by AztecFire:
I have a problem.

http://twilight-hacking.darkbb.com/pokemon-generation-2-documents-f13/trainer-editing-document-t47.htm
^This tutorial doesn't work. When I load the table file and search a Trainer name, I don't see any of the Pokemon data, or the move data, or anything else.
It works.
Search the trainers name, all caps. Eventually someone will make a trainer editor...
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Old September 19th, 2009 (10:38 AM).
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Quote originally posted by 0m3GA ARS3NAL:
Here is a list I have compiled over the years.
IF YOU ARE USING JPAN's Fire Red Hacked Engine, DO NOT USE THE SPECIALS THAT HE CHANGED
Spoiler:
Code:
.::Special Commands::.

special 0x0    'Heal Pokémon
special 0x29    'Choose three Pokemon for something
special 0x3C    'Access PC
special 0x8D    'Person says what said the last person you talked to
special 0x8E    'Reload Map
special 0x9D    'Old Man Cathes Weedle
special 0x9F    'Choose Pokemon
special 0xAB    'FR/LG/R/S 'Tree' Data Called
special 0x108    'Kanto dex document
special 0x10F    'Game Restart
special 0x110    'Hall of Fame and Credits
special 0x111    'Elevator animation
special 0x113    'FR/LG/R/Sscreen scrolling
special 0x114    'FR/LG/R/S stop screen scrolling
special 0x132    'Shows floors
special 0x136    'Horizontal Earthquake-must set 0x8004-0x8007 to 0
special 0x137    'Glitchy Battle
special 0x138    'Battle
special 0x139    'Battle
special 0x13D    'Flash
special 0x13F    'Warp to first warp of the map
special 0x156    'Ghost
special 0x157    'Bike
special 0x161    'Surf
special 0x163    'Store Pokemon to Dex
special 0x166    'Nickname
special 0x16F    'Fire Red/Leaf Green National Dex
special 0x173    'Add to fame Checker?
special 0x17B    'Seagallop Animation
special 0x18B    'Displays an image. Only known images are Kabuotps and Aerodactyl fossils.
special 0x18C    'Closes image shown with special 0x18B
special 0x191    'S.S. Anne animation


.___________________________________________________________________________________.
|___________________________________________________________________________________|
|___________________________________________________________________________________|




Special Commands, Extended

000 Heals pokemon
001 clears the variable given in special2 or all the usual variables if in special 1
002 door warp script (fade black until finished warping)
003 same screen effect as 02. Peculiar behaviour, warps to last used warp, or to center-map if last change was made by a screen transition, or trapped in Battle link if used after game start
020 battle trough link. Stored in the same location as all other battle data
021 link start (trading)
022 faster link start (overwrites other commands)
023 save game popup
029 although it lets you select three pokemon, it shows not where they are stored, being nowhere on the usual variables(8000-800f)
02A Nice crash sound…
034 prints a buffered message, buffered somewhere by the trainerBattle command. *the trainer buffer is placed in 0x020386ae to 0x020386cc 020386ac trainer battle type; 0x020386ae - trainer number; 0x020386b4 - trainer starting talk pointer; 0x020386b8 - trainer loses pointer.*
035 prints a buffered message, buffered somewhere by a different command from 34. responds to Dpad.
036 returns the number of times the buffered trainer was fought. If bigger than 0, usually is followed by na end signal
038 plays buffered trainer music
039 used vs-seeker. placed in given variable if it was
03B activates battle with buffered trainer
03C activates pokestorage menu
05D save game popup
05F edit profiles. Which depend on 0x8004 value *Key: 0x0 = profile 0x1 = battle quote 0x2 = uppon wining 0x3 = uppon losing quote 0x4 = nine word message 0x5 and up, nothing*
060 displays profile, same key as 5f
07B checks pokemon nickname, buffers it and put 01 in given variable if it was never nicknamed
07C buffers pokemon name indicated at 0x8004 (nickname)
07D obtained in a trade checker
080 flushes random words into buffer 2
083 counts the number of pokemon in your party and places it on a given variable
084 same as 83
085 gives the number to the last pokemon on your party, to the variable passed
08D displays last processed message
09D old man battle
09E nickname pokemon in party indicated by 0x8004
09F chooses a pokemon for a purpose and stores its position at 0x8004. works even with eggs
0AB makes a random battle based on the Tree wild values
0B4 after battle, ceratin variables are set. b4 reads them and places on a given variable the status at battle end. *key 0x1 = fainted, 0x7 = captured, 0x4 = escaped*
0B6 daycare status *key: 0x1 = one egg, 0x2 = one pokemon, 0x3 = two pokemon*
0BA seems to register a pokemon number after reading from the party(with other special) and puts it in a variable. Returns 277 for Treeko, so real, in game number.
0BB removes pokemon stored at 0x8004 from party. Places it on the daycare center address (dynamic)
0BC A selection screen for pokemon with store instead of select, identical in use to 9f
0BD two slot selection screen that allows you to choose one of two pokemon on the daycare center. If no pokemon is stored there, blank name, lv0 male will appear.
0BE checks number of levels they grew in daycare and places it on given variable as well as in buffer2.
0BF calculates price on pokemon growth and places it on buffer2
0C0 gets pokemon back from daycare center (taken with bb). If 0x8004 is different from the slot number the pokemon is in, a bad egg is formed.
0C2 hatches a pokemon in the 0x8004 given position, even if not an egg
0C4 shows battle records and time scores. varies with value on ox8004 *key:0x0 = battle records, else = time board*
0C5 checks if you have enough money to pay for pokemon return. If true, return 1 to given variable
0C6 charges the money calculated bf
0C8 whiteout screen and carried to a pokecenter. Variables are cleaned, money is partially lost
0CD start safari game. Upon end, teleported back to default map, even though you never went near it
0CE ends safari game. This end, not being the default call to script, lets you remain where you are
0D4 seems to place on 0x8005 the seen pokemon and on 0x8006 the caught ones. Also places on 0x800c a number that might be pokemon the pokedex doesn't detect but were caught.
0D5 prints the pokedex evaluation. Number of pokemon caught is stored on 0x8004
0D6 flashes a tile that is one tile above the script. Used in pc scripts
0D7 switces a tile above script. Another animation
0DB selects a pokemon, but no variable is updated
0DC shows moves from pokemon in 0x8004 and allows you to choose one, position placed on 0x8005
0DD deletes move that was suposedly chosen with dc
0DF places on last-result the number of attacks on a pokemon defined by 0x8004
0E0 opens up a menu to teach previously known attacks to pokemon (move reminder) pokemon used is stored at 0x8004
0E6 returns the slot of the first available attack. If all occupied, returns 3 to given variable
0E8 game seem to freeze
0EC crash
0EF clears party, erasing all pokemon
0F1 shuts the system down, as if waiting for something (both audio and video)
0F5 asks to select three pokemon, and places them in the given order(removing the remaining) - pokemon tower. Choose cancel to get all your pokemon back.
0F6 appears to return if a pokemon is able to enter the event
0F8 really wierd command, deletes part of your party except for some of those you chose in f5
0F9 pc item storage menu with pc animation (your room)
0FA same as f9 but without pc animation
0FB town map
0FC checks the trade in 0x8004 and buffers the name of the wanted pokemon(0x0) and the given pokemon(0x1)
0FD gets the pokemon to trade and places it in 0x0202402c. Is in it's party form, that is, fully decrypted, 100 bytes.
0FE activates trade, gets pokemon from previous memory address Incomplete pokemon(80 byte form) crash when seen. If deposited and withdrawn, it's fixed
0FF checks pokemon in 0x8004's number and places it in given variable
106 opens pc menu, no animations, returns 01 to given variable and ff to lastresult
107 shows hall of fame thens returns you to pc menu
108 shows diploma for finishing kanto dex. Finishes script.
10F crash
110 saves hall of fame and plays ending
111 elevator scene + small animation
113 freeze screen, but only on scripts, not on signposts or people. Call again to unfreeze
114 unfreeze screen\camera. Works on all surfaces
11F returns to a variable the facing you had when activating the event
132 shows current floor
136 use strenght sound
137 starts wild battle on ice. Uses everything the normal wild battle use
138 starts wild battle on normal terrain. Uses everything the normal wild battle use.
139 same as 138
13D flashes screen.
13E warps to last used warp
13F falls to last used warp
143 perfectly normal wild battle
147 checks your pokemon in position referenced by 0x8004 and returns to the given variable its pokemon number. returns 0x19c if an egg.
14C fades sound until it turns off. Only some soundeffects remain. Loses effect after leaving map.
153 checks your party for pokemon equipped with e-card berries. 1 to variable if it happens
155 different from standart, no idea
156 ghost battle. If you have a shilp scope, it becomes the lv 30, uncatchable marowak. If not, the ghost will have the cry of the pokemon that was buffered.
157 activates bicycle
158 opens several different multichoice boxes depending on 0x8004 *key: 0x0 = badge talk; 0x1 = silph-co elevator; 0x2 = rocket elevator; 0x3 = celadon department store elevator; 0x4 = link options; 0x5 = pharmacy options?; 0x6 other elevator; 0x7 and up - return 0x7f to lastresult*
15C crashes game after executing whole script
160 same as 15c, but doesn't execute the rest of the code
161 activates surf sprite
163 sees pokemon number 0x8004 in the pokedex
166 lets you nickname your first pokemon in your box. Gives it the buffered name.
16A checks for wireless connector, 1 if there, 0 otherwise. Places value on given variable
16B tries to link for a game of pokemon jump the rope
16C tries to link for a game of dodrio berry-picking
16D linking for union room
16E wireless status
16F activates national dex
17B travels in the boat for vermillion
183 Wiredness… Makes every data go haywire,messing up video and everything. As long as you don't save, you're safe
187 places value on given variable. Seems to be a error checker of some kind, for every time it returns 0x2, a script is called to end.
18B shows fossil picture. Only works if 0x8004 is 0x8d or 0x8e. Position is stored in 0x8005(x) and 0x8006(y)
18C unshows picture
18D Accesses move tutor data and teaches that move to na allowed pokemon. Tutor placed at 0x8005
18E a menu to choose pokemon for something
191 SS Anne departure scene. With no boat, your sprite will follow it and disappear, making you invisible.
193 places value on given variable
194 if used without 0x8004, clears all warps and reproduces buffered video all over the map. Entering any menu will blank the video, crashing the game on exit
195 pokemon jump records
19C shows powder counter
19D hides powder counter
1A2 shows berry crushing records
1A5 plays credits
1A6 berry-picking records
1A7 multichoice for the islands, varies with what's on 0x8004
1AB sound effect for deoxys triangles
1AE checks for illegal pokemon for the union room and places one if found on a given variable
1B0 checks if pokedex (national) is complete. 0x1 if true, placed on a given variable
1B2 places a red arrow on the top of the screen
1B5 creates a tile animaiton one block left two-four up the player
1B7 creates a tile animation two-six blocks right from the top-left corner of the screen
what i dont understand is what specials make the different legendary battle musics. there are 3 of them that are similar, but different.
eg the birds differ from mewtwo and mew, and mew differs from mewtwo and the birds, etc.
does anyone know those specials?
this is for firered (U)
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  #11692    
Old September 19th, 2009 (10:43 AM).
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try a wildbattle and a cry insted of a special
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  #11693    
Old September 19th, 2009 (11:37 AM).
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Quote originally posted by Wichu:
Try using the indexed sprites I posted in the Resources topic; the back/shiny colours should work fine with those.
Nope, I'm still getting the same problem. This is retarted.
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  #11694    
Old September 19th, 2009 (12:10 PM).
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im trying to use those songs as spots for more trainerbattle music. to use them though, i must know the special reference to them.
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  #11695    
Old September 19th, 2009 (12:22 PM).
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In Pokemon Emerald, how do you set a new start map with a new x/y position? I need to make a new start place instead of the truck.
  #11696    
Old September 19th, 2009 (01:54 PM).
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Quote originally posted by Gamer2020:


It works.
Search the trainers name, all caps.
Nope, doesn't work. If I type in "JOEY", all I see is "09JOEY........"
  #11697    
Old September 19th, 2009 (02:25 PM). Edited September 19th, 2009 by sandstone.
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me again. sorry
ok heres my latest trial
. im replacing my main heroes
step one make the sprite done
step 2 index it to 16 colors, done
make sure its the right size done.

when i try to replace it it ends up all funky looking because of the palette. im not sure how in the worl to fix it or change the palete the game uses or w.e i need to do... totally lost and clueless= me

if it helps, somthing weird thats happening is this, when i write to rom, it doesnt say that the data is to big. it goes thru without me having to use fsf, which i dont think is bad but i know its not the case usually

(also one of the times i tried, it messed up the lil pikachu over the control instructions at the begining, i think it was a pal issue?) fire red btw
  #11698    
Old September 19th, 2009 (03:39 PM).
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Quote originally posted by AztecFire:
Nope, doesn't work. If I type in "JOEY", all I see is "09JOEY........"
Yes it works.
You just don't know what to do.
You have located the trainer now just edit the data after the name using the document as a guide.
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  #11699    
Old September 19th, 2009 (04:03 PM).
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Hmmm. I've had this question for almost a month. It has never been answered.

Before you attempt to answer it, understand that in Advance Map, I have all the map banks correct on the warps. Even when I hit "Goto", the warp works.

Now, when I play it in the game, and I walk into the door, it takes me to another map, except I cannot move, I'm invisible, and I believe I'm out of bounds. I changed the map height and width, and checked if I had a warp out of bounds. I did not.

Does anyone know how to fix this problem?
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  #11700    
Old September 19th, 2009 (04:07 PM).
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Join Date: Jan 2009
Location: Brooklyn/Marlboro
Age: 21
Gender: Female
Nature: Bashful
Posts: 1,975
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I have a quick question I am trying to import a sprite using unzls gba When I import it the platelets go from 16 to 256 and my sprite is indexed then I click wright to rom the platlet imports perfectly but not the pic dose anyone know how to fix it
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