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  #12751  
Unread December 14th, 2009, 07:21 AM
Tropical Sunlight's Avatar
Tropical Sunlight
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Quote:
Originally Posted by 0m3GA ARS3NAL View Post
Not 5001, 4050....

I dunno why you think it's 5001...
Actually there's where you put the var you're going to set in the script to prevent repeating.
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  #12752  
Unread December 14th, 2009, 07:48 AM
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Quote:
Originally Posted by H2O Turquoise View Post
Actually there's where you put the var you're going to set in the script to prevent repeating.
Elaborate, for the longest time, 4050 has been the standard, the rule of thumb, explain please.
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  #12753  
Unread December 15th, 2009, 04:07 AM
FireShock
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Can anyone tell me the APE offset for the battle status bar in Firered?
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  #12754  
Unread December 15th, 2009, 04:12 AM
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Quote:
Originally Posted by FireShock View Post
Can anyone tell me the APE offset for the battle status bar in Firered?
Grrowl! I wrote a tutorial on how to find APE offsets, looks like my efforts were none too rewarding >_<

Here's the tutorial~
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  Click here to go to the next staff post in this thread.   #12755  
Unread December 15th, 2009, 04:54 AM
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Quote:
Originally Posted by 0m3GA ARS3NAL View Post
Elaborate, for the longest time, 4050 has been the standard, the rule of thumb, explain please.
The variable that you put in the "Var number" text box is the variable that is compared with the value in the "Var value" text box. If the two are equal, the script will execute. If not, then the script won't execute. The only reason people think that the "Var number" has to be 4050 or whatever is that 4050 is the variable assigned to the script tile in Pallet Town which, naturally, is the first script tile people found when looking for ways to make their scripts work.
So, as H2O Turquoise was saying, if you have the Var number as 0x7000 and the var value as 0x0000, at the end of the script that you assigned to that script tile you would put something like "addvar 0x7000 0x1" or "setvar 0x7000 0x1" or by any means make 0x7000 not equal to 0x0001.

As for the unknown, well, there's a reason it's called unknown. :P

(Also, do you have that "player can move while the script is executing" script yet? You said you could do it but I'll believe it when I see it)
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  #12756  
Unread December 15th, 2009, 04:55 AM
FireShock
Trainer
 
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Thanks for the tut I normally use the Map Viewer to find a APE offset but, for some reason the Status Bar in battle doesn't come up in the Map Viewer so this way works better for me thanks.
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  #12757  
Unread December 15th, 2009, 05:17 AM
pokefan777
Beginning Trainer
 
Join Date: Oct 2008
Hi, I'm trying to change trainer's pokemon, I tried using PET but it would not read my fire red rom. Can somebody help me with this?
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  #12758  
Unread December 15th, 2009, 05:24 AM
FireShock
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Quote:
Originally Posted by pokefan777 View Post
Hi, I'm trying to change trainer's pokemon, I tried using PET but it would not read my fire red rom. Can somebody help me with this?
You should try using HackMew's Advance Trainer that is what I use and it works perfectly you can download it from his tools in the Toolbox Forum.
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  #12759  
Unread December 15th, 2009, 01:13 PM
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Quote:
Originally Posted by colcolstyles View Post
The variable that you put in the "Var number" text box is the variable that is compared with the value in the "Var value" text box. If the two are equal, the script will execute. If not, then the script won't execute. The only reason people think that the "Var number" has to be 4050 or whatever is that 4050 is the variable assigned to the script tile in Pallet Town which, naturally, is the first script tile people found when looking for ways to make their scripts work.
So, as H2O Turquoise was saying, if you have the Var number as 0x7000 and the var value as 0x0000, at the end of the script that you assigned to that script tile you would put something like "addvar 0x7000 0x1" or "setvar 0x7000 0x1" or by any means make 0x7000 not equal to 0x0001.

As for the unknown, well, there's a reason it's called unknown.

(Also, do you have that "player can move while the script is executing" script yet? You said you could do it but I'll believe it when I see it)
The player will sometimes look like he/she's able to move but in actual fact the script has finished and the graphics being displayed haven't. An example of this would be making an earthqauke script. Even though you put waitstate at the end, you'll be able to walk about because the actually script has finished, but the earthquake graphics haven't. :3
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  #12760  
Unread December 15th, 2009, 03:24 PM
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can any one tell me how ican edit text pokemon soulsilver
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  #12761  
Unread December 15th, 2009, 05:04 PM
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I have this idea and I'd like to use it.
Quote:
The Gym Leader challenges you to a race. You do the talk, everything then applymovement. No waitmovement following, just a release. When the Gym Leader finishes moving, you lose. But if you get to a trigger script before the GL, you win.
Would that be possible?
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  #12762  
Unread December 15th, 2009, 05:15 PM
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hello
can any one tell me is there pokemon gba like pokemon soulsilver DS


Quote:
Originally Posted by H2O Turquoise View Post
I have this idea and I'd like to use it.
i want the name of the programs to translate pokemon soul silver and heart Gold can you help me please...
thank's

Last edited by simonrule18; December 15th, 2009 at 09:49 PM. Reason: Your double post has been automatically merged.
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  #12763  
Unread December 15th, 2009, 08:39 PM
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the 25 slots can freeze your game if you catch them?
I plan to edit the 25 slots into a 4th gen pokemon's so I'm wondering what will happen.
also if a pokemon will evolve into the 25 slots(magmar into magmortar)can this also freeze the game?
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  #12764  
Unread December 15th, 2009, 08:50 PM
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Quote:
Originally Posted by onyx79 View Post
the 25 slots can freeze your game if you catch them?
I plan to edit the 25 slots into a 4th gen pokemon's so I'm wondering what will happen.
also if a pokemon will evolve into the 25 slots(magmar into magmortar)can this also freeze the game?
No. I've tried it and nothing went wrong. :3
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  #12765  
Unread December 15th, 2009, 10:36 PM
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I've been looking all over the place for hex numbers of sounds. I just can't find any.
Well okay I've found like 3 but I know there are many more sounds within the game that I could use.
If it makes a difference I'm using XSE and the "sound" command. Please give me a list of the numbers, or a link to a page with them
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  #12766  
Unread December 16th, 2009, 12:11 AM
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I know this is a stupid question, and I have searched for hours, but how do you compile a script using XSE? I compiled a Yes/No Script to test it out, and there was more than one offset.

And, once I do compile it, how do I use it in Advance Map?
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  #12767  
Unread December 16th, 2009, 12:17 AM
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Say if I wanted to replace an image with Unlz.gba, and that my image is bigger than the original, I would have to repoint it, right? Well, using HackMew's Free Space Finder, how am I supposed to know how many free space bytes to search for? Also if I made a script, how am I supposed to know how many bytes it takes up?
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  #12768  
Unread December 16th, 2009, 12:22 AM
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Quote:
Originally Posted by AztecFire View Post
Say if I wanted to replace an image with Unlz.gba, and that my image is bigger than the original, I would have to repoint it, right? Well, using HackMew's Free Space Finder, how am I supposed to know how many free space bytes to search for? Also if I made a script, how am I supposed to know how many bytes it takes up?
I don't know about scripts, but, after you're done with your image, right-click on it and view it's size using 'properties'. Add 10 bytes to the result and search for the exact amount on FSF.
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  #12769  
Unread December 16th, 2009, 12:29 AM
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Quote:
Originally Posted by NiKaNoRoU View Post
I don't know about scripts, but, after you're done with your image, right-click on it and view it's size using 'properties'. Add 10 bytes to the result and search for the exact amount on FSF.
I exported the male Cool Trainer sprite from FireRed, then checked it's size. Apparently, it's 1,429 bytes. Does a 64x64 sprite really take up that much space? Since I've successfully replaced trainer sprites by searching for 512 bytes. I asked because I thought a 64x64 would take up less space than 512 bytes.
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  #12770  
Unread December 16th, 2009, 12:40 AM
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Anyone know how to edit the flower animations to FireRed and Emerald?? What programs, offsets, etc. do I need??
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  Click here to go to the next staff post in this thread.   #12771  
Unread December 16th, 2009, 12:44 AM
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Quote:
Originally Posted by Sleepwalker View Post
Anyone know how to edit the flower animations to FireRed and Emerald?? What programs, offsets, etc. do I need??
Something like Tile Molester [Alternate] or another tile editor will work. As for the offset, you can find it using VBA.
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  #12772  
Unread December 16th, 2009, 12:47 AM
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Quote:
Originally Posted by AztecFire View Post
I exported the male Cool Trainer sprite from FireRed, then checked it's size. Apparently, it's 1,429 bytes. Does a 64x64 sprite really take up that much space? Since I've successfully replaced trainer sprites by searching for 512 bytes. I asked because I thought a 64x64 would take up less space than 512 bytes.
Yes, they do take that much when exported. But you should index an image first and check it afterwards...
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  #12773  
Unread December 16th, 2009, 01:59 AM
samtheman1x
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Quote:
Originally Posted by samtheman1x View Post
I am making some level scripts in Celadon City in FR using AdvanceMap and XSE.

I want level scripts for two separate buildings. When I change the script offset to point to my level script, the script offset of the other building also changes to point to the same offset. So right now it seems impossible to create two separate level scripts using these maps.

The obvious solution is to use a different map, but I was wondering if there was an easier way. I am also curious if anyone knows why this happens with some maps, but not others.
Does anyone have any ideas?
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  #12774  
Unread December 16th, 2009, 03:37 AM
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you can always compare vars. So if one script appears it add 1 and checks one same has the other and make sure not to use 1 as the var value if you are to do so put 5 or something and make sure it doesn't reach 5 unless you want it too.
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  #12775  
Unread December 16th, 2009, 12:22 PM
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Is there a Pokemon platinium gba hack?
(that has been significantly developed i.e atleast 50% complete)
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Pokemon Sinnoh Quest
http://www.pokecommunity.com/showthread.php?t=203273


SALIENT FEATURES AND SCREENSHOTS

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1) 385 Pokemon available in the game which are placed strategically throught the game i.e ALL Sinnoh pokemon and 85% of pokemon from Kanto,Jonto and Hoenn
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2) Some d/p Exclusive attacks added like Aura Sphere,Dark Pulse,Close Combat


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