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  #15851    
Old August 12th, 2010, 07:35 PM
DeathrRowe23
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Thank you very much icy chill, you got it working for me. I've been trying to figure that one out all day
  #15852    
Old August 12th, 2010, 07:45 PM
colcolstyles's Avatar
colcolstyles
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Quote:
Originally Posted by icychill66 View Post
Just put "\v\h06" in the text you want.
Here's an example in XSE:

#org @dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= \h\06 is your rival.


This will make it say "Gary is your rival." if that is the rival's name, of course.
"[rival]" does the same thing (granted he's using XSE) and is a lot more intuitive.

Quote:
Originally Posted by x Necromorph x View Post
When I inserted this pokemart, this little line came up behind it, how do I get rid of it?
Um, you could export the tileset, erase the line, and then reinsert it. :\
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  #15853    
Old August 12th, 2010, 09:10 PM
x Necromorph x's Avatar
x Necromorph x
Super Saiyan 4
 
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Ya I fixed it, im slow But now the corners dont have grass, its black. How do I fix that? Sorry I just learned tile inserting today
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  #15854    
Old August 12th, 2010, 10:55 PM
colcolstyles's Avatar
colcolstyles
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Quote:
Originally Posted by x Necromorph x View Post
Ya I fixed it, im slow :P But now the corners dont have grass, its black. How do I fix that? Sorry I just learned tile inserting today
You need to use the Block Editor to put some grass tiles on the lower level of the block. Though if you edited the preexisting PokéMart block, then there should already be grass there.
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  #15855    
Old August 13th, 2010, 09:27 AM
DeathrRowe23
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Once again, Im asking a super noobish scripting question but I just started ROM hacking less than 3 days ago, I tried looking for it in the forums, but due to my lack of understanding and terminology, I couldn't find it.

If I wanted to make the Mom character say something to me (A simple talking script) but then the next time I talk to her say something different, would I assign a flag as the first one? and do I assign the flag to a script tile in Advance map?

Sorry for asking the most simplistic of question, My questions probably aren't that interesting to answer
  #15856    
Old August 13th, 2010, 09:48 AM
icychill66
 
Join Date: Feb 2010
Quote:
Originally Posted by DeathrRowe23 View Post
Once again, Im asking a super noobish scripting question but I just started ROM hacking less than 3 days ago, I tried looking for it in the forums, but due to my lack of understanding and terminology, I couldn't find it.

If I wanted to make the Mom character say something to me (A simple talking script) but then the next time I talk to her say something different, would I assign a flag as the first one? and do I assign the flag to a script tile in Advance map?

Sorry for asking the most simplistic of question, My questions probably aren't that interesting to answer
Yes. You must set a flag and check it in the script. However, you don't need a script tile for this. Here's an example. Let's say that the flag 0x1220 is set when you talk to OAK.

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1220
if 0x1 goto @secondmessage // this means "if 0x1220 is set, jump to @secondmessage
msgbox @1 0x6
release
end

#org @secondmessage
msgbox @2
release
end

#org @1
= Come back after you talk to Oak.

#org @2
= You talked to Oak!
  #15857    
Old August 13th, 2010, 10:41 AM
x Necromorph x's Avatar
x Necromorph x
Super Saiyan 4
 
Join Date: May 2010
Location: Kanto
Age: 20
Gender: Male
Nature: Naughty
Ok I fixed it, when I put a tile in Infranview and decrease the color depth to 16 colors it messes up the tile, and puts dots everywhere. Whats up with that?
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  #15858    
Old August 13th, 2010, 12:47 PM
Binary's Avatar
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Quote:
Originally Posted by x Necromorph x View Post
Ok I fixed it, when I put a tile in Infranview and decrease the color depth to 16 colors it messes up the tile, and puts dots everywhere. Whats up with that?
The tile might have too many colors.
Try fixing it up a little in Paint and try indexing it again.
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  #15859    
Old August 13th, 2010, 12:57 PM
Banjora Marxvile's Avatar
Banjora Marxvile
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Or dithering is set on. When you select "Decrease Color Depth", there is an option for Auto Dither. Turn that off when you select the amount of colours for the pallette.

Or both.
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  #15860    
Old August 13th, 2010, 02:02 PM
rstar095's Avatar
rstar095
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is there any way to extract maps and pokemon data from yape out of a game and insert it to another cause my game is a f****ed up and there are some stuff i dont want to do over again
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  #15861    
Old August 13th, 2010, 03:20 PM
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altariaking
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How is time read from ruby? I'm assuming it would be a writebytetooffset because that's what it is or firered with the day and night system, but I don't know which byte to write (that rhymes!) to which offset, and I need it for day and night animations.
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  #15862    
Old August 13th, 2010, 03:26 PM
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giradialkia
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Quote:
Originally Posted by rstar095 View Post
is there any way to extract maps and pokemon data from yape out of a game and insert it to another cause my game is a f****ed up and there are some stuff i dont want to do over again
With Maps, you can save them as .map files (along with their tilesets, palettes and blocksets), and import them all into the new ROM. I've done this about times with my hack, thankfully I haven;'t needed to lately, though.
With Pokemon data, however, I don't think YAPE has an "export" option. Unforunately, you'll have to do that again.
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  #15863    
Old August 13th, 2010, 04:25 PM
colcolstyles's Avatar
colcolstyles
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Quote:
Originally Posted by altariaking View Post
How is time read from ruby? I'm assuming it would be a writebytetooffset because that's what it is or firered with the day and night system, but I don't know which byte to write (that rhymes!) to which offset, and I need it for day and night animations.
In Ruby, the current time is stored at '0x03000460'. Keep in mind that it's stored in Binary-Coded Decimal. You can find the hex values somewhere else in the RAM but I don't know the address for Ruby.
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  #15864    
Old August 13th, 2010, 04:52 PM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
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Quote:
Originally Posted by rstar095 View Post
is there any way to extract maps and pokemon data from yape out of a game and insert it to another cause my game is a f****ed up and there are some stuff i dont want to do over again
You've already gotten an answer on maps, and I can address the YAPE Problem.
Unfortunatly, YAPE does not have an EXPORT function, BUT, if you know how to use a Hex Editor, an hadn't re-pointed any data, you COULD go to the offsets where all of the different sets of data are and copy/overwrite them to your new ROM...
You'd have to visit several offsets in order to get the info, but you COULD do it.
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  #15865    
Old August 13th, 2010, 05:09 PM
The Noob Hacker's Avatar
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Bu-bu-bum-bu-bum-bum-bu-bu-bum-bum BUM BUM BUM BUMMMMP!
Seriously though, I havent found anything on this yet.

Quote:
Originally Posted by The Noob Hacker View Post
Is there any possible way of editing the text that you get whenever you are deafeated. The text that appears in the black screen that reads: "You protect your fainted Pokemon from further harm" or something.
  #15866    
Old August 13th, 2010, 05:21 PM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
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Quote:
Originally Posted by The Noob Hacker View Post
Bu-bu-bum-bu-bum-bum-bu-bu-bum-bum BUM BUM BUM BUMMMMP!
Seriously though, I havent found anything on this yet.
You could simply use A-Text...
If that doesn't work for you for some reason try using a Hex Editor to search for the text in the ROM.
(That is, if you have a Table file using HEX editor, if not you'll have to translate the text into HEX, then search the HEX in your rom...)
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  #15867    
Old August 13th, 2010, 05:22 PM
colcolstyles's Avatar
colcolstyles
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Quote:
Originally Posted by The Noob Hacker View Post
Is there any possible way of editing the text that you get whenever you are deafeated. The text that appears in the black screen that reads: "You protect your fainted Pokemon from further harm" or something.
In Fire Red, the text is located at '0x41B5B6'. There is a copy of the text directly above it but changing it doesn't appear to make any difference in-game. Though I suppose it couldn't hurt to edit both just in case. Oh, and in case you want to repoint, I found the pointer to the that text at '0x07F578' (and the pointer to the copy is at '0x07F53C').
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  #15868    
Old August 13th, 2010, 06:34 PM
The Noob Hacker's Avatar
The Noob Hacker
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Okay, thanks guys it all works perfectly.
  #15869    
Old August 13th, 2010, 10:07 PM
Drithlan's Avatar
Drithlan
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When making your own rom hack how should you set the offsets for the scripts?

Should I place the scripts as I go? or Should I clump similar scripts together? Should I offer a sacrifice to the gaming gods? I don't know!

Please know....
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  #15870    
Old August 14th, 2010, 02:34 AM
Champion Shadow's Avatar
Champion Shadow
Beginning Trainer
 
Join Date: Mar 2009
in advance map i've noticed that if you edit a map like the entrances to the underground path in firered or the pkmn centres that all maps the same will change along with it. is there a way to get around this?
  #15871    
Old August 14th, 2010, 03:30 AM
Sora's Nobody's Avatar
Sora's Nobody
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How would i go about editing the trainer card?
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  #15872    
Old August 14th, 2010, 10:17 AM
colcolstyles's Avatar
colcolstyles
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Quote:
Originally Posted by Sora's Nobody View Post
How would i go about editing the trainer card?
Can you please be a little more specific? What part of the Trainer Card are you trying to edit?
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  #15873    
Old August 14th, 2010, 11:12 AM
Quilava's Master's Avatar
Quilava's Master
Shattered Dreams '13
 
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Nature: Adamant
Looking for the UNLZ offsets for the sevii island world maps, battle backgrounds and the battle box (where the hp/exp bar are)
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  #15874    
Old August 14th, 2010, 12:09 PM
Surmonter's Avatar
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Is there a mapping tool for R/S/E/FR/LG that randomizes the Pokemon on the route (or is there a way to do it in Advanced Map?)

Kind of like on Crystal Map you can view the Pokemon, put it the level range you want, then hit the Randomize button and it will put random Pokemon on the route in your level range. Any Pokemon from Bulbasaur to Celebi.
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  #15875    
Old August 14th, 2010, 06:02 PM
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Where can I find a detailed list of UNLZ offsets?
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