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  #15926    
Old August 19th, 2010, 07:08 AM
DuoRyan's Avatar
DuoRyan
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Quote:
Originally Posted by Quilava's Master View Post
How would i flawlessly edit the door animations in R/S/E to allow for smaller doors, the same size as Fire Red?
I suggest using the door manager by zodiac.
This tool allow you to edit the door palette and the animation itself.
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  #15927    
Old August 19th, 2010, 07:52 AM
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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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  #15928    
Old August 19th, 2010, 08:55 AM
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Quote:
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.
I think there's no way to do that.
Can i change the palette of the world map? I mean,changing the city colors and etc.
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Quote:
Originally Posted by anonymous
Florges
It's a forest guardian that pities how bad a type Grass is, so it gets moves to help out Grass-types, but is smart enough not to be Grass-type itself. The appearance is simply mimicry to hide from humans.
  #15929    
Old August 19th, 2010, 09:40 AM
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colcolstyles
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Quote:
Originally Posted by Quilava's Master View Post
How would i flawlessly edit the door animations in R/S/E to allow for smaller doors, the same size as Fire Red?
Flawlessly? Well, you'd have to hack the routine which copies over the tiles so that it only copied over the lower half of the animation image. But that's probably not necessary. You can just make the top four tiles the same as whatever block is usually above the door for each frame in the animation. That way, the blocks will technically be animated but 1) every frame will be the same image so it won't seem like an animation; and 2) the image will be the same as it was before the player entered the door so they won't notice any change at all.

Quote:
Originally Posted by xoax View Post
Can i change the palette of the world map? I mean,changing the city colors and etc.
Sure you can. Any palette can be changed. You just have to find the palette.
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  #15930    
Old August 19th, 2010, 09:46 AM
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Quote:
Originally Posted by colcolstyles View Post
Flawlessly? Well, you'd have to hack the routine which copies over the tiles so that it only copied over the lower half of the animation image. But that's probably not necessary. You can just make the top four tiles the same as whatever block is usually above the door for each frame in the animation. That way, the blocks will technically be animated but 1) every frame will be the same image so it won't seem like an animation; and 2) the image will be the same as it was before the player entered the door so they won't notice any change at all.
That's a good way to do it, but it sure wastes a lot of doors...
Too bad some awesome ASM hacker couldn't copy over the routine from FR.
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  #15931    
Old August 19th, 2010, 09:57 AM
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colcolstyles
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Quote:
Originally Posted by diegoisawesome View Post
That's a good way to do it, but it sure wastes a lot of doors...
Too bad some awesome ASM hacker couldn't copy over the routine from FR.
It doesn't "waste" any doors. All you're doing is creating the illusion that there is no animation for the block above the actual door. The tiles are being overwritten with a new frame; it's just that the new frame is the exact same image that was there before. No extra space is used. In fact, the exact same amount of space is used. If space really is a problem (well, I'd recommend ROM expansion before this), then yeah, hacking the routine would allow for twice as many door animations. Though you'd have to do more extensive hacking just to allow for more door animations in the first place.
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  #15932    
Old August 19th, 2010, 10:01 AM
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diegoisawesome
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Quote:
Originally Posted by colcolstyles View Post
It doesn't "waste" any doors. All you're doing is creating the illusion that there is no animation for the block above the actual door. The tiles are being overwritten with a new frame; it's just that the new frame is the exact same image that was there before. No extra space is used. In fact, the exact same amount of space is used. If space really is a problem (well, I'd recommend ROM expansion before this), then yeah, hacking the routine would allow for twice as many door animations. Though you'd have to do more extensive hacking just to allow for more door animations in the first place.
Erm... Two things wrong there...
I said it wastes doors because, to make a door for, say, a FR house with a blue roof, and then, you want to use the same door for another house, the blue roof will appear out of nowhere when the animation plays.
So then you have to make ANOTHER door for that roof. And so on...

Also, extensive hacking for more animations is NOT needed as Zodiac's door manager supports door repointing.
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  #15933    
Old August 19th, 2010, 11:03 AM
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Quote:
Originally Posted by xoax View Post
I think there's no way to do that.
Can i change the palette of the world map? I mean,changing the city colors and etc.
..of course there is. All they need to do is make a program that will select the Pokemon at random, and select the level at random. And as I said, there is already one for G/S/C so why not FR?
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  #15934    
Old August 19th, 2010, 11:08 AM
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Quote:
Originally Posted by Surmonter View Post
..of course there is. All they need to do is make a program that will select the Pokemon at random, and select the level at random. And as I said, there is already one for G/S/C so why not FR?
Necessity is the mother of invention. Obviously, nobody felt that it was necessary or even useful so it hasn't been done. As I said the last time you posted this question, you can just use random.org if it's really a priority for you.
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  #15935    
Old August 19th, 2010, 07:18 PM
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Aisu K.
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Quick question. In FireRed, how would I go about changing the battle terrain of a certain tile. Like, let's say I want to change a grass tile to sand. How would I make it so that when I enter a battle, I'll see a sandy battlefield instead of grass?
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  #15936    
Old August 20th, 2010, 01:52 AM
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How can i change music(Just swap the ones in the ROM) in a BPRE Fire Red Rom? The older Sappy doesn't allow either BPRE or BPEE,and the newer just doesn't work.
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Quote:
Originally Posted by anonymous
Florges
It's a forest guardian that pities how bad a type Grass is, so it gets moves to help out Grass-types, but is smart enough not to be Grass-type itself. The appearance is simply mimicry to hide from humans.
  #15937    
Old August 20th, 2010, 04:09 AM
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do i need to get different tiles to make a house appear
two story?
i cant do it
it's really annoying
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  #15938    
Old August 20th, 2010, 08:19 AM
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Is there a movement permission in Advanced Map 1.92 that allows me to walk behind a waterfall but still use it?
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  #15939    
Old August 20th, 2010, 10:44 AM
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1. What is the recommended program for Pokemon Ruby Map Editing?
2. What is the recommended program for Pokemon Ruby Text Editing?
3. What is the recommended program for Pokemon Ruby Sprite Editor?
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  #15940    
Old August 20th, 2010, 11:07 AM
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Quote:
Originally Posted by Hookarm View Post
1. What is the recommended program for Pokemon Ruby Map Editing?
2. What is the recommended program for Pokemon Ruby Text Editing?
3. What is the recommended program for Pokemon Ruby Sprite Editor?
1. Advanced Map
2. Advanced Text (But I suggest making your own using XSE
3. Overworld Sprite Editor/Hacked unLZ GBA both are in the same thread as XSE.
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  #15941    
Old August 20th, 2010, 11:14 AM
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Kevin
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Quote:
Originally Posted by Hookarm View Post
1. What is the recommended program for Pokemon Ruby Map Editing?
2. What is the recommended program for Pokemon Ruby Text Editing?
3. What is the recommended program for Pokemon Ruby Sprite Editor?
1) Advance Map by LU-HO
2) Text editing is bad. I suggest eXtreme Script Editor. Learn by a tutorial. Because Advance Text repoints to non-free data.
3) Hacked unlz-GBA for sprites. But I suggest Advance Sprite Editor for Pokemon sprites. And Nameless Sprite Editor for overworlds.
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  #15942    
Old August 20th, 2010, 11:25 AM
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altariaking
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Ok, this is really starting to annoy me, but whenever I edit the HP box, the game freezes upon entrance into battle. How would I fix this?
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  #15943    
Old August 20th, 2010, 12:09 PM
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Quote:
Originally Posted by altariaking View Post
Ok, this is really starting to annoy me, but whenever I edit the HP box, the game freezes upon entrance into battle. How would I fix this?
If you repointed the graphics, you have to repoint it to an offset that ends with 0, 4, 8, and I think C.
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  #15944    
Old August 20th, 2010, 05:41 PM
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Quote:
Originally Posted by Hookarm View Post
1. What is the recommended program for Pokemon Ruby Map Editing?
2. What is the recommended program for Pokemon Ruby Text Editing?
3. What is the recommended program for Pokemon Ruby Sprite Editor?
1. HEX Workshop
2. HEX Workshop
3. HEX Workshop

You learn best this way.
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  #15945    
Old August 20th, 2010, 09:01 PM
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Quote:
Originally Posted by Heart's Soul View Post
1. HEX Workshop
2. HEX Workshop
3. HEX Workshop

You learn best this way.
C'mon, man. I understand the point that you're trying to make but please be rational. You can't expect a total newbie to be able to edit compressed data with a hex editor. Realistically, the list should go something like this:

1. AdvanceMap
2. XSE for script text / hex editor with table file support for everything else
3. Tile Molester Alternate for uncompressed graphics / unLZ for compressed graphics

Just telling someone who most likely has no previous knowledge of ROM hacking to use a hex editor for everything is a bad idea. Even the most advanced hackers still tools, albeit more non-game-specific ones. Newbies should start out using tools and then, once they feel more comfortable, branch out into the uncharted waters of hex editors.
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  #15946    
Old August 21st, 2010, 09:31 AM
Gold_7_1_9
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Hi,
I want to know how to insert a new pokemon in the Pokedex?
I used YAPE to change the "?" and put a new Pokemon "Lucario", but the Pokedex part is unavailable to edit.
How can i add this Pokemon to the pokedex.
I found the Dex Data Offset but i don't know how to add Lucario on it.
Please, help me if you can. Thank you.
  #15947    
Old August 21st, 2010, 09:33 AM
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Quote:
Originally Posted by Gold_7_1_9 View Post
Hi,
I want to know how to insert a new pokemon in the Pokedex?
I used YAPE to change the "?" and put a new Pokemon "Lucario", but the Pokedex part is unavailable to edit.
How can i add this Pokemon to the pokedex.
I found the Dex Data Offset but i don't know how to add Lucario on it.
Please, help me if you can. Thank you.
You need to expand the Pokedex entries which you won't be able to do properly without ASM
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  #15948    
Old August 21st, 2010, 04:30 PM
mrjimi16
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Quote:
Originally Posted by Impo View Post
do i need to get different tiles to make a house appear
two story?
Do you mean have the top tile of the building hide part of the player? If that is what you mean and you have Advance Map v1.92 you can do that in the block editor. It has two layers that it combines to make one tile, the top layer goes over the player. If you want the entire tile to cover the player while still using two layers, there is a behavior byte that says "block on top of hero" or something like that.

Last edited by mrjimi16; August 21st, 2010 at 04:32 PM. Reason: maybe people aren't idiots when they type the wrong word
  #15949    
Old August 21st, 2010, 05:37 PM
Starayo
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My friend is a fan of the "moemon" rom hacks, namely the emerald version one, and since I used to hack pokémon roms as a kid I said I'd have a look. Moemon is just the regular game with some sprite changes (and one text change which I have already fixed). The problem is, it's missing a few pokémon, such as Gardevoir, Voltorb, etc. I have managed to get my hands on a copy of the Japanese IPS patch and patched a Japanese rom, as I know they're complete.

What method can I extract a sprite from a Japanese emerald rom (front and back)? I used advanced sprite editor on another one but that only has ini files for english roms. Also, is there anything special I need to do since the emerald sprites are animated?
  #15950    
Old August 21st, 2010, 06:30 PM
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diegoisawesome
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Quote:
Originally Posted by Starayo View Post
My friend is a fan of the "moemon" rom hacks, namely the emerald version one, and since I used to hack pokémon roms as a kid I said I'd have a look. Moemon is just the regular game with some sprite changes (and one text change which I have already fixed). The problem is, it's missing a few pokémon, such as Gardevoir, Voltorb, etc. I have managed to get my hands on a copy of the Japanese IPS patch and patched a Japanese rom, as I know they're complete.

What method can I extract a sprite from a Japanese emerald rom (front and back)? I used advanced sprite editor on another one but that only has ini files for english roms. Also, is there anything special I need to do since the emerald sprites are animated?
Actually, just use a program called UnLZ-GBA.
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