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  #20951    
Old April 8th, 2012 (08:49 PM).
Teomat Teomat is offline
 
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Quote originally posted by redriders180:
Trainers start at #1868, and end at #1960.
Thank but thats not a sprite I asked for... Ok I'll periphrase(hope it's right word...) me question.

I want to change overworld sprites for charecters But can't find where they store... How can I find them using unlz.Gba?
  #20952    
Old April 9th, 2012 (12:20 AM).
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Quote originally posted by Teomat:
Thank but thats not a sprite I asked for... Ok I'll periphrase(hope it's right word...) me question.

I want to change overworld sprites for charecters But can't find where they store... How can I find them using unlz.Gba?
In the ToolBox there are a few "Overworld Editors" that are made to edit those sprites.

Also, I believe Nameless Sprite Editor works for this aswell.
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  #20953    
Old April 9th, 2012 (05:26 AM).
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Quote originally posted by Darthatron:
In the ToolBox there are a few "Overworld Editors" that are made to edit those sprites.

Also, I believe Nameless Sprite Editor works for this aswell.
Yeah, you could use NSE 2.X, but it'd be difficult, because I never released / finished the OW plugin

For now you can still use NSE [classic].
Although it's older, it should do everything you want an OW editor to do...
that is until I get the OW plugin for NSE 2.X worked out
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  #20954    
Old April 9th, 2012 (06:23 AM).
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Hello, I want to know if there is a way to mass export and re-import all pokemon sprites at once for FireRed.

I was replacing all the pokemon sprites with unLZ-GBA and checking them with a sprite editor and it seems I corrupted something with the text graphics early on - which I didn't notice until I finished and ran the rom, so all my backups have this problem. I really don't want to have to re-add them all again individually so being able to mass export and re-import to a clean rom would really help me out a lot.

Thanks in advance for any advice.
  #20955    
Old April 9th, 2012 (07:45 AM).
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I'm reusing the outside and inside of the old Pokemon Mansion on Cinnibar Island for my hack. But everytime I enter it, I get the above picture. Although it's a very nice picture, I don't want it on my new and improved mansion. How do I keep this from happening?
  #20956    
Old April 9th, 2012 (07:59 AM).
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Quote originally posted by Rumille:

I'm reusing the outside and inside of the old Pokemon Mansion on Cinnibar Island for my hack. But everytime I enter it, I get the above picture. Although it's a very nice picture, I don't want it on my new and improved mansion. How do I keep this from happening?
Go to the header, and change the ????? [07] to either Do not show name [00] or Show name [01]. I think that stops the image coming up.
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  #20957    
Old April 9th, 2012 (08:02 AM).
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Nope, didn't work. Although I do think it has something to do with something in the header, cause in the header I changed the name from POKéMON MANSION to XXXXX MANSION. I think it has something to do with the data stored in that particular name.
  #20958    
Old April 9th, 2012 (08:20 AM).
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Quote originally posted by Rumille:
Nope, didn't work. Although I do think it has something to do with something in the header, cause in the header I changed the name from POKéMON MANSION to XXXXX MANSION. I think it has something to do with the data stored in that particular name.
Errr hmm, perhaps it is connected to the map script 1 (on entering map/not on menu close). Try removing that .

Bit of a shot in the dark.
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  #20959    
Old April 9th, 2012 (08:24 AM).
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Well, I took the name-list in the header tab, changed it to Safari Zone, changed SAFARI ZONE to XXXXXX MANSION and then I get the Safari Zone picture instead of the old Pokemon Mansion picture. So it has something to do with the data stored with the name.

So, any suggestions?
  #20960    
Old April 9th, 2012 (08:35 AM).
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Just change the name to something that doesn't have a picture assigned to it. Maybe one of the Route clones, such as Route 4?
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  #20961    
Old April 9th, 2012 (08:42 AM).
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Im with SwiftSign on this one.

Try deleting the script at: 0x16220E

It seems to hold a type of world map flag which may be the trigger for the picture showing up.
  #20962    
Old April 9th, 2012 (08:42 AM).
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Yeah, that's an easy solution. Hopefully I won't have too many different names for my hack, because else I will have to resort to the picture-assigned-names.

Spoiler:
Legend of Korra, woo!
  #20963    
Old April 9th, 2012 (08:49 AM).
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Quote originally posted by Noririn:
Hello, I want to know if there is a way to mass export and re-import all pokemon sprites at once for FireRed.

I was replacing all the pokemon sprites with unLZ-GBA and checking them with a sprite editor and it seems I corrupted something with the text graphics early on - which I didn't notice until I finished and ran the rom, so all my backups have this problem. I really don't want to have to re-add them all again individually so being able to mass export and re-import to a clean rom would really help me out a lot.

Thanks in advance for any advice.
Wichu's sprite editor will help you alot. You can export all the sprites from one game to another.

Quote originally posted by Rumille:
Well, I took the name-list in the header tab, changed it to Safari Zone, changed SAFARI ZONE to XXXXXX MANSION and then I get the Safari Zone picture instead of the old Pokemon Mansion picture. So it has something to do with the data stored with the name.

So, any suggestions?
Try this tutorial.
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  #20964    
Old April 9th, 2012 (09:52 AM).
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Quote originally posted by redriders180:
Wichu's sprite editor will help you alot. You can export all the sprites from one game to another.



Try this tutorial.
Thanks, that worked
Next question:

I have 2 different types of couches. One is from the Pokemon Fan Club room and the other is created with standard sprites from tileset 12. They have the same layout, same behavior bytes and same background byte.

The orange couch covers me when I'm behind it and I cover the orange couch when I'm in front of it.

The blue couch however does cover me when I'm behind it, but when I go in front of it, it still covers the top of my hat.

It doesn't make any sense to me, since they are made up in the same way, with the same behavior and background bytes. How is this possible?
  #20965    
Old April 9th, 2012 (10:13 AM).
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The only thing I can think of is movement permissions; does the blue couch have the movement permission 10 assigned to it? If so, change it to C. That's the only thing I can think of. :/
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  #20966    
Old April 9th, 2012 (11:05 AM).
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Hi Everyone!

Regarding saving...does the entire 256k+32k of data get "saved" when you save? If not, what gets saved, and how would I expand that area?
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  #20967    
Old April 9th, 2012 (11:21 AM).
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Can anyone give examples of use of Scripting to call Day/Night events using Zodiacdagreat's Day/Night System?

Like... how do you use variables/offsets to call the system and compare the time? Is it possible to make it so that flags reset at certain times of day or anything?

Just trying to weigh up it's use in a hack .
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  #20968    
Old April 9th, 2012 (11:49 AM).
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Quote originally posted by Spherical Ice:
The only thing I can think of is movement permissions; does the blue couch have the movement permission 10 assigned to it? If so, change it to C. That's the only thing I can think of. :/
I think you mean the other way around. Movement permission 10 makes the Hero not covered by anything, while movement permission C is just normal.
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  #20969    
Old April 9th, 2012 (02:30 PM).
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Yup, had to do with the movement permissions. No clue why, but it worked, so I'm not complaining! Thanks a lot, both of you.
  #20970    
Old April 9th, 2012 (03:36 PM).
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Quote originally posted by droomph:
Hi Everyone!

Regarding saving...does the entire 256k+32k of data get "saved" when you save? If not, what gets saved, and how would I expand that area?
In one of the early pages of the Quick Research and Development, someone figured out how to expand it, and also to use the space for variables. It might be of use to you.
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  #20971    
Old April 9th, 2012 (06:12 PM).
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Quote originally posted by redriders180:
Wichu's sprite editor will help you alot. You can export all the sprites from one game to another.
I've been using APSE as well, it can mass import but will only let me export one sprite at a time. But I suppose that method would still be faster than going through the unLZ-GBA process all over again.
  #20972    
Old April 9th, 2012 (07:53 PM).
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Quote originally posted by Noririn:
I've been using APSE as well, it can mass import but will only let me export one sprite at a time. But I suppose that method would still be faster than going through the unLZ-GBA process all over again.
Huh, I'm sorry. I dunno for sure, but someone out there somewhere has probably compiled a big folder of all the sprites somewhere, if you wanna google around for it.
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  #20973    
Old April 9th, 2012 (09:59 PM). Edited April 10th, 2012 by Noririn.
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Quote originally posted by redriders180:
Huh, I'm sorry. I dunno for sure, but someone out there somewhere has probably compiled a big folder of all the sprites somewhere, if you wanna google around for it.
The sprites I'm using aren't from any of the games, so no luck there. I have them in folders but for the APSE mass importer to recognize them all frames of each pokemon have to be in one image. So basically it has to be exported by the APSE method before it can be imported that way. Not sure why there isn't a mass export option if the mass import option requires that they all be exported by the same tool. :\

--Update--

I went ahead and exported them all manually with APSE, it went a lot faster than I expected but I'm currently getting the dreaded overflow error anytime I try to write to rom. But I should be good once I get that sorted out. And I believe I found the source of my text graphic error. Thanks for the help.
  #20974    
Old April 10th, 2012 (06:00 AM).
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here.in the video i'm writing a script.but can someone say what am i doing wrong?.plz help.remove the spaces

http: // youtu.be/rrsxUgbZG H w
  #20975    
Old April 10th, 2012 (06:17 AM).
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Quote originally posted by pikachuFan50:
here.in the video i'm writing a script.but can someone say what am i doing wrong?.plz help.remove the spaces

http: // youtu.be/rrsxUgbZG H w
It's your script offset...It's 0x18D2F018, which doesn't exist in the rom. The newer Advance Map supports 8 digit offsets, so when you highlighted the whole space, and copied in a 6 digit offset, it copied the six characters, and then the first two characters again to make 8. Try making it 0x0018D2F0
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