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  #21151    
Old April 30th, 2012 (05:05 PM).
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myrrhman myrrhman is offline
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I tried looking for Pokemon Gold hacking stuff, and can't find anything. I saw ONE thing that said use something called Gold Finger, but I don't really have any experience with pre-3rd gen hacking.

All I want to do is go into Pokemon Gold/Silver and edit the levels of other trainer Pokemon so that halfway through the game I'm not fighting a level 20 Zubat. What would be the easiest way to go about this?
  #21152    
Old April 30th, 2012 (05:40 PM).
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First, my question. I'm editing the World Maps in my game, and I'm using Nameless Tile Map Editor. I've already noticed that the .raws it produces are slightly glitchy. I've edited three of the four World Maps in Firered, and each of them has a small bar of transparency, about five tiles long, at the very bottom. Additionally, my last map has a random 3x3 square of tiles that won't go away. I'd try Cyclone if I could, except it refuses to run on my computer. Does anyone know how to hex edit the raws of these maps? Any help would be appreciated. And...

Quote originally posted by Mickey`:
And, how can I make this ?
Quote:
In short, both yes and no.

Yes, one can make a tile transparent (where we can see through like glass), but not perhaps like you want, as in there is a tint of colour but we can see through it (eg green glass and everything behind looks green but visible)? That cannot be achieved at the moment, as far as I know. Who knows what may come in time though...
Technically, there's something called "alpha blending", which the GBA can do. It'll change transparency and colors of the different layers in-game. But I don't know how to do it...consult the GBATEK if you want more info. And if you don't know what the GBATEK is, then it's above you.
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  #21153    
Old April 30th, 2012 (11:02 PM).
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miksy91 miksy91 is offline
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Quote originally posted by myrrhman:
I tried looking for Pokemon Gold hacking stuff, and can't find anything. I saw ONE thing that said use something called Gold Finger, but I don't really have any experience with pre-3rd gen hacking.

All I want to do is go into Pokemon Gold/Silver and edit the levels of other trainer Pokemon so that halfway through the game I'm not fighting a level 20 Zubat. What would be the easiest way to go about this?
There plenty of different tutorials for hacking RBY and GSC in Skeetendo Inc.
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Learn how to hack GB/C games:

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  #21154    
Old April 30th, 2012 (11:20 PM).
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chrunch chrunch is offline
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Can I have a link to a tool that changes the start location of the player in FR? I'm sure I've seen one before. :x
  #21155    
Old May 1st, 2012 (01:44 AM).
Mickey` Mickey` is offline
 
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I don't know GBATek :s



Quote originally posted by chrunch:
Can I have a link to a tool that changes the start location of the player in FR? I'm sure I've seen one before. :x
Use Start Map Chooser
  #21156    
Old May 1st, 2012 (11:07 AM).
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Is there a way to define a message for a mail item (such as Harbor Mail or Orange Mail) in FireRed?
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  #21157    
Old May 1st, 2012 (10:36 PM).
glory13 glory13 is offline
 
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Hey, how can i solve this problem?
I edited Groudon into Palkia
Sapphire_03.png

But, i cannot change groudon into palkia in my pokemon party
Sapphire_01.png

Somebody Help Mee!! Thanks
  #21158    
Old May 1st, 2012 (11:47 PM).
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DrFuji DrFuji is offline
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Quote originally posted by glory13:
Hey, how can i solve this problem?
I edited Groudon into Palkia
Attachment 64316

But, i cannot change groudon into palkia in my pokemon party
Attachment 64317

Somebody Help Mee!! Thanks
That's because Groudon's icon is separate from its sprite. You can use a tool like Wichu's Icon Editor to change it to that of Palkia.
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  #21159    
Old May 2nd, 2012 (03:49 PM).
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Hey, how do you create a custom item? Also how can I insert a charmander/squirtle/bulbasaur sprite onto a map, like a legendary battle?
  #21160    
Old May 2nd, 2012 (06:17 PM).
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I AM USING XSE AS MY SCRIPT EDITOR!

So, I'm trying to create just a regular script block in Advanced map.
Like this:
___
| S |

(Pretend it's green and NOT a signpost block)

All I want it to do is say simple text, here is my XSE script:


Spoiler:
#dynamic 0xoffset

#org @start
lock
msgbox @hey 0x6
release
end

#org @hey
= hey


But whenever I step on that block in the game, everything freezes. Only the music keeps playing...

Any idea on how to fix this? Is it my rom? My script?
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  #21161    
Old May 2nd, 2012 (06:24 PM). Edited May 2nd, 2012 by droomph.
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Quote originally posted by TempixTL:
I AM USING XSE AS MY SCRIPT EDITOR!

So, I'm trying to create just a regular script block in Advanced map.
Like this:
___
| S |

(Pretend it's green and NOT a signpost block)

All I want it to do is say simple text, here is my XSE script:


Spoiler:
#dynamic 0xoffset

#org @start
lock
msgbox @hey 0x6
release
end

#org @hey
= hey


But whenever I step on that block in the game, everything freezes. Only the music keeps playing...

Any idea on how to fix this? Is it my rom? My script?
Try removing the lock part. Here's an example ground script from the actual game:
Spoiler:
Code:
#org 0x81E81F9
'-----------------------------------
lockall
setvar 0x8008 0x4
jump 0x81E8211

#org 0x81E8211
'-----------------------------------
checkgender
compare LASTRESULT BOY
if == call 0x81E8297 ' Equal To
compare LASTRESULT 0x1
if == call 0x81E82A2 ' Equal To
checkgender
compare LASTRESULT BOY
if == call 0x81E8281 ' Equal To
compare LASTRESULT 0x1
if == call 0x81E828C ' Equal To
msgbox 0x81E87E1 ' MOM: Wait, \v\h01!
callstd MSG_NOCLOSE ' Non-closing message
closemsg
checkgender
compare LASTRESULT BOY
if == call 0x81E82AD ' Equal To
compare LASTRESULT 0x1
if == call 0x81E82F0 ' Equal To
call 0x81E8693
checkgender
compare LASTRESULT BOY
if == call 0x81E8405 ' Equal To
compare LASTRESULT 0x1
if == call 0x81E8448 ' Equal To
jump 0x81E8686

#org 0x81E8297
'-----------------------------------
applymovement 0x4 0x82725A8 ' onspot_right end
pauseevent 0x0
return

#org 0x81E82A2
'-----------------------------------
applymovement 0x4 0x82725A4 ' onspot_left end
pauseevent 0x0
return

#org 0x81E8281
'-----------------------------------
setvar 0x8009 0x5
setvar 0x800A 0x8
return

#org 0x81E828C
'-----------------------------------
setvar 0x8009 0xE
setvar 0x800A 0x8
return

#org 0x81E82AD
'-----------------------------------
compare 0x8008 0x0
if == call 0x81E8333 ' Equal To
compare 0x8008 0x1
if == call 0x81E8348 ' Equal To
compare 0x8008 0x2
if == call 0x81E835D ' Equal To
compare 0x8008 0x3
if == call 0x81E8372 ' Equal To
compare 0x8008 0x4
if == call 0x81E8387 ' Equal To
compare 0x8008 0x5
if == call 0x81E839C ' Equal To
return

#org 0x81E8333
'-----------------------------------
applymovement PLAYER 0x82725AA ' onspot_down end
pauseevent 0x0
applymovement 0x4 0x81E85D1 ' walk_up_vslow walk_u...
pauseevent 0x0
return

#org 0x81E8348
'-----------------------------------
applymovement PLAYER 0x82725AA ' onspot_down end
pauseevent 0x0
applymovement 0x4 0x81E85D8 ' walk_up_vslow walk_u...
pauseevent 0x0
return

#org 0x81E835D
'-----------------------------------
applymovement PLAYER 0x82725A4 ' onspot_left end
pauseevent 0x0
applymovement 0x4 0x81E85DF ' walk_right_vslow wal...
pauseevent 0x0
return

#org 0x81E8372
'-----------------------------------
applymovement PLAYER 0x82725A4 ' onspot_left end
pauseevent 0x0
applymovement 0x4 0x81E85E4 ' walk_right_vslow wal...
pauseevent 0x0
return

#org 0x81E8387
'-----------------------------------
applymovement PLAYER 0x82725A4 ' onspot_left end
pauseevent 0x0
applymovement 0x4 0x81E85EA ' walk_right_vslow wal...
pauseevent 0x0
return

#org 0x81E82F0
'-----------------------------------
compare 0x8008 0x0
if == call 0x81E8333 ' Equal To
compare 0x8008 0x1
if == call 0x81E8348 ' Equal To
compare 0x8008 0x2
if == call 0x81E83B1 ' Equal To
compare 0x8008 0x3
if == call 0x81E83C6 ' Equal To
compare 0x8008 0x4
if == call 0x81E83DB ' Equal To
compare 0x8008 0x5
if == call 0x81E83F0 ' Equal To
return

#org 0x81E83B1
'-----------------------------------
applymovement PLAYER 0x82725A8 ' onspot_right end
pauseevent 0x0
applymovement 0x4 0x81E85F1 ' walk_left_vslow walk...
pauseevent 0x0
return

#org 0x81E83C6
'-----------------------------------
applymovement PLAYER 0x82725A8 ' onspot_right end
pauseevent 0x0
applymovement 0x4 0x81E85F5 ' walk_left_vslow walk...
pauseevent 0x0
return

#org 0x81E83DB
'-----------------------------------
applymovement PLAYER 0x82725A8 ' onspot_right end
pauseevent 0x0
applymovement 0x4 0x81E85F8 ' walk_left_vslow walk...
pauseevent 0x0
return

#org 0x81E83F0
'-----------------------------------
applymovement PLAYER 0x82725A8 ' onspot_right end
pauseevent 0x0
applymovement 0x4 0x81E85FE ' walk_left_vslow walk...
pauseevent 0x0
return

#org 0x81E8693
'-----------------------------------
msgbox 0x81E87F0 ' MOM: \v\h01! \v\h01!...
callstd MSG_NOCLOSE ' Non-closing message
fanfare 0x172
message 0x81E8925 ' \v\h01 switched shoe...
waitfanfare
setflag 0x112
msgbox 0x81E894F ' MOM: \v\h01, those s...
callstd MSG_NOCLOSE ' Non-closing message
msgbox 0x81E8A03 ' [.] [.] [.] [.] [.] ...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
return

#org 0x81E8405
'-----------------------------------
compare 0x8008 0x0
if == call 0x81E848B ' Equal To
compare 0x8008 0x1
if == call 0x81E8496 ' Equal To
compare 0x8008 0x2
if == call 0x81E84A1 ' Equal To
compare 0x8008 0x3
if == call 0x81E84C7 ' Equal To
compare 0x8008 0x4
if == call 0x81E84ED ' Equal To
compare 0x8008 0x5
if == call 0x81E8513 ' Equal To
return

#org 0x81E848B
'-----------------------------------
applymovement 0x4 0x81E8603 ' walk_down_vslow walk...
pauseevent 0x0
return

#org 0x81E8496
'-----------------------------------
applymovement 0x4 0x81E8609 ' walk_down_vslow walk...
pauseevent 0x0
return

#org 0x81E84A1
'-----------------------------------
applymovement 0x4 0x81E860F ' walk_left_vslow walk...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E84C7
'-----------------------------------
applymovement 0x4 0x81E8615 ' walk_left_vslow walk...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E84ED
'-----------------------------------
applymovement 0x4 0x81E861C ' walk_left_vslow walk...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E8513
'-----------------------------------
applymovement 0x4 0x81E8620 ' walk_left_vslow walk...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E8448
'-----------------------------------
compare 0x8008 0x0
if == call 0x81E848B ' Equal To
compare 0x8008 0x1
if == call 0x81E8496 ' Equal To
compare 0x8008 0x2
if == call 0x81E8539 ' Equal To
compare 0x8008 0x3
if == call 0x81E855F ' Equal To
compare 0x8008 0x4
if == call 0x81E8585 ' Equal To
compare 0x8008 0x5
if == call 0x81E85AB ' Equal To
return

#org 0x81E8539
'-----------------------------------
applymovement 0x4 0x81E8625 ' walk_right_vslow wal...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E855F
'-----------------------------------
applymovement 0x4 0x81E862A ' walk_right_vslow wal...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E8585
'-----------------------------------
applymovement 0x4 0x81E862E ' walk_right_vslow wal...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E85AB
'-----------------------------------
applymovement 0x4 0x81E8635 ' walk_right_vslow wal...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E8686
'-----------------------------------
disappear 0x4
setflag 0x8C0
setvar 0x4050 0x4
release
end

#org 0x81E839C
'-----------------------------------
applymovement PLAYER 0x82725A4 ' onspot_left end
pauseevent 0x0
applymovement 0x4 0x81E85ED ' walk_right_vslow wal...
pauseevent 0x0
return


#org 0x81E87E1
= MOM: Wait, \v\h01!

#org 0x81E87F0
= MOM: \v\h01! \v\h01! Did you\nintroduce yourself to PROF. BIRCH?\pOh! What an adorable POK\eMON!\nYou got it from PROF. BIRCH. How nice!\pYou're your father's child, all right.\nYou look good together with POK\eMON!\pHere, honey! If you're going out on an\nadventure, wear these RUNNING SHOES.\pThey'll put a zip in your step!

#org 0x81E8925
= \v\h01 switched shoes with the\nRUNNING SHOES.

#org 0x81E894F
= MOM: \v\h01, those shoes came with\ninstructions.\p"Press the B Button while wearing these\nRUNNING SHOES to run extra-fast!\p"Slip on these RUNNING SHOES and race\nin the great outdoors!["]

#org 0x81E8A03
= [.] [.] [.] [.] [.] [.] [.] [.]\n[.] [.] [.] [.] [.] [.] [.] [.]\pTo think that you have your very own\nPOK\eMON now[.]\lYour father will be overjoyed.\p[.]But please be careful.\nIf anything happens, you can come home.\pGo on, go get them, honey!

#org 0x82725A8
M onspot_right end

#org 0x82725A4
M onspot_left end

#org 0x82725AA
M onspot_down end

#org 0x81E85D1
M walk_up_vslow walk_up_vslow walk_up_vslow walk_up_vslow walk_up_vslow walk_up_vslow end

#org 0x81E85D8
M walk_up_vslow walk_up_vslow walk_up_vslow walk_up_vslow walk_up_vslow walk_up_vslow end

#org 0x81E85DF
M walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow end

#org 0x81E85E4
M walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow end

#org 0x81E85EA
M walk_right_vslow walk_right_vslow end

#org 0x81E85F1
M walk_left_vslow walk_left_vslow walk_left_vslow end

#org 0x81E85F5
M walk_left_vslow walk_left_vslow end

#org 0x81E85F8
M walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow end

#org 0x81E85FE
M walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow end

#org 0x81E8603
M walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow end

#org 0x81E8609
M walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow end

#org 0x81E860F
M walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow onspot_up end

#org 0x81E863B
M walk_up_vslow end

#org 0x81E8615
M walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow onspot_up end

#org 0x81E861C
M walk_left_vslow walk_left_vslow onspot_up end

#org 0x81E8620
M walk_left_vslow walk_left_vslow walk_left_vslow onspot_up end

#org 0x81E8625
M walk_right_vslow walk_right_vslow walk_right_vslow onspot_up end

#org 0x81E862A
M walk_right_vslow walk_right_vslow onspot_up end

#org 0x81E862E
M walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow onspot_up end

#org 0x81E8635
M walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow onspot_up end

#org 0x81E85ED
M walk_right_vslow walk_right_vslow walk_right_vslow end
(by the way, look at examples first before giving up!)

Basically, what you need to do is add this:
Code:
#org @start
'-----------------------------------
lockall
setvar variable number 'if this script is meant to happen over and over you can just skip this part
jump @beginningOfScript
and I think you'll be okay.

Quote originally posted by Dieachu:
Hey, how do you create a custom item?
Here's a nice tutorial.
Quote originally posted by Dieachu:
Also how can I insert a charmander/squirtle/bulbasaur sprite onto a map, like a legendary battle?
If you want to sacrifice any chance of using anything other than FireRed, here's a tutorial. Otherwise, we don't know yet, you could search it up.

Good luck!
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  #21162    
Old May 2nd, 2012 (07:21 PM).
TempixTL's Avatar
TempixTL TempixTL is offline
 
Join Date: Feb 2012
Gender: Male
Nature: Relaxed
Posts: 15
Quote originally posted by droomph:
Try removing the lock part. Here's an example ground script from the actual game:
Spoiler:
Code:
#org 0x81E81F9
'-----------------------------------
lockall
setvar 0x8008 0x4
jump 0x81E8211

#org 0x81E8211
'-----------------------------------
checkgender
compare LASTRESULT BOY
if == call 0x81E8297 ' Equal To
compare LASTRESULT 0x1
if == call 0x81E82A2 ' Equal To
checkgender
compare LASTRESULT BOY
if == call 0x81E8281 ' Equal To
compare LASTRESULT 0x1
if == call 0x81E828C ' Equal To
msgbox 0x81E87E1 ' MOM: Wait, \v\h01!
callstd MSG_NOCLOSE ' Non-closing message
closemsg
checkgender
compare LASTRESULT BOY
if == call 0x81E82AD ' Equal To
compare LASTRESULT 0x1
if == call 0x81E82F0 ' Equal To
call 0x81E8693
checkgender
compare LASTRESULT BOY
if == call 0x81E8405 ' Equal To
compare LASTRESULT 0x1
if == call 0x81E8448 ' Equal To
jump 0x81E8686

#org 0x81E8297
'-----------------------------------
applymovement 0x4 0x82725A8 ' onspot_right end
pauseevent 0x0
return

#org 0x81E82A2
'-----------------------------------
applymovement 0x4 0x82725A4 ' onspot_left end
pauseevent 0x0
return

#org 0x81E8281
'-----------------------------------
setvar 0x8009 0x5
setvar 0x800A 0x8
return

#org 0x81E828C
'-----------------------------------
setvar 0x8009 0xE
setvar 0x800A 0x8
return

#org 0x81E82AD
'-----------------------------------
compare 0x8008 0x0
if == call 0x81E8333 ' Equal To
compare 0x8008 0x1
if == call 0x81E8348 ' Equal To
compare 0x8008 0x2
if == call 0x81E835D ' Equal To
compare 0x8008 0x3
if == call 0x81E8372 ' Equal To
compare 0x8008 0x4
if == call 0x81E8387 ' Equal To
compare 0x8008 0x5
if == call 0x81E839C ' Equal To
return

#org 0x81E8333
'-----------------------------------
applymovement PLAYER 0x82725AA ' onspot_down end
pauseevent 0x0
applymovement 0x4 0x81E85D1 ' walk_up_vslow walk_u...
pauseevent 0x0
return

#org 0x81E8348
'-----------------------------------
applymovement PLAYER 0x82725AA ' onspot_down end
pauseevent 0x0
applymovement 0x4 0x81E85D8 ' walk_up_vslow walk_u...
pauseevent 0x0
return

#org 0x81E835D
'-----------------------------------
applymovement PLAYER 0x82725A4 ' onspot_left end
pauseevent 0x0
applymovement 0x4 0x81E85DF ' walk_right_vslow wal...
pauseevent 0x0
return

#org 0x81E8372
'-----------------------------------
applymovement PLAYER 0x82725A4 ' onspot_left end
pauseevent 0x0
applymovement 0x4 0x81E85E4 ' walk_right_vslow wal...
pauseevent 0x0
return

#org 0x81E8387
'-----------------------------------
applymovement PLAYER 0x82725A4 ' onspot_left end
pauseevent 0x0
applymovement 0x4 0x81E85EA ' walk_right_vslow wal...
pauseevent 0x0
return

#org 0x81E82F0
'-----------------------------------
compare 0x8008 0x0
if == call 0x81E8333 ' Equal To
compare 0x8008 0x1
if == call 0x81E8348 ' Equal To
compare 0x8008 0x2
if == call 0x81E83B1 ' Equal To
compare 0x8008 0x3
if == call 0x81E83C6 ' Equal To
compare 0x8008 0x4
if == call 0x81E83DB ' Equal To
compare 0x8008 0x5
if == call 0x81E83F0 ' Equal To
return

#org 0x81E83B1
'-----------------------------------
applymovement PLAYER 0x82725A8 ' onspot_right end
pauseevent 0x0
applymovement 0x4 0x81E85F1 ' walk_left_vslow walk...
pauseevent 0x0
return

#org 0x81E83C6
'-----------------------------------
applymovement PLAYER 0x82725A8 ' onspot_right end
pauseevent 0x0
applymovement 0x4 0x81E85F5 ' walk_left_vslow walk...
pauseevent 0x0
return

#org 0x81E83DB
'-----------------------------------
applymovement PLAYER 0x82725A8 ' onspot_right end
pauseevent 0x0
applymovement 0x4 0x81E85F8 ' walk_left_vslow walk...
pauseevent 0x0
return

#org 0x81E83F0
'-----------------------------------
applymovement PLAYER 0x82725A8 ' onspot_right end
pauseevent 0x0
applymovement 0x4 0x81E85FE ' walk_left_vslow walk...
pauseevent 0x0
return

#org 0x81E8693
'-----------------------------------
msgbox 0x81E87F0 ' MOM: \v\h01! \v\h01!...
callstd MSG_NOCLOSE ' Non-closing message
fanfare 0x172
message 0x81E8925 ' \v\h01 switched shoe...
waitfanfare
setflag 0x112
msgbox 0x81E894F ' MOM: \v\h01, those s...
callstd MSG_NOCLOSE ' Non-closing message
msgbox 0x81E8A03 ' [.] [.] [.] [.] [.] ...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
return

#org 0x81E8405
'-----------------------------------
compare 0x8008 0x0
if == call 0x81E848B ' Equal To
compare 0x8008 0x1
if == call 0x81E8496 ' Equal To
compare 0x8008 0x2
if == call 0x81E84A1 ' Equal To
compare 0x8008 0x3
if == call 0x81E84C7 ' Equal To
compare 0x8008 0x4
if == call 0x81E84ED ' Equal To
compare 0x8008 0x5
if == call 0x81E8513 ' Equal To
return

#org 0x81E848B
'-----------------------------------
applymovement 0x4 0x81E8603 ' walk_down_vslow walk...
pauseevent 0x0
return

#org 0x81E8496
'-----------------------------------
applymovement 0x4 0x81E8609 ' walk_down_vslow walk...
pauseevent 0x0
return

#org 0x81E84A1
'-----------------------------------
applymovement 0x4 0x81E860F ' walk_left_vslow walk...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E84C7
'-----------------------------------
applymovement 0x4 0x81E8615 ' walk_left_vslow walk...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E84ED
'-----------------------------------
applymovement 0x4 0x81E861C ' walk_left_vslow walk...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E8513
'-----------------------------------
applymovement 0x4 0x81E8620 ' walk_left_vslow walk...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E8448
'-----------------------------------
compare 0x8008 0x0
if == call 0x81E848B ' Equal To
compare 0x8008 0x1
if == call 0x81E8496 ' Equal To
compare 0x8008 0x2
if == call 0x81E8539 ' Equal To
compare 0x8008 0x3
if == call 0x81E855F ' Equal To
compare 0x8008 0x4
if == call 0x81E8585 ' Equal To
compare 0x8008 0x5
if == call 0x81E85AB ' Equal To
return

#org 0x81E8539
'-----------------------------------
applymovement 0x4 0x81E8625 ' walk_right_vslow wal...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E855F
'-----------------------------------
applymovement 0x4 0x81E862A ' walk_right_vslow wal...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E8585
'-----------------------------------
applymovement 0x4 0x81E862E ' walk_right_vslow wal...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E85AB
'-----------------------------------
applymovement 0x4 0x81E8635 ' walk_right_vslow wal...
pauseevent 0x0
setdooropened 0x8009 0x800A
doorchange
applymovement 0x4 0x81E863B ' walk_up_vslow end
pauseevent 0x0
fardisappear 0x4 0x0 0x9
setdoorclosed 0x8009 0x800A
doorchange
return

#org 0x81E8686
'-----------------------------------
disappear 0x4
setflag 0x8C0
setvar 0x4050 0x4
release
end

#org 0x81E839C
'-----------------------------------
applymovement PLAYER 0x82725A4 ' onspot_left end
pauseevent 0x0
applymovement 0x4 0x81E85ED ' walk_right_vslow wal...
pauseevent 0x0
return


#org 0x81E87E1
= MOM: Wait, \v\h01!

#org 0x81E87F0
= MOM: \v\h01! \v\h01! Did you\nintroduce yourself to PROF. BIRCH?\pOh! What an adorable POK\eMON!\nYou got it from PROF. BIRCH. How nice!\pYou're your father's child, all right.\nYou look good together with POK\eMON!\pHere, honey! If you're going out on an\nadventure, wear these RUNNING SHOES.\pThey'll put a zip in your step!

#org 0x81E8925
= \v\h01 switched shoes with the\nRUNNING SHOES.

#org 0x81E894F
= MOM: \v\h01, those shoes came with\ninstructions.\p"Press the B Button while wearing these\nRUNNING SHOES to run extra-fast!\p"Slip on these RUNNING SHOES and race\nin the great outdoors!["]

#org 0x81E8A03
= [.] [.] [.] [.] [.] [.] [.] [.]\n[.] [.] [.] [.] [.] [.] [.] [.]\pTo think that you have your very own\nPOK\eMON now[.]\lYour father will be overjoyed.\p[.]But please be careful.\nIf anything happens, you can come home.\pGo on, go get them, honey!

#org 0x82725A8
M onspot_right end

#org 0x82725A4
M onspot_left end

#org 0x82725AA
M onspot_down end

#org 0x81E85D1
M walk_up_vslow walk_up_vslow walk_up_vslow walk_up_vslow walk_up_vslow walk_up_vslow end

#org 0x81E85D8
M walk_up_vslow walk_up_vslow walk_up_vslow walk_up_vslow walk_up_vslow walk_up_vslow end

#org 0x81E85DF
M walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow end

#org 0x81E85E4
M walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow end

#org 0x81E85EA
M walk_right_vslow walk_right_vslow end

#org 0x81E85F1
M walk_left_vslow walk_left_vslow walk_left_vslow end

#org 0x81E85F5
M walk_left_vslow walk_left_vslow end

#org 0x81E85F8
M walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow end

#org 0x81E85FE
M walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow end

#org 0x81E8603
M walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow end

#org 0x81E8609
M walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow end

#org 0x81E860F
M walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow onspot_up end

#org 0x81E863B
M walk_up_vslow end

#org 0x81E8615
M walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow onspot_up end

#org 0x81E861C
M walk_left_vslow walk_left_vslow onspot_up end

#org 0x81E8620
M walk_left_vslow walk_left_vslow walk_left_vslow onspot_up end

#org 0x81E8625
M walk_right_vslow walk_right_vslow walk_right_vslow onspot_up end

#org 0x81E862A
M walk_right_vslow walk_right_vslow onspot_up end

#org 0x81E862E
M walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow onspot_up end

#org 0x81E8635
M walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow onspot_up end

#org 0x81E85ED
M walk_right_vslow walk_right_vslow walk_right_vslow end
(by the way, look at examples first before giving up!)

Basically, what you need to do is add this:
Code:
#org @start
'-----------------------------------
lockall
setvar variable number 'if this script is meant to happen over and over you can just skip this part
jump @beginningOfScript
and I think you'll be okay.

First, thanks a lot for helping me! Unfortunately, though, there were no positive results from what I tried...

So, these are some different things I did...

1. I took lock out of my script - didn't work
2. I replaced lock with lockall and release with releaseall - didn't work
3. Looked at other scripts and tried to mimic them - didn't work

:/

But, I'm also not the most advanced scripter... So I don't exactly understand the setvar and jump commands you told me to try. I've avoided the regular script block the entire progress of my hack because I can only really script people and signs...

So could it be 'setvar' or 'jump' that could make the difference? If so, a short explanation or tutorial link?
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  #21163    
Old May 2nd, 2012 (07:51 PM).
Teomat Teomat is offline
 
Join Date: Jan 2010
Gender: Male
Posts: 36
Two more stupid questions - can I add attack without removing existed one? For example I'm inserting lucario in FR rom and I want it to have aura sphere. But I don't want to remove any of existed attacks... Is that possible?

And can I expend number of attacks that all pokemons have and extend pokedex entried? Sound a bit stupid, I know>.< But I'm not sure how to tell this correctly in English...
  #21164    
Old May 2nd, 2012 (09:08 PM).
redriders180's Avatar
redriders180 redriders180 is offline
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Quote originally posted by TempixTL:
First, thanks a lot for helping me! Unfortunately, though, there were no positive results from what I tried...

So, these are some different things I did...

1. I took lock out of my script - didn't work
2. I replaced lock with lockall and release with releaseall - didn't work
3. Looked at other scripts and tried to mimic them - didn't work

:/

But, I'm also not the most advanced scripter... So I don't exactly understand the setvar and jump commands you told me to try. I've avoided the regular script block the entire progress of my hack because I can only really script people and signs...

So could it be 'setvar' or 'jump' that could make the difference? If so, a short explanation or tutorial link?
Scripts are designed to work in conjunction with variables. When you click on a green script, the script menu in A-map appears on the right. Focus on these three values:

In Firered, the top one generally does nothing, from what I hear. In RSE, you have to set it to 03 for applymovement scripts. I hack Firered, but I use 03 partly out of habit, and partly to be safe.
The middle one is a variable number (pause for a second: If you don't know variables, go learn about it now. Or you won't get very far in Rom Hacking). In this case, it's variable 0x4066. Explanation to follow.
The last one is a variable value. In this example, it's 0000. Explanation Below.

Explanation!
When you walk over a script tile, the script will automatically compare the value at the variable you specified earlier with the value that you also specified. In my case, it compares variable 0x4066 to 0x0. If they are EQUAL, the script executes. If they are UNEQUAL, the script doesn't. Pretty useful...Instead of a flag for every event, you can use a single variable, and that variable is good for 65,535 seperate events.
In my example, the script is intended to run only once. So, when you step on it initially, variable 0x4066 is equal to 0x0, and the script runs. Somewhere in the script it runs, I set variable 0x4066 to 0x1. Now, every subsequent time I step on it, variable 0x4066 is NOT equal to 0x0, and doesn't run.

But how is this relevant? Well, I could've just said how to fix it, but then you wouldn't have learned anything . Most scripts that do noticeable things, i.e. applymovement, movesprite, msgbox, require a variable must be specified, or the game freezes. For this purpose, I always have a "blank" variable, or a variable always equal to 0x0. Any scripts that need to activate anytime you step on it get that variable, and the scripts don't include any setvars. Basically, give the script a variable, and it'll be fine.

PS: Generally, scripts that don't do noticeable things, i.e. set flags or variables and nothing else, don't need a variable in the script.

Hope this isn't too long and/or not helpful
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  #21165    
Old May 3rd, 2012 (12:43 AM).
Capitalist Ness's Avatar
Capitalist Ness Capitalist Ness is offline
 
Join Date: Jul 2008
Location: Poland
Nature: Relaxed
Posts: 61
Oh well, looks like my question is ignored.
Chatot's max hp is ok, but when he levels up, his health goes to 1. How do I fix it?
And another question...

I want Thick Club to work for other Pokemon, not Cubone and Marowak.
How do I edit that? Do I need to change some bytes? But what's the offset, then?
I'm hacking Ruby.

@Edit:
Oh, and same for Light Ball.
  #21166    
Old May 3rd, 2012 (11:03 AM).
jabberjabber8's Avatar
jabberjabber8 jabberjabber8 is offline
../\..
 
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Location: England
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Someone must be able to help?

Quote originally posted by jabberjabber8:
We are trying to insert a world map into fire red, however we need it to have two regions. this will require a tile limit of 512 or better still 1024, but as of current the fire red map only contains 256 tiles. Does any one know how to go about increasing the limit?
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  #21167    
Old May 3rd, 2012 (01:02 PM).
ashbash231 ashbash231 is offline
 
Join Date: May 2012
Gender: Male
Posts: 4
My question is.

Is there anyone that are able to hack HeartGold and SoulSilver Or are they finding it difficult? As it would be amazing if they could re create pokemon but to play with ash and have pikachu follow you everywhere like the anime? As heartgold and soulsilver have the algorithms coded in for the pokemon to follow just wondering if anyone has been successful with it yet?
  #21168    
Old May 3rd, 2012 (01:21 PM). Edited May 3rd, 2012 by droomph.
droomph's Avatar
droomph droomph is offline
mmm gurl that 90s
Crystal Tier
 
Join Date: Sep 2011
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Quote originally posted by ashbash231:
My question is.

Is there anyone that are able to hack HeartGold and SoulSilver Or are they finding it difficult? As it would be amazing if they could re create pokemon but to play with ash and have pikachu follow you everywhere like the anime? As heartgold and soulsilver have the algorithms coded in for the pokemon to follow just wondering if anyone has been successful with it yet?
We can do it. >clicky<

Also, it shouldn't be that hard to trace your way to the follow me script but you'll have to do that yourself.

If you need to know how to hack NDS you should ask someone like Team Fail, or Spiky-Eared Pichu (whatever his name was). I'm sure they'll be glad to help you.
Quote originally posted by jabberjabber8:
Someone must be able to help?
There's probably a good reason there's only 256, because FF->255 and 0 is a valid addressing situation.

I'm pretty sure there can only be 4+4 bits in addressing the tile, iirc so

If you find out that there can be more than 4+4 in addressing you can certainly expand it to like 65536 tiles. Meanwhile FR has 4 maps so you could use that instead.
Quote originally posted by Teomat:
Two more stupid questions - can I add attack without removing existed one? For example I'm inserting lucario in FR rom and I want it to have aura sphere. But I don't want to remove any of existed attacks... Is that possible?

And can I expend number of attacks that all pokemons have and extend pokedex entried? Sound a bit stupid, I know>.< But I'm not sure how to tell this correctly in English...
We're working on it right now. You can pitch in if you want.

In a move there are the damage, effects, and animation. So far we know how to make a move up to damage and some minor effects. We're still working on the animation. So hang in there!

And no, you can't expand. It's built in to the system that every Pokémon has only four moves and frankly why in the hell would you want to change that part? It's really unnecessary.
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o i forgot 5
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  #21169    
Old May 3rd, 2012 (01:34 PM).
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dragonlolz dragonlolz is offline
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can someone help me with this

Quote originally posted by dragonlolz:
i want to make a hack that req 6 "pokemon".
but how do i add the pokemon to the inventory based on events.
i also want to disable ANY pokeballs.
thank you if you helped my out with this
ps. no i dont want users in my hacking team i work alone on this hack.
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  #21170    
Old May 3rd, 2012 (01:41 PM).
droomph's Avatar
droomph droomph is offline
mmm gurl that 90s
Crystal Tier
 
Join Date: Sep 2011
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Quote originally posted by dragonlolz:
can someone help me with this
wut

Quote:
i want to make a hack that req 6 "pokemon".
Have an ASM script that checks the address of the sixth Pokémon, and as that isn't a moving address it should be easy enough to do.
Quote:
but how do i add the pokemon to the inventory based on events.
The scripting command addpokemon. If you don't know how to script go ahead and search up an XSE tutorial.
Quote:
i also want to disable ANY pokeballs.
Then...set a flag in the Pokéball routine and check a flag for a certain event where the Pokéball won't work. What do you even mean? If you disable Pokéballs then the whole purpose of the game is ruined.

...
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o i forgot 5
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  #21171    
Old May 3rd, 2012 (05:27 PM).
rpg man's Avatar
rpg man rpg man is offline
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ok i just hacking my fire red and you know on advanced map there is a wild pokemon feature well i type the number 252 and when i play it comes out as missingo! did i use it wrong or what?
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  #21172    
Old May 3rd, 2012 (08:36 PM).
Teomat Teomat is offline
 
Join Date: Jan 2010
Gender: Male
Posts: 36
Quote originally posted by droomph:
We're working on it right now. You can pitch in if you want.

In a move there are the damage, effects, and animation. So far we know how to make a move up to damage and some minor effects. We're still working on the animation. So hang in there!

And no, you can't expand. It's built in to the system that every Pokémon has only four moves and frankly why in the hell would you want to change that part? It's really unnecessary.
Thanks but I think I would be useless there) I'm just learning the hacking)

Umm, not that moves.. I meant that... how to tell this correctly... Ok, I'll try to explane

I used free pokemon slot (252 by index number) to create a lucario. But I can't give him any attack on lvl without removing them from other pokemon because there are limit for max number of pokemons attack by lvl. Can I expend this number couse on one hand I want this lucario in huck, but I dont want to remove any attacks from existed pokemons
  #21173    
Old May 3rd, 2012 (10:50 PM).
redriders180's Avatar
redriders180 redriders180 is offline
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Quote originally posted by Teomat:
Thanks but I think I would be useless there) I'm just learning the hacking)

Umm, not that moves.. I meant that... how to tell this correctly... Ok, I'll try to explane

I used free pokemon slot (252 by index number) to create a lucario. But I can't give him any attack on lvl without removing them from other pokemon because there are limit for max number of pokemons attack by lvl. Can I expend this number couse on one hand I want this lucario in huck, but I dont want to remove any attacks from existed pokemons
Each Pokemon has an "Attack Table", which can be repointed at will. The attack table is just the list of moves the Pokemon learn by level-up. I use Poke Edit Pro, because it allows easy repoint of the attack table.

Quote originally posted by rpg man:
ok i just hacking my fire red and you know on advanced map there is a wild pokemon feature well i type the number 252 and when i play it comes out as missingo! did i use it wrong or what?
In game, Pokemon 252 IS a missingno. Treecko is number 277. Consult this for the number you'll need
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  #21174    
Old May 4th, 2012 (07:55 AM).
bensgraphicdesign bensgraphicdesign is offline
 
Join Date: Apr 2012
Gender: Male
Posts: 48
I suck at this so far! Questions go as:
  • How do I get wild Pokémon battles in caves?
  • When I insert sprites they're below their place.
  • Tileset inserting? I've tried all online, but they are really unclear. (AKA; formats etc.)
  • Overworld sprite inserting, is it possible?
Thankyou!
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  #21175    
Old May 4th, 2012 (08:34 AM).
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Mallowigi Mallowigi is offline
 
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Posts: 54
Hi, I got a problem with Advance Map:

I'm at the beginning of a hack and in Pallet Town, I just want to move the little girl on the left to some place else, but I can't manage to do it. I can move the other fat guy well, but this girl always reappears in front of the sign.

I've also removed all existing scripts, but nothing happened.

Also, when I tried to add a new OW character on the Oak's roof, that character disappears. I figured out maybe that's because the character is IN the building, but i need confirmation.

Thanks.
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