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  #22126    
Old July 20th, 2012 (05:00 AM).
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okay... so i was thinking about the problem about evolution stones not working when using Jambo's 'no need of national dex' fix, and i also realized that in the thread he said he couldn't find any other checks (skipped reading that part b4 for some reason ) so that got me thinking, what if the evolution stones actually checked for the national dex when they were used and not a limiter on the entries? xcept i'm not able to figure this out

Now getting the stone evo's to work isn't an absoulte must, but i thought it would be nice for a proper regional dex, so if any1's got any info on this, please let me know.

Oh and suppose the player recieves the national dex, where is the byte that gets set? like where in the memory is the flag?
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  #22127    
Old July 20th, 2012 (06:33 AM).
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Quote originally posted by Ark_Silvanos:
okay... so i was thinking about the problem about evolution stones not working when using Jambo's 'no need of national dex' fix, and i also realized that in the thread he said he couldn't find any other checks (skipped reading that part b4 for some reason ) so that got me thinking, what if the evolution stones actually checked for the national dex when they were used and not a limiter on the entries? xcept i'm not able to figure this out

Now getting the stone evo's to work isn't an absoulte must, but i thought it would be nice for a proper regional dex, so if any1's got any info on this, please let me know.

Oh and suppose the player recieves the national dex, where is the byte that gets set? like where in the memory is the flag?
The byte is DMA protected, and stored at 0x0300500C + 0x1A. If the byte at that location is 0xDA, then the National Dex is enabled.

(Credits to DavidJCobb for the above )
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  #22128    
Old July 20th, 2012 (08:37 AM).
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Quote originally posted by redriders180:
The byte is DMA protected, and stored at 0x0300500C + 0x1A. If the byte at that location is 0xDA, then the National Dex is enabled.

(Credits to DavidJCobb for the above )
Thanks ... i searched around and didnt find anything ... As far as i can tell theres no check in the stones behavioral data... and i dont think theres one in the evolution data for stone evolutions either, but there might be... can't really figure it out ... ah well... easiest fix I kno, is to move all the pokemon with stone evolutions before 151
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  #22129    
Old July 20th, 2012 (10:05 AM).
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My questions fell back two pages without any help so i will repost it.

Hello, I am new to rom hacking but I am picking it up pretty fast. I am working on a hack of pokemon red and I am trying to figure out how to edit warps. Specifically what I would love to do is have you enter a house in viridian city but end up inside the pokemon fan club, when you leave the fan club you are taken to the bike shop, and leaving the bike shop will put you back in viridian city. I know I can do the bike another way but I am looking for how you chain warps as mine will be more complicated. I am also interested in learning how to add warp points in towns. I played with pokemap some but it will not let me edit warp tiles inside buildings, nor could I find a way to create new warp points in a town so I would rather just learn how it works in hex so that I can just edit it directly. Any help in finding and explaining the coding used for warps in 1st gen would be greatly appreciated.

Also while I'm at it, is there a way to have battle animations turned off even when turned on in options (or just turned off and remove battle animations from the options screen)? This is more of an aesthetics concern and won't effect game play but I would like to do this while working on the rest of the game before coming back to fix attack animations.
  #22130    
Old July 20th, 2012 (12:12 PM).
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Quote originally posted by memy02:
Hello, I am new to rom hacking but I am picking it up pretty fast. I am working on a hack of pokemon red and I am trying to figure out how to edit warps. Specifically what I would love to do is have you enter a house in viridian city but end up inside the pokemon fan club, when you leave the fan club you are taken to the bike shop, and leaving the bike shop will put you back in viridian city. I know I can do the bike another way but I am looking for how you chain warps as mine will be more complicated. I am also interested in learning how to add warp points in towns. I played with pokemap some but it will not let me edit warp tiles inside buildings, nor could I find a way to create new warp points in a town so I would rather just learn how it works in hex so that I can just edit it directly. Any help in finding and explaining the coding used for warps in 1st gen would be greatly appreciated.
In this thread, you'll find the link to RBGY Map Header structure. Under Object data you can see how Warp-to -points are defined.
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  #22131    
Old July 20th, 2012 (02:43 PM).
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I'm curious, would it be possible at all to script this:
In my hack I would like to do something like, you get a glitch pokemon however it can be 'disinfected' (remove the glitch turn it back into a normal pokemon, while retaining nicknames, moveset, held items, level ect.). Upon 'disinfecting' a roaming legendary would spring up but what legendary it is would be determined by the starter you chose. I was wondering if there could be a way to do that??? If not I'll just leave that feature out of the game.

Thanks in advance!
  #22132    
Old July 20th, 2012 (03:18 PM).
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Hey guys I'm new to pokecommunity and I need some help on my hacked FR I dont now how to make my Character talk can you help me out like with a link or something thanks
  #22133    
Old July 20th, 2012 (03:24 PM).
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Try going on this thread http://www.pokecommunity.com/showthread.php?t=164276
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  #22134    
Old July 20th, 2012 (09:22 PM).
supernova651 supernova651 is offline
 
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I have a quick question. Is it possible to write a script that plays the sound effects from an attack such as thundershock, flamethrower, thunder, etc?
  #22135    
Old July 20th, 2012 (09:49 PM).
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Quote originally posted by supernova651:
I have a quick question. Is it possible to write a script that plays the sound effects from an attack such as thundershock, flamethrower, thunder, etc?
If you're working on a third generation game then use the 'sound' command somewhere in a script and write a byte afterwards to indicate which effect you want it to play. Here is a list of sounds that was largely compiled by Darthatron; I just wrote out the last couple that weren't in it and correlated some to moves that use them.

Spoiler:
0x0 – Blank Noise (Stops BGM, not other S.E.)
0x1 – Use Item
0x2 – Log onto PC
0x3 – Turn off PC
0x4 – Turn on PC
0x5 – Click Noise
0x6 – Open Menu
0x7 – Wall Bump
0x8 – Door Open
0x9 – Exit Room
0xA – Jump
0xB – Bike Bell
0xC – Loud Crash (Like dropping of a heavy object)
0xD – Loud Crash (Higher pitch, and with echo)
0xE – Loud Crash (3 in rapid succession, with long echo)
0xF – Low Pitch Pokéball Open
0x10 – Pokéball Close
0x11 – Run from Battle
0x12 – PokéCentre Door Open
0x13 – Strange Noise (Like Water at the beginning, then like electricity)
0x14 – Low Pitch crash
0x15 – Super high pitch beep
0x16 – Error / False sound
0x17 – PokéCentre Pokéball Load up (Pokéballs being placed onto the heal machine.)
0x18 – PokéCasino Reel Stop
0x19 – Insert Coin into Machine
0x1A – Buzz (False/fail at Casino)
0x1B – EXP gauge
0x1C – Hop (Like on an Acro Bike)
0x1D – Lock / Break small rock?
0x1E – Unlock
0x1F – Going through cave entrance
0x20 – Strange Sound (A singular version of the previous sound)
0x21 – Falling through cave hole
0x22 – Singular Metal attack Sound (Like when using steel wing, but singular)
0x23 – Ice Break
0x24 – Ice Crack
0x25 – Falling
0x26 – Strange Sound (Super Low Pitch Ice Break?)
0x27 – Warp Away
0x28 – Warp Return
0x29 – Electricity?
0x2A – Turn Winch (Like in Winona's Gym)
0x2B – Truck Driving (Loop)
0x2C – Truck Stopping
0x2D – Truck Brake
0x2E – Truck Open
0x2F – Airplane Turbines (Loop)
0x30 – Save
0x31 – Pokéball Bounce (Like in a trade)
0x32 – Pokéball Bounce (Quieter)
0x33 – Pokéball Bounce (Even Quieter)
0x34 – Pokéball Bounce (Even Quieter Still)
0x35 – Pokéball Open (Like in a trade)
0x36 – Throw Pokéball
0x37 – Musical Decoration Pad (Low C)
0x38 – Musical Decoration Pad (D)
0x39 – Musical Decoration Pad (E)
0x3A – Musical Decoration Pad (F#)
0x3B – Musical Decoration Pad (G)
0x3C – Musical Decoration Pad (A)
0x3D – Musical Decoration Pad (B)
0x3E – Musical Decoration Pad (High C)
0x3F – Mud Ball Smash/ Walking in Puddle
0x40 – Wooden Board
0x41 – Get Money
0x42 – P.A. (Like when an elevator is done, or end of Safari Zone)
0x43 – Water Balloon Pop (Low)
0x44 – Water Balloon Pop (Med)
0x45 – Water Balloon Pop (High)
0x46 – Wooden Smash
0x47 – Wooden Break
0x48 – Poison Affliction
0x49 – Conveyor Belt
0x4A – Conveyor Belt 2 (Loop)
0x4B – Conveyor Belt 2 (end)
0x4C – Loud Noise (Like a low conveyor belt 2) (Loop)
0x4D – Loud Noise (End)
0x4E – Light noise (Like a High conveyor belt 2) (Loop)
0x4F – Light Noise (End)
0x50 – Thunder
0x51 – Thunder continued
0x52 – Buzz (Like a Circular Saw)
0x53 – Low Health Alert (Loop) (Can Not Be Turned Off Without Map Refresh)
0x54 – Level–Up Ding
0x55 – Low Grumbling (Like a Diesel Engine) (Loop)
0x56 – Low Grumbling (End)
0x57 – Wing Attack (Loop)
0x58 – Sell Item
0x59 – Low Ding (Like a really low "Low C" note)
0x5A – High Pitch Swipe
0x5B – High Pitch Swipe (Reverse)
0x5C – Smack
0x5D – Sand–Attack
0x5E – VS Seeker
0x5F – Shiny Pokemon
0x60 – Explosion (Not the Attack)
0x61 – Explosion (After Effect / Cont)
0x62 – STRONG Wind (Or Crowd Screaming? My PC to slow to tell...)
0x63 – Low Slamming sound (Like someone setting down a heavy box.)
0x64 – Red / Blue Orb
0x65 – Computer Chatter (One High Pitch Blip)
0x66 – Computer Chatter (2 Blips, pattern: MedHi–High)
0x67 – Computer Chatter (High Pitch PC on?)
0x68 – Computer Chatter (High Pitch PC off?)
0x69 – Computer Chatter (PC Scanning)
0x6A – Egg Hatching (Where the Pokémon actually breaks free)
0x6B – Light Shuffle sound (Like feet sliding across the floor)
0x6C – High Pitch Quiet Blip
0x6D – Small Sound (Like a twig snapping)
0x6E – Strange Sound (Like low pitch Ice Shimmering, or Use of Flute)
0x6F – Electric attack of some kind (Short and sharp)
0x70 – Spark
0x71 – Metal Sheen (Steel Wing & Metal Claw etc)
0x72 – Curse Attack (Draining energy)
0x73 – Karate Chop/ Baton Pass (?)
0x74 – Tackle
0x75 – Bubble Attack (Launch)
0x76 – Substitute attack?
0x77 – Water Gun Attack (Launch)
0x78 – Rain Dance Attack
0x79 – Slash Attack
0x7A – Whirlwind
0x7B – Very Strange Sound (Like a downward Spiral?)
0x7C – Rock Smash Attack? (In Battle or not? I Can't tell)
0x7D – Powerful Wind (Loop)
0x7E – Powerful Wind (End)
0x7F – Pound Attack?
0x80 – Throwing Sound (Like Bait in the Safari Zone)
0x81 – Slash
0x82 – Ice Ball Attack
0x83 – Part of Thunder
0x84 – Pokémon took damage (Was not SE or Not Very Effective)
0x85 – Beam Attack Charge Sound. (Like Solar Beam's Charging sound)
0x86 – Deep Bang (Similar to 0x84)
0x87 – Bubbling Noise
0x88 – Throwing noise (Slightly Higher Pitch)
0x89 – Ember (?)
0x8A – Flamethrower (?)
0x8B – Fire Spin (?)
0x8C – Flame Wheel (?)
0x8D – Deep Bubbling
0x8E – Deep Crash (Like a super deep opening Pokéball)
0x8F – Deep Fire
0x90 – Pokémon hurt by burn
0x91 – Focus Energy/ Revenge/ Counter (?)
0x92 – High Pitch Powerful Wind (Loop)
0x93 – High Pitch Powerful Wind (End)
0x94 – Scratch
0x95 – Loud Noise (No Explanation)
0x96 – Wing Flapping (Singular)
0x97 – Wing Flapping (Descending Octaves, High To Low)
0x98 – Sand Attack
0x99 – Air Cutter
0x9A – Bite/ Crunch
0x9B – Bulk up (?)
0x9C – Super Strong Wind Burst
0x9D – Hydro Pump/ Hydro Cannon
0x9E – Hydro Pump/ Hydro Cannon
0x9F – Small Noise (Like a twig breaking)
0xA0 – Tail Whip (Singular)
0xA1 – Sandpaper–ish?
0xA2 – Small Noise (No Explanation)
0xA3 – Stretching noise?
0xA4 – Focus Punch (Gaining focus)
0xA5 – Sing Attack
0xA6 – Perish Song Attack
0xA7 – Ice? (Sounds like when a Pokémon gets frozen...)
0xA8 – Dig (Singular)
0xA9 – Confusion (singular)
0xAA – Loud Sound (No Explanation)
0xAB – Eruption (?)
0xAC – Recover Attack
0xAD – Absorb Smack (The sound before the absorption)
0xAE – Metal Sound?
0xAF – Aurora Beam (Small)
0xB0 – Aurora Beam (Main)
0xB1 – Confusion
0xB2 – Belly Drum (Singular)
0xB3 – Amnesia "?" Appear
0xB4 – Softboiled Egg
0xB5 – Lick (?)
0xB6 – Loud Hover Sound (Descending)
0xB7 – Loud Hover Sound (Ascending)
0xB8 – Swords Dance
0xB9 – Leer
0xBA – Swagger (?)
0xBB – Frustration "Angry" Symbols
0xBC – Small Metallic "Bling" sound
0xBD – Confuse Ray (Singular)
0xBE – Rest/ Snore
0xBF – Shattering Ice
0xC0 – Water Pulse (Singular)
0xC1 – Strange Noise (No Explanation)
0xC2 – Solar Beam (Launch)
0xC3 – Sunny Day Attack
0xC4 – Strange Noise (Sounds like a small absorption, but not from any absorb attacks...)
0xC5 – Strange Noise (Previous sound, in reverse)
0xC6 – Small Noise (No Explanation)
0xC7 – Swift Attack (Singular – higher pitch)
0xC8 – Swift Attack (Singular – Longer)
0xC9 – Swift Attack (Singular – Lower Pitch)
0xCA – Odor Sleuth Attack
0xCB – Small Noise (Like a twig snapping... again)
0xCC – Moonlight
0xCD – Charm
0xCE – Noise (Descending Sound)
0xCF – Fall down Cave hole (?)
0xD0 – Leer–ish sound
0xD1 – Waterfall (In–Battle)
0xD2 –
0xD3 – Toxic (?)
0xD4 – Sandstorm (?)
0xD5 – Defense Curl (Singular)
0xD6 – Thunder
0xD7 – Fake Out
0xD8 – Crowd cheering / Truck (?)
0xD9 – Baton Pass
0xDA – Shimmer
0xDB – Metronome (?)
0xDC – Hypnosis (?)
0xDD – Synthesis
0xDE – Slap / Fake Out (?)
0xDF – Wind
0xE0 – Grasswhistle
0xE1 –
0xE2 – Dive
0xE3 – Magnitude (?)
0xE4 – Gust
0xE5 – Sweet Scent
0xE6 – Yawn
0xE7 – Seismic Toss (Beginning)
0xE8 – Stat is raised
0xE9 – Fire Attack of some kind
0xEA – Uproar (Singular)
0xEB – Icicle (?)
0xEC – Moonlight
0xED – Teeter Dance
0xEE – Stat is lowered
0xEF – Psychic Attack (Psywave?)
0xF0 – Egg (?)
0xF1 – Open Door
0xF2 – Sand Attack (?)
0xF3 – 0xF2 Backwards
0xF4 – Get Money
0xF5 – Flick a switch (?)
0xF6 – Blob
0xF7 – Egg Hatch
0xF8 – Cash Register
0xF9 – S.S Anne foghorn
0xFA – Opening to Oak’s theme
0xFB – Similar to 0xFA
0xFC – Beginning of 0xFA followed by error noise
0xFD – Deoxys
0xFE – Regain health
0xFF – Error sound

All numbers following 0xFF start playing the music available in the ROM (e.g Trainerbattle and Town Themes)
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  #22136    
Old July 20th, 2012 (09:55 PM).
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Quote originally posted by supernova651:
I have a quick question. Is it possible to write a script that plays the sound effects from an attack such as thundershock, flamethrower, thunder, etc?
There is a list of all the sounds in-game here. To use in a script, just use the command "sound", followed by the number of the sound you want. For example, sound 0x29 would play a sound of crackling electricity.

Edit: CURSE YOU DRFUJI :@
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  #22137    
Old July 20th, 2012 (10:15 PM).
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Sorry to ask so much, but I have one more question.
Would it be possible to make some sort of an even where you examine a rock or something and if you have a certain pokemon in your party it evolves??
And if you don't it just says something like "Nothing happened...."??
  #22138    
Old July 20th, 2012 (10:49 PM).
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Quote originally posted by dragonluver449:
Sorry to ask so much, but I have one more question.
Would it be possible to make some sort of an even where you examine a rock or something and if you have a certain pokemon in your party it evolves??
And if you don't it just says something like "Nothing happened...."??
Yes it's Possible but only through ASM....
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  #22139    
Old July 20th, 2012 (11:10 PM).
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Asm?? Sorry, I'm a bit of a noob at this.
  #22140    
Old July 20th, 2012 (11:15 PM).
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Assembly, a low-level proggraming language kinda like advance scripting....

If you want to learn more about it go here httphttp://www.pokecommunity.com/showthread.php?t=117917 or here http://www.pokecommunity.com/showthread.php?t=258832
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  #22141    
Old July 20th, 2012 (11:20 PM).
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Oh ok thanks. I'll run this by my scripter.
  #22142    
Old July 21st, 2012 (04:31 AM).
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I cannot get my pallets to work with my pokemon I'm inserting into my game.

these are the sprites I'm trying to insert. :


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  #22143    
Old July 21st, 2012 (05:55 AM).
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Quote originally posted by MissDigitalis:
I cannot get my pallets to work with my pokemon I'm inserting into my game.
What tool are you using to insert your pokemon?
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Old July 21st, 2012 (06:28 AM).
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Quote originally posted by Ark_Silvanos:
What tool are you using to insert your pokemon?
Advance Pokemon Sprite Editor. I have also tried directly inserting with Unlz.
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Old July 21st, 2012 (06:41 AM).
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Quote originally posted by MissDigitalis:
Advance Pokemon Sprite Editor. I have also tried directly inserting with Unlz.
I just tried it and it worked for me... did u try clicking synchronize palette and update palette?
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  #22146    
Old July 21st, 2012 (08:04 AM). Edited July 21st, 2012 by MissDigitalis.
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Quote originally posted by Ark_Silvanos:
I just tried it and it worked for me... did u try clicking synchronize palette and update palette?
Yes I tried both of those however when I do that the chest of the shiny front view turns dark pink instead of yellow and the belly of the shiny back view turns dark pink instead of yellow. Also the shadow turns yellow on the edge along with various other miscolorings.

When I attempt to correct these colors by double clicking the palettes it messes up other colors on the pokemon's body.

Edit:

Here's a screenshot of the pokemon after syncing and updating the palettes.

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Old July 21st, 2012 (09:00 AM).
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ah... thats because its the way you've saved the pictures. The shiny palette should synchronize with the normal palette in the places that are colored. Like for example:
Suppose you had a green color you wanted to change to blue. Then it should be like this

Normal Palette:
X X X X G1 G2 G3 G4 X X X X X X X X

Shiny Palette:
X X X X B1 B2 B3 B4 X X X X X X X X

The X's are the other colors that remain constant. The colors you want to change should be in the exact corresponding spot as the normal palette.

I think its because the belly uses the same color as the tail flower. Since there's only one instance of the yellow in the palette, the game changes the belly to pink along with the flower center. I'd suggest either changing the yellow on the flower to a slightly different color or changing the palette to include another instance of the yellow.
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Old July 21st, 2012 (10:06 AM).
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Quote originally posted by Ark_Silvanos:
ah... thats because its the way you've saved the pictures. The shiny palette should synchronize with the normal palette in the places that are colored. Like for example:
Suppose you had a green color you wanted to change to blue. Then it should be like this

Normal Palette:
X X X X G1 G2 G3 G4 X X X X X X X X

Shiny Palette:
X X X X B1 B2 B3 B4 X X X X X X X X

The X's are the other colors that remain constant. The colors you want to change should be in the exact corresponding spot as the normal palette.

I think its because the belly uses the same color as the tail flower. Since there's only one instance of the yellow in the palette, the game changes the belly to pink along with the flower center. I'd suggest either changing the yellow on the flower to a slightly different color or changing the palette to include another instance of the yellow.
Hmm.. ok if I include another instance of yellow, would it be on the shiny, nonshiny or both versions?
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Old July 21st, 2012 (10:20 AM).
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Both Versions. And you'd have to make sure that that color is only for the belly and not for the flower. (i.e. if u change that color on the palette, only one the belly should change)
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Old July 21st, 2012 (01:20 PM).
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Quote originally posted by Ark_Silvanos:
Both Versions. And you'd have to make sure that that color is only for the belly and not for the flower. (i.e. if u change that color on the palette, only one the belly should change)
Thanks for trying to help but I couldn't get it to work. I think that having that many yellows exceeded my palette's color limit. Instead I just made it more consistently pink which is kind of weird but I guess it's ok.
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