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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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thechurchofcage

a.k.a. The Cancer Fairy
124
Posts
15
Years
    • Seen Jul 24, 2023
    A-Map Names

    Sorry to bother again, but I think my question got skipped.

    Actually, if you are looking to make new map names, there is a way to do it for R/S/E roms only!
    Firstly, you insert your new map under whichever header you want. Then, in the 'change name' list, scroll down and use one of the FR/LG map names eg. Pallet Town. In the sidebar, you will have a new map bank called 'Pallet Town'. Then, you change it's name to whatever you want to have a custom map name.
     

    PI Hudson

    Can be random for hugs> PIE!!!
    33
    Posts
    14
    Years
  • I actually just asked this (in the scripting thread though) - the response:



    So it seems it's a no go on specific wild battles.
    well, this helped alot. There was so much script there that i needed help finding the special commands required to activate/deactivate the code. I'll find my way from here.
    When i finish, i'll post a tester of it in the hack im making, Pokémon shale.
     

    thechurchofcage

    a.k.a. The Cancer Fairy
    124
    Posts
    15
    Years
    • Seen Jul 24, 2023
    Cry for help!

    Hey, can I have some help with my Emerald hack?

    On A-Map, I wanted to replace the gyms to look like Battle Tents so I transferred the right tiles onto Lilycove with the Block editor. However, it screwed up the other tiles and I had to start a new rom:(. Anyone know where I went wrong? Better still, a safer method of changing the tileset?

    Pretty please? This question has been skipped maybe four times already!
     

    Aljam

    [i]Sweepin' ain't easy...[/i]
    615
    Posts
    15
    Years
  • uggghhhhh...... I recently installed vista on my comp because sappy wasnt working. I tried it in vista and it said i needed vbaCbEx6.ocx, so i put it in system32 folder and registered it. i open sappy again and it said "runtime error 329 ative x cannot create object" `then immediately after, "runtime error 424 vbaCboEx from vbaCbEx6.ocx isnt working or it is out of date". Can anyone help?
     

    thechurchofcage

    a.k.a. The Cancer Fairy
    124
    Posts
    15
    Years
    • Seen Jul 24, 2023
    Sappy

    Archon-you have to download Sappy from a more reliable source.
    Sappy does not need to be in system32. The problem is, if you download it from Mahgnius (this site) it will be missing one of it's ActiveX components which it needs to work. There are actually download scripts for vbaCbEx6 if you google it, so nothing to worry about :).
    Oh, finally: don't put Sappy in the C:\ Disk - it won't like it.

    Hey, can I have some help with my Emerald hack?

    On A-Map, I wanted to replace the gyms to look like Battle Tents so I transferred the right tiles onto Lilycove with the Block editor. However, it screwed up the other tiles and I had to start a new rom:(. Anyone know where I went wrong? Better still, a safer method of changing the tileset?

    Any response would be appreciated! It has been the 5th time this question has been skipped (SOB!)!
     
    Last edited:
    27
    Posts
    14
    Years
    • Seen May 3, 2010
    Hey,

    Thanks Christos and Prof.9,

    This is to do with scripting again I'm afraid (only started learning last night).

    I'm fine with getting someone to say for example:

    "Here have my Charizard." and then for you to recieve a charizard however if you keep talking to them you keep getting a charizard.

    So I thought I'd try and make it so you get one and thats it which i presumed flags were necessary for. I've done some script but its not right somewhere and i was just hoping that someone would be able to explain what I need to add/change.

    This is the script:

    #org 0x800000
    setflag 0x64
    checkflag 0x64
    compare LASTRESULT YES
    if 1 0x800200
    message 0x800100
    boxset 0x2
    clearflag 0x64
    end
    #org 0x800100
    = Here, take my Charizard.
    #org 0x800200
    givepokemon 0x06 0x1E 0x118

    any help appreiciated,
    -Davie-
    Found that there on page 1.
    I'm having a similar problem. Item balls I place won't disappear when I pick them up. I've searched through the script (below) and I've done all I can think of...
    '---------------
    #org 0x16C449
    lock
    faceplayer
    setvar 0x4001 0x85
    givepokemon 0x185 0x19 0x0 0x0 0x0 0x0
    compare LASTRESULT 0x0
    if 0x1 goto 0x816C482
    compare LASTRESULT 0x1
    if 0x1 goto 0x816C4B6
    compare LASTRESULT 0x2
    if 0x1 goto 0x81A9258
    release
    end
    '---------------
    #org 0x16C482
    hidesprite 0x9
    fanfare 0x101
    preparemsg 0x819656D '"[player] obtained an EEVEE!"
    waitmsg
    waitfanfare
    bufferpokemon 0x0 0x85
    msgbox 0x81A5683 MSG_YESNO '"Do you want to give a nickname to\..."
    compare LASTRESULT 0x0
    if 0x1 goto 0x816C4F0
    call 0x81A8C03
    call 0x81A74C7
    goto 0x816C4F0
    '---------------
    #org 0x16C4B6
    hidesprite 0x9
    fanfare 0x101
    preparemsg 0x819656D '"[player] obtained an EEVEE!"
    waitmsg
    waitfanfare
    bufferpokemon 0x0 0x85
    msgbox 0x81A5683 MSG_YESNO '"Do you want to give a nickname to\..."
    compare LASTRESULT 0x0
    if 0x1 goto 0x816C4E5
    call 0x81A8C0F
    goto 0x816C4E5
    '---------------
    #org 0x1A9258
    textcolor 0x3
    msgbox 0x81A5E0D MSG_KEEPOPEN '"There's no more room for POKéMON!\..."
    release
    end
    '---------------
    #org 0x16C4F0
    setflag 0x263
    release
    end
    '---------------
    #org 0x1A8C03
    countpokemon
    subvar LASTRESULT 0x1
    copyvar 0x8004 LASTRESULT
    return
    '---------------
    #org 0x1A74C7
    fadescreen 0x1
    special 0x9E
    waitstate
    return
    '---------------
    #org 0x16C4E5
    call 0x81A8C18
    goto 0x816C4F0
    '---------------
    #org 0x1A8C0F
    fadescreen 0x1
    special 0x166
    waitstate
    lock
    faceplayer
    return
    '---------------
    #org 0x1A8C18
    bufferboxname 0x0 0x4037
    bufferpokemon 0x1 0x4001
    checkflag 0x834
    if 0x0 call 0x81A8C33
    checkflag 0x834
    if 0x1 call 0x81A8C5E
    return
    '---------------
    #org 0x1A8C33
    special2 LASTRESULT 0x165
    compare LASTRESULT 0x1
    if 0x1 goto 0x81A8C4C
    msgbox 0x81A5CCD MSG_KEEPOPEN '"[buffer2] was transferred to\nSome..."
    return
    '---------------
    #org 0x1A8C5E
    special2 LASTRESULT 0x165
    compare LASTRESULT 0x1
    if 0x1 goto 0x81A8C77
    msgbox 0x81A5D0D MSG_KEEPOPEN '"[buffer2] was transferred to\nBILL..."
    return
    '---------------
    #org 0x1A8C4C
    special2 LASTRESULT 0x18A
    bufferboxname 0x2 LASTRESULT
    msgbox 0x81A5D4A MSG_KEEPOPEN '"BOX ["][buffer3]" on\nSomeone's PC..."
    return
    '---------------
    #org 0x1A8C77
    special2 LASTRESULT 0x18A
    bufferboxname 0x2 LASTRESULT
    msgbox 0x81A5D8D MSG_KEEPOPEN '"BOX ["][buffer3]" on\nBILL'S PC wa..."
    return

    '---------
    ' Strings
    '---------
    #org 0x19656D
    = [player] obtained an EEVEE!
    #org 0x1A5683
    = Do you want to give a nickname to\nthis [buffer1]?
    #org 0x1A5E0D
    = There's no more room for POKéMON!\pThe POKéMON BOXES are full and\ncan't accept any more!
    #org 0x1A5CCD
    = [buffer2] was transferred to\nSomeone's PC.\pIt was placed in \nBOX ["][buffer1]."
    #org 0x1A5D0D
    = [buffer2] was transferred to\nBILL'S PC.\pIt was placed in \nBOX ["][buffer1]."
    #org 0x1A5D4A
    = BOX ["][buffer3]" on\nSomeone's PC was full.\p[buffer2] was transferred to\nBOX ["][buffer1]."
    #org 0x1A5D8D
    = BOX ["][buffer3]" on\nBILL'S PC was full.\p[buffer2] was transferred to\nBOX ["][buffer1]."
    BTW, I haven't decided what Pokemon to give yet, I changed 85 (Eevee) to 185 (Cradily) though.


    @Bozter
    The only thing I can think of is to modify the actual graphics somehow instead of using another tileset. That always works.
     
    47
    Posts
    15
    Years
    • Seen Jan 20, 2013
    @Bozster that happens to me too... I can't find a solution but a safer way is backing up your tilesets, 'cos if it messes up your other blocks just load up your tilesets, again so you won't have to start your game again.
     
    6
    Posts
    14
    Years
    • Seen Aug 16, 2009
    New Fire Red Hack

    Hi im intrested in making a TOTALY different game based on Pokemon Fire Red... i wonna changed almost everything that happens, get rid of Prof. Oaks
    Opening ect... i've looked around but i cant really get a stright answer what tools do i need specificly for Fire Red? Especcialy Scripting tool... and maybe a few Usefull TuTs...
     
    47
    Posts
    15
    Years
    • Seen Jan 20, 2013
    Hi im intrested in making a TOTALY different game based on Pokemon Fire Red... i wonna changed almost everything that happens, get rid of Prof. Oaks
    Opening ect... i've looked around but i cant really get a stright answer what tools do i need specificly for Fire Red? Especcialy Scripting tool... and maybe a few Usefull TuTs...

    There's loads of tools, and not just specific for FR, Check out the "Toolbox" and the "Documents and Tutorials" section, under "Emulation". As for Scripting there's many tutorials for that in Documents and Tutorials, there's 2 main scripting tools, (That I know of) called XSE or Pokescript I think you get can them both from Toolbox.
     

    onyx79

    Red Dead Revolver
    488
    Posts
    15
    Years
  • Once i have made a script in a .txt file how do i import it/use it with my ROM?
    you need to search free space for it,put the code you found on the person at A-MAP.then click open script on the map the script will show only the offset that you found then insert the script then click compile.
    and please someone answer my question about mew....
     

    Pokepal17

    More cowbell~
    1,519
    Posts
    15
    Years
  • you need to search free space for it,put the code you found on the person at A-MAP.then click open script on the map the script will show only the offset that you found then insert the script then click compile.
    and please someone answer my question about mew....

    The scripting command setobedience.
     
    29
    Posts
    16
    Years
    • Seen Oct 1, 2010
    Does anyone know of a program or way to convert bmp or png files to 0-F text like in Poketex? Or is there a term to describe the text to properly search for one?

    poketexissue.png


    Thanks,
    mrhiyuck
     

    thechurchofcage

    a.k.a. The Cancer Fairy
    124
    Posts
    15
    Years
    • Seen Jul 24, 2023
    Answer

    Does anyone know if I can import indexed sprites into OWEditorRE?
    The way you can import PKMN in UnLZ?

    That should be possible, as long as it does not have more than 16 colours. If that doesn't work, paste it onto paint and save to un-indexify it.

    Btw: Firaaz, Wiimeiser, thanks for the responses.

    I was wondering how to post a map on the map rating thread off of advance map when i try to save it and upload it the file it is not a picture file?? please help...

    If you can't save the map, just press the 'Print Screen' key on your keyboard then paste it onto Paint or something and save it. If the map is too big to fit into the screen, just copy and paste it in chunks.
     
    Last edited:

    metapod23

    Hardened Trainer
    673
    Posts
    15
    Years
    • Seen Aug 18, 2016
    I need to know if there's a way (a special command or something) to reset the sprite of the main character to its walking sprite after initiating the special 0x157 bike command. I just want the character to instantly get off the bike and be walking again. Is this possible?

    Just reposting this. Any way to automatically get the player off the bike that doesn't look too funky? I even tried a doanimation script, but the only one that made it work was the fly animation, which then made the sprite move extra fast for some reason. Is there any script I can use to force the main character from the bike sprite to the normal walking sprite?
     
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