Conversation Between MrDollSteak and Le pug
1 to 15 of 18
  1. MrDollSteak
    May 27th, 2015 4:20 PM
    MrDollSteak
    Ya true, I don't think anyone cares about that name hey.
  2. Le pug
    May 27th, 2015 3:25 PM
    Le pug
    there comes a time when you're no longer "Formerly known as 11bayerf1" xD
  3. MrDollSteak
    September 6th, 2013 3:11 AM
    MrDollSteak
    Its in the 'Internal Programs', It's a Pokeball called P.E
  4. Le pug
    September 6th, 2013 2:33 AM
    Le pug
    Oh, that. Am I missing something? I have that, but I mean I have all the other tools. I don't see a pokemon editor though unless I'm being dumb @[email protected]
  5. MrDollSteak
    September 5th, 2013 10:43 PM
    MrDollSteak
    Gamer2020 Toolbox. Fantastic tool!
    http://www.pokecommunity.com/showthread.php?t=299112
  6. Le pug
    September 5th, 2013 7:23 PM
    Le pug
    Is there a thread for PGE's Pokemon Editor? Can't find it anywhere
  7. MrDollSteak
    September 5th, 2013 6:42 PM
    MrDollSteak
    It's to do with the ini. Because I've repointed the Attack and Ability tables, YAPE gets confused. That being said, there's no real reason to use YAPE. I'd use PGE's Pokemon Editor. Also for the next update all the movesets should be finished. In the meantime I'd use PGE to change any movesets yourself. Although PGE doesn't have a dex editor which is as good as YAPE's i've already finished the dex information. Problems would only be caused by changing sprites I suppose. That being said especially in the next patch once the movesets are done, YAPE will ruin the move information.
  8. Le pug
    September 5th, 2013 2:12 PM
    Le pug
    Why is it that YAPE won't work with your patch? It says the file doesn't exist or is unreadable.
  9. Le pug
    September 5th, 2013 8:50 AM
    Le pug
    Well usually at least in my case I started out with just editing maps with the preset tiles and tried learning scripting so patches I didn't learn about until later but that's just me. And yeah I understand you are doing a good job, applied it my rom thanks for it and hope to see more from it!
  10. MrDollSteak
    September 5th, 2013 8:31 AM
    MrDollSteak
    And I don't see why people would have to be skilled, in order to apply this to a blank rom :P
  11. MrDollSteak
    September 5th, 2013 8:29 AM
    MrDollSteak
    The aim of the patch is to be a starting off point in all seriousness. The problem is definitely the map sizes. The problem with changing map sizes with advancemap is that it moves the data around, including Header locations, usually to the 720000 area, as such, when it was decapitalising the headers, your header was in a different location causing conflict. The rom does have to be completely new due to the decapitalisation, and I don't apologize for that. That's the point of a rombase, if it were a simple patch I'd understand you, but this is designed to be a starting point. Don't worry though, for future updates I'll be releasing two patches, one will be for blank fire red roms, and one will be for roms that have already been patched with the rombase. This'll mean it won't decapitalise everything again, it'll only apply fixes to previously capitalised things I had missed and of course extra moves.
  12. Le pug
    September 5th, 2013 8:23 AM
    Le pug
    I changed map sizes and tilesets as well as palettes. Seems as though you rom has to be COMPLETELY new, which I suggest you should try and fix because those who'd use it are probably more skilled and most people already have hacks they're working on but thankfully I was only doing maps and I can just bring them over lol
  13. MrDollSteak
    September 5th, 2013 4:58 AM
    MrDollSteak
    Did you change map-sizes at all? It may also be to do with tilesets?
    At least you've found a way to work with it now. I'm just interested in what caused the conflict.
  14. Le pug
    September 5th, 2013 2:35 AM
    Le pug
    Sorry I didn't clarify; I didn't change the map names at all and I checked all the maps for it. The only feature I can think of that might do anything is 1.92's "write palette changes to Rom" but I'm not sure if that uses free space or not. Also, I had used overworld sprite editor to change the images of some sprites but that's it.
  15. MrDollSteak
    September 4th, 2013 7:48 PM
    MrDollSteak
    I'm pretty sure the reason it didn't work was because you had edited map headers/names so when they were decapitalised by the patch it caused conflicts. Yeah you can apply Jpan's patch after applying this one. You can probably apply other patches too you'll just need to check the free space they use. The only conflicts come from the free space and the decapitalised words.