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

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Midori

Deep Sea Tentacruel
30
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14
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    • Seen Aug 19, 2010
    Does anybody know the size a learned moveset table needs to be to store 14 moves? I need to know the size to input in FSF to find the space to write and repoint my fakemon move table to.

    Just bumping my question, hoping desperately for an answer.
     
    7
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    • Seen Sep 22, 2010
    I'm adding D/P/Pt pokemon into my hack. I've indexed my sprites, inserted successfully, same with the icons. Now I need to edit their stats/movesets/evolutions. YAPE is not an option because I used the blank slots between Celebi and Treecko. Is there another tool I can use, or am I gonna have to re-do all that and replace old pokemon?
     
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    Banjora Marxvile

    hOI!!!!!! i'm tEMMIE!!
    3,496
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    • Age 30
    • Seen yesterday
    I'm adding D/P/Pt pokemon into my hack. I've indexed my sprites, inserted successfully, same with the icons. Now I need to edit their stats/movesets/evolutions. YAPE is not an option because I used the blank slots between Celebi and Treecko. Is there another tool I can use, or am I gonna have to re-do all that and replace old pokemon?

    Correction, YAPE IS an option. All you have to do is remove moves from old Pokemon. Some of the evolutions have some moves listed twice, so remove one of the double listed moves, and soon you will have enough moves for all 25 slots.
     
    7
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    • Seen Sep 22, 2010


    Correction, YAPE IS an option. All you have to do is remove moves from old Pokemon. Some of the evolutions have some moves listed twice, so remove one of the double listed moves, and soon you will have enough moves for all 25 slots.

    If you look in the YAPE thread, it says you cannot edit anything for the ?? slots between Celebi and Treecko. I've tried several times.

    Am I going to have to re-insert the sprites/icons into old slots and replace some of the pokemon from previous generations?
     
    12
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    14
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    • Seen Aug 22, 2010
    how can i re-enable the "dynamic" translation? :
    when i used to do a script using advance map + XSE
    i used to click on open script, which gave me something like :

    "#org 0x8560AC"

    i used to change it to "#dynamic 0x8560AC"
    and than type my script, than compile
    the script would have been converted to something like #org 0x8560AC
    and all the pointers would have been changed by they REAL adress
    but now, when i open a script, i have a " #org @start "
    and when i change it to dynamic it gives me after compiling and reopening it

    Spoiler:

    Is there a way to re-enable the translation for "@main" AFTER compiling like it was before? (i can't even edit my script without deleting them now :/)

    Also is there a way to move an event X and Y from script? Or at least make and event visible/invisible?

    thx in advance
     

    PeregrineFig

    Starting Pokémon Obsidian
    202
    Posts
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  • Just copy/paste an offset, go to find/replace, paste the offset into find, type a label (like @main) into replace, and hit replace all. You have to do that with each individual offset, but you can remake scripts that way without having to worry about bytes.
     
    12
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    • Seen Aug 22, 2010
    hmm what i meant is that i WANT to see something like this after compiling :

    Spoiler:

    (script taken previous page since XSE WON'T give me this anymore)
    instead of the same one using labels and dynamic like it is BEFORE compiling :/
     

    siper x

    I'm Russia, Fear Russia
    375
    Posts
    14
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    • Seen Mar 29, 2023
    i was on the internet, and then saw this map
    fvv712.jpg

    and i'm wondering, what theese regions are
    hrk2ec.jpg

    because if they aren't real, i'm going to make a
    hack with the islands.

    i haven't found any info about them, but i want to check first.
     
    Last edited:

    Muffin™

    Knows your age
    429
    Posts
    14
    Years
  • i was on the internet, and then saw this map
    fvv712.jpg

    and i'm wondering, what theese regions are
    hrk2ec.jpg

    because if they aren't real, i'm going to make a
    hack with the islands.

    i haven't found any info about them, but i want to check first.

    Uh.. dude... THOSE ARE REAL MAPS OF EVERY REGION! (Nintendo's!)
     

    siper x

    I'm Russia, Fear Russia
    375
    Posts
    14
    Years
    • Seen Mar 29, 2023
    Uh.. dude... THOSE ARE REAL MAPS OF EVERY REGION! (Nintendo's!)

    1. no: orre, Hoene, orange islands, sevvi islands, and some other ones aren't on there
    2. my question are what the circled ones are, not what the map is
    3. i found nothing on the circled ones anywhere, so that is why #2 is my question

    WHAT are the circled one called.
     
    10,078
    Posts
    15
    Years
    • UK
    • Seen Oct 17, 2023
    The circled area on the right is an edited version of Orre (Compare to: http://www.serebii.net/pokearth/)

    Not sure about the other bit.

    -----

    Ok the other bit looks like the top of Fiore (That fork like shape) and then whoever made the image probably added in the bits north of that.
     

    Midori

    Deep Sea Tentacruel
    30
    Posts
    14
    Years
    • Seen Aug 19, 2010
    Does anybody know the size a learned moveset table needs to be to store 14 moves? I need to know the size to input in FSF to find the space to write and repoint my fakemon move table to.

    Please... does anybody have the answer to this?
     

    Maco

    learning the ropes...
    72
    Posts
    14
    Years
  • Does anybody know the size a learned moveset table needs to be to store 14 moves? I need to know the size to input in FSF to find the space to write and repoint my fakemon move table to.

    I think (don't quote me on this, I'm not sure) that you don't need the exact size to insert something, as long as you find enough space so that you aren't overwriting anything. So if in FSF you entered a larger number than was needed, the insertion would still work at that offset and no free space would be wasted.
     
    4
    Posts
    14
    Years
    • Seen Jul 28, 2010
    Now I have some hack questions.

    1.You know those option bars? *Example: "Are you a boy or a girl?" Boy/Girl. How do you make option bars for any character after a simple question and how does it work?

    2.How do you make Pokemon gyms in certain towns(which don't have one).
     
    10,078
    Posts
    15
    Years
    • UK
    • Seen Oct 17, 2023
    Now I have some hack questions.

    1.You know those option bars? *Example: "Are you a boy or a girl?" Boy/Girl. How do you make option bars for any character after a simple question and how does it work?

    2.How do you make Pokemon gyms in certain towns(which don't have one).

    Not quite sure what you mean for Question 1... Do you mean how do you change the text in the opening? Or how to ask questions like that in the rest of the game or something?

    To make a Gym you use the Gym tiles in tileset 0 to make the difference and then make a map for the inside.
     
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