• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.
Zero.4
Reaction score
14

Profile posts Latest activity Postings About

  • With the tiles I've fixed the behaviour bytes and added some tiles to fix golds house and his backyard.

    For the applymovement I noticed that the first movement wasnt working but I noticed another pointer in your script with another
    #raw 0x10
    #raw 0x10
    #raw 0xFE
    So I just replaced it with that one and it worked fine.
    Try double checking to see if you used the right hex numbers for the applymovement command. Also for the movesprite2 command that needs to be a map script (03) so when the map reloads it will chexk through the script to see if any player needs to be disappeared or reappeared.
    To script an applymovement script you have to have the person event number in hex so you are right about that. Try replacing Grant and Aipom with the lowest person event number. Ive been having this problem in my version of gold chapter but ive fixed it by reducing the number of NPCs. You probaly dont have to do that just use the other method that I recomended in the first 2-3 sentences.
    A sethealing place script is easy to make:

    #org @start
    sethealingplace ox(each city has certain number but pallet town is 0)
    setvar 0x405A 0x(Enter the map number in reverse, so if its 5, 4 then put in 0x405)
    setvar 0x405B 0x(The X location)
    setvar 0x405C 0x(The Y location)
    release
    end
    Alright here it is: https://www.mediafire.com/?f5bk6cfi2en27a4

    Some changes I did was fix some of your maps and scripts.

    1. Fixed the first scene when the game loads and the map is out of place. You forgot to add special 0x113 after the player disappears.
    2. You forgot to set a var after to third map script. Causes the game to crash. Make sure you set a var after your done with the map script. These vars can be reseted when you use the command setvar 0x(The number for example 4011) 0x0. Make sure this command is used before you send a player to the map with the map script.
    3. Everytime you used a map script, you need to set the map script offset to (0). This can be done by following these simple steps.
    1. Copy your script offset.
    2. Press cntr+H in the header tab.
    3. Copy the Map Script Offset.
    4. Open up your map script in advance map using XSE
    5. In the top right corner you should see your offset. Backspace it and replace it with the Map Script Offset that you copied.
    6. Next to the offset box you should see to buttons. Click the one on the far right and then the one next to it.
    7. Look to see if you can find the command (#raw word 0xFFFF) replace the (FFFF) with a 0.

    Now your done. The Game is great and really fun to play, keep up the great work.
    Ok so I went through your hack and I fixed the map scripts and some of the other scripts. I also edited the beginning so you can now see aipom go directly up the stairs. I love what your doing with the hack so far, its clearly better than mine. I will message you either tomorrow or monday of what things I changed and fixed and things that can help you make level scripts even better.
    You mind rephrasing the top part, I get and I dont get, sorry. Also for why the battle is glitching is that the battle is set to an id that doesnt exist as a trainer.
    Also have a doubt about the map scripts, I don't kniw if this is a bug of Advance Map but when I put a type 2 map script in New Bark Town 4.0 and 4.1 (Gold's house and room) the script of one map, was also put in the other, for example if the script of the hoyse when the mother tells Aipom to wake gold up was in the offset 800 and then I put the script in the room when Aipom wakes gold up in the offset 200 the last one I put (in this case 200) appears in both the room and the house and map that has a type 2 map script, I don't know if I explained it well but, is that normal? Do I have to do something to fix it? Or Am I doing something wrong? (Note: I used a diferent flag for every map but even the flag copies itself to the other maps)
    Just busy with school. Yellow Chapter is going well, scripted up to do do that doduo chapter, so 5 chapters left till the beta. I also ditched Sapphire Chapter for now but I will make it later.
    Here it is:http://www.mediafire.com/download/3ojczbl87sd0s23/Pokemon_Gold_Chapter.ups

    I created two tables, 150 human sprites and 150 Pokemon.

    Human Sprites Offsets:
    980000-9F0000

    Pokemon Sprite Offsets;
    EB5000-EF0000

    To edit the sprites goto into the overworld editor folder and double click on sprites. Scroll down to Pokemon Fire Red (English).To edit human sprites change the offset on spritebank to 990000. to edit Pokemon sprites change the offset to EC0000. Then change the # of overworld to 150. Then open up the ROM and edit away.

    In Advance Map:

    Say you were working on sprite 50 in the human sprite table and you want to put it in the game. Then in Advance map under the events table, grab a person overworld. Check it the person # to 50 because we were working on 50 and then under the unknown there are two boxes full of zeros. In the second box change it to 01 and then your done. Repeat steps for pokemon overworld but instead of adding 01 in the box add 02. and Done.
    I'm almost done with the ROM, I'll have it done by today or tomorrow morning. Sorry for taking so long.
    1St Question. You need to insert the pallets one by one. Pallet 0-6 is for tileset 0 and the rest is for the other tileset the map is for. Example tileset 1 is fot pallet town.

    2nd Question. I dont really know how but, you could always make script to ask the player to select the Pikachu and store it like a daycare script. Then they cab take it out with the pokemon having some experience gained. Metapod has a tgread about tgis.

    The last question: In NSE highlight or click on one of the tabs (I cant remember which one) one of them should say preferences. There you should be able to change to amount of frames for the Overworld. It will change the pointer so that overworld will refresh itself for you to add clean bugfree overworld to the frame. Also it might mess up other frames. It might.
    No its not problematic, I was just curious of why it was so big. Ill try to get it to you by the end of this week.
    Okay, for two tables of 255 OW's there will be a great number of space. I think that one table of 255 would be enough, 100 or 75 for People OW's and the rest for sprites. You dont really need that much for people because some events dont require you to add that certain type of sprite, you can reuse. Also for sprites you dont need to add all of the pokemon sprites but you can if you want. Pokemon Ash Gray has sprites all the way the to 150 something and thats just one table, so I think you tablr would be alright plus saving you space for scripts. I will get it to by thus week maybe because it takes awhile. Also why is your ROM 32mb it should be 16mb, dont you expand it or inserted anythingbto it?
    Ya sure, but I need one thing how many slots do you want me to make so you can insert the new OWs like 10,20 and also you need to tell me how many OWs as a size like for example, 10 36x36 overworlds(size for the bike sprite) or like 10 16x32(size for the hero sprite).
  • Loading…
  • Loading…
  • Loading…
Back
Top