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  • It's no problem, and the way I see it, you may not need to, unless you need to use Pallette 6 for a different pallette each tileset. If you have a spare pallette, you may use it for some common tiles as long as you keep the pallettes exactly the same between the tilesets.
    Oh...
    Then I suppose your post was drowned by the number of new posts which were easy to answer by others...
    If you feel like your post was ignored, you are allowed to repost it, though.

    I wanna help but I have no idea about what you are asking... =/
    I seriously have no idea how to edit then.
    I just ignore editing them, to be frankly honest with you.

    I can only suggest to ask in the Simple Questions thread. =/
    It determines the type of message I believe (been a while). For example if you wanted a yes or no message the 0x2 would change to another value.

    There are 2 textboxes that I'm aware of, Signs and Talking boxes. The green in emerald is the normal talk box, whereas the gray one is the sign. Yes the value after "@identidifier" does determine that. You should check out a quick tutorial of what the actualy values are.
    I meant edit in the sense that you could copy its data to another behavior byte and then edit it from there. That way, you could have both.

    Yeah, I could probably do that. I've already done some stuff with the intro (the Intro Clock project) but I haven't worked on it in a while.
    I know there's a behavior byte that only allows the player to access a block if they're hopping but I don't know about just wheelie-ing. It's definitely possible but yes, it would require some ASM, though it would probably just involve modifying the code for the "hopping" block to check if the player is doing a wheelie.
    Really, Orinjmate, Hacks do not have to rely on graphics in order to win the Hack of the Year, unless they're Ruby and Emerald Hacks. Those Roms require graphic changes. But for Fire Red, it doesn't require any graphic changes, because the FR Tiles themselves are awesome enough.

    And of course scripts, maps and the storyline is important as well.
    But the most important things for a Hack to the win the Hack of the Year are the scripts, maps and sprites. That's all I have to say. Don't start any unnecessary arguments with others unless you know the truth.
    It's probably the first. The flags that are in-built are most likely similar to RSFRLG.
    Let's say that you want e.g George for boys, and Scarlet for girls.

    All you gotta do is make a checkgender script and name them likewise. THe only hard part is removing the name choice from the intro (ASM).
    I can. ^_^

    Really, it's not too hard. It's just that barely anyone puts the effort forth to learn how.
    Well that's your opinion, mine is staying the way it is. Just so you know GBC ROM Hacks are way better than those WAH ROM Hacks look at Koolboyman's work.
    Yeah, Mystery Dungeon is one of my inspirations. ^_^

    I really think it's just the way that people approach things that make their hacks overall "bad". There's a couple of hacks where if they just did this or that a little bit better, the hack would be good or even great, but they didn't and it's bad. Thanks for taking my opinion, though. :3
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