Recent content by Missingyep

  1. M

    Item Creation in FireRed: Step by Step, From Start to Finish

    Look for an item that already does that, and see if it has special values that work like those found on Potions. If so, then the Potion trick should work; if not, then you'll probably need ASM or something.
  2. M

    Item Creation in FireRed: Step by Step, From Start to Finish

    51 decimal is 0x33 hex. I think you may have made other mistakes besides assigning the wrong index, as setting a bad index shouldn't break item editors. (Technically speaking, the index was already bad.) Unfortunately, I've no clue what could cause this problem or how to fix it. Hopefully...
  3. M

    Item Creation in FireRed: Step by Step, From Start to Finish

    The 0x2C? That's the same for every item.
  4. M

    Item Creation in FireRed: Step by Step, From Start to Finish

    IIRC that's the size of one item's data. 0x2C bytes.
  5. M

    Item Creation in FireRed: Step by Step, From Start to Finish

    Item ID is the same as the item index I referred to in the tutorial. As a side note, you should probably use XSE for your script-editing needs. There's more documentation for it, and it has a cleaner syntax.
  6. M

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

    Offset of item table: 0x03DB028 Offset of an item's entry in the item table: 0x03DB028 + (hex number of item * 0x2C) Structure of an item's data: Bytes 00-13 Name Bytes 14-15 Index Bytes 16-17 Price Bytes 18 Special value 1 Bytes 19 Special value 2 Bytes 20-23 Description...
  7. M

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

    You need to find an unused space in RAM that will also be copied to a "save block" when the game is saved. (Unless you expect your users to rely ENTIRELY on savestates -- but you shouldn't force them to.) Right now, your table is stored at 0x830000. This, however, is actually only an...
  8. M

    Survey: New Script Editor Ideas Thread

    It's my understanding that there actually are other move-related commands, which teleport a sprite instead of having it execute a movement sequence. Ergo "move" as a command name would be too ambiguous.
  9. M

    Script Help Thread (DO NOT REQUEST SCRIPTS)

    1. Those aren't done with a script. It's ASM. 2. You'd have to find some free space in RAM to store it, I think, and you'd have to make sure the location you pick is part of the RAM areas that get saved. I'm not aware of any unused buffers (besides the scriptable ones, which are not reliable...
  10. M

    Tool: DNS - Day, Night and Seasons

    I know this post is old, but I can at least describe the nature of the problem: the game reloads the OW palettes when you exit menus, and the hack apparently doesn't touch that reloading routine. The result is that the palettes (and possibly even tile animations, judging by what happens to your...
  11. M

    Survey: New Script Editor Ideas Thread

    Now that I look at the specific example you've given, the differences are minimal. XSE (as I usually see it posted here) just looks cleaner because it's lowercase. :\ I've seen other examples of PokeScript and PKSV on the boards, though, and those usually look quite a bit messier. Dollar signs...
  12. M

    Survey: New Script Editor Ideas Thread

    I find the C-style to be horrifying ugly, and PokeScript's kind of wonky-looking compared to the cleaner style seen in XSE. :< But take that with a grain of salt, since I don't think I myself am going to do any more hacking in a long time. Inline-strings are a great idea. It's good that you're...
  13. M

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

    Nope. They'll show up as real Pokemon in Pearl.
  14. M

    Script Help Thread (DO NOT REQUEST SCRIPTS)

    My signature has a link to a list of every flag in FireRed and what it's used for. If you remove all of the default Nintendo scripts for a particular flag, then that flag will be safe to use in your custom scripts.
  15. M

    What is there to know when designing a tileset?

    Keep the perspective of your tiles consistent with one another and with the OWs; otherwise, things will end up looking flat. For example, RSE's perspective is less aerial than FR's. If you import RSE tiles or OWs into FR, they stand out and look very flat.
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