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I always got the impression it was a chapel to Dialga and Palkia. There's a mural of Mt Corronet on the back window, so I see this as the only real explaination.
It probably has no music to emulate the muffled echoes found within a large church.
Would it be possible to make an item that a wild pokemon could hold to stop it from being captured?
The item would also have to not be affected by things like Knock off and theif, in a similar way to mega stones in gen 6.
Hidesprite only hides the sprite until the map is reloaded,
use setflag 0x(person id of the cat OW)
Setting a flag with the same flag number as the person ID of an overworld sets it not to show up.
So at some earlier point set the flag then use clearflag to clear it when you want the sprite...
I've actually figured out that special 0x3D is used without special 2 and actually sets the memory byte 0x020370B4, which is 4 bytes before the 0x800X variables.
I didn't actually want to revive this thread, but as it's the only one on fire red specials, I have to.
Does anyone know how specials 3D and 45 are used, during testing I have only got 0x3D to give a byte result of 01 00 and 0x45 to get a result of 69 9F.
Just to point out you haven't actually used the warp command, so your player never actually changes maps.
Then in the house you will need to continue the script with a level script.
Try Gimp 2, it has a feature, where you can chage the size of sprites while keeping the aspect resolution, just turn interpolation to "No Interpolation", when resizing. It will probably not work if you're trying to resize some sprites of a simliar size to 64x64.
It would help if you gave the context of your flags.
I can only asume that the sprite 0x7 is the rival and that flag 0x200 is the main script controller, while 0x201 id the person ID of your rival overworld.
Does anyone know how exactly these specials work?
I've been using them and I can only ever seem to get 0x3D to give a result of 01 00 and 0x45 to get 69 9F, I thought I might be using them wrong but I'm not sure.
I've been testing it by using special2 0x8000 0x3D (and 0x45) and checking the...
In most trainer editors, there is a value for the intro music, the music, which plays right before the battle initially starts.
I was wondering if there was a way to play it during a script.
Do the fanfare, sound or playsong commands work for it, if so what are their hex values?
In Fire Red, movement positions and tiles are linked to several maps, for example all the generic houses for the different areas of the Sevii islands.
I was wondering if there was a way to de-link these maps.