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how many Pokemon is in pokedex ?. my pokedex ends with number 192
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I'm still playing this to the end, but this game has HORRIBLE reviews.
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i'm only repeating what I've read online. I'm not far enough into the game to say anything else.
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I put this on my PSP using the HBL emulator with the mh gpspkai thing..And wondering will it all work out fine..So far it has, aside from a few grammar errors, pokemon growls, their info in the pokedex..And a crash from giving Feebas a water stone.
Do I need to patch with the ruby rom to fix these things? |
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Not to mention the lack of new hacks that could compete with it... Quote:
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I just finished the game. Now I want to catch the legendary pokemon :)
When I want to go to catch mewtwoo " TEAM STEAM BASE" I can not go inside: c What can I do to unlock the path? I already won the championship, screen : zapodaj.net/images/c431789fd77e7.png |
Wondering if I could get this to work on my EZ-Flash IV? I tried playing on VisualBoy Advance and got the white screen. I know how to fix it on that, but wondering how to for my EZ-Flash IV?
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Alright, I think it was that I didn't patch right..Just not sure if I copy the .gba into the .isp aswell, or just everything before .gba but I'm going to try with it all first
[EDIT] Meinfoo still showed up with Natu's pokedex entry, trying this time without the .gba in the translation file |
I am have trouble with the game. It freezes when i says " Made by WesleyFG "
So i need help plz the last post is suppose to be " it " not i |
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It happens. Save somewhere in PokeCenter and use Advanced Map to move one of the blocking Steam Admins. |
the same is when I want to go into the cave to pick up a plane ticket
in some places the legendary Pokemon do not appear :c I think that I can not collect all the Pokemon, luckily I caught Arceus zapodaj.net/images/0abe16fcf313e.png |
okay, when i talked to the super rod guy he acted like i already got the super rod. any help? if i have to cheat to get the super rod so be it.
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I already told you the solution ;) Quote:
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So Rayner just doesn't exist. He's nowhere to be found in the power plant.
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Interestingly, this script only triggers once. The script flag then remains off, and if you walk up to her after she's reappeared, she'll just say "...". This isn't in the above script; it's what happens when you instead talk directly to her. However, the flag that shows her (I presume this is "0xA54817" {EDIT: maybe not, I found "0xA545D7" in the other tile} since movement "0xA54A40" is applied to that) somehow turned back on later in my game. It needs to somehow be turned off. Then there's As-...Red. This is triggered when you speak to Bagon, though the one of the most interest is when you speak to it from its right side, which I've bolded as I recognize the movement set from earlier play. Spoiler:
I'm assuming Bagon is code "0xA53544" and that Red to the right, on a quick cursive glance, is "0xA02871". Once again, in a later script, can these not be programmed to be off again and thus, if they do temporarily reappear, later play makes them vanish again? As is, right now, players can do the battle with Red's team in Dardusk Woods a second time, and possibly more! |
Does anyone else use this on their PSP? If so, have you had any problems with it
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@Cyclone: That's Wesley's good idea of re-using same movements...
The bolded part is just movement... no flags there... "setflag" and "clearflag" are the commands that "mess up" events... It's most likely something like this... Steam Base scripts activates flag number... let's say 666B... Some other scripts occur... Somehow "clearflag 0x666B" appears which causes ROM to think that Steam Base ROM did not occur. |
I am aware the bolded part is only movement and not flags; my apologies if I was not clear. That's pretty much one of the only things I know, that those types of commands and scriptsets are movements. What is harder for me to figure out, since I'm a complete novice, is what the actual flags are; if Solana in Dardusk Woods is flag 0x777A, for example, I would think "setflag 0x777A" would be able to be used multiple times, causing her to be able to be turned off again even all the way up in Ironnem City.
Since Wesley has it completely programmed to turn on the next flagged set for the next mission after the preceding Gym is completed - which I'll explain in a moment how I know that - I would think that, with a full set of the flags, we should be able to just change to show the correct sets on after each Gym victory. Just a quick review that clears all the flags, then re-sets them to the position they should be in at that exact moment. The hard part is listing the flags. If we assume that "on" means that a character appears and/or a script occurs, then we would clear all of those flags (which I believe turns them off) and then turn on the ones that need to be on for the next section. I'm certain he tries to do it like this, and here's why: when I was making my maps of each Route in Zhery, I stopped at Serenity City and plowed through a hacked set of move permissions into Drakebreath City by going through the trees, the nursery (which looked funny against the map edge and caused me to add a row to every set of maps in that line to make it look right, and a similar change to Route 416 at the bottom), some more trees, to the top of the cliff, and in. The Gym was blocked, as it should be (meaning that the default for that flag is clearly "on"), as was the cave (same), and I went to Route 416 to Surf to the north, passing the blocked-off Steam HQ (all characters appeared, the script would not trigger, and they were themselves speechless if approached). I hopped into the 415 intersection, went right through the script flags (which also did not trigger) at the northwest of 416, through more untriggered script flags at 415 (where you're normally blocked from 416 if you have not completed the Snowce Gym; again, the flags were not triggering the blockade), and then south into Snowce City and on into Route 414. Keep in mind I had yet to complete Mt. Icestorm, and only after completing those events does that boss battle-winning script trigger all of the flags (up to the end of Route 415, but not Route 416) to be on. This is the type of location where a "flag review" can take place and make sure all flags that might be turning on or off in error are in the correct position. If done correctly, whammo, no bugs. My point is that somehow, between Enermy City and Snowce City, the Dardusk Woods flags turned back on (which I discovered when I flew to Central City and tried to cut through Dardusk Woods to Route 410) and those characters are reappearing. Since most would not be back in this area, I might be the first person finding this bug, in fact. |
One quick and possibly stupid question, I am meant to patch the light platinum isp into the light platinum rom?
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No. Patch it to a clean Ruby 1.0 ROM.
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Played with the patch ruby 1.0 rom, and it still goes to a perma black screen after beating a trainer..This thing hates me
So its my emulator thats messing it up..I really don't want to put CFW on my psp to run this =( |
@Cyclone: Each separate event has its own flag.
That means scripts that trigger the same event have the same flag but that doesn't matter as it's taken care of through vars... Don't care about content of script, don't care about OWs that are used in script. That doesn't matter at all. All that matters are flag numbers. |
So what flag is turning Red, Bagon, and Solana back on at Dardusk Woods? Something clearly uses the same flags as the two events there!
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