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-   -   Help Thread Quick Questions & Answers (https://www.pokecommunity.com/showthread.php?t=335486)

FamiliaWerneck July 16th, 2015 8:08 PM

I'm trying to put Rock Climb as an HM in my game.
Making it an HM, with blue party option and all is done.
Problem is, inserting a functionality.
I'll have to make the tiles, in which my Pokémon can climb up or down. That is easy, I think (didn't start studying that).
Buuut, looking at the Rock Climb via walkthrough in the games, I see you are only asked if you wanted Pokémon to use Rock Climb once, and then you can climb up and down without the question again (just needing it after changing a map).
I see it works like Strength, where you activate it and use it at will until you change maps.
Well, question is: What is the difference between the other HMs, who need to be called every time you do something (cut a tree, surf, smash a rock) and Strength, that is called only once in a map? Any ideas on how implementing that in Rock Climb?
I know flag 805 is for when Strength was already used in a map. So basically what I wanna do is set a flag after I use the attack, and that's it?

Wobb July 17th, 2015 10:35 AM

Quote:

Originally Posted by Deokishisu (Post 8849565)
Become a jack-of-all-trades with your hacking skillset and you won't need a team. Most hackers work primarily alone, only bringing others in on their project when they need brief and specific help with something.

If you've exhausted the Team Building Thread, you may have to branch out to other hacking communities to recruit more people. The best way to get your hack off the ground is to do everything you can possibly do by yourself (to get a proof of concept at least), learning as you go, and your work will naturally attract more people to help you if you need it.

When I download my tools, they delete themselves, or I can't open them. I can't make trainers without Advance Trainer...

GoGoJJTech July 17th, 2015 10:59 AM

Quote:

Originally Posted by WobbuffetWynaut (Post 8850311)
When I download my tools, they delete themselves, or I can't open them. I can't make trainers without Advance Trainer...

Yes you can, A-Trainer is old and buggy and incorrectly labeled, so use Jambo51's unnamed trainer editor which you can find in his tool thread.

Wobb July 17th, 2015 11:25 AM

Quote:

Originally Posted by GoGoJJTech (Post 8850354)
Yes you can, A-Trainer is old and buggy and incorrectly labeled, so use Jambo51's unnamed trainer editor which you can find in his tool thread.

I downloaded it, but the Pokemon names won't appear... Everything is just empty or it's just invisible...

GoGoJJTech July 17th, 2015 11:42 AM

Quote:

Originally Posted by WobbuffetWynaut (Post 8850379)
I downloaded it, but the Pokemon names won't appear... Everything is just empty or it's just invisible...

Did you expand Pokemon or moves or anything, because if you do, you have to change the ini.

Wobb July 17th, 2015 3:00 PM

Quote:

Originally Posted by GoGoJJTech (Post 8850403)
Did you expand Pokemon or moves or anything, because if you do, you have to change the ini.

No... I didn't do anything...

NewDenverCity July 17th, 2015 5:11 PM

When I try to import pictures for A-Map 1.95, I get the error '[file name].pal is missing], even if I made one. It's rather irritating, and I wasn't having this issue when I did this other times. Is there a step I'm missing? When I use A-Map 1.92, I get the error 'DIB file is invalid', even though the picture is 128x192, which is the same size as the exported tilesets, and I've indexed the image.

awipe1 July 17th, 2015 7:35 PM

I have a question.

So with JPANs Hack Applier, He has made it so trainer battle scripts don't always have to start with the trainerbattle part in the script. Now when you change the 'Unknown' in Advanced Map to anything but 00, you can make the script start with anything and the trainer will run up to you. This is all great, however I'm not happy with it.

If you have the Trainerbox set to 00 instead of 01, the OW will never run up to you for a battle, you need to talk to him. If you set the Trainerbox to 01, The trainer will run up to you, but when you leave the map and come back, the trainer will run up to you again. (When the trainer runs up to you again it doesn't do the battle again but it's still not fun to have OWs running up to you telling you the battle was fun). Is there a way to make this work?

Here is the context in which I am trying to make this function work.

I want to make it so the OW has different level Pokemon depending on what stage in the game you are at. So if you have no badges, they will face you with level 10 Pokemon but if you have 1 badge they will face you with level 15 Pokemon. This is the script I have made for it.

Spoiler:
'---------------
#org 0x8084DA
lock
faceplayer
textcolor 0x0
compare 0x4012 0x0
if 0x1 goto 0x8808502
compare 0x4012 0x1
if 0x1 goto 0x880851B
compare 0x4012 0x2
if 0x1 goto 0x8808534
release
end

'---------------
#org 0x808502
trainerbattle 0x0 0x3 0x0 0x880854D 0x8808559
msgbox 0x8808565 MSG_NORMAL '"Talking 3"
release
end

'---------------
#org 0x80851B
trainerbattle 0x0 0x4 0x0 0x880854D 0x8808559
msgbox 0x8808565 MSG_NORMAL '"Talking 3"
release
end

'---------------
#org 0x808534
trainerbattle 0x0 0x5 0x0 0x880854D 0x8808559
msgbox 0x8808565 MSG_NORMAL '"Talking 3"
release
end


'---------
' Strings
'---------
#org 0x80854D
= Talking 1

#org 0x808559
= Talking 2

#org 0x808565
= Talking 3


It works Perfectly except for the fact that when the Player leaves the map and comes back, the OW runs back at the player and says 'Talking 3'. If these is a way to make the OW not at the player ever again after the battle has taken place I would love to know.

The way I thought of fixing this way by putting a line of code in the script that changes the OWs 'Trainer' status to be 00 from 01. However I don't know how to do that.

If anyone knows how to fix this issue, or a code that can change the an OWs Trainer Status, I would be very greatful. Thanks!

FamiliaWerneck July 19th, 2015 5:18 AM

I was looking for the Safari Zone limit so I could change it.
I opened Advance Map and went to the Safari Zone entrance room.
Problem is, I couldn't open the script for the guy who lets me in the Safari. I chose the other guy in the room, and his script opened normally.
What is wrong here? Why would the "Open script" option go unselectable?
And does anyone know how to change the Safari Zone time limit?

Chicken Fingers July 19th, 2015 11:29 AM

I'm just wanting to know if its safe to replace Unown with another Pokemon. If there are any precautions to take or certain things to do if I run into a problem.

Thanks! :)

Dontreadthi July 19th, 2015 3:36 PM

I am trying to follow this (link at end) and I got it to work, however when I change the image to personalize it, it always scrambles the image when displaying (only that image in the thread works). I have no idea whats going on... any thoughts?

the original image is working. 100% no problems. I am modifying the image, using paint/photoshop and doing the exact same process and it doesnt work. no signs of weirdness anywhere except at gameplay.

Any ideas? tried searching for graphic insertion tutorials but no luck.

Thanks!
cant post links so....
Pho @ /showthread.php?t=15134-FR-Displaying-IVs-on-the-stat-screen

PurpleOrange July 20th, 2015 6:06 AM

does anyone know where the player data is stored in ram in firered?

EDIT: Never mind, found it at 0x020245D4

Booggie July 20th, 2015 11:25 AM

Hey, is there anywhere I can request GBA Rom Hack Translation?

BlackStorm20x July 20th, 2015 3:00 PM

Quote:

Originally Posted by Booggie (Post 8854358)
Hey, is there anywhere I can request GBA Rom Hack Translation?

No, not that I know of. You would just have to ask the creator to find a translator maybe, or ask if you can translator or something. But I don't think there is a website like that tho. :/

FamiliaWerneck July 21st, 2015 7:16 PM

Can we port tiles from Emerald (or Ruby or Sapphire)? And animated tiles? How?
Also, how can I make animated tiles that only do their animation when I pass over them (volcano ash grass and Rock Climb rocks, for example)?

Joexv July 21st, 2015 7:23 PM

Quote:

Originally Posted by Chicken Fingers (Post 8852853)
I'm just wanting to know if its safe to replace Unown with another Pokemon. If there are any precautions to take or certain things to do if I run into a problem.

Thanks! :)

From what I've been told, I've never actually tried it, is that it is safe, although each Unown uses the same stats, moves etc. You may, although, be able to hex edit their data to make it separate.

Sovereignty July 22nd, 2015 6:56 AM

How do I change the dimensions of the Border Block in Advance Map? One of my area maps's default is set to 2x2, which needs to be changed to 3x3.

PurpleOrange July 22nd, 2015 7:43 AM

Quote:

Originally Posted by Sovereignty (Post 8857283)
How do I change the dimensions of the Border Block in Advance Map? One of my area maps's default is set to 2x2, which needs to be changed to 3x3.

assuming you're using firered, select your map, go to header, then type ctrl+h, then scroll down to map data, there should be two boxes at the bottom, one for border width, one for border height

Sovereignty July 22nd, 2015 8:27 AM

Quote:

Originally Posted by PurpleOrange (Post 8857361)
assuming you're using firered, select your map, go to header, then type ctrl+h, then scroll down to map data, there should be two boxes at the bottom, one for border width, one for border height

I didn't specify - I'm using Emerald. The border dimension boxes are nonexistent in the Map Data section.

PurpleOrange July 22nd, 2015 9:20 AM

Quote:

Originally Posted by Sovereignty (Post 8857415)
I didn't specify - I'm using Emerald. The border dimension boxes are nonexistent in the Map Data section.

you can't have 3x3 borders in emerald, only firered works, sorry

Sovereignty July 22nd, 2015 10:17 AM

Quote:

Originally Posted by PurpleOrange (Post 8857457)
you can't have 3x3 borders in emerald, only firered works, sorry

Thank you! I only need this for one map, so a solution would be to create a thick outer frame to the area~

yayacomma July 22nd, 2015 2:57 PM

Hi, I have a question about downloading Advance Map. I don't know if it's been asked before (I did try and see), but when I try to download it, my virus protection stops me from downloading, saying the link is malware. How do I download Advance Map without running into this problem?

GoGoJJTech July 22nd, 2015 2:59 PM

Quote:

Originally Posted by yayacomma (Post 8857893)
Hi, I have a question about downloading Advance Map. I don't know if it's been asked before (I did try and see), but when I try to download it, my virus protection stops me from downloading, saying the link is malware. How do I download Advance Map without running into this problem?

https://www.dropbox.com/s/t3zcke4suj1v318/am1.92.zip?dl=0

Here's 1.92 Amap, it has support for expanded Pokémon if you decide to try that out. If you want to set that up let me know so I can explain it.

yayacomma July 22nd, 2015 3:22 PM

Quote:

Originally Posted by GoGoJJTech (Post 8857899)
Here's 1.92 Amap, it has support for expanded Pokémon if you decide to try that out. If you want to set that up let me know so I can explain it.

When I try to open Amap, it gives me an error about the \Ini\ directory not existing when it does. How can I fix this? Also, I'd be interested in having expanded Pokémon!

GoGoJJTech July 22nd, 2015 3:23 PM

Quote:

Originally Posted by yayacomma (Post 8857936)
When I try to open Amap, it gives me an error about the \Ini\ directory not existing when it does. How can I fix this? Also, I'd be interested in having expanded Pokémon!

You have to actually unzip and save the stuff and things into a folder..

Expanded Pokémon support I meant, for wild Pokémon. Amap doesn't add Pokémon. There are tutorials for that.

yayacomma July 22nd, 2015 3:31 PM

Quote:

Originally Posted by GoGoJJTech (Post 8857937)
You have to actually unzip and save the stuff and things into a folder..

Expanded Pokémon support I meant, for wild Pokémon. Amap doesn't add Pokémon. There are tutorials for that.

I already did unzip and extract the contents of the ZIP into a folder - it won't work. I know that Amap doesn't add Pokémon, but I'd like to know how to use the Expanded Pokémon support.

FamiliaWerneck July 22nd, 2015 6:29 PM

Okay, I'm REALLY confused looking at the tile system.
Can anyone explain me the difference between a grass tile animation (which seem to be actually the behavior byte) and the water moving in the sea?
I was trying to replicate that "volcano ash grass" animation and I was looking at this tutorial: http://www.pokecommunity.com/showthread.php?t=260619
I opened my ROM with this tool, but couldn't find the grass animation.
Then I realized the grass animation only happens when you step over that tile, it's not continuously animated. It animates only when stepped on.
I also remembered that when I was looking for Pokémon appearing on sand tiles, I put the behavior bytes for the grass animation on sand, and it looked really weird, but no fights. Just the animation over sand.
Can anyone help make sense out of this?

GoGoJJTech July 22nd, 2015 6:32 PM

Quote:

Originally Posted by FamiliaWerneck (Post 8858192)
Okay, I'm REALLY confused looking at the tile system.
Can anyone explain me the difference between a grass tile animation (which seem to be actually the behavior byte) and the water moving in the sea?
I was trying to replicate that "volcano ash grass" animation and I was looking at this tutorial: http://www.pokecommunity.com/showthread.php?t=260619
I opened my ROM with this tool, but couldn't find the grass animation.
Then I realized the grass animation only happens when you step over that tile, it's not continuously animated. It animates only when stepped on.
I also remembered that when I was looking for Pokémon appearing on sand tiles, I put the behavior bytes for the grass animation on sand, and it looked really weird, but no fights. Just the animation over sand.
Can anyone help make sense out of this?

The top bytes in amap are the actual physical animations. The bottom ones cause what the tile does to you, 10 in emerald and 20 in fr are to appear below players.
So it goes like this:
Code:

10/20 - Player above tiles
11/21 - Player above tiles and wild battle
12/22 - Player above tiles and water battle



FrozenInfernoZX July 23rd, 2015 2:05 AM

I've just noticed that using the blue help menu basically resets some flags (or messes with my level scripts on the map that I use it). Is it possible to disable it completely through a simple hex edit?

FamiliaWerneck July 23rd, 2015 2:46 AM

1 Attachment(s)
Quote:

Originally Posted by GoGoJJTech (Post 8858197)
The top bytes in amap are the actual physical animations. The bottom ones cause what the tile does to you, 10 in emerald and 20 in fr are to appear below players.
So it goes like this:
Code:

10/20 - Player above tiles
11/21 - Player above tiles and wild battle
12/22 - Player above tiles and water battle



I've read some stuff about this 10/20 thing and "Block covered by hero".
But when I check the Grass tile that contains the wild battle, its Behavior byte is "02 02/Grass animation (Pokémon)" and its Background byte is "00/01/01".
Check this:
Attachment 76085
To set wild battles in sand, I used the Background byte. The Behavior byte would only affect the animation.
I wanna know if there is any animation for those "Volcano Ash Grass" from Emerald (like unused in Fire Red) or where can I discover each animation so I can know what I'll use.
Also, I would like to know how to make another animation like this, that happens when the player steps on it.

It's different from the continuously animations that are editable in this thread: http://www.pokecommunity.com/showthread.php?t=260619. I know it's different cause I checked every and each of the Tilesets of Fire Red. No grass animations there, only water, flowers and things that don't stop moving even if you touch them.

kleenexfeu July 23rd, 2015 5:00 AM

Quote:

Originally Posted by FrozenInfernoZX (Post 8858648)
I've just noticed that using the blue help menu basically resets some flags (or messes with my level scripts on the map that I use it). Is it possible to disable it completely through a simple hex edit?

http://www.pokecommunity.com/showthread.php?t=318569 Step one, third line

GoGoJJTech July 23rd, 2015 8:31 AM

Quote:

Originally Posted by FamiliaWerneck (Post 8858687)
I've read some stuff about this 10/20 thing and "Block covered by hero".
But when I check the Grass tile that contains the wild battle, its Behavior byte is "02 02/Grass animation (Pokémon)" and its Background byte is "00/01/01".
Check this:
Attachment 76085
To set wild battles in sand, I used the Background byte. The Behavior byte would only affect the animation.
I wanna know if there is any animation for those "Volcano Ash Grass" from Emerald (like unused in Fire Red) or where can I discover each animation so I can know what I'll use.
Also, I would like to know how to make another animation like this, that happens when the player steps on it.

It's different from the continuously animations that are editable in this thread: http://www.pokecommunity.com/showthread.php?t=260619. I know it's different cause I checked every and each of the Tilesets of Fire Red. No grass animations there, only water, flowers and things that don't stop moving even if you touch them.

The 1X series (10,11,12) is for the player appearing above the top layer in Emerald (2X series in FR)
The 0X series does the same thing, 0 being below, 1 being below but wild battle, 2 being below but water battle.

That grass block is on the bottom layer, hence it doesn't need 11, it can survive with just 1. The animation does not make it encounter Pokémon.

DudeMan07 July 23rd, 2015 12:34 PM

I'm new here so not sure if this is where to post this this question. I have the nds4ios emulator on my phone and platinum diamond and pearl all work even hg and ss and all their hacks. But with black and white and b2 and w2 the game always crashes in the dreamyard. Even so in the hack versions blaze and volt. Anyone know the problem or know where I can get a version that doesn't crash or how to fix it? Thanks.

Cataclyptic July 23rd, 2015 8:14 PM

Can anyone point me to a good sprite editing tutorial? The ones I've seen are all garbage.

Danny0317 July 25th, 2015 6:10 AM

Does anyone know why/ how to fix this problem I'm having? I found an OW in emerald that had one frame, so I went ahead and repointed it, did all that shit to give it 9, all different, but when I try it in game, and I make it move around, it only uses one.. I've tried making it Standard instead of object, btw

Joexv July 25th, 2015 9:26 AM

Quote:

Originally Posted by Danny0317 (Post 8862308)
Does anyone know why/ how to fix this problem I'm having? I found an OW in emerald that had one frame, so I went ahead and repointed it, did all that shit to give it 9, all different, but when I try it in game, and I make it move around, it only uses one.. I've tried making it Standard instead of object, btw

Change the palette register, irc anything above 30 causes the sprite to only use the first frame. But also remember that no 2 palettes can share registers 0-9, and if you have a pal register on multiple palettes that uses b-f it will get ugly, but as long as they stay on separate maps its fine. (also afaik the first number of the register means jack shit, its all about the 2nd number)

GoGoJJTech July 25th, 2015 9:27 AM

Quote:

Originally Posted by joexv (Post 8862572)
Change the palette register, irc anything above 30 causes the sprite to only use the first frame. But also remember that no 2 palettes can share registers 0-9, and if you have a pal register on multiple palettes that uses b-f it will get ugly, but as long as they stay on separate maps its fine. (also afaik the first number of the register means jack shit, its all about the 2nd number)

He's talking about the amount of OW frames, not the palette slot in RAM.

Joexv July 25th, 2015 9:29 AM

Quote:

Originally Posted by GoGoJJTech (Post 8862575)
He's talking about the amount of OW frames, not the palette slot in RAM.

Yes I realize that. in emerald, idk if it does this in fire red, but the pal register will affect the amount of frames the sprite uses.

Funnygameer4354 July 25th, 2015 11:28 AM

Hi guys!
So I'm working on a 3rd gen pokemon hack, since I'm new to hacking, and its going to be about darkrai and cresselia, so I've been trying to add them into the game, but it looks like all I can do is replace an existing pokemon. I don't want to do that, so how do I add a new pokemon, including adding it to the pokedex, and as a person sprite (like the legendary birds when you find them are standing there. I want that for darkrai and cresselia) without replacing an existing pokemon?

P.S. I'm trying to practice my hacking skills on an older game before I move on to the DS ones. Please don't just tell me to hack a ds version.

Joexv July 25th, 2015 1:35 PM

Quote:

Originally Posted by Funnygameer4354 (Post 8862746)
Hi guys!
So I'm working on a 3rd gen pokemon hack, since I'm new to hacking, and its going to be about darkrai and cresselia, so I've been trying to add them into the game, but it looks like all I can do is replace an existing pokemon. I don't want to do that, so how do I add a new pokemon, including adding it to the pokedex, and as a person sprite (like the legendary birds when you find them are standing there. I want that for darkrai and cresselia) without replacing an existing pokemon?

P.S. I'm trying to practice my hacking skills on an older game before I move on to the DS ones. Please don't just tell me to hack a ds version.

Well depending on if you're hacking Fire Red or Emerald,
For FR theres a program called G3HS that will let you expand your Pokemon simply at the touch of a button.

If you're hacking Emerald on the other hand, its not so simple, you have to do it by hand:
http://www.pokecommunity.com/showthread.php?t=324892

Although you can do it by hand for FR if you really feel like it, but honestly theres no point to.



I have a question myself, does anybody happen to have the offsets(image,raw,palette) for the Team Magma battle symbol?(the one that appears before fighting them)

Danny0317 July 25th, 2015 3:46 PM

Quote:

Originally Posted by joexv (Post 8862831)
Well depending on if you're hacking Fire Red or Emerald,
For FR theres a program called G3HS that will let you expand your Pokemon simply at the touch of a button.

If you're hacking Emerald on the other hand, its not so simple, you have to do it by hand:
http://www.pokecommunity.com/showthread.php?t=324892

Although you can do it by hand for FR if you really feel like it, but honestly theres no point to.



I have a question myself, does anybody happen to have the offsets(image,raw,palette) for the Team Magma battle symbol?(the one that appears before fighting them)

Here's a tutorial: http://www.pokecommunity.com/showthread.php?t=203722

Also, can you explain what you said about the pallet register? It was 0x13, iirc.

Joexv July 25th, 2015 3:59 PM

Quote:

Originally Posted by Danny0317 (Post 8862932)
Here's a tutorial: http://www.pokecommunity.com/showthread.php?t=203722

Also, can you explain what you said about the pallet register? It was 0x13, iirc.

Well I havent done too much research into it, but for some reason some pal registers cause the sprite to freeze on the first frame, just try out different registers till you find one that works.
Heres a small list of ones that I use:
Spoiler:
10-Player/Male pal 0
10-Player/Female pal 10
17-NPC pal 8
16-NPC pal 7
15-NPC pal 6
14-NPC pal 5
13-NPC pal 4
42-Berry tree pal 3
18-Reflection pal 9
1a-Pal 21,
2a-Pal B
12-NPC-Freezes to first frame
44-OBJECT-Freezes to first frame

From what I understand the first number determines the sprites usability, 1 is set on every NPC, and every item/ow object is set to 4.

From what I've gathered up unitl pal A each palette has its own register which is pal# - 1.

Register A I use on multiple palettes and as long as you keep them from being on the same map there are no issues.
But from what i've seen is that registers 0-9 cannot be used by different palettes even if on different maps.


Hope this helps. Doing this has helped me with the same issue.

Monolith_the2nd July 26th, 2015 8:39 AM

Well, I have searched this board intensely, but unfortunately, for this, I have only found help and instructions for 3rd Gen Pokémon games.

I want to add the Sinnoh Evolutions and Baby Pokémon in a Pokémon Crystal version. But instead of replacing some Pokémon I want to expand the Pokédex. I found for 3rd gen games that I can expand the Pokédex-Slots by editing the ROM datas on the Hex-Editor. I don't know if it's the same way how to do this on the Crystal ROM. Are there any good instructions with which I can add more Pokémon in the game?

GajuMasters July 26th, 2015 9:16 PM

Hello, I've been attempting for a few months now to hack a ROM by myself and its not going exactly well haha, I have several questions which would be incredible if someone could help me get some answers. Well here are my questions.

1. How do i cause a moving script (ex. professor oak stopping you and walking up to you and making you follow him into the lab)
i use XSE, and what i would love is a video on YouTube or something i may have missed that might help me figure out the skeleton on how its done

2. I have set all my warp zones for my doorways and it seems that they all just send me to the middle of the map when i return to the previous map
(Ex. i walk into the mart in Celedon, then exit the mart and i am in the center of the map instead of exiting the doorway)

3. What tools or how do i got about editing the title screen image?
(Ex. Charizard and the Pokemon Fire Red logo)

FamiliaWerneck July 27th, 2015 7:49 AM

Quote:

Originally Posted by GajuMasters (Post 8864559)
Hello, I've been attempting for a few months now to hack a ROM by myself and its not going exactly well haha, I have several questions which would be incredible if someone could help me get some answers. Well here are my questions.

1. How do i cause a moving script (ex. professor oak stopping you and walking up to you and making you follow him into the lab)
i use XSE, and what i would love is a video on YouTube or something i may have missed that might help me figure out the skeleton on how its done

2. I have set all my warp zones for my doorways and it seems that they all just send me to the middle of the map when i return to the previous map
(Ex. i walk into the mart in Celedon, then exit the mart and i am in the center of the map instead of exiting the doorway)

3. What tools or how do i got about editing the title screen image?
(Ex. Charizard and the Pokemon Fire Red logo)

1. applymovement command. Check this.

esperance July 27th, 2015 12:19 PM

Quote:

Originally Posted by GajuMasters (Post 8864559)
Hello, I've been attempting for a few months now to hack a ROM by myself and its not going exactly well haha, I have several questions which would be incredible if someone could help me get some answers. Well here are my questions.

1. How do i cause a moving script (ex. professor oak stopping you and walking up to you and making you follow him into the lab)
i use XSE, and what i would love is a video on YouTube or something i may have missed that might help me figure out the skeleton on how its done

2. I have set all my warp zones for my doorways and it seems that they all just send me to the middle of the map when i return to the previous map
(Ex. i walk into the mart in Celedon, then exit the mart and i am in the center of the map instead of exiting the doorway)

3. What tools or how do i got about editing the title screen image?
(Ex. Charizard and the Pokemon Fire Red logo)

1. You already got this one answered.
2. You have to make sure the warp tiles go both ways. Do they both warp to each other? You can check this in Advanced Map by following the warp quite easily.
3. Spherical Ice made a really great tutorial for this: http://www.pokecommunity.com/showthread.php?t=325944. It's thorough and teaches you other important stuff when it comes to image editing.

GajuMasters July 27th, 2015 1:57 PM

Quote:

Originally Posted by Lost Heart (Post 8865402)
1. You already got this one answered.
2. You have to make sure the warp tiles go both ways. Do they both warp to each other? You can check this in Advanced Map by following the warp quite easily.
3. Spherical Ice made a really great tutorial for this: It's thorough and teaches you other important stuff when it comes to image editing.

Thanks so much and yes, both warps do go to one another. I checked them both but i may have missed something i guess ill triple check but thank you

crafteej July 27th, 2015 11:08 PM

What are the indexes for the FireRed male and female hero back sprites in unLZ.gba? I can't seem to find them. :/

chrunch July 27th, 2015 11:51 PM

Quote:

Originally Posted by crafteej (Post 8866007)
What are the indexes for the FireRed male and female hero back sprites in unLZ.gba? I can't seem to find them. :/

Use NSE instead, it makes it much easier. In 2.0 the hero backsprites are bookmarks.

crafteej July 28th, 2015 12:38 AM

Quote:

Originally Posted by chrunch (Post 8866051)
Use NSE instead, it makes it much easier. In 2.0 the hero backsprites are bookmarks.

NSE is an overworld editor. I'm talking about the in-battle trainer back sprites, not their overworlds.

chrunch July 28th, 2015 1:48 AM

Quote:

Originally Posted by crafteej (Post 8866092)
NSE is an overworld editor. I'm talking about the in-battle trainer back sprites, not their overworlds.

No, no it's not. NSE stands for "Nameless Sprite Editor", it's not just for overworlds. NSE Classic might load the overworlds by default when you open it, those aren't the only things you can edit though.

crafteej July 28th, 2015 1:59 AM

Quote:

Originally Posted by chrunch (Post 8866146)
No, no it's not. NSE stands for "Nameless Sprite Editor", it's not just for overworlds. NSE Classic might load the overworlds by default when you open it, those aren't the only things you can edit though.

Got it. Thanks! :)

shadowkat67 July 28th, 2015 8:48 AM

I've downloaded all the things from the beginner rom makers tutorial, but some are saying I have errors, others can't be opened, one says I have to buy before I get a feature to start it, and I have no idea what I'm doing here. One says it doesn't even exist anymore. Uh, anyone know what to do? :3c

FamiliaWerneck July 28th, 2015 9:55 AM

Quote:

Originally Posted by shadowkat67 (Post 8866554)
I've downloaded all the things from the beginner rom makers tutorial, but some are saying I have errors, others can't be opened, one says I have to buy before I get a feature to start it, and I have no idea what I'm doing here. One says it doesn't even exist anymore. Uh, anyone know what to do? :3c

Be a little more specific.
What did you download? Advance Map, G3HS, etc?
What tools are telling you what? Advance Map doesn't load or PGE doesn't let you save a ROM you've hacked...
Things like this.

shadowkat67 July 28th, 2015 10:27 AM

Quote:

Originally Posted by FamiliaWerneck (Post 8866650)
Be a little more specific.
What did you download? Advance Map, G3HS, etc?
What tools are telling you what? Advance Map doesn't load or PGE doesn't let you save a ROM you've hacked...
Things like this.

None of them even opened, the VBA said I was missing something, and also had a lot of errors I apparently needed fixing. I was afraid to remove any said errors incase I lost something. I don't know what I was missing now because I couldn't get it back up, so I deleted it and planed to reinstall everything. I downloaded everything it said in the ROM Hacking: Getting Started thread, but I've never done any hacks before, so I've never downloaded any of those kinds of tools, and it's likely something I'm doing wrong . I think there's one I have to get working before unzipping everything else, right?

Edit: I have to do the 7-zip, right? It's giving me a bunch of options, but I don't know the difference between them.

FamiliaWerneck July 28th, 2015 10:46 AM

Quote:

Originally Posted by shadowkat67 (Post 8866697)
None of them even opened, the VBA said I was missing something, and also had a lot of errors I apparently needed fixing. I was afraid to remove any said errors incase I lost something. I don't know what I was missing now because I couldn't get it back up, so I deleted it and planed to reinstall everything. I downloaded everything it said in the ROM Hacking: Getting Started thread, but I've never done any hacks before, so I've never downloaded any of those kinds of tools, and it's likely something I'm doing wrong . I think there's one I have to get working before unzipping everything else, right?

Edit: I have to do the 7-zip, right? It's giving me a bunch of options, but I don't know the difference between them.

Download WinRAR and unzip the programs you've downloaded. Then they should work normally by just opening them.

shadowkat67 July 28th, 2015 10:58 AM

Quote:

Originally Posted by FamiliaWerneck (Post 8866725)
Download WinRAR and unzip the programs you've downloaded. Then they should work normally by just opening them.

Doesn't that program cost, and most"free" ones come with viruses.

FamiliaWerneck July 28th, 2015 11:13 AM

Quote:

Originally Posted by shadowkat67 (Post 8866739)
Doesn't that program cost, and most"free" ones come with viruses.

It's free for 40 days, and you can still compress and decompress stuff after the license is over. I don't even know what is the paid stuff of this program.
Just download it from WinRAR's official site and it won't come with viruses.

shadowkat67 July 28th, 2015 11:21 AM

Quote:

Originally Posted by FamiliaWerneck (Post 8866750)
It's free for 40 days, and you can still compress and decompress stuff after the license is over. I don't even know what is the paid stuff of this program.
Just download it from WinRAR's official site and it won't come with viruses.

Edit: I'm getting a "Msvcr71.dll cannot be found" error message when trying to unzip the VBA file.

FamiliaWerneck July 28th, 2015 1:46 PM

Quote:

Originally Posted by shadowkat67 (Post 8866759)
Edit: I'm getting a "Msvcr71.dll cannot be found" error message when trying to unzip the VBA file.

Now I'm lost. Someone heeeeelp this guy!

shadowkat67 July 28th, 2015 3:59 PM

Quote:

Originally Posted by FamiliaWerneck (Post 8866940)
Now I'm lost. Someone heeeeelp this guy!

Sorry, if it makes you feel any better, I'm lost too! I write, do banners, and play games others make, so this is new and something I don't know much about. Maybe it'll be easier once it's actually downloaded?

(And it would actually be girl, but eh. That's just dumb technicalities.)

Also, I got everything figured out except the Gameboy Advanced Emulator. That's what the error keeps popping up with, and I tried to look up ways to fix it. There was the software I downloaded from the Microsoft site, then someone had a code to enter, and I couldn't get it to save in any files...and that's about all I can find. Maybe someone knows another program I can try?

FamiliaWerneck July 28th, 2015 4:51 PM

Quote:

Originally Posted by shadowkat67 (Post 8867127)
Sorry, if it makes you feel any better, I'm lost too! I write, do banners, and play games others make, so this is new and something I don't know much about. Maybe it'll be easier once it's actually downloaded?

(And it would actually be girl, but eh. That's just dumb technicalities.)

Also, I got everything figured out except the Gameboy Advanced Emulator. That's what the error keeps popping up with, and I tried to look up ways to fix it. There was the software I downloaded from the Microsoft site, then someone had a code to enter, and I couldn't get it to save in any files...and that's about all I can find. Maybe someone knows another program I can try?

Sorry, girl!
Try getting Visual Boy Advance. Best emulator in my humble opinion. Make sure your save option is set to 128k, so you can save normally in-game.

Obs.: What are the counter parts of guy and dude for girls?

shadowkat67 July 28th, 2015 5:17 PM

Quote:

Originally Posted by FamiliaWerneck (Post 8867182)
Sorry, girl!
Try getting Visual Boy Advance. Best emulator in my humble opinion. Make sure your save option is set to 128k, so you can save normally in-game.

Obs.: What are the counter parts of guy and dude for girls?

Is there anything I need to get for this, and any idea where to go for it? I don't trust third party downloads, so I prefer to find the original source.

And I think it's gal for girls. Yes, creative, isn't it? (Nope. XD)

Edit: That's actually the one I've been trying to download. Giving me "The program can't start because MSVCP120.dll is missing from your computer. Try reinstalling the program to fix this problem." As if I hadn't reinstalled ten times by now. I tried looking up what that was, and I downloaded it from Microsoft. Nothing worked...

Sayuri July 28th, 2015 9:39 PM

Is it possible to givepokemon a nicknamed Pokemon like the ingame trades?

awipe1 July 29th, 2015 4:58 AM

Quote:

Originally Posted by DogPolice (Post 8867486)
Is it possible to givepokemon a nicknamed Pokemon like the ingame trades?

I'm not 100% sure but I don't believe it is. When you get traded a Pokemon in game, that Pokemon has a preset Pokemon ID (Stats and such) but when you get given a pokemon by the Givepokemon command, it generates a random ID. Maybe with some ASM code it is possible but I don't think it's a simple fix.

ExMaikel July 29th, 2015 6:36 AM

Hello, I wish to hack a gold/silver rom, and would like to know which are the recommended tools to do that, as the tools forum isn't as much organized and I do not wish to miss any important tool as I don't really know what I'm looking for to use, as a beginner. Thank you.

shadowkat67 July 29th, 2015 7:59 AM

I know I've asked a lot of questions...but how do I get a clean pokemon firered rom so I can play games? I've been playing stuff on vizzed, so I've never had to do that before.

Sayuri July 29th, 2015 9:07 AM

Quote:

Originally Posted by awipe1 (Post 8867849)
I'm not 100% sure but I don't believe it is. When you get traded a Pokemon in game, that Pokemon has a preset Pokemon ID (Stats and such) but when you get given a pokemon by the Givepokemon command, it generates a random ID. Maybe with some ASM code it is possible but I don't think it's a simple fix.

Ah, alright. Thanks for answering. ^^ There's no other way to give a Pokemon besides givepokemon, though, if I'm correct in assuming that?

Sayuri July 29th, 2015 5:32 PM

Also, how do you change the position at which the player begins the game?

esperance July 29th, 2015 6:01 PM

Quote:

Originally Posted by DogPolice (Post 8868708)
Also, how do you change the position at which the player begins the game?

You can use this: http://www.pokecommunity.com/showthread.php?t=339343
Or you could do it with a hex editor. Check out this: http://www.pokecommunity.com/showthread.php?t=239080

Sayuri July 29th, 2015 6:05 PM

Quote:

Originally Posted by Lost Heart (Post 8868734)
You can use this: http://www.pokecommunity.com/showthread.php?t=339343
Or you could do it with a hex editor. Check out this: http://www.pokecommunity.com/showthread.php?t=239080

Thank you!
Last question I have right now:

How do you keep a sprite completely hidden until a certain flag is set? I've looked through lots of FR scripts but cannot find anything on it. Either that, or I'm just overlooking it completely.

esperance July 29th, 2015 6:07 PM

Quote:

Originally Posted by DogPolice (Post 8868739)
Thank you!
Last question I have right now:

How do you keep a sprite completely hidden until a certain flag is set? I've looked through lots of FR scripts but cannot find anything on it. Either that, or I'm just overlooking it completely.

You do so by setting a flag in the first script of the game, and then clearing it when you want a certain OW to appear. The same flag can then be set to make it disappear.
http://www.pokecommunity.com/showpost.php?p=6375660&postcount=95
Just edit the script.

Also make sure the "person ID" of the event is the same as the flag you set.

Sayuri July 29th, 2015 6:14 PM

Quote:

Originally Posted by Lost Heart (Post 8868749)
You do so by setting a flag in the first script of the game, and then clearing it when you want a certain OW to appear. The same flag can then be set to make it disappear.
http://www.pokecommunity.com/showpost.php?p=6375660&postcount=95
Just edit the script.

Also make sure the "person ID" of the event is the same as the flag you set.

Thanks again, that really helped me.

But since I'm relatively new to hack scripting, would it be inserting something like
Spoiler:

hidesprite 0x1
setflag 0x130

or would it be something a lot more than that? Sorry for so many questions.

esperance July 29th, 2015 6:27 PM

Quote:

Originally Posted by DogPolice (Post 8868759)
Thanks again, that really helped me.

But since I'm relatively new to hack scripting, would it be inserting something like
Spoiler:

hidesprite 0x1
setflag 0x130

or would it be something a lot more than that? Sorry for so many questions.

You can't use the hidesprite command because the first script is called before the first map is loaded.

This is more what you want to do:
Code:

#dynamic 0x800000

#org 0x1A6481
goto @extended

#org @extended
// first, copy the commands from the original script and put them here (except the "end" command)
// you can edit these if you don't want certain flags to be set at the start
// then, you can put your own setflag commands
setflag 0x130
// add as many as you want
// you may want to place some nop commands to save space for later
// a setflag command takes the same space as 3 nop commands, so if you have enough overwriting them won't cause any issues
end


You could of course compile a new script and change the game to read the new script first, but the way above is a bit simpler for a beginner.

Sayuri July 29th, 2015 6:52 PM

Quote:

Originally Posted by Lost Heart (Post 8868773)
You can't use the hidesprite command because the first script is called before the first map is loaded.

This is more what you want to do:
Code:

#dynamic 0x800000

#org 0x1A6481
goto @extended

#org @extended
// first, copy the commands from the original script and put them here (except the "end" command)
// you can edit these if you don't want certain flags to be set at the start
// then, you can put your own setflag commands
setflag 0x130
// add as many as you want
// you may want to place some nop commands to save space for later
// a setflag command takes the same space as 3 nop commands, so if you have enough overwriting them won't cause any issues
end


You could of course compile a new script and change the game to read the new script first, but the way above is a bit simpler for a beginner.

Would this be in a new script or in the first script? I can't infer well. And it would look something like this?
Spoiler:

#dynamic 0x800000

#org 0x1A6481
goto #extended

#org @extended
lock
showsprite 1
applymovement 0x1 @look1
waitmovement 0
msgbox @1 0x6
applymovement 0x1 @look2
waitmovement
hidesprite 1
setflag 0x100
release
nop
nop
nop
end

Or am I wrong? The purpose of the script is to show the character's mother's sprite, do the above commands, and then hide.
This should have been its own thread. I apologise.

esperance July 29th, 2015 7:01 PM

Quote:

Originally Posted by DogPolice (Post 8868787)
Would this be in a new script or in the first script? I can't infer well. And it would look something like this?
Spoiler:

#dynamic 0x800000

#org 0x1A6481
goto #extended

#org @extended
lock
showsprite 1
applymovement 0x1 @look1
waitmovement 0
msgbox @1 0x6
applymovement 0x1 @look2
waitmovement
hidesprite 1
setflag 0x100
release
nop
nop
nop
end

Or am I wrong? The purpose of the script is to show the character's mother's sprite, do the above commands, and then hide.
This should have been its own thread. I apologise.

This is the first script of the game:
Code:

;---------------
#org 0x1A6481
setflag 0x2B
setflag 0x2C
setflag 0x33
setflag 0x92
setflag 0x35
setflag 0x36
setflag 0x37
setflag 0x3C
setflag 0x3D
setflag 0xA1
setflag 0x3F
setflag 0x4F
setflag 0x5A
setflag 0xA3
setflag 0xA4
setflag 0x62
setflag 0x6B
setflag 0xA2
setflag 0x8C
setflag 0x6C
setflag 0x6D
setflag 0x6E
setflag 0x6F
setflag 0x75
setflag 0x74
setflag 0x7B
setflag 0x7C
setflag 0x7D
setflag 0x76
setflag 0x91
setflag 0x97
setflag 0x90
setflag 0x94
setflag 0x95
setflag 0x96
setflag 0x99
setflag 0xA5
setflag 0xA6
setflag 0xA7
setflag 0xA8
setflag 0xA9
setflag 0xAA
setflag 0xAB
setflag 0xAC
setflag 0x9D
setflag 0x9E
setflag 0x9F
setflag 0xA0
setflag 0xAE
setvar 0x4025 0x1F4
end


It is used by the game to hide overworlds like Oak in Palette Town so that they can be shown once you need them. Do you really want the mother hidden? If so, you would need two scripts, first the edited thing:
Code:

#dynamic 0x800000

#org 0x1A6481
goto @ext

#org @ext
// this is the original stuff
// it is preserved so all other events could still work
setflag 0x2B
setflag 0x2C
setflag 0x33
setflag 0x92
setflag 0x35
setflag 0x36
setflag 0x37
setflag 0x3C
setflag 0x3D
setflag 0xA1
setflag 0x3F
setflag 0x4F
setflag 0x5A
setflag 0xA3
setflag 0xA4
setflag 0x62
setflag 0x6B
setflag 0xA2
setflag 0x8C
setflag 0x6C
setflag 0x6D
setflag 0x6E
setflag 0x6F
setflag 0x75
setflag 0x74
setflag 0x7B
setflag 0x7C
setflag 0x7D
setflag 0x76
setflag 0x91
setflag 0x97
setflag 0x90
setflag 0x94
setflag 0x95
setflag 0x96
setflag 0x99
setflag 0xA5
setflag 0xA6
setflag 0xA7
setflag 0xA8
setflag 0xA9
setflag 0xAA
setflag 0xAB
setflag 0xAC
setflag 0x9D
setflag 0x9E
setflag 0x9F
setflag 0xA0
setflag 0xAE
setvar 0x4025 0x1F4
// this is the new stuff
setflag 0x130
// assuming the mother's person id is 130, she will by be invisible
end


You don't need to do anything other than compile that into the ROM.

You would then make a script and put it on the map. This is where your script comes in.
Code:

#dynamic 0x800000

#org @main
lockall
showsprite 1
applymovement 0x1 @look1
waitmovement 0
msgbox @1 0x6
applymovement 0x1 @look2
waitmovement
hidesprite 1
setvar 0x... 0x1 // use a variable to disable a script tile, which is what I'm guessing is what you want.
releaseall
end

...


This would show the mother's sprite, which would be invisible beforehand, and then hide it again after looking around.

At this point, a better option may be writing a level script that hides the sprite instead by setting its flag when you enter the map.

Sayuri July 29th, 2015 7:11 PM

Quote:

Originally Posted by Lost Heart (Post 8868791)
This is the first script of the game:
Code:

;---------------
#org 0x1A6481
setflag 0x2B
setflag 0x2C
setflag 0x33
setflag 0x92
setflag 0x35
setflag 0x36
setflag 0x37
setflag 0x3C
setflag 0x3D
setflag 0xA1
setflag 0x3F
setflag 0x4F
setflag 0x5A
setflag 0xA3
setflag 0xA4
setflag 0x62
setflag 0x6B
setflag 0xA2
setflag 0x8C
setflag 0x6C
setflag 0x6D
setflag 0x6E
setflag 0x6F
setflag 0x75
setflag 0x74
setflag 0x7B
setflag 0x7C
setflag 0x7D
setflag 0x76
setflag 0x91
setflag 0x97
setflag 0x90
setflag 0x94
setflag 0x95
setflag 0x96
setflag 0x99
setflag 0xA5
setflag 0xA6
setflag 0xA7
setflag 0xA8
setflag 0xA9
setflag 0xAA
setflag 0xAB
setflag 0xAC
setflag 0x9D
setflag 0x9E
setflag 0x9F
setflag 0xA0
setflag 0xAE
setvar 0x4025 0x1F4
end


It is used by the game to hide overworlds like Oak in Palette Town so that they can be shown once you need them. Do you really want the mother hidden? If so, you would need two scripts, first the edited thing:
Code:

#dynamic 0x800000

#org 0x1A6481
goto @ext

#org @ext
// this is the original stuff
// it is preserved so all other events could still work
setflag 0x2B
setflag 0x2C
setflag 0x33
setflag 0x92
setflag 0x35
setflag 0x36
setflag 0x37
setflag 0x3C
setflag 0x3D
setflag 0xA1
setflag 0x3F
setflag 0x4F
setflag 0x5A
setflag 0xA3
setflag 0xA4
setflag 0x62
setflag 0x6B
setflag 0xA2
setflag 0x8C
setflag 0x6C
setflag 0x6D
setflag 0x6E
setflag 0x6F
setflag 0x75
setflag 0x74
setflag 0x7B
setflag 0x7C
setflag 0x7D
setflag 0x76
setflag 0x91
setflag 0x97
setflag 0x90
setflag 0x94
setflag 0x95
setflag 0x96
setflag 0x99
setflag 0xA5
setflag 0xA6
setflag 0xA7
setflag 0xA8
setflag 0xA9
setflag 0xAA
setflag 0xAB
setflag 0xAC
setflag 0x9D
setflag 0x9E
setflag 0x9F
setflag 0xA0
setflag 0xAE
setvar 0x4025 0x1F4
// this is the new stuff
setflag 0x130
// assuming the mother's person id is 130, she will by be invisible
end


You don't need to do anything other than compile that into the ROM.

You would then make a script and put it on the map. This is where your script comes in.
Code:

#dynamic 0x800000

#org @main
lockall
showsprite 1
applymovement 0x1 @look1
waitmovement 0
msgbox @1 0x6
applymovement 0x1 @look2
waitmovement
hidesprite 1
setvar 0x... 0x1 // use a variable to disable a script tile, which is what I'm guessing is what you want.
releaseall
end

...


This would show the mother's sprite, which would be invisible beforehand, and then hide it again after looking around.

At this point, a better option may be writing a level script that hides the sprite instead by setting its flag when you enter the map.

Ah, alright, I get it now. It's in the upstairs of the character's house in FR, and I didn't know how else I would make her "come up the stairs." Sorry, though; this should have been its own thread at this point.

Edit:I got the hidesprite to work via a simple level script. Thanks for the suggestion. When I want to make her appear, though, would I make a separate script with the commands or add it into the level script?

esperance July 29th, 2015 7:43 PM

Quote:

Originally Posted by DogPolice (Post 8868800)
I got the hidesprite to work via a simple level script. Thanks for the suggestion. When I want to make her appear, though, would I make a separate script with the commands or add it into the level script?

You would use the showsprite command in the script that you want to use to make her show up.

Sayuri July 29th, 2015 7:56 PM

Quote:

Originally Posted by Lost Heart (Post 8868844)
You would use the showsprite command in the script that you want to use to make her show up.

Would the var that I assigned to 0x1 in the level script be the same as the var for the script tile? Because I tried showsprite and I just get stuck on the tile.

esperance July 29th, 2015 7:58 PM

Quote:

Originally Posted by DogPolice (Post 8868858)
Would the var that I assigned to 0x1 in the level script be the same as the var for the script tile? Because I tried showsprite and I just get stuck on the tile.

Why are you setting the variable in the level script? You don't need to do that. But the variable for the script tile is the one you'll set during its script so that it doesn't run again.
http://www.pokecommunity.com/showthread.php?t=302347

Sayuri July 29th, 2015 8:45 PM

Quote:

Originally Posted by Lost Heart (Post 8868860)
Why are you setting the variable in the level script? You don't need to do that. But the variable for the script tile is the one you'll set during its script so that it doesn't run again.
http://www.pokecommunity.com/showthread.php?t=302347

Okay, thank you. I was following diegoisawesome's tutorial for level scripting and it mentioned setvar in it. I didn't fully understand vars and I still don't, but I understand them as well as I can at this point.
I got it working. Thanks for taking the time to explain everything, and my apologies for my lack of understanding. ^^

FamiliaWerneck July 31st, 2015 6:33 AM

You guys know that thing where Poison-type Pokémon can't be poisoned?
They are affected by Poison-type attacks, but they can't get poisoned.
That's not effectiveness! Immunity for weather and status conditions, I mean.
I'm wondering, 'cause I'd like to make Electric-type Pokémon unable to be paralyzed and if possible, some types may be affected more easily by a status.
For example, Normal-type Pokémon would be poisoned more easily than other types, or Rock-type Pokémon may be burned easier.
Is that possible? Like, Rock-type Pokémon have 10% more chance of getting burned or Normal-type Pokémon have 30% of getting poisoned?

Sayuri July 31st, 2015 8:05 AM

Another quick question:

What flag is set after being dragged to Oak's Lab that gives the player access to choosing a Pokemon?

takeKopter July 31st, 2015 8:26 AM

i tried to insert an image to a rom with unlz gba, i have already indexed the image th, but unlz gba kept telling me the error message that the image is not indexed. anybody else has the same problem? thank you

esperance July 31st, 2015 9:10 AM

Quote:

Originally Posted by DogPolice (Post 8870986)
Another quick question:

What flag is set after being dragged to Oak's Lab that gives the player access to choosing a Pokemon?

It's actually a variable. 0x4055 to be precise.

Quote:

Originally Posted by takeKopter (Post 8871002)
i tried to insert an image to a rom with unlz gba, i have already indexed the image th, but unlz gba kept telling me the error message that the image is not indexed. anybody else has the same problem? thank you

Chances are you messed up the indexing process at some point or another. If you're trying to index with MS Paint, then it needs to be the MS Paint from Windows XP or earlier. Otherwise you need to seek out another image editing program. I personally use gimp for indexing my sprites.

Sayuri July 31st, 2015 9:39 AM

Quote:

Originally Posted by Lost Heart (Post 8871055)
It's actually a variable. 0x4055 to be precise.

So if I do setvar 0x4055 0x1 and then put 4055 in the Flag box under Header, it will allow me to choose a Pokemon, or am I doing this wrong?

esperance July 31st, 2015 9:49 AM

Quote:

Originally Posted by DogPolice (Post 8871085)
So if I do setvar 0x4055 0x1 and then put 4055 in the Flag box under Header, it will allow me to choose a Pokemon, or am I doing this wrong?

I checked the script and it seems it will let you select one if 0x4055 is set to 0x2. Setting it to 0x3 will then stop you from selecting the last one. Take a peek at the script for the Poké Balls in the lab to see what I mean.

Sayuri July 31st, 2015 11:54 AM

Quote:

Originally Posted by Lost Heart (Post 8871094)
I checked the script and it seems it will let you select one if 0x4055 is set to 0x2. Setting it to 0x3 will then stop you from selecting the last one. Take a peek at the script for the Poké Balls in the lab to see what I mean.

Thanks, got it working. It didn't occur to me that you could set a a var to anything but 0x0 0x1 <_<

esperance July 31st, 2015 11:55 AM

Quote:

Originally Posted by DogPolice (Post 8871260)
Thanks, got it working. It didn't occur to me that you could set a a var to anything but 0x0 0x1 <_<

A var can hold any value from 0x0 to 0xFFFF. ;)

C me August 1st, 2015 3:09 AM

Does anyone know the palette location of the wailmer the player surfs on in Emerald. The image is at 0x4F5498.

Also is it a bitmap image or a compressed image?

KaiHawaai August 1st, 2015 8:55 AM

Hi again!
I got another question. Why does my game restart if i go through a warp? I didnt touched the warp or the levelscripts of the maps and i dont know what can cause this resett... Someone can explain me this?

Edit: Yeah thx sphericalIce i found the prob now; it happens when there is a person on the map with the movement type "hidden" or "hide"(dunno got it in german). The person on my map should appear not on the first entry but later through a script, so the person has to be invisble first. Is there another way then writting a level script to hide him?

Spherical Ice August 1st, 2015 9:42 AM

Quote:

Originally Posted by KaiHawaai (Post 8872445)
Hi again!
I got another question. Why does my game restart if i go through a warp? I didnt touched the warp or the levelscripts of the maps and i dont know what can cause this resett... Someone can explain me this?

The map is likely corrupted. Try reinserting it, and perhaps try clearing the events in the map too. This isn't pertaining to scripting, so I'll move it to the Quick Questions & Answers thread.

yumichan4 August 1st, 2015 10:21 AM

I kinda looked everywhere for this, but I can't seem to find anything useful.
Is there any way to change a Pokémon's cry without adding any new ones?
There are two unused cries in R/S I want to use, but I'm not sure how to go about doing that.
:/

EDIT: I tried PokéCry, but it seems kinda user-unfriendly...
It's also in French, so yeah...

PurpleOrange August 1st, 2015 12:25 PM

Quote:

Originally Posted by yumichan4 (Post 8872551)
I kinda looked everywhere for this, but I can't seem to find anything useful.
Is there any way to change a Pokémon's cry without adding any new ones?
There are two unused cries in R/S I want to use, but I'm not sure how to go about doing that.
:/

EDIT: I tried PokéCry, but it seems kinda user-unfriendly...
It's also in French, so yeah...

there's a cry table somewhere in the rom (dunno where in r/s), this table determines which cry the pokemon gets. all you have to do is change the number of the cry of your desired pokemon to the number of the unused cry's. hope this makes sense

yumichan4 August 1st, 2015 12:27 PM

I'll try that.
Thanks.

KaiHawaai August 1st, 2015 12:56 PM

Yeah thx sphericalIce i found the prob now; it happens when there is a person on the map with the movement type "hidden" or "hide"(dunno got it in german). The person on my map should appear not on the first entry but later through a script, so the person has to be invisble first. Is there another way then writting a level script to hide him?

Spherical Ice August 1st, 2015 1:06 PM

Set a flag and assign it to the person event's Person ID.

The Legacy of The Legends Creator :D August 1st, 2015 4:26 PM

Ill just put this here since noone answered and were on the next page ;.;


Is there any Source for Pokemon heart gold and soul silver for their map sheets. and not just the world map?? and a guide on how to insert them

KaiHawaai August 1st, 2015 5:55 PM

Quote:

Originally Posted by Spherical Ice (Post 8872710)
Set a flag and assign it to the person event's Person ID.

Hmm that sounds smart. Can you exlpain me how to do this?

Spherical Ice August 1st, 2015 5:59 PM

Quote:

Originally Posted by KaiHawaai (Post 8872926)
Hmm that sounds smart. Can you exlpain me how to do this?

In a level script, usually type 0x3, do something like this:

Code:

#dynamic 0x800000

#org @start
setflag 0x200
end


And then, in Advance Map, select the person event you wish to hide, and enter the flag (so, in our example, 200 (omit the 0x, Advance Map assumes it is hexadecimal by default)) in the Person ID field:

http://i.imgur.com/3aUVPf1.png

Of course, you can replace 0x200 with any valid flag.


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