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

azurile13 February 27th, 2016 10:17 AM

Quote:

Originally Posted by Shortiesgaming (Post 9137179)
everything works fine for me although im using Epsilions updated version of the 870 patch still was wondering what are the Hex Codes for the 4th, 5th & 6th gen items are

Umm. Pretty sure you're just going to bump into more and more bugs in the future. But if you insist on using that base, look at the ini provided with the base to find the item table. Crack open a hex editor and the item data (ordered by index number) is structured like this: bulbapedia.bulbagarden.net/wiki/Item_data_structure_in_Generation_III

Meister G. Rool February 27th, 2016 8:06 PM

So, about the "hidesprite" command, do I put the person ID number after it? For example, "hidesprite 0x003E."

If that is the case, it seems that most of the person events on my map all share the same person ID number. If this question doesn't make any sense, does anyone at least know of a guide to this command? I can't seem to figure it out from the Diego XSE guide.

omeha February 27th, 2016 8:44 PM

Quote:

Originally Posted by Meister G. Rool (Post 9138428)
So, about the "hidesprite" command, do I put the person ID number after it? For example, "hidesprite 0x003E."

If that is the case, it seems that most of the person events on my map all share the same person ID number. If this question doesn't make any sense, does anyone at least know of a guide to this command? I can't seem to figure it out from the Diego XSE guide.

Um...no actually you have got it all wrong let me explain you with an example

suppose, you set a person id's no. is 99(hex) and I want to hide it after an event so my script would be like this ->

setflag 0x99
hidesprite 0xperson's event no. here


similarly, for showing the person again->

clearflag 0x99
showsprite 0xperson's event no. here


....Hope it clears all your doubt :)

GoGoJJTech February 27th, 2016 8:46 PM

Quote:

Originally Posted by omeha (Post 9138461)

Um...no actually you have got it all wrong let me explain you with an example

suppose, you set a person id's no. is 99(hex) and I want to hide it after an event so my script would be like this ->

setflag 0x99
hidesprite 0xperson's event no. here


similarly, for showing the person again->

clearflag 0x99
showsprite 0xperson's event no. here


....Hope it clears all your doubt :)

Actually, last night I found out that hidesprite and showsprite set and clear the NPC's flags all in one shot, so setting or clearing them in the script is redundant

Meister G. Rool February 27th, 2016 9:06 PM

Alright, that solved my problem. Thank you very much.

omeha February 27th, 2016 9:46 PM

Quote:

Originally Posted by GoGoJJTech (Post 9138466)
Actually, last night I found out that hidesprite and showsprite set and clear the NPC's flags all in one shot, so setting or clearing them in the script is redundant

Woah !{D:}...nice find I must say

Telinc1 February 28th, 2016 7:02 AM

Quote:

Originally Posted by omeha (Post 9138553)
Woah !{D:}...nice find I must say

Actually, it's not new. It's been known for a lot of time (I found it myself in 2013 when I started hacking. good ol' noob days), though most people don't know about it and will tell you to use setflag/clearflag. It's also documented here.

INDIAN MEW(ARAZI) February 28th, 2016 12:10 PM

where can I get all 1-6 gen POKEMON sprites with form forme megas all should be in fire red format and all should be animated.

Blah February 28th, 2016 12:19 PM

Quote:

Originally Posted by INDIAN MEW(ARAZI) (Post 9139585)
where can I get all 1-6 gen POKEMON sprites with form forme megas all should be in fire red format and all should be animated.

You're looking for MrDS's thread, though the people working on it aren't quite finished yet with their resource. The ones under the Emerald section are animated, you can use them for your FR purposes.

http://pokecommunity.info/showthread.php?t=314422
http://www.pokecommunity.com/showthread.php?t=336945

lesleyrs February 28th, 2016 12:43 PM

turns out nameless tile map editor link is also death, does anyone have a reupload?

I think itd be pretty cool if there was just 1 big posts including links of all/most gba tools

Blah February 28th, 2016 1:25 PM

Quote:

Originally Posted by random321 (Post 9139646)
turns out nameless tile map editor link is also death, does anyone have a reupload?

I think itd be pretty cool if there was just 1 big posts including links of all/most gba tools

use Hopeless Tile Map editor for a gui, or use grit via the command line for tile maps.

Nakasu February 28th, 2016 3:15 PM

Alright, is it possible to use:

trainerbattle 0x1 0x001 0x0 @before @after @later

A second time in the same script?

Lets say i have the script appear in the @later command for another battles to start after some message boxes, will it work?

Christos February 28th, 2016 3:20 PM

Quote:

Originally Posted by Nakasu (Post 9139870)
Alright, is it possible to use:

trainerbattle 0x1 0x001 0x0 @before @after @later

A second time in the same script?

Lets say i have the script appear in the @later command for another battles to start after some message boxes, will it work?

It should be possible! Though if it's the same battle/trainer you might have to clear the flag before.

Gintoki-Sama February 28th, 2016 4:25 PM

ok so im using trainer battle 0x1 and for some reason the first @later script wont begin.

Spoiler:
'---------------
#org 0x3B67BA
lock
applymovement MOVE_PLAYER 0x8728FF9
waitmovement 0xFF
msgbox 0x8729071 MSG_NORMAL '"Nick: Uhh, what's going on here?\p..."
applymovement 0xE 0x8728FFD
waitmovement 0xE
msgbox 0x87290C5 MSG_NORMAL '"I AM KATE"
applymovement 0xD 0x8729000
waitmovement 0xD
msgbox 0x87290D1 MSG_NORMAL '"I AM KALLI\pKate: We are the membe..."
applymovement 0x10 0x8729003
waitmovement 0x10
msgbox 0x87291B3 MSG_NORMAL '"Clarence: I thought you called\nth..."
special 0x3B
playsong 0x10A 0x0
trainerbattle 0x1 0x4 0x0 0x83B681E 0x83B682F 0x8728E3C
end

'---------------
#org 0x728E3C
applymovement 0xE 0x8729006
waitmovement 0xE
applymovement 0xD 0x8729009
waitmovement 0xD
msgbox 0x8729246 MSG_NORMAL '"Kate: N-No way, how could we\nlose..."
applymovement MOVE_PLAYER 0x872900C
waitmovement 0xFF
msgbox 0x87292B6 MSG_NORMAL '"Nick: NOW MOVE\p???: Disgusting..."
playsong 0x157 0x0
applymovement 0xD 0x872900F
waitmovement 0xD
applymovement 0xB 0x8729013
waitmovement 0xB
msgbox 0x87292DA MSG_NORMAL '"Kate: ALLY!\pNick: What now...\pAl..."
fadescreen 0x1
msgbox 0x87293A7 MSG_NORMAL '"WHO TURNED OUT THE LIGHTS?"
applymovement 0xF 0x872901C
waitmovement 0xF
fadescreen 0x0
msgbox 0x87293C4 MSG_NORMAL '"Neville: Why hello there"
playsong 0x13B 0x0
applymovement MOVE_PLAYER 0x8729027
applymovement 0x10 0x872902B
applymovement 0xE 0x872902F
applymovement 0xB 0x8729032
applymovement 0xD 0x8729035
waitmovement 0xFF
waitmovement 0x10
waitmovement 0xE
waitmovement 0xB
waitmovement 0xD
msgbox 0x87293DF MSG_NORMAL '"Kate: H-How did you do that?!?\pNe..."
applymovement MOVE_PLAYER 0x8729038
applymovement 0x10 0x872903B
waitmovement 0xFF
waitmovement 0x10
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
special 0x3B
playsong 0x129 0x0
trainerbattle 0x1 0x5 0x0 0x8728F1F 0x8728F3B 0x8728F4F
end

'---------------
#org 0x728F4F
playsong 0x13B 0x0
special 0x113
applymovement 0x10 0x872903E
applymovement 0xF 0x8729041
waitmovement 0x10
waitmovement 0xF
applymovement 0xE 0x8729044
applymovement 0xD 0x872904D
waitmovement 0xE
waitmovement 0xD
special 0x136
sound 0xE
msgbox 0x8729582 MSG_NORMAL '"Nick: ...guys was that really\nnee..."
fadescreen 0x1
hidesprite 0xE
setflag 0x207
hidesprite 0xD
setflag 0x206
hidesprite 0xB
setflag 0x209
fadescreen 0x0
msgbox 0x8729663 MSG_NORMAL '"Servana: Nice Work."
applymovement MOVE_PLAYER 0x8729056
applymovement 0xF 0x8729059
applymovement 0x10 0x872905C
waitmovement 0xFF
waitmovement 0xF
waitmovement 0x10
applymovement MOVE_CAMERA 0x872905F
waitmovement 0x7F
applymovement 0xC 0x8729065
waitmovement 0xC
applymovement MOVE_CAMERA 0x872906B
waitmovement 0x7F
msgbox 0x8729679 MSG_NORMAL '"Servana: come over here when\nyou'..."
special 0x114
setvar 0x4015 0x1
release
end


'---------
' Strings
'---------
#org 0x729071
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.

#org 0x7290C5
= I AM KATE

#org 0x7290D1
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...

#org 0x7291B3
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.

#org 0x3B681E
= SAVE YOUR GAEM

#org 0x3B682F
= Kalli: MY VIRGINITY

#org 0x729246
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....

#org 0x7292B6
= Nick: NOW MOVE\p???: Disgusting...

#org 0x7292DA
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...

#org 0x7293A7
= WHO TURNED OUT THE LIGHTS?

#org 0x7293C4
= Neville: Why hello there

#org 0x7293DF
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.

#org 0x728F1F
= How about we finish this!

#org 0x728F3B
= Ally: ...No way..

#org 0x729582
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!

#org 0x729663
= Servana: Nice Work.

#org 0x729679
= Servana: come over here when\nyou're ready.


'-----------
' Movements
'-----------
#org 0x728FF9
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x728FFD
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x729000
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x729003
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x729006
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x729009
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72900C
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72900F
#raw 0x19 'Delay2
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x729013
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x72901C
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x729027
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72902B
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72902F
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x729032
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x729035
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x729038
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72903B
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72903E
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x729041
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x729044
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x72904D
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x729056
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x729059
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72905C
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72905F
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x729065
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x72906B
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

INDIAN MEW(ARAZI) February 28th, 2016 9:31 PM

where can I get darth tile map editor

lesleyrs February 28th, 2016 11:27 PM

Quote:

Originally Posted by FBI (Post 9139703)
use Hopeless Tile Map editor for a gui, or use grit via the command line for tile maps.

Found it thanks, hope its good

lesleyrs February 29th, 2016 8:25 AM

unlz gba numbers for the 3 sevii islands maps anyone? not asking for kanto

kim2416 February 29th, 2016 9:29 AM

Hello Everyone can i ask a favor? can someone make me an edited pokemon emerald rom.
the edited rom that i want is just very simple i cant find away to do it myself but i really appreciate your help.
i want a pokemon emerald rom with starting trainer is Cynthia from Platinum and Lucy from Emerald at BAttle frontier.
just that kind of ROM since i can change the pokemons in emerald but i cant change the trainer.
thank you in advance i hope someone will give me a help thanks again.

The Walrus February 29th, 2016 5:18 PM

Okay, so I've been out of hacking for a good number of years now, and I just had some questions since things have changed so much.

First off, does expanding a ROM with JPAN's hacked engine run stably? Also, on the same token, how much more space does it add? And another question about the hacked engine, I'm not 100% sure what you can change. Is the main jist of it the new specials?

And then, my final question, is there an easy/stable way to insert new pokemon? Like over the ? ones I suppose. I don't want to replace any older pokemon if I don't have to.

EDIT: Oh, and after applying the hacked engine patch, pallet town is completely glitched. Any ideas why?
Oh, I changed the warp to warp to Viridian city, and after I fainted, I was transported to a location outside the map in the pokemon center, and was stuck in the black void that is the wall.

Z-nogyroP February 29th, 2016 5:59 PM

^ I can't say anything for the expansion, but to add more Pokemon you can use this tutorial. It's pretty time-consuming, but it works. Alternatively, G3HS has an Expand Pokedex tool, but I've heard that it can cause some bugs.

Is there any way to make Shedinja's slot not have 1 HP?

Substitute Doll February 29th, 2016 6:21 PM

For advance map, how would you add tilesets without replacing?

FSBS March 1st, 2016 7:24 AM

Is it possible to change the pokemon sold at Route 4 pokemon center in Fire Red? If so I'd appreciate a link to the relevant documentation.

azurile13 March 1st, 2016 10:21 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9142472)
Is it possible to change the pokemon sold at Route 4 pokemon center in Fire Red? If so I'd appreciate a link to the relevant documentation.

I think you just need a script editor. That's the Magikarp, right? Decompile it, and you'll see that you won't need a dedicated tutorial.

DizzyEgg March 1st, 2016 1:00 PM

Quote:

Originally Posted by Z-nogyroP (Post 9141668)
^ I can't say anything for the expansion, but to add more Pokemon you can use this tutorial. It's pretty time-consuming, but it works. Alternatively, G3HS has an Expand Pokedex tool, but I've heard that it can cause some bugs.

Is there any way to make Shedinja's slot not have 1 HP?

Try changing those bytes:
In Emerald: 08068DF4 to 00 00 00 00
In Fire Red: 0803E564 to 00 00 00 00

Z-nogyroP March 1st, 2016 7:01 PM

^ This allowed Shedinja's maximum HP to be higher, but when the game actually loads one it still has 1 HP. I received one from Professor Oak in the tutorial to test, and it had 1/35 HP. The same happens in the wild. Is there anything else that could help fix this?

DizzyEgg March 2nd, 2016 5:13 AM

Quote:

Originally Posted by Z-nogyroP (Post 9143275)
^ This allowed Shedinja's maximum HP to be higher, but when the game actually loads one it still has 1 HP. I received one from Professor Oak in the tutorial to test, and it had 1/35 HP. The same happens in the wild. Is there anything else that could help fix this?

My bad, there are two checks, one for max hp stat and the other for current HP stat. So, to make Shedinja have normal stats, change bytes at:
Emerald:
08068DF4 to 00 00 00 00
08068FCC to 00 00 00 00
Fire Red:
0803E564 to 00 00 00 00
0803E73C to 00 00 00 00

Sensual March 2nd, 2016 5:56 AM

Let's say I was working on a very ambitious project (32x32 OWs, expanded OW count, expanded OW palettes, larger maps, more scripts, etc). How likely would it be that I would run out of free space down the road?

I'm not working on any such project, but I'm curious to know just how much we can pack into a ROM without expanding it. If anybody could give me a gauge, it would be much appreciated.

esperance March 2nd, 2016 6:29 AM

Quote:

Originally Posted by Sensual (Post 9143757)
Let's say I was working on a very ambitious project (32x32 OWs, expanded OW count, expanded OW palettes, larger maps, more scripts, etc). How likely would it be that I would run out of free space down the road?

I'm not working on any such project, but I'm curious to know just how much we can pack into a ROM without expanding it. If anybody could give me a gauge, it would be much appreciated.

Depends on the ROM base really. With Emerald it should be obvious that you'd need to expand rather early on but with FireRed or Ruby you have a lot more to work with. With careful management of free space, you can fit a lot of stuff into the ROM. Speaking from personal experience, you can fit a ton of scripts into a relatively small space (especially if they are more generic scripts), and maps don't really take up all that much space either. As for OWs, well, they're pretty small too because they're only 32 x 32 pixels and 4 bpp is a pretty efficient way to save them, and a normal uncompressed palette only takes 32 bytes so you can insert hundreds of those before you notice a difference. The real space user is graphics and music data. Graphics can be enormous (by comparison), and while compression definitely makes them smaller, when you start inserting a lot you'll notice how much space is taken very quickly. For example, inserting sprites for all 700+ Pokemon takes a lot of space. Songs themselves don't take up some space, usually only a few hundred bytes per track at most (unless you decide to insert some ridiculously long song), but voicegroups and sound samples tend to take up a lot of space that quickly adds up.

Now, taken all together, if you manage your free space well, you can add a lot of what you want without having to expand the ROM at all. I remember replacing all sprites for the 386 Pokemon on FireRed once and it took around 0x20000 bytes (from around 0x800000 to 0x820000) (very rough estimate). So that's just an example of how much space can be taken up by graphics. So, that might seem like a lot but you can also consider that you still have from 0x830000 through 0x8FFFFF for free space left after, and that's not even considering areas such as 0x900000 to 0xAFFFFF. So really, you have a lot more space to work with than you think if you aren't using Emerald.

Sensual March 2nd, 2016 5:00 PM

Quote:

Originally Posted by Lostelle (Post 9143797)
Depends on the ROM base really. With Emerald it should be obvious that you'd need to expand rather early on but with FireRed or Ruby you have a lot more to work with. With careful management of free space, you can fit a lot of stuff into the ROM. Speaking from personal experience, you can fit a ton of scripts into a relatively small space (especially if they are more generic scripts), and maps don't really take up all that much space either. As for OWs, well, they're pretty small too because they're only 32 x 32 pixels and 4 bpp is a pretty efficient way to save them, and a normal uncompressed palette only takes 32 bytes so you can insert hundreds of those before you notice a difference. The real space user is graphics and music data. Graphics can be enormous (by comparison), and while compression definitely makes them smaller, when you start inserting a lot you'll notice how much space is taken very quickly. For example, inserting sprites for all 700+ Pokemon takes a lot of space. Songs themselves don't take up some space, usually only a few hundred bytes per track at most (unless you decide to insert some ridiculously long song), but voicegroups and sound samples tend to take up a lot of space that quickly adds up.

Now, taken all together, if you manage your free space well, you can add a lot of what you want without having to expand the ROM at all. I remember replacing all sprites for the 386 Pokemon on FireRed once and it took around 0x20000 bytes (from around 0x800000 to 0x820000) (very rough estimate). So that's just an example of how much space can be taken up by graphics. So, that might seem like a lot but you can also consider that you still have from 0x830000 through 0x8FFFFF for free space left after, and that's not even considering areas such as 0x900000 to 0xAFFFFF. So really, you have a lot more space to work with than you think if you aren't using Emerald.

Ok, cool. That's very good to know. I'd just been reading about people expanding to 32MB ROMs and wondered what would warrant doing so. Thanks for the in-depth response, Lost.

PokéMew March 2nd, 2016 7:05 PM

To expand the overworld palette table in FireRed, is it as simple as expanding the table at 0x3A5158, or is anything else involved? And will NTME recognize the newly added palette slots (as long as I edit the ini)? I'm just making sure because I feel like it isn't as simple as that, being that the small amount of overworld palettes in FireRed was the most annoying thing imaginable and such an easy fix couldn't be that simple lol.

lesleyrs March 3rd, 2016 2:54 AM

For some reason when inserting gen IV and V pokemon icons they look messed up, but the gen VI ones from mrdollsteak look fine. Does any1 have working icons for gen 4/5 64x32?

Gintoki-Sama March 3rd, 2016 4:16 AM

Still no word on why my later script wont start? After the first trainer battle the script just stops and i can move around

Spoiler:
'---------------
#org 0x3B67BA
lock
applymovement MOVE_PLAYER 0x8728FF9
waitmovement 0xFF
msgbox 0x8729071 MSG_NORMAL '"Nick: Uhh, what's going on here?\p..."
applymovement 0xE 0x8728FFD
waitmovement 0xE
msgbox 0x87290C5 MSG_NORMAL '"I AM KATE"
applymovement 0xD 0x8729000
waitmovement 0xD
msgbox 0x87290D1 MSG_NORMAL '"I AM KALLI\pKate: We are the membe..."
applymovement 0x10 0x8729003
waitmovement 0x10
msgbox 0x87291B3 MSG_NORMAL '"Clarence: I thought you called\nth..."
special 0x3B
playsong 0x10A 0x0
trainerbattle 0x1 0x4 0x0 0x83B681E 0x83B682F 0x8728E3C
end

'---------------
#org 0x728E3C
applymovement 0xE 0x8729006
waitmovement 0xE
applymovement 0xD 0x8729009
waitmovement 0xD
msgbox 0x8729246 MSG_NORMAL '"Kate: N-No way, how could we\nlose..."
applymovement MOVE_PLAYER 0x872900C
waitmovement 0xFF
msgbox 0x87292B6 MSG_NORMAL '"Nick: NOW MOVE\p???: Disgusting..."
playsong 0x157 0x0
applymovement 0xD 0x872900F
waitmovement 0xD
applymovement 0xB 0x8729013
waitmovement 0xB
msgbox 0x87292DA MSG_NORMAL '"Kate: ALLY!\pNick: What now...\pAl..."
fadescreen 0x1
msgbox 0x87293A7 MSG_NORMAL '"WHO TURNED OUT THE LIGHTS?"
applymovement 0xF 0x872901C
waitmovement 0xF
fadescreen 0x0
msgbox 0x87293C4 MSG_NORMAL '"Neville: Why hello there"
playsong 0x13B 0x0
applymovement MOVE_PLAYER 0x8729027
applymovement 0x10 0x872902B
applymovement 0xE 0x872902F
applymovement 0xB 0x8729032
applymovement 0xD 0x8729035
waitmovement 0xFF
waitmovement 0x10
waitmovement 0xE
waitmovement 0xB
waitmovement 0xD
msgbox 0x87293DF MSG_NORMAL '"Kate: H-How did you do that?!?\pNe..."
applymovement MOVE_PLAYER 0x8729038
applymovement 0x10 0x872903B
waitmovement 0xFF
waitmovement 0x10
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
special 0x3B
playsong 0x129 0x0
trainerbattle 0x1 0x5 0x0 0x8728F1F 0x8728F3B 0x8728F4F
end

'---------------
#org 0x728F4F
playsong 0x13B 0x0
special 0x113
applymovement 0x10 0x872903E
applymovement 0xF 0x8729041
waitmovement 0x10
waitmovement 0xF
applymovement 0xE 0x8729044
applymovement 0xD 0x872904D
waitmovement 0xE
waitmovement 0xD
special 0x136
sound 0xE
msgbox 0x8729582 MSG_NORMAL '"Nick: ...guys was that really\nnee..."
fadescreen 0x1
hidesprite 0xE
setflag 0x207
hidesprite 0xD
setflag 0x206
hidesprite 0xB
setflag 0x209
fadescreen 0x0
msgbox 0x8729663 MSG_NORMAL '"Servana: Nice Work."
applymovement MOVE_PLAYER 0x8729056
applymovement 0xF 0x8729059
applymovement 0x10 0x872905C
waitmovement 0xFF
waitmovement 0xF
waitmovement 0x10
applymovement MOVE_CAMERA 0x872905F
waitmovement 0x7F
applymovement 0xC 0x8729065
waitmovement 0xC
applymovement MOVE_CAMERA 0x872906B
waitmovement 0x7F
msgbox 0x8729679 MSG_NORMAL '"Servana: come over here when\nyou'..."
special 0x114
setvar 0x4015 0x1
release
end


'---------
' Strings
'---------
#org 0x729071
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.

#org 0x7290C5
= I AM KATE

#org 0x7290D1
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...

#org 0x7291B3
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.

#org 0x3B681E
= SAVE YOUR GAEM

#org 0x3B682F
= Kalli: MY VIRGINITY

#org 0x729246
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....

#org 0x7292B6
= Nick: NOW MOVE\p???: Disgusting...

#org 0x7292DA
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...

#org 0x7293A7
= WHO TURNED OUT THE LIGHTS?

#org 0x7293C4
= Neville: Why hello there

#org 0x7293DF
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.

#org 0x728F1F
= How about we finish this!

#org 0x728F3B
= Ally: ...No way..

#org 0x729582
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!

#org 0x729663
= Servana: Nice Work.

#org 0x729679
= Servana: come over here when\nyou're ready.


'-----------
' Movements
'-----------
#org 0x728FF9
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x728FFD
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x729000
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x729003
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x729006
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x729009
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72900C
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72900F
#raw 0x19 'Delay2
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x729013
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x72901C
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x729027
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72902B
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72902F
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x729032
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x729035
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x729038
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72903B
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72903E
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x729041
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x729044
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x72904D
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x729056
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x729059
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72905C
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72905F
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x729065
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x72906B
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

Pleasure March 3rd, 2016 5:24 AM

Quote:

Originally Posted by Gintoki-Sama (Post 9145106)
Still no word on why my later script wont start? After the first trainer battle the script just stops and i can move around

Spoiler:
'---------------
#org 0x3B67BA
lock
applymovement MOVE_PLAYER 0x8728FF9
waitmovement 0xFF
msgbox 0x8729071 MSG_NORMAL '"Nick: Uhh, what's going on here?\p..."
applymovement 0xE 0x8728FFD
waitmovement 0xE
msgbox 0x87290C5 MSG_NORMAL '"I AM KATE"
applymovement 0xD 0x8729000
waitmovement 0xD
msgbox 0x87290D1 MSG_NORMAL '"I AM KALLI\pKate: We are the membe..."
applymovement 0x10 0x8729003
waitmovement 0x10
msgbox 0x87291B3 MSG_NORMAL '"Clarence: I thought you called\nth..."
special 0x3B
playsong 0x10A 0x0
trainerbattle 0x1 0x4 0x0 0x83B681E 0x83B682F 0x8728E3C
end

'---------------
#org 0x728E3C
applymovement 0xE 0x8729006
waitmovement 0xE
applymovement 0xD 0x8729009
waitmovement 0xD
msgbox 0x8729246 MSG_NORMAL '"Kate: N-No way, how could we\nlose..."
applymovement MOVE_PLAYER 0x872900C
waitmovement 0xFF
msgbox 0x87292B6 MSG_NORMAL '"Nick: NOW MOVE\p???: Disgusting..."
playsong 0x157 0x0
applymovement 0xD 0x872900F
waitmovement 0xD
applymovement 0xB 0x8729013
waitmovement 0xB
msgbox 0x87292DA MSG_NORMAL '"Kate: ALLY!\pNick: What now...\pAl..."
fadescreen 0x1
msgbox 0x87293A7 MSG_NORMAL '"WHO TURNED OUT THE LIGHTS?"
applymovement 0xF 0x872901C
waitmovement 0xF
fadescreen 0x0
msgbox 0x87293C4 MSG_NORMAL '"Neville: Why hello there"
playsong 0x13B 0x0
applymovement MOVE_PLAYER 0x8729027
applymovement 0x10 0x872902B
applymovement 0xE 0x872902F
applymovement 0xB 0x8729032
applymovement 0xD 0x8729035
waitmovement 0xFF
waitmovement 0x10
waitmovement 0xE
waitmovement 0xB
waitmovement 0xD
msgbox 0x87293DF MSG_NORMAL '"Kate: H-How did you do that?!?\pNe..."
applymovement MOVE_PLAYER 0x8729038
applymovement 0x10 0x872903B
waitmovement 0xFF
waitmovement 0x10
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
special 0x3B
playsong 0x129 0x0
trainerbattle 0x1 0x5 0x0 0x8728F1F 0x8728F3B 0x8728F4F
end

'---------------
#org 0x728F4F
playsong 0x13B 0x0
special 0x113
applymovement 0x10 0x872903E
applymovement 0xF 0x8729041
waitmovement 0x10
waitmovement 0xF
applymovement 0xE 0x8729044
applymovement 0xD 0x872904D
waitmovement 0xE
waitmovement 0xD
special 0x136
sound 0xE
msgbox 0x8729582 MSG_NORMAL '"Nick: ...guys was that really\nnee..."
fadescreen 0x1
hidesprite 0xE
setflag 0x207
hidesprite 0xD
setflag 0x206
hidesprite 0xB
setflag 0x209
fadescreen 0x0
msgbox 0x8729663 MSG_NORMAL '"Servana: Nice Work."
applymovement MOVE_PLAYER 0x8729056
applymovement 0xF 0x8729059
applymovement 0x10 0x872905C
waitmovement 0xFF
waitmovement 0xF
waitmovement 0x10
applymovement MOVE_CAMERA 0x872905F
waitmovement 0x7F
applymovement 0xC 0x8729065
waitmovement 0xC
applymovement MOVE_CAMERA 0x872906B
waitmovement 0x7F
msgbox 0x8729679 MSG_NORMAL '"Servana: come over here when\nyou'..."
special 0x114
setvar 0x4015 0x1
release
end


'---------
' Strings
'---------
#org 0x729071
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.

#org 0x7290C5
= I AM KATE

#org 0x7290D1
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...

#org 0x7291B3
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.

#org 0x3B681E
= SAVE YOUR GAEM

#org 0x3B682F
= Kalli: MY VIRGINITY

#org 0x729246
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....

#org 0x7292B6
= Nick: NOW MOVE\p???: Disgusting...

#org 0x7292DA
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...

#org 0x7293A7
= WHO TURNED OUT THE LIGHTS?

#org 0x7293C4
= Neville: Why hello there

#org 0x7293DF
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.

#org 0x728F1F
= How about we finish this!

#org 0x728F3B
= Ally: ...No way..

#org 0x729582
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!

#org 0x729663
= Servana: Nice Work.

#org 0x729679
= Servana: come over here when\nyou're ready.


'-----------
' Movements
'-----------
#org 0x728FF9
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x728FFD
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x729000
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x729003
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x729006
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x729009
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72900C
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72900F
#raw 0x19 'Delay2
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x729013
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x72901C
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x729027
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72902B
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72902F
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x729032
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x729035
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x729038
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72903B
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72903E
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x729041
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x729044
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x72904D
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x729056
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x729059
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72905C
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72905F
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x729065
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x72906B
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

Try changing all those waitmovements to "waitmovement 0x0" exactly and let us know what happens. Also, in the case of having several applymovements in a row, you only need one waitmovement at the end of them.

The Walrus March 3rd, 2016 12:03 PM

So, if I ever get around to hacking again, one of my ideas is for a somewhat branching storyline. Really not much difference than speech options and different trainer battles and events. Anyway, I planned on using a system of flags. Now with all of these flags being set I could theoretically run out of them(not likely, but hey, who knows). So, I never really got into using variables, and I'm not 100% sure how they're used. My question is, would there be any options that would work better than a flag system?

Dyskinesia March 3rd, 2016 2:04 PM

Is there any simple way of editing the world map in Pokemon Fire Red? I can't for the life of me figure this out, and it's something I need to get figured out for school. If someone could point me in the direction of a reliable guide for this I'd love you forever. All I need to do is change the image of the world map, not the any of the data or anything like that, I already have that part figured that out.

Vendily March 3rd, 2016 2:16 PM

Quote:

Originally Posted by _xChaos (Post 9145720)
Is there any simple way of editing the world map in Pokemon Fire Red? I can't for the life of me figure this out, and it's something I need to get figured out for school. If someone could point me in the direction of a reliable guide for this I'd love you forever. All I need to do is change the image of the world map, not the any of the data or anything like that, I already have that part figured that out.

Here's a tutorial for the world map. If you're changing that, you should also consider this tutorial to change the Pokedex's map and this one to change the catch areas.

FSBS March 3rd, 2016 3:10 PM

Route 22 is deleted.
I've been adding several new maps, first with 0.0 and 0.5 (because I didn't know what I was doing) and then into the 43 bank.
Did I screw up somewhere? Because when I try to get into Route 22 in A-Map it tells me invalid pointer to map footer.


edit: I'm starting over on my project utilizing what I've learned about hacking and what I'm wanting to do. I have a couple more questions now:
How many maps can an unexpanded Fire Red rom hold?
Should I apply the 32mb base anyways?
What to apply first-32mb or MrDollSteaks?
What can I do to prevent a map from deleting itself in the future?
Also, my now-current process will be to edit a map, edit the wild pokemon, edit the trainers, edit the scripts, and then add whatever new scripts/warps I need. Is this the best and/or safest way to go about this?
Thanks everyone for the help so far and the help I'm sure to need in the future.
edit 2:
I tried patching MrDollSteaks base onto a base that adds a set of maps for Johto in Fire Red and came up with the invalid pointer to map footer issue with Pallet Town. A base with only MDS patch works fine, as does one with only the Johto maps patched in. I've been googling the issue for an hour and come up with no solutions. Does this have something to do with resizing the maps? Does it have something to do with adding too many maps? I guess I'll just restart in the morning and hope for the best if no answers.

Teh Blazer March 3rd, 2016 3:16 PM

Two quick questions about AdvanceMap.

1. How do I move the wild pokemon data from one map to another? One had wild pokemon when I don't want it to and one doesn't have any but I want it to. TRather than switching entire maps around, how do I swap the data?

2. I expanded and remapped Altering Cave but now the map thinks it is an indoors map (no running, trainer battles have the indoor background). What do I have to change so it becomes a cave map so I can run and have proper battle backgrounds?

Vendily March 3rd, 2016 4:01 PM

Quote:

Originally Posted by Teh Blazer (Post 9145842)
Two quick questions about AdvanceMap.
2. I expanded and remapped Altering Cave but now the map thinks it is an indoors map (no running, trainer battles have the indoor background). What do I have to change so it becomes a cave map so I can run and have proper battle backgrounds?

Under the Header tab, there is a section titled "Map Options". Go to the drop-down labeled "Type" and change it from "Inside" to "Underground".

Pleasure March 3rd, 2016 4:32 PM

Quick question for anybody that's willing to answer. I would like to turn the usual selection of HMs into TMs. Would this be as simple as a byte change or is ASM required?

leyn09 March 3rd, 2016 5:45 PM

Quote:

Originally Posted by azurile13 (Post 9142627)
I think you just need a script editor. That's the Magikarp, right? Decompile it, and you'll see that you won't need a dedicated tutorial.

or you could make your own selling pokemon script. Just search for diegoisawesome's and tajaros' tutorials about scripting.

here's a sample of script
Spoiler:

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x5
compare 0x800D 0x1
if 0x1 goto @buy
msgbox @2 0x6
release
end

#Org @buy
checkmoney 0x(price in hex) 0x0
compare 0x800D 0x1
if 0x0 goto @nomoney
paymoney 0x(price in hex) 0x0
givepokemon 0x(species of pokemon in hex) 0x(level in hex) 0x(item index in hex) 0x0
msgbox @3 0x6
release
end

#org @1
= message about selling pokemon

#org @2
= message when declined for buying pokemon

#org @3
= message after sale of pokemon


if you want to sell only once, use flags. I didn't inlcude nicknaming or showing money. You could learn it all by reading scripting tutorials. As much as possible, try learning them instead of editing from default scripts. It's more fun that way. Hope that helps!

The Walrus March 3rd, 2016 5:46 PM

Quote:

Originally Posted by Pleasure (Post 9145943)
Quick question for anybody that's willing to answer. I would like to turn the usual selection of HMs into TMs. Would this be as simple as a byte change or is ASM required?

I'm no expert, but I believe ASM is required. On the reverse side, without the need for asm, you cam effectively make TMs into moves with uses outside of battle. If I'm not mistaken, there is a command "checkpokemove" that can be used to determine if one of your pokes knows said move, and from there its as simple as scripting in whatever effect is desired. Some things though, will definitely require asm.

DizzyEgg March 4th, 2016 12:54 AM

Quote:

Originally Posted by Teh Blazer (Post 9145842)
Two quick questions about AdvanceMap.
1. How do I move the wild pokemon data from one map to another? One had wild pokemon when I don't want it to and one doesn't have any but I want it to. TRather than switching entire maps around, how do I swap the data?

There's a table for wild pokemon data located at:
Fire Red: 083C9CB8
Emerald: 08552D48
Its entries are enumerated like this:
Spoiler:

00000000 wild_poke_data struc @ (sizeof=0x14, mappedto_45)
00000000
00000000
00000000 map_bank: .byte ?
00000001 map_number: .byte ?
00000001
00000002 padding: .short ?
00000004 grass: .long ? @ offset (00000000)
00000008 surfing: .long ? @ offset (00000000)
0000000C rock_smash: .long ? @ offset (00000000)
00000010 fishing_rod: .long ? @ offset (00000000)
00000014 wild_poke_data ends


What you want to do is: open a hex editor, go to the start of the table and look for the map you want to copy(make sure you find forward). So, you take map bank and number and look for those two bytes. After you've found it, copy the 0x14 bytes, look for the map you want to edit, and paste them there.

azurile13 March 4th, 2016 9:06 AM

Quote:

Originally Posted by leyn09 (Post 9146030)
or you could make your own selling pokemon script. Just search for diegoisawesome's and tajaros' tutorials about scripting.

here's a sample of script
Spoiler:

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x5
compare 0x800D 0x1
if 0x1 goto @buy
msgbox @2 0x6
release
end

#Org @buy
checkmoney 0x(price in hex) 0x0
compare 0x800D 0x1
if 0x0 goto @nomoney
paymoney 0x(price in hex) 0x0
givepokemon 0x(species of pokemon in hex) 0x(level in hex) 0x(item index in hex) 0x0
msgbox @3 0x6
release
end

#org @1
= message about selling pokemon

#org @2
= message when declined for buying pokemon

#org @3
= message after sale of pokemon


if you want to sell only once, use flags. I didn't inlcude nicknaming or showing money. You could learn it all by reading scripting tutorials. As much as possible, try learning them instead of editing from default scripts. It's more fun that way. Hope that helps!

Uhmm. I wasn't suggesting editing default scripts. I was suggesting learning from default scripts. I'd argue that you get more out of looking at the game for something this simple because you also learn how to learn.
Quote:

Originally Posted by DizzyEgg (Post 9146473)
There's a table for wild pokemon data located at:
Fire Red: 083C9CB8
Emerald: 08552D48
Its entries are enumerated like this:
Spoiler:

00000000 wild_poke_data struc @ (sizeof=0x14, mappedto_45)
00000000
00000000
00000000 map_bank: .byte ?
00000001 map_number: .byte ?
00000001
00000002 padding: .short ?
00000004 grass: .long ? @ offset (00000000)
00000008 surfing: .long ? @ offset (00000000)
0000000C rock_smash: .long ? @ offset (00000000)
00000010 fishing_rod: .long ? @ offset (00000000)
00000014 wild_poke_data ends


What you want to do is: open a hex editor, go to the start of the table and look for the map you want to copy(make sure you find forward). So, you take map bank and number and look for those two bytes. After you've found it, copy the 0x14 bytes, look for the map you want to edit, and paste them there.

If you copy 0x14 bytes, aren't you also copying the map and bank number :P (only the pointers should be copied)

DizzyEgg March 4th, 2016 10:35 AM

Quote:

Originally Posted by azurile13 (Post 9146834)
If you copy 0x14 bytes, aren't you also copying the map and bank number :P (only the pointers should be copied)

haha yes, of course. Thanks for pointing that out

kim2416 March 4th, 2016 7:17 PM

Can anyone please teach me how to change trainer i got cynthia sprites that i got from google but i cant replace them.
is there a specific size of prites to import in a ROM?

Emerald Version

The Walrus March 4th, 2016 9:31 PM

Quote:

Originally Posted by kim2416 (Post 9147513)
Can anyone please teach me how to change trainer i got cynthia sprites that i got from google but i cant replace them.
is there a specific size of prites to import in a ROM?

Emerald Version

Don't know if people still use it, but UNlz has all of the sprites & many other images. Yes there is a size limit(I think it's 64x64 like the poke sprites), but I believe you can edit the size limit in a hex editor.

Janp March 5th, 2016 2:39 AM

Hi, I wanted to get back to hacking, but everytime I start XSE, error 380 shows up. I've been sitting on this problem for 2 hours and still couldn't find solution...

The error looks like this (in Windows 10):

lesleyrs March 5th, 2016 9:27 AM

does anyone have a good resource of 2 frame pokemon icons? The ones I found only have 1 frame and look messed up ingame

RanaldRoo March 5th, 2016 9:27 AM

Hi, I'm having trouble with my ROM Hack of Pokémon Emerald. Every time a dialogue box opens up the red arrow at the bottom right has random pixels floating under it that bob up and down with the arrow. Is this because I changed the pallets for the trainer sprites? Can it be fixed? If so, how? Any help is greatly appreciated. See the image in the spoiler below.


Salamence™ March 5th, 2016 2:13 PM

How do you edit rgcn and rlcn files?

The Walrus March 5th, 2016 4:10 PM

Quote:

Originally Posted by RanaldRoo (Post 9148401)
Hi, I'm having trouble with my ROM Hack of Pokémon Emerald. Every time a dialogue box opens up the red arrow at the bottom right has random pixels floating under it that bob up and down with the arrow. Is this because I changed the pallets for the trainer sprites? Can it be fixed? If so, how? Any help is greatly appreciated. See the image in the spoiler below.


Did you edit anything to do with the text box? Palettes could also potentially be an issue.

-

I've been out of hacking forever, thus I forgot about most of the data I had accumulated. What flags are free & safe to use?

Oh, and I saw something before about replacing all instances of 00 with FF. Is there a link to how to accomplish this, or is it simple enough to just tell me? lol im so rusty.

Delta Nite March 5th, 2016 11:40 PM

Hi there. I just downloaded Fire Red's IDA from knizz's signature and tried opening it using "File -> Open" it gives the following message:
You can't disassemble file with such an extension: C:\...\firered.idb
It seems that "Open" disassembles a file, whereas knizz's IDB is actually a database, so how do I use it?

DizzyEgg March 6th, 2016 12:25 AM

Quote:

Originally Posted by Delta Nite (Post 9149329)
Hi there. I just downloaded Fire Red's IDA from knizz's signature and tried opening it using "File -> Open" it gives the following message:
You can't disassemble file with such an extension: C:\...\firered.idb
It seems that "Open" disassembles a file, whereas knizz's IDB is actually a database, so how do I use it?

If you have IDA installed, double-clicking on FireRed.idb should be enough. You could also drag this file to IDA.

lesleyrs March 6th, 2016 2:45 AM

is it possible to add more frames (forms) to pokemon in g3hs for example deoxys? or what do i have to change for it to let me do this?

also whats the best item editor

Sloo March 6th, 2016 7:36 AM

I have 2 questions using Pokemon Ruby:

1) I can't fly to Fallarbor Town, Fortree City, or any map after Fortree. Their Pokecenters still have their own respective sethealingplace in the level script which I haven't touched, and I've gone in them and healed my Pokemon in game. When I go to the fly map they're still greyed out and unselectable. What could cause this?

2) I can't figure out how to set the national dex; from what I've seen it needs to be set after you've received the standard Pokedex. I have a script box just outside of the Prof's lab that looks like this:
Code:

'-----------------------
#org 0x859F02
lock
checkflag 0x103C
if 0x1 goto 0x880E968
checkflag 0x801
if 0x1 goto 0x885AAF0
release
end

'-----------------------
#org 0x80E968
release
end

'-----------------------
#org 0x85AAF0
applymovement 0x1 0x885AA9B
waitmovement 0x0
applymovement 0x1 0x885AB36
waitmovement 0x0
msgbox 0x885AAAC '"Oh! Is that a POKéDEX?\pThat's so c..."
callstd 0x6
writebytetooffset 0x2 0x2026B00
writebytetooffset 0x3 0x2026B01
writebytetooffset 0xDA 0x2024EBE
writebytetooffset 0x67 0x2026A5A
applymovement 0x1 0x885AE02
waitmovement 0x0
setflag 0x103C
release
end


The event seems to work in game, but it doesn't set the Pokedex to national mode. What am I doing wrong?

Sloo March 6th, 2016 11:39 AM

Quote:

Originally Posted by Sloo (Post 9149769)
1) I can't fly to Fallarbor Town, Fortree City, or any map after Fortree. Their Pokecenters still have their own respective sethealingplace in the level script which I haven't touched, and I've gone in them and healed my Pokemon in game. When I go to the fly map they're still greyed out and unselectable. What could cause this?

I figured this problem out on my own just now; I had started deleting levelscripts in the cities themselves just so nothing weird could happen with the games original flags being set. Turns out some of those are what activate the flight positions: Flags 813, 81A...etc.
I made levelscripts which just activate the respective flags and it works fine now.

Still unsure about activating the national dex.

DizzyEgg March 6th, 2016 12:10 PM

Quote:

Originally Posted by Sloo (Post 9150033)
I figured this problem out on my own just now; I had started deleting levelscripts in the cities themselves just so nothing weird could happen with the games original flags being set. Turns out some of those are what activate the flight positions: Flags 813, 81A...etc.
I made levelscripts which just activate the respective flags and it works fine now.

Still unsure about activating the national dex.

I don't know about Ruby, but in Emerald special 0x1F3 activates the national pokedex, so it's probably similar in Ruby with special number being different. I'm also suggesting you switch Ruby to Emerald or Fire Red as they're far more documented and everything Ruby does, Emerald does as well(in some cases , it does it better).

The Walrus March 6th, 2016 12:10 PM

Quote:

Originally Posted by Sloo (Post 9150033)
I figured this problem out on my own just now; I had started deleting levelscripts in the cities themselves just so nothing weird could happen with the games original flags being set. Turns out some of those are what activate the flight positions: Flags 813, 81A...etc.
I made levelscripts which just activate the respective flags and it works fine now.

Still unsure about activating the national dex.

special 0x16F

thedarkdragon11 March 6th, 2016 12:18 PM

Which palette slot are safe to replace in FR tilesets without damaging all other tilesets? Thanks!

Sloo March 6th, 2016 12:51 PM

Quote:

Originally Posted by DizzyEgg (Post 9150083)
I don't know about Ruby, but in Emerald special 0x1F3 activates the national pokedex, so it's probably similar in Ruby with special number being different. I'm also suggesting you switch Ruby to Emerald or Fire Red as they're far more documented and everything Ruby does, Emerald does as well(in some cases , it does it better).

It's a little late to switch now.
Ruby is weird and uses writebytetooffset instead of a special to activate the national dex.
I just figured out my script did work, you just have to hit select in game when viewing the pokedex to switch it over to national mode.

kim2416 March 6th, 2016 5:21 PM

Quote:

Originally Posted by The Walrus (Post 9147657)
Don't know if people still use it, but UNlz has all of the sprites & many other images. Yes there is a size limit(I think it's 64x64 like the poke sprites), but I believe you can edit the size limit in a hex editor.

ok then il do my best about it but i stil dont know how to change your trainder in game on emerald i got the sprites of cynthia but still i dont know how to use them

The Walrus March 6th, 2016 5:37 PM

Quote:

Originally Posted by thedarkdragon11 (Post 9150094)
Which palette slot are safe to replace in FR tilesets without damaging all other tilesets? Thanks!

I don't know the #s right now, but I'm pretty sure the pals that are all black(or black with another color for transparency) are safe to edit/replace. I'm actually in need of trying this myself, so if I find anything else I will let you know. I'll just PM you (if I remember lol)

esperance March 6th, 2016 10:10 PM

Quote:

Originally Posted by thedarkdragon11 (Post 9150094)
Which palette slot are safe to replace in FR tilesets without damaging all other tilesets? Thanks!

It's different for every tileset, but generally any palette that is mostly a single color (that is, "blank") will generally be unused and safe to replace. You'll have to do a bit of trial-and-error to ensure a palette is unused, but it shouldn't be too difficult to see when one is probably unused.

thedarkdragon11 March 7th, 2016 12:31 AM

Quote:

Originally Posted by The Walrus (Post 9150444)
I don't know the #s right now, but I'm pretty sure the pals that are all black(or black with another color for transparency) are safe to edit/replace. I'm actually in need of trying this myself, so if I find anything else I will let you know. I'll just PM you (if I remember lol)

Quote:

Originally Posted by Lostelle (Post 9150810)
It's different for every tileset, but generally any palette that is mostly a single color (that is, "blank") will generally be unused and safe to replace. You'll have to do a bit of trial-and-error to ensure a palette is unused, but it shouldn't be too difficult to see when one is probably unused.

Thanks a lot!

FSBS March 7th, 2016 5:26 AM

Two questions, Fire Red base.
Am I limited to what I find in trainer editor lists (using Hopeless Trainer Editor) for adding new trainers? If not, how do I make/add new trainers without a trainer editor?
Second question; how many new maps can I make in A-Map?

esperance March 7th, 2016 5:45 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9151270)
Two questions, Fire Red base.
Am I limited to what I find in trainer editor lists (using Hopeless Trainer Editor) for adding new trainers? If not, how do I make/add new trainers without a trainer editor?
Second question; how many new maps can I make in A-Map?

1. Yes, there is no way to add more trainers beyond what is already in the game at this time.
2. You can pretty much make as many maps as you'll need. I believe the theoretical maximum number of maps is 255 banks with 255 maps each (over 60,000), though certainly nobody has ever tried making that many. Just use the bank editor to create space for new maps or replace existing ones.

DizzyEgg March 7th, 2016 7:40 AM

Quote:

Originally Posted by Lostelle (Post 9151293)
1. Yes, there is no way to add more trainers beyond what is already in the game at this time.

You actually can add more trainers, you'd just have to find some new flags for it.(i.e in the saveblock1 there are two sets of seen pokedex flags that serve no purpose, so they could be used). And then, you'd have to modify the clear/set/check trainerflag routines, so when the trainer ID is higher than default, they'll use new flags.

FSBS March 7th, 2016 8:06 AM

Thanks for answering my questions.
I now have an issue with a new trainer battle dialogue.
The first time I made it, everything went smoothly. I tried adding a new pokemon to the new trainer with Hopeless Trainer Editor and it froze every time.
I then deleted the trainer and remade it with the same script but a different offset.
Then I tried doing it with A-Trainer, which works for the most part. The problem is that the dialogue is all mixed up, as seen in this album; http://imgur.com/a/Op9qP
Here's my script
http://i.imgur.com/d6Wr0zI.jpg

Logan March 7th, 2016 8:26 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9151428)
Thanks for answering my questions.
I now have an issue with a new trainer battle dialogue.
The first time I made it, everything went smoothly. I tried adding a new pokemon to the new trainer with Hopeless Trainer Editor and it froze every time.
I then deleted the trainer and remade it with the same script but a different offset.
Then I tried doing it with A-Trainer, which works for the most part. The problem is that the dialogue is all mixed up, as seen in this album; http://imgur.com/a/Op9qP
Here's my script
http://i.imgur.com/d6Wr0zI.jpg

Have you written that over an existing script rather than starting afresh? To me that looks like there isn't enough free space for those messages you've written. Try inserting the script in free space (800000+?).

FSBS March 7th, 2016 9:01 AM

I'm not sure, I've been trying to keep track of my offsets. Maybe I should start fresh again (I'm not very far into it) and this time keep meticulous track of things. But I did go back through, debug religiously, compile, and save and now the messages work but concerned this will bite me down the road.

Max Elixir March 7th, 2016 9:26 PM

looking for some advice on how I would go about editing the Red Gyarados event in Crystal, specifically the species of the encounter.

i don't really need it explained to me like i'm five, i just have no idea where to go to edit that or how to find that information out for myself.

Blah March 8th, 2016 6:43 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9151485)
I'm not sure, I've been trying to keep track of my offsets. Maybe I should start fresh again (I'm not very far into it) and this time keep meticulous track of things. But I did go back through, debug religiously, compile, and save and now the messages work but concerned this will bite me down the road.

You have more than enough space in the ROM to repoint all these scripts you're editing, add more new scripts ect.
It's not going to come and bite you, but I think organisation would definitely aid you in keeping track of certain things. Anyways, I don't think you should concern yourself with running out of space for scripts, or having to worry how many bytes was written where.

I don't think you should restart, unless there's a big change that'll happen if you do. In general it's not worth restarting and wasting the time. Best of luck.

FSBS March 8th, 2016 9:47 AM

Quote:

Originally Posted by FBI (Post 9153104)
You have more than enough space in the ROM to repoint all these scripts you're editing, add more new scripts ect.
It's not going to come and bite you, but I think organisation would definitely aid you in keeping track of certain things. Anyways, I don't think you should concern yourself with running out of space for scripts, or having to worry how many bytes was written where.

I don't think you should restart, unless there's a big change that'll happen if you do. In general it's not worth restarting and wasting the time. Best of luck.


Thanks again, FBI.
Another set of questions I came up with-I'm trying to change NPC dialogue. Opening their script in XSE with A-Map, highlighting their dialogue lines, pressing ctrl+T, typing what I want, and then debugging and compiling the script before saving. Sometimes this works, sometimes I get the same problem as before with weird dialogue box glitches.
So when I'm replacing NPC dialogue, should I just delete the dialogue script altogether and then replace it with a new one with what I want them to say?
And another thing-does deleting events have a negative effect? Such as if there is a cut tree native to a map and I don't want to use it or incorporate it at all and delete it, will that cause problems down the line?

DizzyEgg March 8th, 2016 10:20 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9153289)
Thanks again, FBI.
Another set of questions I came up with-I'm trying to change NPC dialogue. Opening their script in XSE with A-Map, highlighting their dialogue lines, pressing ctrl+T, typing what I want, and then debugging and compiling the script before saving. Sometimes this works, sometimes I get the same problem as before with weird dialogue box glitches.
So when I'm replacing NPC dialogue, should I just delete the dialogue script altogether and then replace it with a new one with what I want them to say?
And another thing-does deleting events have a negative effect? Such as if there is a cut tree native to a map and I don't want to use it or incorporate it at all and delete it, will that cause problems down the line?

In replacing all sorts of data, be it text, scripts, trainer's pokemon or whatever else, the rule is to do it ONLY IF new data is the same size or smaller than what you're trying to replace.
For example, if the text is :"KAPPA" and you'd like to replace it with: "CAT", then nothing wrong happens. However if you'll try to replace it with "KAPPA21" then you'd be overwriting data after that text and that's never good. So if new text is longer, create it with #org and replace the pointer to it to the new one.
As for deleting events on map, I'm not sure. I usually replace all events and sometimes create more. You could always give unwanted events, movement type 'hidden', so they're invisible.

Blah March 8th, 2016 10:24 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9153289)
Thanks again, FBI.
So when I'm replacing NPC dialogue, should I just delete the dialogue script altogether and then replace it with a new one with what I want them to say?

Yep. That's what I'd do.

Alternatively, you can just change the text pointer (which in the case of a decompiled script would be in the format "0x8YYYYYY", so you'd change this 'YYYYYY" into some other address you identify using a free space finder or some equivalent.

Quote:

And another thing-does deleting events have a negative effect? Such as if there is a cut tree native to a map and I don't want to use it or incorporate it at all and delete it, will that cause problems down the line?
No, it'd not have any affect rather than deleting the tree from the map.

FSBS March 8th, 2016 11:11 AM

Thanks again, DizzyEgg and FBI. You guys are the best!

Dyskinesia March 8th, 2016 6:00 PM

Ok something is going wrong with my code. For some reason it is always defaulting to the "pushedno" option regardless of if I clicked yes or no in the message box. I followed some tutorial and used their same code, but the tutorial's code isn't working either, and I can't find another tutorial. Does anyone know what's going wrong?

Code:

#dynamic 0x740000
#org @main
lock
faceplayer
checkflag 0x1002
if 0x1 jump @questdone
message @domyquest
callstd MSG_YESNO
if 0x1 jump @pushedyes
jump @pushedno

#org @domyquest
= Can you tell her to call me?

#org @questdone
message @thankyou
callstd MSG_NORMAL
release
end

#org @puShedyes
setflag 0x1003
message @yes
callstd MSG_NORMAL
release
end

#org @pushedno
message @no
callstd MSG_NORMAL
release
end

#org @yes
= Thank you so much!

#org @no
= Aww, I hope you reconsider.

#org @thankyou
= Thank you for telling her to call me!



Z-nogyroP March 8th, 2016 6:11 PM

Try adding in a "compare LASTRESULT 0x1" between callstd MSG_YESNO and if 0x1 jump @pushedyes.

Dyskinesia March 8th, 2016 6:26 PM

Ok so adding that in made the "Yes" option work, but now when I click the "No" option random characters would start appearing and the message wouldn't show. I can't post a link to a picture because I don't have enough posts, though.

Any other ideas for fixing the code?

FSBS March 9th, 2016 8:36 AM

Does anyone have an upload of Advance Trader I could get? Searching google has given me nothing except one download my computer says is unsafe.

FSBS March 9th, 2016 10:01 AM

So what's causing this graphical snafu? It occurs only when entering from the Route 2 exit of Viridian forest. Entering any door causes it to correct itself, as does walking away from it. I can enter and exit the warp at the house with no problem.
http://i.imgur.com/AK4o2c9.png

Vendily March 9th, 2016 10:15 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9154719)
So what's causing this graphical snafu? It occurs only when entering from the Route 2 exit of Viridian forest. Entering any door causes it to correct itself, as does walking away from it. I can enter and exit the warp at the house with no problem.
http://i.imgur.com/AK4o2c9.png

That's caused when two connecting maps have different secondary tiles. Just move the offending tiles farther away from the edge of the connection and the problem is fixed. (There was a specific amount of buffer tiles but I forgot what it was.)

Squeetz March 9th, 2016 10:16 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9154719)
So what's causing this graphical snafu? It occurs only when entering from the Route 2 exit of Viridian forest. Entering any door causes it to correct itself, as does walking away from it. I can enter and exit the warp at the house with no problem.

You're using a different secondary tileset on both maps.
Try changing Route 2s second tileset to the one you use in Pewter, or build the houses farther away from the Route.
Edit: Ninja'd

Gintoki-Sama March 9th, 2016 12:34 PM

My @later script still wont start for some reason can anyone help me? Right after the first battle ends it releases me and doesnt start the @later script

Here's the original script:
Spoiler:
#dynamic 0x3B67B

#org @start
lock
applymovement 0xFF @walk1
waitmovement 0xFF
msgbox @1 0x6
applymovement 0xE @walk2
waitmovement 0xE
msgbox @2 0x6
applymovement 0xD @walk3
waitmovement 0xD
msgbox @3 0x6
applymovement 0x10 @walk4
waitmovement 0x10
msgbox @4 0x6
special 0x03B
playsong 0x10A 0x0
trainerbattle 0x1 0x005 0x0 @before @after @later
end

#org @before
= SAVE YOUR GAEM

#org @after
= Kalli: No way

#org @later
applymovement 0xE @walk5
applymovement 0xD @walk6
waitmovement 0xE
waitmovement 0xD
msgbox @5 0x6
applymovement 0xFF @walk7
waitmovement 0xFF
msgbox @6 0x6
playsong 0x0157 0x0
applymovement 0xD @walk8
waitmovement 0xD
applymovement 0xB @walk9
waitmovement 0xB
msgbox @7 0x6
fadescreen 0x1
msgbox @8 0x6
applymovement 0xF @walk10
waitmovement 0xF
fadescreen 0x0
msgbox @9 0x6
playsong 0x13B 0x0
applymovement 0xFF @walk11
applymovement 0x10 @walk12
applymovement 0xE @walk13
applymovement 0xB @walk14
applymovement 0xD @walk15
waitmovement 0xFF
waitmovement 0x10
waitmovement 0xE
waitmovement 0xB
waitmovement 0xD
msgbox @10 0x6
applymovement 0xFF @walk16
applymovement 0x10 @walk17
waitmovement 0xFF
waitmovement 0x10
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
special 0x03B
playsong 0x129 0x0
trainerbattle 0x1 0x005 0x0 @before1 @after1 @later1
end

#org @before1
= How about we finish this!

#org @after1
= Ally: ...No way..

#org @later1
playsong 0x13B 0x0
special 0x113
applymovement 0x10 @walk18
applymovement 0xF @walk19
waitmovement 0x10
waitmovement 0xF
applymovement 0xE @walk20
applymovement 0xD @walk21
waitmovement 0xE
waitmovement 0xD
special 0x136
sound 0xE
msgbox @11 0x6
fadescreen 0x1
hidesprite 0xE
setflag 0x207
hidesprite 0xD
setflag 0x206
hidesprite 0xB
setflag 0x209
fadescreen 0x0
msgbox @12 0x6
applymovement 0xFF @walk22
applymovement 0xF @walk23
applymovement 0x10 @walk24
waitmovement 0xFF
waitmovement 0xF
waitmovement 0x10
applymovement 0x7F @walk25
waitmovement 0x7F
applymovement 0xC @walk26
waitmovement 0xC
applymovement 0x7F @walk27
waitmovement 0x7F
msgbox @13 0x6
special 0x114
setvar 0x403F 0x1
release
end

#org @walk1
#raw 0x13
#raw 0x13
#raw 0xFE

#org @walk2
#raw 0x54
#raw 0xFE

#org @walk3
#raw 0x54
#raw 0xFE

#org @walk4
#raw 0x63
#raw 0xFE

#org @walk5
#raw 0x62
#raw 0xFE

#org @walk6
#raw 0x62
#raw 0xFE

#org @walk7
#raw 0x55
#raw 0xFE

#org @walk8
#raw 0x19
#raw 0x2
#raw 0xFE

#org @walk9
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @walk10
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x3
#raw 0xFE

#org @walk11
#raw 0x4
#raw 0x62
#raw 0xFE

#org @walk12
#raw 0x4
#raw 0x62
#raw 0xFE

#org @walk13
#raw 0x62
#raw 0xFE

#org @walk14
#raw 0x62
#raw 0xFE

#org @walk15
#raw 0x62
#raw 0xFE

#org @walk16
#raw 0x3
#raw 0xFE

#org @walk17
#raw 0x3
#raw 0xFE

#org @walk18
#raw 0x55
#raw 0xFE

#org @walk19
#raw 0x55
#raw 0xFE

#org @walk20
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0xFE

#org @walk21
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0xFE

#org @walk22
#raw 0x1
#raw 0xFE

#org @walk23
#raw 0x1
#raw 0xFE

#org @walk24
#raw 0x1
#raw 0xFE

#org @walk25
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @walk26
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @walk27
#raw 0x10
#raw 0x10

#raw 0x10
#raw 0x10
#raw 0xFE

#org @1
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.

#org @2
= I AM KATE

#org @3
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...

#org @4
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.

#org @5
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....

#org @6
= Nick: NOW MOVE\p???: Disgusting...

#org @7
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...

#org @8
= WHO TURNED OUT THE LIGHTS?

#org @9
= Neville: Why hello there

#org @10
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.

#org @11
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!

#org @12
= Servana: Nice Work.

#org @13
= Servana: come over here when\nyou're ready.

Vendily March 9th, 2016 1:21 PM

Quote:

Originally Posted by Gintoki-Sama (Post 9154884)
My @later script still wont start for some reason can anyone help me? Right after the first battle ends it releases me and doesnt start the @later script

Here's the original script:
Spoiler:
#dynamic 0x3B67B

#org @start
lock
applymovement 0xFF @walk1
waitmovement 0xFF
msgbox @1 0x6
applymovement 0xE @walk2
waitmovement 0xE
msgbox @2 0x6
applymovement 0xD @walk3
waitmovement 0xD
msgbox @3 0x6
applymovement 0x10 @walk4
waitmovement 0x10
msgbox @4 0x6
special 0x03B
playsong 0x10A 0x0
trainerbattle 0x1 0x005 0x0 @before @after @later
end

#org @before
= SAVE YOUR GAEM

#org @after
= Kalli: No way

#org @later
applymovement 0xE @walk5
applymovement 0xD @walk6
waitmovement 0xE
waitmovement 0xD
msgbox @5 0x6
applymovement 0xFF @walk7
waitmovement 0xFF
msgbox @6 0x6
playsong 0x0157 0x0
applymovement 0xD @walk8
waitmovement 0xD
applymovement 0xB @walk9
waitmovement 0xB
msgbox @7 0x6
fadescreen 0x1
msgbox @8 0x6
applymovement 0xF @walk10
waitmovement 0xF
fadescreen 0x0
msgbox @9 0x6
playsong 0x13B 0x0
applymovement 0xFF @walk11
applymovement 0x10 @walk12
applymovement 0xE @walk13
applymovement 0xB @walk14
applymovement 0xD @walk15
waitmovement 0xFF
waitmovement 0x10
waitmovement 0xE
waitmovement 0xB
waitmovement 0xD
msgbox @10 0x6
applymovement 0xFF @walk16
applymovement 0x10 @walk17
waitmovement 0xFF
waitmovement 0x10
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
special 0x03B
playsong 0x129 0x0
trainerbattle 0x1 0x005 0x0 @before1 @after1 @later1
end

#org @before1
= How about we finish this!

#org @after1
= Ally: ...No way..

#org @later1
playsong 0x13B 0x0
special 0x113
applymovement 0x10 @walk18
applymovement 0xF @walk19
waitmovement 0x10
waitmovement 0xF
applymovement 0xE @walk20
applymovement 0xD @walk21
waitmovement 0xE
waitmovement 0xD
special 0x136
sound 0xE
msgbox @11 0x6
fadescreen 0x1
hidesprite 0xE
setflag 0x207
hidesprite 0xD
setflag 0x206
hidesprite 0xB
setflag 0x209
fadescreen 0x0
msgbox @12 0x6
applymovement 0xFF @walk22
applymovement 0xF @walk23
applymovement 0x10 @walk24
waitmovement 0xFF
waitmovement 0xF
waitmovement 0x10
applymovement 0x7F @walk25
waitmovement 0x7F
applymovement 0xC @walk26
waitmovement 0xC
applymovement 0x7F @walk27
waitmovement 0x7F
msgbox @13 0x6
special 0x114
setvar 0x403F 0x1
release
end

#org @walk1
#raw 0x13
#raw 0x13
#raw 0xFE

#org @walk2
#raw 0x54
#raw 0xFE

#org @walk3
#raw 0x54
#raw 0xFE

#org @walk4
#raw 0x63
#raw 0xFE

#org @walk5
#raw 0x62
#raw 0xFE

#org @walk6
#raw 0x62
#raw 0xFE

#org @walk7
#raw 0x55
#raw 0xFE

#org @walk8
#raw 0x19
#raw 0x2
#raw 0xFE

#org @walk9
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @walk10
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x3
#raw 0xFE

#org @walk11
#raw 0x4
#raw 0x62
#raw 0xFE

#org @walk12
#raw 0x4
#raw 0x62
#raw 0xFE

#org @walk13
#raw 0x62
#raw 0xFE

#org @walk14
#raw 0x62
#raw 0xFE

#org @walk15
#raw 0x62
#raw 0xFE

#org @walk16
#raw 0x3
#raw 0xFE

#org @walk17
#raw 0x3
#raw 0xFE

#org @walk18
#raw 0x55
#raw 0xFE

#org @walk19
#raw 0x55
#raw 0xFE

#org @walk20
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0xFE

#org @walk21
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0xFE

#org @walk22
#raw 0x1
#raw 0xFE

#org @walk23
#raw 0x1
#raw 0xFE

#org @walk24
#raw 0x1
#raw 0xFE

#org @walk25
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @walk26
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @walk27
#raw 0x10
#raw 0x10

#raw 0x10
#raw 0x10
#raw 0xFE

#org @1
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.

#org @2
= I AM KATE

#org @3
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...

#org @4
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.

#org @5
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....

#org @6
= Nick: NOW MOVE\p???: Disgusting...

#org @7
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...

#org @8
= WHO TURNED OUT THE LIGHTS?

#org @9
= Neville: Why hello there

#org @10
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.

#org @11
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!

#org @12
= Servana: Nice Work.

#org @13
= Servana: come over here when\nyou're ready.

I don't know about the rest of your script, but you missed a #raw 0xFE here.
Code:

#org @walk27
#raw 0x10
#raw 0x10
#raw 0xFE



destinedjagold March 9th, 2016 9:12 PM

Quote:

Originally Posted by Gintoki-Sama (Post 9154884)
My @later script still wont start for some reason can anyone help me? Right after the first battle ends it releases me and doesnt start the @later script

Here's the original script:
Spoiler:
#dynamic 0x3B67B

#org @start
lock
applymovement 0xFF @walk1
waitmovement 0xFF
msgbox @1 0x6
applymovement 0xE @walk2
waitmovement 0xE
msgbox @2 0x6
applymovement 0xD @walk3
waitmovement 0xD
msgbox @3 0x6
applymovement 0x10 @walk4
waitmovement 0x10
msgbox @4 0x6
special 0x03B
playsong 0x10A 0x0
trainerbattle 0x1 0x005 0x0 @before @after @later
end

#org @before
= SAVE YOUR GAEM

#org @after
= Kalli: No way

#org @later
applymovement 0xE @walk5
applymovement 0xD @walk6
waitmovement 0xE
waitmovement 0xD
msgbox @5 0x6
applymovement 0xFF @walk7
waitmovement 0xFF
msgbox @6 0x6
playsong 0x0157 0x0
applymovement 0xD @walk8
waitmovement 0xD
applymovement 0xB @walk9
waitmovement 0xB
msgbox @7 0x6
fadescreen 0x1
msgbox @8 0x6
applymovement 0xF @walk10
waitmovement 0xF
fadescreen 0x0
msgbox @9 0x6
playsong 0x13B 0x0
applymovement 0xFF @walk11
applymovement 0x10 @walk12
applymovement 0xE @walk13
applymovement 0xB @walk14
applymovement 0xD @walk15
waitmovement 0xFF
waitmovement 0x10
waitmovement 0xE
waitmovement 0xB
waitmovement 0xD
msgbox @10 0x6
applymovement 0xFF @walk16
applymovement 0x10 @walk17
waitmovement 0xFF
waitmovement 0x10
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
special 0x03B
playsong 0x129 0x0
trainerbattle 0x1 0x005 0x0 @before1 @after1 @later1
end

#org @before1
= How about we finish this!

#org @after1
= Ally: ...No way..

#org @later1
playsong 0x13B 0x0
special 0x113
applymovement 0x10 @walk18
applymovement 0xF @walk19
waitmovement 0x10
waitmovement 0xF
applymovement 0xE @walk20
applymovement 0xD @walk21
waitmovement 0xE
waitmovement 0xD
special 0x136
sound 0xE
msgbox @11 0x6
fadescreen 0x1
hidesprite 0xE
setflag 0x207
hidesprite 0xD
setflag 0x206
hidesprite 0xB
setflag 0x209
fadescreen 0x0
msgbox @12 0x6
applymovement 0xFF @walk22
applymovement 0xF @walk23
applymovement 0x10 @walk24
waitmovement 0xFF
waitmovement 0xF
waitmovement 0x10
applymovement 0x7F @walk25
waitmovement 0x7F
applymovement 0xC @walk26
waitmovement 0xC
applymovement 0x7F @walk27
waitmovement 0x7F
msgbox @13 0x6
special 0x114
setvar 0x403F 0x1
release
end

#org @walk1
#raw 0x13
#raw 0x13
#raw 0xFE

#org @walk2
#raw 0x54
#raw 0xFE

#org @walk3
#raw 0x54
#raw 0xFE

#org @walk4
#raw 0x63
#raw 0xFE

#org @walk5
#raw 0x62
#raw 0xFE

#org @walk6
#raw 0x62
#raw 0xFE

#org @walk7
#raw 0x55
#raw 0xFE

#org @walk8
#raw 0x19
#raw 0x2
#raw 0xFE

#org @walk9
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @walk10
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x3
#raw 0xFE

#org @walk11
#raw 0x4
#raw 0x62
#raw 0xFE

#org @walk12
#raw 0x4
#raw 0x62
#raw 0xFE

#org @walk13
#raw 0x62
#raw 0xFE

#org @walk14
#raw 0x62
#raw 0xFE

#org @walk15
#raw 0x62
#raw 0xFE

#org @walk16
#raw 0x3
#raw 0xFE

#org @walk17
#raw 0x3
#raw 0xFE

#org @walk18
#raw 0x55
#raw 0xFE

#org @walk19
#raw 0x55
#raw 0xFE

#org @walk20
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0xFE

#org @walk21
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0x3C
#raw 0xFE

#org @walk22
#raw 0x1
#raw 0xFE

#org @walk23
#raw 0x1
#raw 0xFE

#org @walk24
#raw 0x1
#raw 0xFE

#org @walk25
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @walk26
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @walk27
#raw 0x10
#raw 0x10

#raw 0x10
#raw 0x10
#raw 0xFE

#org @1
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.

#org @2
= I AM KATE

#org @3
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...

#org @4
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.

#org @5
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....

#org @6
= Nick: NOW MOVE\p???: Disgusting...

#org @7
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...

#org @8
= WHO TURNED OUT THE LIGHTS?

#org @9
= Neville: Why hello there

#org @10
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.

#org @11
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!

#org @12
= Servana: Nice Work.

#org @13
= Servana: come over here when\nyou're ready.

Try this...
Code:

...

#org @later
applymovement 0xE @walk5
applymovement 0xD @walk6
waitmovement 0
...
applymovement 0xFF @walk11
applymovement 0x10 @walk12
applymovement 0xE @walk13
applymovement 0xB @walk14
applymovement 0xD @walk15
waitmovement 0
...
applymovement 0xFF @walk16
applymovement 0x10 @walk17
waitmovement 0
...



Dyskinesia March 10th, 2016 9:40 AM

Is there any way with PKSV to make a multiple choice box? I want to make an NPC that plays rock paper scissors with you (Fire Water Grass, really). I have the random numbers worked out, but I havent found a way to let you choose out of three options that I've named. Is this possible?

MadHacker151 March 10th, 2016 8:17 PM

Could someone explain to me what an OAM is in terms of GBA hacking? I keep hearing it a lot in some threads but dont exactly know what it is or what its used for.

Telinc1 March 11th, 2016 8:31 AM

Quote:

Originally Posted by MadHacker151 (Post 9157219)
Could someone explain to me what an OAM is in terms of GBA hacking? I keep hearing it a lot in some threads but dont exactly know what it is or what its used for.

Well, said in layman's terms (albeit without much accuracy), the OAM (that stands for Object Attribute Memory by the way) is the place where the GBA stores all objects. Objects in Pokémon games are basically anything that moves around on screen, e.g. the player, NPCs, weather effects (fog, rain, etc.), Pokémon sprites in battle and many more. GBATEK has more information on it, and a lot more detailed and accurate, too.

INDIAN MEW(ARAZI) March 11th, 2016 9:15 AM

how many pokemon can i expand with g3hack suite

thedarkdragon11 March 11th, 2016 1:53 PM

Is it ok to post indexed item icon sprites in the Quick Resource thread or make a separate thread for that? Because I would like to share those sprites to those who can't and who are lazy to index them...

PokéMew March 11th, 2016 2:25 PM

Quote:

Originally Posted by thedarkdragon11 (Post 9158366)
Is it ok to post indexed item icon sprites in the Quick Resource thread or make a separate thread for that? Because I would like to share those sprites to those who can't and who are lazy to index them...

Sure, why not? (Btw you should message Spherical Ice or Christos about that in the future :P)

FSBS March 12th, 2016 7:06 AM

Is there any specific required reading in regards to removing the Sevii Islands, or do I just delete the related events?

Logan March 12th, 2016 7:13 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9159591)
Is there any specific required reading in regards to removing the Sevii Islands, or do I just delete the related events?

I shouldn't imagine it's too difficult. As you said just remove the relevant events and use the maps for whatever you want.

PokéMew March 12th, 2016 10:37 AM

Does anyone know the location of the HP bar during battle for FireRed? Also looking for the EXP bar in battle. Thanks

Konomo March 12th, 2016 11:19 AM

Does anyone know how to take quality screenshots of your rom? I have been using screencapture on the VBA and saving as PNG's, but the shots quality looks like garbage. What do you guys use to take screenshots of your hacks? Thanks for any answers!

Blah March 12th, 2016 11:30 AM

Quote:

Originally Posted by Konomo (Post 9159983)
Does anyone know how to take quality screenshots of your rom? I have been using screencapture on the VBA and saving as PNG's, but the shots quality looks like garbage. What do you guys use to take screenshots of your hacks? Thanks for any answers!

This is the method I use. Make sure you're using the correct filter.

Telinc1 March 12th, 2016 11:32 AM

Quote:

Originally Posted by Konomo (Post 9159983)
Does anyone know how to take quality screenshots of your rom? I have been using screencapture on the VBA and saving as PNG's, but the shots quality looks like garbage. What do you guys use to take screenshots of your hacks? Thanks for any answers!

...Screen capture on VBA maybe? That's how everyone takes screenshots. Unless you've got an old or bugged version, it should take them in crisp quality. Yes, they're 240x160. That's the GBA's screen resolution. If you enlarge them, make sure you use Nearest Neighbor. Otherwise, you're right, they will turn out horrible.
By the way, when zooming in in IrfanView, it by default resamples them with something other than Nearest. That's just visual.

Uncommon March 12th, 2016 11:41 AM

Quote:

Originally Posted by PokéMew (Post 9159945)
Does anyone know the location of the HP bar during battle for FireRed? Also looking for the EXP bar in battle. Thanks

I think this post has what you're looking for. This post is a follow-up with a little more information.


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