The PokéCommunity Forums

The PokéCommunity Forums (https://www.pokecommunity.com/index.php)
-   Binary ROM Hacking (https://www.pokecommunity.com/forumdisplay.php?f=284)
-   -   [Archive] Simple Questions (https://www.pokecommunity.com/showthread.php?t=60051)

BlackRainbow* October 31st, 2006 5:20 AM

whene i insert applymovement script in my game ( fire red )
everything freez when i walk to the script :S
here is a script that i have inserted :S

#org 0x8994d2
pause 0x0
applymovement 0x4 0x6D10AD
release
end

'-----------
' Movements
'-----------
#org 0x6D10AD
#raw 0x27
#raw 0xFE

Pokepearl October 31st, 2006 8:32 AM

Could someone tell me what's the Movement number in AdvanceMap, for a tile that you walk UNDER the tile, and can't see yourself?

Crystal ALpha-Star+ November 1st, 2006 9:46 AM

Quote:

Originally Posted by Pokepearl (Post 2279089)
Could someone tell me what's the Movement number in AdvanceMap, for a tile that you walk UNDER the tile, and can't see yourself?

The movement number is C and yes you can see yourself

Hiroki November 1st, 2006 11:10 AM

In Gold, the Guide Gent person (who gives you the map card), how do I make Daisy in Pallet Town give it to you on the spot, withoutt a Town tour?, just I walk into her house and I get it?

sohappy November 1st, 2006 11:32 AM

I have a question too. Does any one have the document with the Pokemon hex numbers? I can't find the thread they were in before.

renatoap November 1st, 2006 7:58 PM

hi i have a question about elite maps rubikon. I tryed several tiems but i can't compile anything. I load my rom and i have the script there, but the compile button is blank. I'm hacking a ruby us rom and this is my script if it would help.
#org 0x800000
checkflag 0xF0F1
if 1 0x800300
message 0x800100
boxset 0x2
setflag 0xF0F1
givepokemon 0x48 0x01 0x1
end

#org 0x800300
message 0x800200
boxset 0x6
release
end

#org 0x800200
= Here's that Feebas i promised
#org 0x800100
= here you go,take it.

HackMew November 2nd, 2006 8:56 AM

Quote:

Originally Posted by Alma_CORE (Post 2279018)
whene i insert applymovement script in my game ( fire red )
everything freez when i walk to the script :S
here is a script that i have inserted :S

#org 0x8994d2
pause 0x0
applymovement 0x4 0x6D10AD
release
end

'-----------
' Movements
'-----------
#org 0x6D10AD
#raw 0x27
#raw 0xFE

The problem depends on the offset you have chosen. In particular, I'm talking about the "6D10AD" one. That offset cannot be used because there are some ROM data that will be overwritten on script compiling. Try to use a different one.


Quote:

Originally Posted by sohappy (Post 2280058)
I have a question too. Does any one have the document with the Pokemon hex numbers? I can't find the thread they were in before.

You can find the list at wah.studiopokemon.com/index.php?go=comandos/codigos.php


Quote:

Originally Posted by renatoap (Post 2280401)
hi i have a question about elite maps rubikon. I tryed several tiems but i can't compile anything. I load my rom and i have the script there, but the compile button is blank. I'm hacking a ruby us rom and this is my script if it would help.
#org 0x800000
checkflag 0xF0F1
if 1 0x800300
message 0x800100
boxset 0x2
setflag 0xF0F1
givepokemon 0x48 0x01 0x1
end

#org 0x800300
message 0x800200
boxset 0x6
release
end

#org 0x800200
= Here's that Feebas i promised
#org 0x800100
= here you go,take it.

This question has been already answered before. Check this post for further information: theud.com/pokecommunity/showpost.php?p=2234351&postcount=1425

Crystal ALpha-Star+ November 2nd, 2006 9:01 AM

how do you port tilesets and sprites on paint to advance map.

HackMew November 2nd, 2006 9:13 AM

Quote:

Originally Posted by sena82 (Post 2280782)
how do you port tilesets and sprites on paint to advance map.

To import a tileset in AdvanceMap you have to load your map and then go to the Block Editor. Now you can import the first or the second tileset by choosing on the menu. For the trainer sprite, such as the hero's trainer card, you have to use unLZ-GBA.

Crystal ALpha-Star+ November 2nd, 2006 10:50 AM

i get this error

http://img505.imageshack.us/img505/4136/errordx4.png

The format of the tile set in paint is bitmap

HackMew November 2nd, 2006 12:09 PM

Quote:

Originally Posted by sena82 (Post 2280837)
i get this error

[...]

The format of the tile set in paint is bitmap

Make so:
- Open you ROM with AdvanceMap;
- Load a map of your choice;
- Go to the Block Editor;
- Export the tileset that you want edit;

At this point, you'll have 2 files: the first one with extension .dib and the second with extension .pal. Open the first one with your favourite ghaphic editing program and save. Finally import the modified tileset in the ROM.
If you have trouble editing the .dib file, try to rename as .bmp, edit it and then re-rename with extension .dib.

BlackRainbow* November 3rd, 2006 1:20 AM

Quote:

Originally Posted by cdr13 (Post 2273977)
1) I searched again this thread, for wildbattle commands, and actually managed to do in Emerald a battle scene for Moltres in Victory Road. But i can't delete the sprite after the battle (it remains there and i can battle Moltres every time). This is the script i used:

Code:

#autobank on

#org 0x86BDE0
msgbox 0x86BE30
cry
callstd 0x4
wildbattle 0x92 0x32 3
#raw 53
#raw 07
#raw 00
end

#org 0x86BE30
= Moltres!


The event number Advance Map shows for this sprite is 7. If you need more details, i am using the sprite number 233 (the deoxys triangle, it is temporary), People Nº: 8, location X: 2B, Y: 12, Script Offset: $86BDE0, in the Map 24.45 (the third map of Victory Road)

2) And how to add sprites? I don't want to replace, because i think every sprite is used, and i don't want that the Moltres sprite appear as a "Torchic Doll" in the game for example. It's difficult to search for this, the word "sprite" is very common...

EDIT:
Also tried this code, modified from that Snorlax example, and writing the correct offset in Advance Map ($86BD90). This code makes the common noise like i am interacting with an object, but nothing else. That's the reason i used the first, after deleting the first part, the cry part (when i used it. it leads to a battle with a sign "?", i think it is the new Missingno) and setflag command.

Code:

#autobank on
#org 0x86BD90
checkflag 0x1FF
if 0 0x86BDE0
end

#org 0x86BDE0
cry 0xA1 0x92
#raw 01
msgbox 86BE30
callstd 0x4
wildbattle 0x92 0x32 3
#raw 53
#raw 07
#raw 00
setflag 0x1FF
end

#org 0x86BE30
= Moltres!



Try this script

Code:

#org 0xF05000
lock
faceplayer
msgbox 0x8F03C00 '"Moltres ..."
callstd 0x6
nop
nop
wildbattle 0x92 0x32 0x3
nop
nop
pause 0x80
setflag 0x1285
nop
fadescreen 0x1
pause 0x30
#raw 0x53
#raw 0x07
#raw 0x00
nop
fadescreen 0x0
release
end



doesn't matter November 3rd, 2006 2:48 AM

Tile Problems
 
Kay, here are the tiles in their intended form.

http://img142.imageshack.us/img142/5162/01qx0.png

Yet when I walk off the map onto the next one ...

http://img95.imageshack.us/img95/1869/02jm1.png

This occurs. However, it reverts back to it's intended tiles if I go back into the town.

But if I leave the walk far enough so that the tiles have left the screen and then return ...

http://img100.imageshack.us/img100/1527/03ix7.png

This occurs, and even if I go back ...

http://img99.imageshack.us/img99/6383/04nh8.png

The tiles do not revert back to normal. And in order for them to do so, I have to walk far enough inside the map so that the tiles are off the screen.

So how do I stop the tiles from stuffing up?

Thanks.

I hope that makes sense ... or that it's a simple question ^^;;

Creqaw November 3rd, 2006 6:02 AM

somewhere on this rhread i found a patch so that prof oak will give you the national dex after you get the normal one can someone make me the same patch but then for FR

BlackRainbow* November 3rd, 2006 6:25 AM

[Ray.Z]: Its like that cuz you have changed the background of tiles
the normal background is grass and you have change it to sand

Magnezone November 3rd, 2006 7:12 AM

editing the pokenav hoenn map
 
I tried searching for this, but I couldn't find it: after editing the hoenn map (for the pokenav) in Cyclone and putting it in, the label in the lower right of the map didnt point to the new cities, routes, etc. how can I make it so that it does? I think I have to use a hex-editor, but what exactly do I have to do?

renatoap November 3rd, 2006 5:59 PM

To - HackMew -
I read all the info in that post and i placed all the files needed in the right place/ I have all of them but the compile button still does not work. The compile button is still blank and is unable to be clicked..... i have no idea what to do.

zel 2.0 November 3rd, 2006 7:31 PM

Quote:

Originally Posted by [ray.z] (Post 2281428)
Kay, here are the tiles in their intended form.

http://img142.imageshack.us/img142/5162/01qx0.png

Yet when I walk off the map onto the next one ...

http://img95.imageshack.us/img95/1869/02jm1.png

This occurs. However, it reverts back to it's intended tiles if I go back into the town.

But if I leave the walk far enough so that the tiles have left the screen and then return ...

http://img100.imageshack.us/img100/1527/03ix7.png

This occurs, and even if I go back ...

http://img99.imageshack.us/img99/6383/04nh8.png

The tiles do not revert back to normal. And in order for them to do so, I have to walk far enough inside the map so that the tiles are off the screen.

So how do I stop the tiles from stuffing up?

Thanks.

I hope that makes sense ... or that it's a simple question ^^;;

As far as I know that happens because of your two connected maps use different tilesets, if both of them share the same tilesets, there wouldn't be a problem.
However, if they share at least one (each map can have two tilesets), the "not-shared" tiles would confuse whenever you switch from map to map (That explains what's going on...).
How to prevent it?, well, try to use only the shared tiles, whenever you are close to switch to your other map (that goes for each map). That means, if you connect to a map with not-shared tiles, dont use that kind of tiles close to the connection (the game can see seven tiles away, I think). You already saw the glitchy effect. You'll learn to handle it, eventually...

Now I'm the one that hopes this made any sense at all...

cdr13 November 4th, 2006 4:58 AM

Quote:

Originally Posted by Alma_CORE (Post 2281420)
Try this script

Code:

#org 0xF05000
lock
faceplayer
msgbox 0x8F03C00 '"Moltres ..."
callstd 0x6
nop
nop
wildbattle 0x92 0x32 0x3
nop
nop
pause 0x80
setflag 0x1285
nop
fadescreen 0x1
pause 0x30
#raw 0x53
#raw 0x07
#raw 0x00
nop
fadescreen 0x0
release
end



Thanks. That code works ok for the battle (like before), but the sprite still remains there, and it's possible to continue battling moltres.
Also, there are another three questions i did in that post.

Magnezone November 4th, 2006 9:47 AM

Pokemon Amplifier Problem
 
I also have a problem with pokemon amplifier 3.2. it happens when i change evolutions. if i make a pokemon evolve into another such as remoraid to mantine at level 26, what will happen is that the mantine will be at lv 24 after the evolution. similarly, magmar evolving to moltres at 31 works, but in the end, moltres is lv 28. However, When I changed clefairy to evolve to chansey at lv. 30, it actually worked properly and the chansey was still lv 30.
could someone explain why the level reduces/tell the solution?
thanks in advance.

PkMNisthebest November 4th, 2006 11:28 AM

Advancemap 1.82 help
 
Whenever I trie to open Advancemap 1.82; 1.81 or 1.80 I get a strange optionscreen. It says the following:

This programm is based on parts of Jigglys GoldMap source.
Copyrights of AdvanceMap belong to LU-HO Poké.

Your rights :
§1 You are allowed to use this program.
§2 You are allowed to use the direct-link "am160.no-ip.info" or the one for the newer versions.
§3 You are not allowed to duplicate this file on any other webspace.
§4 You are not allowed to sell this program.
§5 You are not allowed to claim indemnity, if the usage of this program damages a program,
file or hardware of your computer.
§6 The Author of this program is not bound to offer support of any kind.
§7 You are not allowed to change this or any other text of this program, except the "*.ini" files in
the "Ini" directory.

If any part of this text seems unclear to you, or you have doubt in your Rights, feel free to
contact me anytime. My eMail adress: [email protected]


Then there are two clickable (make a selection black, you know, like a voting bill) that say:
10 Endnutzerform
11 Endnutzerform


And beneath them two buttons (like next and previous) that say:
12 Endnutzerform
13 Endnutzerform


Whatever combination I make with the choises, the program always closes.
I put all the ini-files in the ini-map and the enduser in "sprachen" in "ini".

Please help.

zak November 5th, 2006 12:15 AM

OverworldEditorRE
 
Ive prety much got the hang of this sucker by now , just i wanted to know if it was possible to ad more than 217 oveworld sprites for pokemon ruby? or/and if it was possible to change the size of the overworld sprites?


Anyone?

Crystal ALpha-Star+ November 5th, 2006 3:04 AM

I got this error on advance map

http://img227.imageshack.us/img227/9388/errortwoey2.png

Chris-h11 November 6th, 2006 3:19 AM

Quote:

Originally Posted by sena82 (Post 2282890)

What did you do before that happened?

SJohnst07 November 6th, 2006 11:50 AM

now it just says communication error when I enter the trading room. i'm trying to trade pokemon between a ruby rom and an emerald rom (both are completely unedited). any idea how to fix this???

i just managed to trade between 2 emerald files but i still cant trade between a ruby rom and an emerald rom.

flygonbreloom November 8th, 2006 1:32 AM

Ok, I cant be bothered going though 66 pages and I know this is probably a really obvious question but...where do I get a sprite editor that edits sprites in Pokemon Gold, I looked in the tools showcase and it empty and google didnt help...

Crystal ALpha-Star+ November 9th, 2006 8:54 AM

Ok,is the space capacity on pokemon fire red bigger than the space capacity on pokemon gold.

moltres_flames November 9th, 2006 11:40 AM

I have searched the forums but I dont understand the little information I could find.
I'm trying to hack Pokemon Gold but I dont know how to edit the trainer sprites. I can edit the map sprites, but I think the others are compressed. How to I uncompress them?

Also, I would like to know how to edit the title screen. I read that once you decompress it you can simply edit the tiles in a programme like TLP. I found a post that had an IPS patch that supposedly did this, but the attachment does not appear to work.

Can someone please help me in dummie language?:embarrass

Quote:

Originally Posted by flygonbreloom (Post 2284748)
Ok, I cant be bothered going though 66 pages and I know this is probably a really obvious question but...where do I get a sprite editor that edits sprites in Pokemon Gold, I looked in the tools showcase and it empty and google didnt help...

It seems that PC is having some trouble with that forum at the mo but I have a sprite editor for you ^_^.

Blazichu November 9th, 2006 9:07 PM

Quote:

Originally Posted by moltres_flames (Post 2285590)
I have searched the forums but I dont understand the little information I could find.
I'm trying to hack Pokemon Gold but I dont know how to edit the trainer sprites. I can edit the map sprites, but I think the others are compressed. How to I uncompress them?

Also, I would like to know how to edit the title screen. I read that once you decompress it you can simply edit the tiles in a programme like TLP. I found a post that had an IPS patch that supposedly did this, but the attachment does not appear to work.

Can someone please help me in dummie language?:embarrass



It seems that PC is having some trouble with that forum at the mo but I have a sprite editor for you ^_^.

Depends which trainer sprite you wan to change, if overworld Spirtes search for GS Sprite Editor on Google or in-battle sprites use Agixp and search on how to use it on google, it can be difficult to explain on how to use.

I have also attached an ips patch which decompresses the title screen and you can edit it in TLP.

moltres_flames November 10th, 2006 8:30 AM

Quote:

Originally Posted by Blazichu (Post 2285909)
Depends which trainer sprite you wan to change, if overworld Spirtes search for GS Sprite Editor on Google or in-battle sprites use Agixp and search on how to use it on google, it can be difficult to explain on how to use.

I have also attached an ips patch which decompresses the title screen and you can edit it in TLP.

thanks a lot but the ips patch only decompresses the pokemon logo and the gamefreak logo. I wanted to know how to change the flying pokemon and the 'gold version' tiles. but as for Agixp, i will get googling right now^_^

Jeremy November 10th, 2006 3:25 PM

Quote:

Originally Posted by moltres_flames (Post 2286119)
I wanted to know how to change the flying pokemon and the 'gold version' tiles.

Yay! A GSC question. x3 Anyway sweetie, to change the Gold Version tiles, well in the decompressed ips, the blank space underneath the Pokémon logo is were the Gold version tiles should be, they're already erased so you can make them say what you want. =3

Now for Ho-oh sweetie.

Repointing and Editing Ho-oh

Open TLP, go to the offset 18a00 and copy the tileset.
Go to offset e7700 and paste the tileset there.
Save.
Change Ho-oh’s pallete to make it easier to figure out what you're editing. ^^;

Now in a hex editor go to offset 62d7.
Change the bytes 60 42 to 0077. Save.

Now all you have to do sweetie is just change the tiles. ^^

Cursed November 10th, 2006 3:56 PM

I have tried to load my pokemon emerald rom onto pokepic, but when i do so nothing happens, it says it can't find the INI settings in overworld editor - rebirth edition, it won't load in visualboy advance, and yet when I load it in advancemap, it works like a charm. Anyone know what's wrong with my ROM?

zak November 10th, 2006 4:05 PM

its the rom
 
Quote:

Originally Posted by Cursed (Post 2286484)
I have tried to load my pokemon emerald rom onto pokepic, but when i do so nothing happens, it says it can't find the INI settings in overworld editor - rebirth edition, it won't load in visualboy advance, and yet when I load it in advancemap, it works like a charm. Anyone know what's wrong with my ROM?

Just get a fresh rom , that ones clearly dodgy :\

Cursed November 10th, 2006 4:12 PM

Quote:

Originally Posted by zak (Post 2286495)
Just get a fresh rom , that ones clearly dodgy :\

I got the same problems with my new one, except that I can play this one on visualboy advance.

moltres_flames November 11th, 2006 2:15 AM

thanks but...
 
Quote:

Originally Posted by Jeremy (Post 2286453)

Repointing and Editing Ho-oh

Open TLP, go to the offset 18a00 and copy the tileset.
Go to offset e7700 and paste the tileset there.
Save.
Change Ho-oh’s pallete to make it easier to figure out what you're editing. ^^;

Now in a hex editor go to offset 62d7.
Change the bytes 60 42 to 0077. Save.

Now all you have to do sweetie is just change the tiles. ^^

Thankyou - seems easy enough only *bows head in shame* what do you mean by a tileset? is that the group of tiles that are all compressed (between the tiles for the trees and poke centers etc)?:embarrass also how do I change a byte? Sorry for all the questions lol ^_^

moltres_flames November 11th, 2006 5:21 AM

agixp411 problem
 
1 Attachment(s)
By searching the site I found that this problem has been mentioned before, but no help or answers were given. Also, as the thread was over a year old I thought I would post a new one.
I have win 98 and downloaded AGIXP411 but whenever I try to open it I get a strange message (see the attatched image).
Does anyone know why this happens and how I can fix it? Before this happened I got a message saying I needed a DLL file so I downloaded it from the net. Then I get this new and more unusual message.

Please Help!

Frostbite November 11th, 2006 9:26 AM

Hey, I've been starting to hack, I'm hacking a Fire Red ROM and, I do need some help and some questions answered. The editor that I am using is EliteMap just for a heads up.

1) Everytime I add a weather condition to a route, say thunderstorm, I click save and the map changes from a Kanto map to a Hoenn map. I then X out and go back to EliteMap to edit it. Once I try to uplaod the ROM into EliteMap agian it dose not do anything and the screen stays black. Thishas become a very annoying problem for me recently, anyone know how I could fix this?

2) Several programs for EliteMap do not work for me. Eveytime I try to open the ROM for say, for the wild pokemon editor I get this error message. Not only do I get that kind of message for that program but, from many others as well. Help?

3) How do I import custom tilesets from Paint and uplaod them onto EliteMap?

4) How do I add people, items, events etc.?

5) How do I import a Pokémon backsprite from paint and apply it to the game itself?

Thats all for now, the main problems that I have.

zak November 11th, 2006 1:33 PM

Quote:

Originally Posted by Frostbite (Post 2287084)
Hey, I've been starting to hack, I'm hacking a Fire Red ROM and, I do need some help and some questions answered. The editor that I am using is EliteMap just for a heads up.

1) Everytime I add a weather condition to a route, say thunderstorm, I click save and the map changes from a Kanto map to a Hoenn map. I then X out and go back to EliteMap to edit it. Once I try to uplaod the ROM into EliteMap agian it dose not do anything and the screen stays black. Thishas become a very annoying problem for me recently, anyone know how I could fix this?

2) Several programs for EliteMap do not work for me. Eveytime I try to open the ROM for say, for the wild pokemon editor I get this error message. Not only do I get that kind of message for that program but, from many others as well. Help?

3) How do I import custom tilesets from Paint and uplaod them onto EliteMap?

4) How do I add people, items, events etc.?

5) How do I import a Pokémon backsprite from paint and apply it to the game itself?

Thats all for now, the main problems that I have.

Q1 , if youre saying youre imorting a map from kanto to hoen( or the other way round) open the map in am then go to the map bank you want to isnert it to, open the map , then go to insert map , you will get a smaller screen come up , change the first two tabs to the map bank and map number,

q2, try moving the rom to the same folder as the programes it usualy helps,

q3, sry no idea =/

q4, go to advance map , open your rom , click on the tab that says 'events' then on the side it will show them , you can simply add more from there , make sure you save after editing the number of events,( Also be careful , if you overload a map with events it can mess up your rom)

q5, use poke pic , the back pic has to be a certain size , ( pokepic is in the elitemap folder i believe)

Hope it helps ya ...

Any one know how i can add more overworld sprites to a ruby rom , so far you can edit 217 , i wana know if its possible to make like 300 ... if any1 knows please post back =)

Blazichu November 11th, 2006 5:24 PM

Quote:

Originally Posted by moltres_flames (Post 2286916)
By searching the site I found that this problem has been mentioned before, but no help or answers were given. Also, as the thread was over a year old I thought I would post a new one.
I have win 98 and downloaded AGIXP411 but whenever I try to open it I get a strange message (see the attatched image).
Does anyone know why this happens and how I can fix it? Before this happened I got a message saying I needed a DLL file so I downloaded it from the net. Then I get this new and more unusual message.

Please Help!

I think you need zerolib.dll

I have attached it below.

Matt Silver November 11th, 2006 7:40 PM

I used the search function but I didn't get a certain answer:
How do I import pokemon sprites with different palettes without messing it up.
EG: I want to put Naetoru in my game.
So I export Bulbasaur in Unlz.gba and replace Naetoru over it in paint.
It looks like this: http://i15.tinypic.com/44ik481.png

How do I fix it to look like it normally does? Where have I gone wrong?

Blazichu November 11th, 2006 8:09 PM

Quote:

Originally Posted by Matt Silver (Post 2287632)
I used the search function but I didn't get a certain answer:
How do I import pokemon sprites with different palettes without messing it up.
EG: I want to put Naetoru in my game.
So I export Bulbasaur in Unlz.gba and replace Naetoru over it in paint.
It looks like this: http://i15.tinypic.com/44ik481.png

How do I fix it to look like it normally does? Where have I gone wrong?

Try inserting this Naetoru(http://www.wah.studiopokemon.com/sprites/shinou/Naetle.png )over Bulbasaur, don't replace Naetoru over Bulbasaur in paint, just insert it into Unlz.gba over Bulbasaur, I was having a problem like this before too.

Matt Silver November 11th, 2006 8:31 PM

Quote:

Originally Posted by Blazichu (Post 2287648)
Try inserting this Naetoru(http://www.wah.studiopokemon.com/sprites/shinou/Naetle.png )over Bulbasaur, don't replace Naetoru over Bulbasaur in paint, just insert it into Unlz.gba over Bulbasaur, I was having a problem like this before too.

Thanks for the help. Does this apply to every sprite Studiowah has?

Blazichu November 11th, 2006 8:36 PM

Quote:

Originally Posted by Matt Silver (Post 2287650)
Thanks for the help. Does this apply to every sprite Studiowah has?

Not really some of them don't do that straight away.

Creqaw November 12th, 2006 2:29 AM

in FR how do you edit that FIRERED VERSION text if i open it in TLP it look likes trash the same with the ©2004 gamefreak inc. text someone know why?(it is in the titelscreen)

frank$or November 12th, 2006 2:57 AM

script >.<
 
hello, my first post here ^^
anyway, on-topic.

i tried this give-poke script, and copiled it correctly, but when i did talk to the person who was holding that script, nothing happened. you only did hear * click *

Code:

#org 0x9C1380
checkflag 0x1FF
if 0x1 0x9C1490
message 0x9c1500
boxset BOXSET_YESNO
compare LASTRESULT 0x0
if 0x1 0x9C1480
givepokemon 0x9E 5 0x0
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
#raw 00
fanfare 0x212
message 0x9C1600
boxset 0x2
waitfanfare
setflag 0x1FF
setflag 0x800
end

#org 0x9C1480
message 0x9C1570
boxset 0x6
end

#org 0x9C1490
message 0x9C1540
boxset 0x6
release
end

#org 0x9C1500
= Do you want the WATER-type TOTODILE?
#org 0x9C1540
= I can't hold it anymore.
#org 0x9C1570
= Please, take it.
#org 0x9C1600
= \v\h01 obtained a TOTODILE!


something wrong? or else what to do?

moltres_flames November 12th, 2006 5:09 AM

Quote:

Originally Posted by Blazichu (Post 2287411)
I think you need zerolib.dll

I have attached it below.

No that was included when I downloaded AGIXP411, so that can't be the problem.
Also, can someone explain to me what Jeremy meant by a 'byte' and how I copy a 'tileset' in TLP?

And lastly, is there a way to add a pokemon in the game, so it shows up like a person but when you click on it a battle starts? like for Ho-oh and Lugia. For my hack, Pokemon Garnet, I want Moltres to appear in place of Ho-oh, and Ho-oh to appear somewhere else.

SJohnst07 November 13th, 2006 12:59 PM

You have to add a setflag command which will activate the National dex.
Just take a look at the Script when you get the Nationaldex and copy the flag value to use it in your new command.


What does that actually mean???

Grifstar November 15th, 2006 9:57 AM

... well that was really, REALLY stupid of me ~_~;;

I was trying to clean out my hack tool folder(and updating most of the ones I like using), since I had some really old programs that I never used. Sure enough, I must've hit something vital since now all my tools refuse to work(except for Elite Map and it's programs and Advance Map).

I know I had this problem once before waaay back when I first got my tools, and then later it just 'mysteriously' vanished. But it sucks because now I'm wanting to go back to my old hack project, which I could, but right now I can't change the text around or anything >.>;.

It looks like the file I'm missing is "COMDLG.OCX", if anyone knows what that is and where I can get it. I'm gonna hope that's also the same thing my A-Text is complaining about even though it instead it keeps wanting to crash ;-;...

Also, I want the Pokemon Amp program back.... >.> <.<


EDIT: ..... actually it looks like I'm missing quite a few OCX files....
EDITEDIT: oh... kay... now it's missing COMDLG32 x_x
Final edit: FIXED IT! Forget what I said.... ^^;;

pokeant November 15th, 2006 10:52 PM

so long not online...

Quote:

Originally Posted by Scizz (Post 2238319)
The Maps in a Pokémon Crystal game can be edited by using Crys-Map, which can be obtained from a download site, listed in the Hacking Tools Reference.

is there another better map editor? i could not edit the events, and pokemon.

question:
is it possibe to change gym battles into somethings like battle frontier, where you need to select pokemon such as select only 3 pokemon etc.

shirokiryuu November 16th, 2006 12:02 AM

I've been experimenting with VBA Link and attemping to use it

But when I load a rom, it works fine, but then when I load the save file, it become distorted and unplayable. I don't understand what happened, because when i played it in VBA 1.6, it works completely fine. Is there a way to fix this?

Mario Famous November 16th, 2006 12:43 AM

Thats probably because you have the VBA Link save settings set differently. Use the same exact settings as you did with the VBA, if you used a bios file with the VBA, use the same one with the VBA Link.

I've figured out my problems as well. I'm going to state the solution to them to help other people.

Inserting Pokemon over old ones.*
Okay, I've read this whole thread and it really didn't help me with this so I figured it out on my own. It's best to use photoshop when editing or putting different sprites in the game. First make a new document in photoshop thats 64x64 in pixels, RGB coloring and a Transparent background. Get the edited sprite or spritesheet that you are using pokemon from and cut and drag the pokemon over to the new document. Once placed in the document go to image and then mode. Go to indexed, for the pallette choose Local (Selective), make sure that the "forced" option is switched to none and the transparency is off. Save the pic as a png.

*note, if the background of the pic is white, change it to an off white type color, It's best to do this because if a pokemon shares the same color with the background, that color will be transparent in the game...and the color white is a part of many pokemon.(I.E eyes)

Next use pokepic or Unlz to insert the pokemon. Be warned, if the pokemon is bigger than the original it will say the image is too big...yse, even though the file sizes are the exact same...I know. Personally I used pokepic to insert pics so I can see if there was an alteration in other pics of the pokemon.

*Note, use the same document for front and back pics of the pokemon, if you dont, you will see that one of the pics will have an alteration in color, thats because the pics do not have the same exact pallete. The front and back pics of the pokemon has to have the exact same pallete.

I hope this hepls the people that had the same troubles I had....this almost drove me back to hack Red and Blue.

moltres_flames November 16th, 2006 11:11 AM

help me please!!!
 
please could someone help me with the following things. (im hacking pokemon gold)

-change the picture of ho-oh on the title screen (didnt rly understand wot jeremy tld me 0_o)
-add events to make pokemon like moltres appear when u click on a person
-change in battle sprites of trainers (cant get avixp to work {see my problemo in a previous post})
-change palletes

please write in baby talk cos im such a noob ^_^

Mr Snrub November 17th, 2006 9:06 PM

Aargh
 
I can't compile my script to my ROM.

Look, here's a screenshot:

http://img87.imageshack.us/img87/1458/yeahproblemzn2.png

If it's a problem with the script, please tell me how to correct it.

Christos November 17th, 2006 11:24 PM

Quote:

Originally Posted by Mr Snrub (Post 2291272)
I can't compile my script to my ROM.

Look, here's a screenshot:

http://img87.imageshack.us/img87/1458/yeahproblemzn2.png

If it's a problem with the script, please tell me how to correct it.

First, your script is wrong. It should be like this:

#org 0x71DEF4
checkflag 0x800
compare LASTRESULT 0x1
if 0x1 call 0x71EF10
setflag 0x800
setflag 0x801
givepokemon 0x68 0x05 0x00
message 0x71DF10
boxset 0x4
release
end

#org 0x71EF10
message 0x71ED20
boxset 0x4
release
end

#org 0x71DF10
= Take this CUBONE...

#org 0x71ED20
= How's that CUBONE going?

And second, the ROM you are compiling the script to should be in EliteMap folder with no spaces in its name.

shirokiryuu November 17th, 2006 11:45 PM

Quote:

Originally Posted by Mario Famous (Post 2290092)
Thats probably because you have the VBA Link save settings set differently. Use the same exact settings as you did with the VBA, if you used a bios file with the VBA, use the same one with the VBA Link.

I tried that, but it still doesn't work properly. I've never used an bios files, so i don't think it's that.

Mr Snrub November 18th, 2006 12:00 AM

Quote:

Originally Posted by Christos (Post 2291376)
First, your script is wrong. It should be like this:

#org 0x71DEF4
checkflag 0x800
compare LASTRESULT 0x1
if 0x1 call 0x71EF10
setflag 0x800
setflag 0x801
givepokemon 0x68 0x05 0x00
message 0x71DF10
boxset 0x4
release
end

#org 0x71EF10
message 0x71ED20
boxset 0x4
release
end

#org 0x71DF10
= Take this CUBONE...

#org 0x71ED20
= How's that CUBONE going?

And second, the ROM you are compiling the script to should be in EliteMap folder with no spaces in its name.

Nice script but I still am getting that error message... If I e-mail you the .ips could you insert the script for me? If so, could you give the script to the Person event behind the house with the Lance sprite or the fat boy (near the lab)?

Please?

Thanks mon

snrub

sjkfbilsdbtg November 19th, 2006 9:36 AM

Can anyone tell me ANYWHERE I can download advance text in english right now? Nothing in the Tools Section. Scanning this 67 page thread for answers will take a while :(

sohappy November 19th, 2006 9:45 AM

Quote:

Originally Posted by sjkfbilsdbtg (Post 2292560)
Can anyone tell me ANYWHERE I can download advance text in english right now? Nothing in the Tools Section. Scanning this 67 page thread for answers will take a while :(

You can find most of the tools here. Scizz put this site in the Tools Reference thread before it was erased.

frank$or November 19th, 2006 10:58 AM

i have a new question.
( again about scripting )

i have probelms with scripting. ( see other post )
anyway, here's the next one.

i have this script here:
Code:

#org 0x6EDEE0
message 0x6EDF00
boxset 0x02
end
#org 0x6EDF00
= Noob!


compiled it correctly.
but when i tried it out..
this came: http://img68.imageshack.us/img68/4691/huhhh4.png ( it appeared for about 1 second, after that the page became black. )
the music was still playing. :x
Help?

El Diabeetus November 20th, 2006 2:57 PM

um my title screen for my hack is really F'ed up it looks like this:

http://i64.photobucket.com/albums/h176/Frankthesaiyan/PokemonEmeraldtitle.png

And this is what i made it out of:
http://i64.photobucket.com/albums/h176/Frankthesaiyan/tiltleraything.png

-Sasuke- November 20th, 2006 3:43 PM

Quote:

Originally Posted by Mr Snrub (Post 2291418)
Nice script but I still am getting that error message... If I e-mail you the .ips could you insert the script for me? If so, could you give the script to the Person event behind the house with the Lance sprite or the fat boy (near the lab)?

Please?

Thanks mon

snrub

Maybe you should try Diamond cutter to insert your sripts instead of sripted. Diamond cutter in way better.

TreeckoLv.100 November 20th, 2006 9:11 PM

This question has been asked before I know it, but I can't find the answer anymore. But here's the question: After importing an image for a new Pokemon using unLZ.GBA, messy pixels appear. Why is that? Didn't Scizz say something about repointing it?

Mario Famous November 20th, 2006 10:29 PM

No, it's because the pallete doesn't correspond with the recent pic. Did you remember to click "Export Pallete"? Thats probably another reason why. I used pokepic to insert the pokemon because if another picture gets messed up while importing another I'll know. Remember that the front and back pic of a trainer and pokemon shares the same exact pallete, trying to insert a front and back pic of the pokemon with different palletes will mess up something.

Heres my question, what is the easiest way to insert new tilesets? I'm also wondering how do you segment a pic into tile shapes. I'm trying to make this into a tileset.

http://i25.photobucket.com/albums/c79/mario_famous/hoohoohouse.png

Jeremy November 21st, 2006 1:17 PM

Quote:

Originally Posted by moltres_flames (Post 2290325)
please could someone help me with the following things. (im hacking pokemon gold)

-change the picture of ho-oh on the title screen (didnt rly understand wot jeremy tld me 0_o)
-add events to make pokemon like moltres appear when u click on a person
-change in battle sprites of trainers (cant get avixp to work {see my problemo in a previous post})
-change palletes

please write in baby talk cos im such a noob ^_^

Okie sweetie, here I go, again. XD


Repointing and Editing Ho-oh

Open TLP, go to the offset 18a00.
http://i3.photobucket.com/albums/y81/PKMN_Trainer_Jeremy/misc/tiles.png

Go to offset e7700 and paste what you copied there.
Save. Close TLP

Change Ho-oh’s pallete to make it easier to figure out what you're editing. ^^;

Now in a hex editor go to offset 62d7.
Change the the following 60 42 to 0077. Save.
http://i3.photobucket.com/albums/y81/PKMN_Trainer_Jeremy/misc/hex.png

Now all you have to do sweetie is just edit what you pasted at offset e7700 with TLP. ^^


Quote:

Originally Posted by sjkfbilsdbtg (Post 2294151)
Just another question, which i searched, and didn't fiind anything. I put in a few new characters using Advance Map, but I can't get them to talk since there's nothing to search using A-Text. So how do I make my new characters talk?

Well sweetie, just assign them a script.

moltres_flames November 22nd, 2006 11:35 AM

[QUOTE=Jeremy;2294152]Okie sweetie, here I go, again. XD


Repointing and Editing Ho-oh

Open TLP, go to the offset 18a00.


Go to offset e7700 and paste what you copied there.
Save. Close TLP

Change Ho-oh’s pallete to make it easier to figure out what you're editing. ^^;

Now in a hex editor go to offset 62d7.
Change the the following 60 42 to 0077. Save.


Now all you have to do sweetie is just edit what you pasted at offset e7700 with TLP. ^^


THANK YOU!:laugh: thats exactly what I wanted !!!

Creqaw November 23rd, 2006 8:15 AM

How do you decompress a image from unlz.gba so that you can edit it in tlp and what is the unlz.gba offset for the sevii islands minimap in FR

zak November 23rd, 2006 11:15 AM

hmmmm
 
Hi guys , i have a few questions that are realy important to my hack,

1. does anyone know how i can insert a whole new tileset? not replacing an old one like inersting an entire new one .

2. Is it possible to create room for overworld sprites , for example: in a ruby rom when you edit overworlds with overworld editor there are 217 editable sprites, i want to know if i can create like new banks for more , and if i can change the sizes ....

Please someone answer back soon , Even if its really complex like advance hexing i really need to get this done, well in advance ... thanks




SW11 all day everyday

Mr Snrub November 24th, 2006 7:57 PM

Quote:

Originally Posted by Fresh (Post 2296615)
what are some of the basic programs i need to make a pkmn gae besides adv. map, ad ext editor...

The EliteMap package (Contains Unlz-GBA, PokePic, TLP, ScriptEd (important)) etc.

Get it here: http://helmetedrodent.kickassgamers.com/filebin/elitemap37.exe

Quote:

Originally Posted by Frostbite (Post 2296654)
This might sound a little nubish, but whatever.

Well agian, I'm trying to hack. It's a hack of Fire Red and I'm done with editing the Pallet town to New Bark Town. I want the next route (Route 29) to go to the left of New Bark. The problem is that Fire Red's next route is going up from the starter town (Pallet). My main question is, how do I configure routes to a certian position for access from the previous area? The editor I'm using is Advance Map.

Above the map image, can you see 4 purple arrows? Click them. Change the connections until your heart's content :)

Quote:

Originally Posted by Django0 (Post 2295454)
How do you decompress a image from unlz.gba so that you can edit it in tlp and what is the unlz.gba offset for the sevii islands minimap in FR

Click "Dump As Raw" or something like that :)

Frostbite November 24th, 2006 8:01 PM

Quote:

Originally Posted by Mr Snrub (Post 2296759)
Above the map image, can you see 4 purple arrows? Click them. Change the connections until your heart's content :)

Ah, I see now. I tried it out; it connected to the route! Thanks for the help. :D

moltres_flames November 25th, 2006 3:01 AM

GoldMap glitches
 
whenever I edit a rom using GoldMap I always end up with numerous glitches in the game. these usually include:

-the ability to walk through signs
-the ability to walk through trees
-getting stuck near head-butt trees

If no-one can help me with these problems, can someone reccomend an alternative programme I can use?

thanx ^_^

Blazichu November 25th, 2006 3:04 AM

Quote:

Originally Posted by moltres_flames (Post 2297042)
whenever I edit a rom using GoldMap I always end up with numerous glitches in the game. these usually include:

-the ability to walk through signs
-the ability to walk through trees
-getting stuck near head-butt trees

If no-one can help me with these problems, can someone reccomend an alternative programme I can use?

thanx ^_^

Which version of goldmap are you using?

moltres_flames November 25th, 2006 6:33 AM

Quote:

Originally Posted by Blazichu (Post 2297045)
Which version of goldmap are you using?

The version I've been using is 1.6 . If theres a newer version, where can I get it?

Creqaw November 25th, 2006 8:00 AM

how do you make a trainer battle script with a trainer each time you talk to it he will battle you i used this script but now the wont even battle me

#org 0x1AB476
trainerbattle 0x0 0xEC 0x0 0x81C2D19 0x818783E
msgbox 0x8187852 '"I am the ma..."
callstd 0x6
end

#org 0x1C2D19
= You can call me master Django
#org 0x18783E
= You are the next pokemon master
#org 0x187852
= I was the elite four champion once

Captain Arcane November 25th, 2006 1:31 PM

Little girl in Emerald
 
In pokemon emerald, there is a little girl in Rustburo City who is sick, or soomethin. Do any of you know what you have to say to her, and if you can change her script/text?

Cursed November 25th, 2006 3:13 PM

When I try to import a new tileset to my emerald rom, the load option in advancemap is grayed out(unclickable). Is there a specific folder I have to insert the tileset into?

moltres_flames November 26th, 2006 7:08 AM

decompress in battle sprites
 
is there a way to decompress the in-battle sprites of trainers and the main character so you can edit them in a programme like TLP? I don't understand Meowth's GFX Inserter and keep getting this message when I try to open AGIXP: 'System Error &H80070485 (-214702379).' so I'm looking for another way. Can anyone help me?

Creqaw November 26th, 2006 7:27 AM

if i creat a new cave entrance you can't enter it i set it to unknown 03 and you can only enter it at unkown 00 with a normal door if you are inside you can't exit the cave the exit is on water in Fire Red

Prof. 9 November 26th, 2006 7:32 AM

I just exported Team Magma Grunt's sprite from a clean Pokémon Ruby ROM, and then imported it in the same ROM, replacing Brendan's sprite. I clicked "Write to ROM", and selected everything except "Auto abort if new data is bigger". When I started my ROM and slected "New Game", this is what I got:
*h*t*t*p*:*/*/*i*m*g*3*2*4*.*i*m*a*g*e*s*h*a*c*k*.*u*s*/*i*m*g*3*2*4*/*5*6*7*1*/*t*e*m*p*o*r*a*r*y*x*z*9*.*p*n*g* <-- Remove the *'s, I had to use them because my post count somehow dropped below 15 AGAIN... (EDIT: Had to place them again cuz I edited this post)
Can somebody please explain why this is happening? (I'm talking about the ROM, not the post o****)

EDIT: Another question.
When I enter one of the houses in one of my cities in one of my hacks (=D) the border of the map is purple. How can I make it black again? (please give me the number or offset of the block I have to use to make it black again) And when I check the map in AM, I can see I used a black block. Then why is it purple in the game?

*Shinigami* November 27th, 2006 1:15 PM

Simple question, I played this hack a while ago, really likeed it then lost it ::CRY::, it was a Yellow re-make on this thread and I can't get the attachment to work, and since the creator hasn't been active since August, I thought I'd ask here:

(It's on the thread "Pokémon Lightning Yellow" Sorry, but I have less than 15 posts and can't post the URL)

So if anybody still had a copy, or could download it for me (If it's a problem withmy PC) That'd be great ^_^

I thought I'd ask here instead of necroposting (O_O)

Thanks in advance
- Ryuu-san

Superkid11 November 27th, 2006 1:35 PM

Slight problem with Overworld Sprite Editor. (Yes I used the search feature...)

When I try to import a sprite it pops up saying "Error during bitmap loading. The palette of the bitmap you are going to import is not a 16 color one." But the sprite had LESS than 16 colors on it. I even added more to make it 16 and it still said that.

Help?

x24 November 28th, 2006 9:03 AM

hi

little situation happened just now.. extrated sentret's animation sprites from inside a clean emerald rom and pasted my own image overtop of it without changing the pallete (yes Im sure).. when I reinserted it into unlz-gba it looked fine, then I attempted to see it ingame and this was the result..

http://img267.imageshack.us/img267/5904/errorpz7.png

I dont get it, the pallet indexes are both the same..
http://img410.imageshack.us/img410/5600/error2bi9.th.png

any help on this would be REALLY appeciated

****EDIT: ok I fixed it but I dont know if I fixed it correctly.. the palletes worked when I tried experiementing with 'export pallete' and 'automatically fix pointers' I hope that didn't damage anything else..****


***********EDIT2: Does anyone know the sprite and pallet numbers for the inbattle behind trainer sprites in emerald*************

_-Davie-_ November 29th, 2006 3:19 PM

Hmm i understand your prediciment, i had this problem not so long ago. It appears that sometimes even if the colours appear on the pallettes say in un.LZ-GBA the game does not infact support those colours, therefore when you use these colours they appear different in-game. Another reason for this could be that for instance you may have over-stepped the boundary for the sprite therefore changing the colours however i deem this less likely because usually the colours are changed or messed up much more.
Anyway hope this helps,
~Davie~

Quote:

Originally Posted by Superkid11 (Post 2299099)
Slight problem with Overworld Sprite Editor. (Yes I used the search feature...)

When I try to import a sprite it pops up saying "Error during bitmap loading. The palette of the bitmap you are going to import is not a 16 color one." But the sprite had LESS than 16 colors on it. I even added more to make it 16 and it still said that.

Help?

Hmm well for this I would say that in-order for things to work it may be better to keep the same colours/pallette as the sprite your replacing, it may not be what you want but it may work out better.

There you go! :D

Quote:

Originally Posted by Ryuu-san (Post 2299080)
Simple question, I played this hack a while ago, really likeed it then lost it ::CRY::, it was a Yellow re-make on this thread and I can't get the attachment to work, and since the creator hasn't been active since August, I thought I'd ask here:

(It's on the thread "Pokémon Lightning Yellow" Sorry, but I have less than 15 posts and can't post the URL)

So if anybody still had a copy, or could download it for me (If it's a problem withmy PC) That'd be great ^_^

I thought I'd ask here instead of necroposting (O_O)

Thanks in advance
- Ryuu-san

Hey,
I think your best option is to check the post occassionally however if it doesnt pop up then you could try other websites like i think theres one called 'Emulation Unlimited' but you'll get lots of results if you simply google it. Either way those are your best hopes.
All the best,
~Davie~

Quote:

Originally Posted by Prof. 9 (Post 2298168)
I just exported Team Magma Grunt's sprite from a clean Pokémon Ruby ROM, and then imported it in the same ROM, replacing Brendan's sprite. I clicked "Write to ROM", and selected everything except "Auto abort if new data is bigger". When I started my ROM and slected "New Game", this is what I got:
*h*t*t*p*:*/*/*i*m*g*3*2*4*.*i*m*a*g*e*s*h*a*c*k*.*u*s*/*i*m*g*3*2*4*/*5*6*7*1*/*t*e*m*p*o*r*a*r*y*x*z*9*.*p*n*g* <-- Remove the *'s, I had to use them because my post count somehow dropped below 15 AGAIN... (EDIT: Had to place them again cuz I edited this post)
Can somebody please explain why this is happening? (I'm talking about the ROM, not the post o****)

EDIT: Another question.
When I enter one of the houses in one of my cities in one of my hacks (=D) the border of the map is purple. How can I make it black again? (please give me the number or offset of the block I have to use to make it black again) And when I check the map in AM, I can see I used a black block. Then why is it purple in the game?

Hey there,
In honesty I haven't checked the image however i understand that sprites have to be the same size (the actual sprite itself, not the box) and that you have to use the same colours/pallette as the sprite your replacing. As for your other question I'm afraid I don't know many offsets or whether thats the problem.
Anyhoo hope that helps,
~Davie~

Quote:

Originally Posted by Django0 (Post 2298163)
if i creat a new cave entrance you can't enter it i set it to unknown 03 and you can only enter it at unkown 00 with a normal door if you are inside you can't exit the cave the exit is on water in Fire Red

Hey,
Sorry but im not entirely sure what you mean. It would help if you posted some pictures or explained in more depth. By the sounds of things i think your working in Advance Map, i would suggest you make sure you have the latest version and that you check each field has the correct data inserted in it. For not being able to exit correctly i would ensure that you have the warp tiles in the right places.
Best I Can Say,
~Davie~

Quote:

Originally Posted by moltres_flames (Post 2298154)
is there a way to decompress the in-battle sprites of trainers and the main character so you can edit them in a programme like TLP? I don't understand Meowth's GFX Inserter and keep getting this message when I try to open AGIXP: 'System Error &H80070485 (-214702379).' so I'm looking for another way. Can anyone help me?

Bonjour,
Well to be honest i wouldn't suggest using "Meowth's GFX Inserter" and would recommend that you download programmes such as PokePic or un.LZ-GBA as these work the best for me. Luckily for you, both of these come with EliteMap.
All The Best,
~Davie~

Quote:

Originally Posted by TreeckoLv.100 (Post 2293700)
This question has been asked before I know it, but I can't find the answer anymore. But here's the question: After importing an image for a new Pokemon using unLZ.GBA, messy pixels appear. Why is that? Didn't Scizz say something about repointing it?

I'll try and keep this sweet and simple. When inserting a new image for a Pokemon in unLZ.GBA you have to keep a few things in mind:
@keeping the pallette the same<unless you've edited it>
@keeping the sprite size the same (the actual sprite not the box)
@ and finally when you click write to rom you should tick every box apart from 'Auto abort if new data is bigger'.
Hope This Helps,
~Davie~

Blazichu November 29th, 2006 7:20 PM

Quote:

Bonjour,
Well to be honest i wouldn't suggest using "Meowth's GFX Inserter" and would recommend that you download programmes such as PokePic or un.LZ-GBA as these work the best for me. Luckily for you, both of these come with EliteMap.
All The Best,
~Davie~
He was talking about Pokemon Gold, not advance hacks like FR/LG and R/S/E. I think you need to download a Dll file for Agixp to work.

moltres_flames November 30th, 2006 8:51 AM

[QUOTE=_-Davie-_;2300547]


Bonjour,
Well to be honest i wouldn't suggest using "Meowth's GFX Inserter" and would recommend that you download programmes such as PokePic or un.LZ-GBA as these work the best for me. Luckily for you, both of these come with EliteMap.
All The Best,
~Davie~
QUOTE]

Sorry I should have been more specific:embarrass I meant for the gbc games, like gsc

beauty. proletariat December 1st, 2006 12:22 AM

Hey, umm, anutha question... I'm kinda slow, and cant find that question, but here it is:
well, i need to change where the character lands after he/she gets off the truck, and well, he goes to the wrong place...
is it a fly area? and if it is, well, how do i change it (formatting my comp and i forgot about backup xD)
well, if you need a picture with it..
have no fear, it is here!
http://img142.imageshack.us/img142/4141/untitledmh9.png
~NekroBoi~
PS: Thanx In Advance...

Prof. 9 December 1st, 2006 3:45 AM

Quote:

Originally Posted by NekroBoi (Post 2301834)
Hey, umm, anutha question... I'm kinda slow, and cant find that question, but here it is:
well, i need to change where the character lands after he/she gets off the truck, and well, he goes to the wrong place...
is it a fly area? and if it is, well, how do i change it (formatting my comp and i forgot about backup xD)
well, if you need a picture with it..
have no fear, it is here!

~NekroBoi~
PS: Thanx In Advance...

(had to remove the pic)
D'you see those "Boy" and "Girl" events? Just move them. The place where the "Boy" event is, is where the male hero will appear after coming out of the truck. The place where the "Girl" event is, is where the female here will appear after coming out of the truck. Just move them around a bit, save, open your rom and behold...

beauty. proletariat December 1st, 2006 3:58 PM

Quote:

Originally Posted by Prof. 9 (Post 2301909)
(had to remove the pic)
D'you see those "Boy" and "Girl" events? Just move them. The place where the "Boy" event is, is where the male hero will appear after coming out of the truck. The place where the "Girl" event is, is where the female here will appear after coming out of the truck. Just move them around a bit, save, open your rom and behold...

xD
I'm not that dull, i just dont know How to MOVE them... what program do i use?

doesn't matter December 1st, 2006 5:32 PM

Uhhh ... just click and drag. You should try and play around with the programs before you get started on your hack, just so y'know.

renatoap December 1st, 2006 7:02 PM

Hi i have been having problems lately with tile molester. I can work with it fine and the tutorials at wah help me. But i can't seem to find the offset to were the hero/heroine icon is. I want to change them and i have the icon ready. I tried putting them into over world sprite but they wouldn't work because it had a run time error. So i was wondering if anyone could give me the offsets of were those icons are located, also i'm hacking a ruby.us rom.

beauty. proletariat December 1st, 2006 10:42 PM

Quote:

Originally Posted by [ray.z] (Post 2302451)
Uhhh ... just click and drag. You should try and play around with the programs before you get started on your hack, just so y'know.

still dont work... is it my elite map or ruby rom... the room should be clean since i got it off MY RUBY (yeh, the actual card) game...

强有力 December 2nd, 2006 7:46 AM

Right I Am Having Trouble With A Script. I Inserted One But I Was Told I Got It Wrong. Can You Help??
I Needed A Script That People Move After You have Beaten The Elite 4. 2 Guards Will Move Out Of The Way Of The Route Of Legendaries!

Amoblaz December 2nd, 2006 9:35 AM

I am working on a firered hack, and I am trying to insert a new map, everything is going ok, except for this 1 thing.

http://img245.imageshack.us/img245/8777/1637pokemonleafgreenverbi0.png
As you can see in the above picture, the border ain't changing, I am using Advance Map 1.82 Ive put a three in the place of the border, but thats what I always get, no matter what rom i use.

What can I do about this?

x24 December 2nd, 2006 4:09 PM

^your map is having one of two problems, its either reading the chipset improperly or that is the side/corner of your map and you havent chosen an appropriate border for your map.. if its the second of the two, look in the map header (?) tab at the top (the last one) and change the boarder images.. its in the bottom left corner I think.. hope I was helpful..

Prof. 9 December 2nd, 2006 11:53 PM

When I was editing some text in Advance Text, my eyes almost popped out of my head as I saw this text:
"DARKNESS TOWER Clear"
I clicked Resume.
"RED TOWER Clear"
I clicked Resume again.
"BLACKIRON TOWER Clear"
And clicked it again.
"FINAL TOWER Clear"
I clicked it one more time, and this popped up:
"Awarded for 50
straight wins at
the BATTLE TOWER." <-- Nothing interesting, eh?

Anyway, I copied the offset of one of these messages, converted them to hex and opened the offset in ScriptED.
ScriptED started loading an incredibly huge script, the same thing what happened when I opened Maxie's offset in the Seafloor Cavern.
Seems like I reached a dead end.

Now here's my question: Does anybody here know something about these towers? Is it a function only used in the beta? Do you need an E-Card for it? Anyhing else?...

强有力 December 3rd, 2006 3:24 AM

I Added A Script To Try And Get The Pokemon Who Is First In Your Party To Come Out The Pokeball And Follow You But When I Did It It Didnt Work And A Dot Followed You Around. Then It Crashed??? Any Help?

michaelh December 3rd, 2006 6:21 AM

Got a few questions:
I'm hacking Fire Red

1. I want my Professor to enter a door on my map at 0008 x 0013.
Can someone make a script for that? I'm not too hot on scripting.

2. The Sprite for my Professor is not visible through the current script.
Does anyone know why?

3. Can I use Lunar Expand on a Fire Red ROM?

4. How do I make the cloud weather visible only through puddles, and not doorways and borders?

EDIT:
I found the script for the professor.
'-----------------------
#org 0x1655F9
jingle
setvar 0x4001 0x1
goto 0x8165605
end

'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
#raw 0xC7
nop
pause 0x1E
playsound 0x12E
nop
#raw 0x67
release
setmaptile 0x871 0x2866 0x55 0x4F68
#raw 0xFF
nop
#raw 0xED
#raw 0x75
copyvarifnotzero 0x5108 0x0
#raw 0x2F
copybyte 0xFF4F00 0xDB
#raw 0x75
copyvarifnotzero 0x5108 0x0
pause 0x1E
#raw 0x55
return

Which bits are the co-ordinates to change, and How do I change them?

beauty. proletariat December 4th, 2006 11:28 PM

Quote:

Originally Posted by michaelh (Post 2304198)
Got a few questions:
I'm hacking Fire Red

1. I want my Professor to enter a door on my map at 0008 x 0013.
Can someone make a script for that? I'm not too hot on scripting.

2. The Sprite for my Professor is not visible through the current script.
Does anyone know why?

3. Can I use Lunar Expand on a Fire Red ROM?

4. How do I make the cloud weather visible only through puddles, and not doorways and borders?


EDIT:
I found the script for the professor.
'-----------------------
#org 0x1655F9
jingle
setvar 0x4001 0x1
goto 0x8165605
end

'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
#raw 0xC7
nop
pause 0x1E
playsound 0x12E
nop
#raw 0x67
release
setmaptile 0x871 0x2866 0x55 0x4F68
#raw 0xFF
nop
#raw 0xED
#raw 0x75
copyvarifnotzero 0x5108 0x0
#raw 0x2F
copybyte 0xFF4F00 0xDB
#raw 0x75
copyvarifnotzero 0x5108 0x0
pause 0x1E
#raw 0x55
return

Which bits are the co-ordinates to change, and How do I change them?

you could just use elitemap...
ctrl+ click on the tile and you can change the behaviour...
but it would remove the steps the puddle would normally trace... no, i dont know how to give it two behaviours..

Cursed December 5th, 2006 3:58 PM

A few questions for my hack:
1. How do you make cutscenes happen in Emerald?
2. How do you insert those cutscenes into the game in the first place?
3. How can I activate the animation of the red/blue orb glowing in my game?

_-Davie-_ December 6th, 2006 8:21 AM

Hope This Helps!!!
 
Quote:

Originally Posted by Cursed (Post 2306146)
A few questions for my hack:
1. How do you make cutscenes happen in Emerald?
2. How do you insert those cutscenes into the game in the first place?
3. How can I activate the animation of the red/blue orb glowing in my game?

In Return To Your Questions:
1. If you are talking about what i think you are you need to use script i would personally suggest downloading DiamondCutter (check the tools forum).
2.More or less what i'm referring to above. If you have no experience in this i would suggest learning how to use script or ask someone to teach you.
3.I'm a little unsure on what you are reffering to but once more scripting may be the solution.
A lot about scripting there huh? lol
All The Best,
~Davie~

Kaoskreator December 6th, 2006 2:56 PM

Quote:

'RubIDE temporary file for recompilation.
#include "std.rbh"
'-----------------------
#org 0x1655ED
jingle
setvar 0x4001 0x0
goto 0x8165605
end

'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
#raw 0xC7
nop
pause 0x1E
playsound 0x12E
nop
#raw 0x67
#raw 0x2C
#raw 0xD7
#raw 0x17
jumpstd 0x66
pause 0x55
#raw 0x68
applymovement APPLYMOVE_PLAYER 0x81A75ED
pause 0x0
#raw 0x2F
copybyte 0xFF4F00 0xDB
#raw 0x75
copyvarifnotzero 0x5108 0x0
pause 0x1E
#raw 0x55
return


'-----------
' Movements
'-----------
#raw 9 'Up5
#raw B 'Right6
#raw 9 'Up4
#raw A 'Left1
#raw 9 'Up 2
#raw FE 'Exit
I'm /really/ new at scripting. What's wrong with this script? I've read the tutorials and commands sections in EliteMap alot and they don't help. BTW, It's for Oaks movements in pallet town (fire red). He starts at X:E, Y:12 and needs to go up 5, right 6, up 4, left 1, and up 2 to end up at X:13 Y:7 which is the exit. help much?


All times are GMT -8. The time now is 2:31 AM.


Like our Facebook Page Follow us on Twitter © 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.

Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.