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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 |
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?
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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?
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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.
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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. |
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how do you port tilesets and sprites on paint to advance map.
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i get this error
http://img505.imageshack.us/img505/4136/errordx4.png The format of the tile set in paint is bitmap |
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- 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. |
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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 ^^;; |
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
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[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 |
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?
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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. |
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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... |
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Also, there are another three questions i did in that post. |
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. |
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. |
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? |
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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. |
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