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  • Llevo semanas tratando de insertarlo, pero no sé porqué no funciona en mi hack, lp prpbé en una rom Vainilla de Fire Red y funcionaba bien.
    Thank you so much for saying this. I've been having a bit of a busy and rough week, and when I read this it literally made my day. I put a lot of effort into my posts because I've been here forever and care about the community, so it's really amazing to see that it's appreciated. I actually remember when you showed up to the community and noticed that you seemed very different from the standard newbie who joins for hacking, and I was very happy to see that you stuck it out and the weeks turned into months and eventually into, like, years and seeing you learning the whole way. It's flattering that you view me as a role model, but I have a feeling that you know more than you think you know, and can do more than you think you're capable of doing. Also, I can do C but I don't really know where to start to apply it to the GBA and have nearly zero assembly knowledge (which will change next semester, but still) so you're definitely ahead of the curve in some really important areas. Areas that are just going to get bigger and more important as time goes on.

    Anyway, I don't know how to end this, except to say that I'll see you around! Keep posting and contributing! All of us mainstay hackers have a responsibility to keep discussion flowing and keep the scene alive! Buena suerte.
    It keeps Kanto intact and has extra folders containing Johto maps. One issue was that the maps weren't organized or named. So, I had to do that myself. But he did have most of Johto's maps and most of them were connected properly.
    I probably won't make too many tile changes. I don't have the skill or the patience for it.
    Nope... I do it by my own way... First i make in special program music using GBA Soundfonts. Later by apply patch of ALL INSTRUMENTS HACK for my game i using new pinter for complete usage of all instruments. And it works almost ideal. Main problem is percusion but it was easy to slove.
    I think the problem isn't particle/animation (I just added new, haven't edited the defaults) because it's working fine with the correct balls, the problem is on the summary screen.
    Expand the data like mentioned, and then double all existing ball indexes. Then inflate the catch rate table at part 3 and the conversion table at step four part 1. So instead of [original entry 1][original entry 2]...[entry 12][custom entry 1][custom entry 2]..., they will become [custom/empty entry 1][original entry 1][custom/empty entry 2][original entry 2][custom/empty entry 3][original entry 3]. That should fix the problem.

    This?

    Because I don't understand what is it or where it is.


    My Poké Balls are like this after catching the Pokémon showing on the summary screen:

    master = master
    ultra = great
    great = great
    poke = safari
    safari = safari
    net = dive
    dive = dive
    nest = repeat
    repeat = repeat
    timer = luxury
    luxury = luxury
    premier = heal
    heal = heal
    Done, I've found some differences between PR and the tutorial, then when I replaced with the PR settings it worked perfectly, but the problem with the Poké Ball remains, but it is a minor issue.
    Sort of. I tried to put in a gender selection based of a tutorial, but I couldn't get that to work. Then I just ran around changing stuff.
    I don't remember what I even did, or if it would compile if I tried to. (I should go back to it over the weekend). But, it was a learning experience, and I understand asm on the gb games better now, even if I still can't type it.
    Lol you really are interested in this aren't you x]

    I have my reasons, let's say. ;}
    You better play Rose or you'll meet the same fate as daniilS

    and be a Swimmer Girl
    yeah i know that, but my backup is a few weeks old. So trying to figure out what I can do to fix it. Put in a lot of work
    You're welcome bby =]]]

    It'll be hidden somewhere in Rose, so look forward to that!
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