#org 0x8167264
'-----------------------------------
lockall
pause 0x69
setdooropened 0xB 0x6
doorchange
special CAMERA_START
reappear 0x1
applymovement 0x1 0x8167346 ' run_down end
applymovement PLAYER 0x8167337 ' look_right raw_4C wa...
pauseevent 0x0
setdoorclosed 0xB 0x6
doorchange
applymovement PLAYER 0x816731B ' pause_long pause_sho...
applymovement 0x1 0x816733E ' run_down run_down ru...
pauseevent 0x0
pause 0x64
setdooropened 0xB 0x6
doorchange
reappear 0x2
applymovement 0x2 0x816735D ' walk_down end
pauseevent 0x0
setdoorclosed 0xB 0x6
doorchange
pause 0xA0
applymovement PLAYER 0x816731F ' pause look_right_del...
applymovement 0x2 0x8167348 ' look_left_delayed pa...
pauseevent 0x0
pause 0x64
applymovement PLAYER 0x816732E ' walk_right pause_lon...
pauseevent 0x0
pause 0x9B
applymovement PLAYER 0x816733C ' look_up_delayed end
pauseevent 0x0
pause 0x5A
applymovement PLAYER 0x8167335 ' look_down_delayed en...
pauseevent 0x0
applymovement PLAYER 0x8167311 ' slide_down2 slide_do...
pauseevent 0x0
special CAMERA_END
call @More
releaseall
end
#org @More
'-----------------------------------
setvar 0x4085 0x0
disappear 0x1
disappear 0x2
msgbox @Text
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT YES
if == jump @Yes ' Equal To
special 0x1A5
waitspecial
releaseall
end
#org @Yes
'-----------------------------------
warp 0x3 0x0 0xFF 0x6 0x7
releaseall
end
#org @Text
= IF YOU ARE PLAYING THIS ROM ON\nAN EMULATOR THAT CAN NOT UTILIZE\lTHE IN GAME SAVE FUNCTION,\lYOU MUST PRESS YES NOW!
~Ɓαitøt~ said:Oh, and I have a question:
I crafted several ASM routines to add abilities but the problem is that now I do not know how to build in the game I know the abilities are purely made by ASM and messy, so I really do not know how to do.
I may be an idea, compared byte of the ability that Pokémon has learned for go to the routine, for example, the number of the ability is 100, so it returns to the ASM routine of this ability. But I do not find this idea very well because it's somewhat "muddled".
Thank you for your help ;) !
Use Unnamed Trainer Editor, that's the latest out there. You could use A-Trainer, but I think I heard something about A-Trainer not displaying the AI correctly or something like that (I'm not sure about this, so somebody correct me if I'm wrong). As for a hex editor, it's really up to personal preferences. I use HxD because it's free and it's pretty useful, but you could also work with hex workshop, goldfinger, etc. Just test out a few hex editors and see which one you like best.What's the best Hex Editor for a starting ROM hacker? And for trainer editors, am I better off with A-Trainer or Unnamed Trainer Editor? I'd begun work with PET, but I've learned it's outdated. I don't want to repeat this mistake. (Currently I have XSE, YAPE, AdvanceMap 1.92, and the new G3HS). Nothing else on my list looks really wrong, right?
Alright, another thing I apparently screwed up. None of my warps anywhere work anymore. I have no idea what I did. Can someone help me?
Alright, another thing I apparently screwed up. None of my warps anywhere work anymore. I have no idea what I did. Can someone help me?
Alright, when I open up my rom in advance map and navigate to a certain map, this is what I get:
Spoiler:
The windows are black...
But if I re-open my rom and navigate to a certain map first, THEN navigate to that map, it shows up normal... Why is that?
I've also learned that if the windows show up normal, and I open the map of the building on the bottom in the above picture, then go back to the map in the above picture, the windows turn black also...
How do I change the cry of a single ????????? between Celebi and Treecko instead of all of them?
You'd have to asm hack the routines (since they're considered the same.) Why use them when you can add new pokemon?
I tried using the gen III suite once, but I think I caused it to break the rom. Is there anything I should be careful with when doing that?
I tried using the gen III suite once, but I think I caused it to break the rom. Is there anything I should be careful with when doing that?
The windows that are blackened out are most likely used from that previous map, right? And the tiles would be on the second tileset of that map, I'm assuming? Then what's most likely happening is your map where the tiles are blacked out are because your secondary tileset is different from the secondary tileset in the other map (the one with the correct windows) and so when the game tries to find it but can't because your image is in anothercastletileset, it reads it as black.
tl;dr Change your secondary tileset to be the same as the other map and it should be fine.