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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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GFS

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I believe that you insert a tile and then put the block data onto High Grass animation
Or something like that...
 

Thrace

@tion
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does anyone know how to make a boat script with XSE?
Look at the tips and tricks section of this post.

Flags you ned: 200-300, 600-700, 1000-1100...

And my question:
How do I change the door animation in RUby?
You need to find its location in the ROM and edit it using a program such as TileEd or TLP. Its a little too long an explanation to go into right now but if you can find thethethethe's grass animation tutorial its pretty much the same method.
 

TB Pro

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Wow.
8,000 posts in one thread.
That's a lot :P

I suppose I have to ask a simple question...


So how would you go about creating the tall(er) grass? I highly doubt that simply inserting the base tile into a free spot in my block palette would work.
Yah, it would. Of course you'd have to set the behaviour byte to 03 00(High Grass Animation).
 
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Whenever I battle someone and the Poké Balls appear, I get this error:
error-2.jpg


Instead of leaving a black trail, they leave a trail like this.
Does anyone know how I can fix this?

Isn't there anyone that can help me with this?
 

colcolstyles

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Yah, it would. Of course you'd have to set the behaviour byte to 03 00(High Grass Animation).
Ah, behaviour bytes. I totally forgot about them until just now. Thanks for the help (and you too GFS ;))

Any good hex editors with .tbl support? I normally use 010 Editor, but it lacks tremendously in that area...

WindHex is nice because it supports two table files at one time and it even comes with a table creating utility.
 
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Gamer2020

Accept no Imitations!
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That should help me a bit thank you!

I have another question.

Is there a way of adding more trainer sprites without replacing the ones already in the game?
 

Thrace

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Any good hex editors with .tbl support? I normally use 010 Editor, but it lacks tremendously in that area...
I think XVI32 supports tables.

That should help me a bit thank you!

I have another question.

Is there a way of adding more trainer sprites without replacing the ones already in the game?
I don't see why not. The way trainer data is set up (if my memory serves me right) you can point the trainers sprite to any location. Then again I may be totally wrong. Its been a while since I looked a the trainer data. Theres a lot of unused sprites that you can replace though. Adding new ones without replacing old ones is just impractical.
 
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Question has been asked before, but I can't find it using various keywords in the search box and I'm not about to go through 321 pages manually, so:

1. Scripts are messing up. Someone had helped me with that but I've intelligently lost the entire hack yesterday so I can't offer further info, but I'll give some on this: there aren't much changes, only what things/people say. I'm using XSE, not a-text, and still the script from one thing transfers to another: part of the string from the town sign transfers to the end of '[RIVAL]'s house'. If I delete the attached string, the town sign will be blank.
Sometimes--for example, the guy in Viridian City who tells you about the kinds of caterpillar pokemon--his script messes up when I change the strings in XSE, but when I replace it back with the original and change it with a-text instead, it works fine and he doesn't say what I haven't typed. What is with this on-off screwage?
Edit: Sorry! Ahh, it's not a trainer. Just a talking sprite--and by inserting a new sprite, I mean making a new person event. Sorry again about the confusion!

2. I've had the experience of the game crashing upon checking player stats, probably because I've inserted a new sprite a kind person told me--I can tell from the lack of similar posts about this problem that this doesn't happen normally. If it's not an inserting sprite problem, what can it be?

Thankyou~
 
Last edited:

Gamer2020

Accept no Imitations!
1,062
Posts
15
Years
Question has been asked before, but I can't find it using various keywords in the search box and I'm not about to go through 321 pages manually, so:

1. Scripts are messing up. Someone had helped me with that but I've intelligently lost the entire hack yesterday so I can't offer further info, but I'll give some on this: there aren't much changes, only what things/people say. I'm using XSE, not a-text, and still the script from one thing transfers to another: part of the string from the town sign transfers to the end of '[RIVAL]'s house'. If I delete the attached string, the town sign will be blank.
Sometimes--for example, the guy in Viridian City who tells you about the kinds of caterpillar pokemon--his script messes up when I change the strings in XSE, but when I replace it back with the original and change it with a-text instead, it works fine and he doesn't say what I haven't typed. What is with this on-off screwage?

2. I've had the experience of the game crashing upon checking player stats, probably because I've inserted a new sprite a kind person told me--I can tell from the lack of similar posts about this problem that this doesn't happen normally. If it's not an inserting sprite problem, what can it be?

Thankyou~
maybe its because the pallete for the new trainer isnt right. Like it has to many colors or something.
 
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maybe its because the pallete for the new trainer isnt right. Like it has to many colors or something.

Ahh, it's not a trainer. Just a talking sprite--and by inserting a new sprite, I mean making a new person event. Sorry about the confusion!
 
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