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  #10101    
Old June 28th, 2009 (11:33 PM).
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Paige Paige is offline
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Quote:
Originally Posted by 874521 View Post
It means that it works well.
uh it means you can't save. though you don't open up the start menu on the game to save, I think you go up to file and save, but with it saying the internal battery run dry, i don't know
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  #10102    
Old June 28th, 2009 (11:47 PM).
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    Quote:
    Originally Posted by tropios View Post
    well if i want to play there apears a message : the internal battery run dry.
    Try reading the link that was posted a while ago.
    Quote:
    Should you wish to fix this, it can simply be fixed by navigating through the menu bar, selecting Options, opening the Emulator submenu and selecting "Real Time Clock".
      #10103    
    Old June 29th, 2009 (8:17 AM).
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      Quote:
      Originally Posted by Exon View Post
      How do we figure out what numbers are needed for triggered scrpits? (green tiles in A-map) I know for diegoisawesome's tut on xse he used 0300 for the unknown and 4050 for the variable number. I've tried using those numbers, but they don't trigger the script, the person just walks right over it. Anyone one know what gives?
      So you basically want to trigger the script? well, its as easy as compiling the script into the ROM, the making a new script in there with the offset of the script in the "script offset" box.
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        #10104    
      Old June 29th, 2009 (8:45 AM).
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        2 questions

        1st: What's the Tile Molester Offset of the Intro Hero in Fire Red
        I am having problems editing it in black and white colours
        So I have the Pallet Offset ready and I just need the Sprite Offset

        2nd:
        How do I change the sprite frame of a sprite on the same spot it is standing in a script?
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          #10105    
        Old June 29th, 2009 (11:36 AM).
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          I have problems with AdvanceMap again
          I tried to use the connection manager, but it doesn't seem to work anymore. I changed the direction you leave Pallet Town (Right), connected it to a new Route, but everytime I try to exit Pallet Town, all I see is the border.
          img3. imageshack.us/img3/944/notworking.png
          (I need 15 posts or more.... damn)

          I edited the border to show it's definately not part of the map edited. How do I fix it?
            #10106    
          Old June 29th, 2009 (2:29 PM).
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          Quote:
          Originally Posted by Doom Chaos View Post
          I have problems with AdvanceMap again
          I tried to use the connection manager, but it doesn't seem to work anymore. I changed the direction you leave Pallet Town (Right), connected it to a new Route, but everytime I try to exit Pallet Town, all I see is the border.
          img3. imageshack.us/img3/944/notworking.png
          (I need 15 posts or more.... damn)

          I edited the border to show it's definately not part of the map edited. How do I fix it?
          Have you connected the Route to Pallet Town as well as connecting Pallet Town to the Route?
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            #10107    
          Old June 29th, 2009 (4:10 PM).
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            Quote:
            Originally Posted by Vednix View Post
            So you basically want to trigger the script? well, its as easy as compiling the script into the ROM, the making a new script in there with the offset of the script in the "script offset" box.
            Just compiling the script and allocating it to a script tile isn't working. I wanted to see if it would freeze if I set the unknow to 0000 and the variable number to 0000 as well, and it did. Yet I tried using the 0300 and 4050 from the diegoisawesome's tutorial and they didn't work.


            So, does anyone know if there are particular numbers we need to use for unknown and variable number to get a script to work? ...and if so, how do we figure them out?
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              #10108    
            Old June 29th, 2009 (4:15 PM).
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              ^Sometimes try 0003 4051 and set the number below it to 2. Experiment around with those and see if it helps.
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                #10109    
              Old June 29th, 2009 (5:16 PM). Edited June 30th, 2009 by Doom Chaos.
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                There was an offset that wasn't supposed to be there.
                  #10110    
                Old June 29th, 2009 (7:06 PM).
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                  For those who don't know me, I'm Mac, the guy with the Fakemon
                  I'm hacking fire red, and want to edit the background palette for the start of the rom where you choose whether you are male or female. I'm sure its easy enough to do, but I'm just not sure of the offset, or exactly how to do it Can anyone help?
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                    #10111    
                  Old June 29th, 2009 (7:08 PM).
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                  PlatniumPiano PlatniumPiano is offline
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                    Quote:
                    Originally Posted by MegaMaccer View Post
                    For those who don't know me, I'm Mac, the guy with the Fakemon
                    I'm hacking fire red, and want to edit the background palette for the start of the rom where you choose whether you are male or female. I'm sure its easy enough to do, but I'm just not sure of the offset, or exactly how to do it Can anyone help?

                    Hmm. Well I think that you would use UNLZ to change the colors but for the palette you could probably get APE (Advanced Palette Editor) to do you job.
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                      #10112    
                    Old June 29th, 2009 (9:51 PM).
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                      @Mega Maccer:
                      This is it: 00460568

                      I am saying my question again
                      1st: What's the Tile Molester Offset of the Intro Hero in Fire Red
                      I am having problems editing it in black and white colours
                      So I have the Pallet Offset ready and I just need the Sprite Offset

                      2nd:
                      How do I change the sprite frame of a sprite on the same spot it is standing in a script?

                      Please help me
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                        #10113    
                      Old June 29th, 2009 (10:41 PM).
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                        Quote:
                        Originally Posted by DarkPrince304 View Post
                        @Mega Maccer:
                        This is it: 00460568

                        I am saying my question again
                        1st: What's the Tile Molester Offset of the Intro Hero in Fire Red
                        I am having problems editing it in black and white colours
                        So I have the Pallet Offset ready and I just need the Sprite Offset

                        2nd:
                        How do I change the sprite frame of a sprite on the same spot it is standing in a script?

                        Please help me
                        You've posted your question twice on the same page. If necessary, PM someone who knows what they're doing. otherwise, dont keep positng the same question over and over.
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                          #10114    
                        Old June 30th, 2009 (7:36 AM). Edited June 30th, 2009 by pizzaM4N.
                        pizzaM4N pizzaM4N is offline
                           
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                          hi,
                          has anybody a real time clock (ips) fix for pokemon Emerald? I play it on a supercard miniSD (flash card for GBA).

                          regards pizzaM4N
                            #10115    
                          Old June 30th, 2009 (8:52 AM).
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                            Quote:
                            Originally Posted by Exon View Post
                            Just compiling the script and allocating it to a script tile isn't working. I wanted to see if it would freeze if I set the unknow to 0000 and the variable number to 0000 as well, and it did. Yet I tried using the 0300 and 4050 from the diegoisawesome's tutorial and they didn't work.


                            So, does anyone know if there are particular numbers we need to use for unknown and variable number to get a script to work? ...and if so, how do we figure them out?
                            Instead of 0300 try 0003 and 4050.Thats what I use and it works.Also it can be different if you dont have the newest advanced map,but it should be that.
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                              #10116    
                            Old June 30th, 2009 (10:04 AM).
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                            monkeyman2092 monkeyman2092 is offline
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                              I have a few questions...

                              1. When I use a script editor to edit texts, a msgbox may copy itself into another msgbox and screw up the text.
                              2. When I try to load a picture into UNLZ.gba, it says this error: "Error Image not indexed"
                              3. Sometimes my scripts ruin themselves
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                                #10117    
                              Old June 30th, 2009 (10:25 AM).
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                              Vednix Vednix is offline
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                                Quote:
                                Originally Posted by monkeyman2092 View Post
                                I have a few questions...

                                1. When I use a script editor to edit texts, a msgbox may copy itself into another msgbox and screw up the text.
                                2. When I try to load a picture into UNLZ.gba, it says this error: "Error Image not indexed"
                                3. Sometimes my scripts ruin themselves

                                I can answer number 2 for ya.

                                For it to be indexed,. it needs to be in 16 colour bit mode. To do this, you'll need some image editing softer that can lower the bit rate. the most popular is IrfanView
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                                  #10118    
                                Old June 30th, 2009 (10:51 AM).
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                                Quote:
                                Originally Posted by monkeyman2092 View Post
                                I have a few questions...

                                1. When I use a script editor to edit texts, a msgbox may copy itself into another msgbox and screw up the text.
                                2. When I try to load a picture into UNLZ.gba, it says this error: "Error Image not indexed"
                                3. Sometimes my scripts ruin themselves
                                1. Well that's why it's a script editor and not a text Lol. But if you're adding more text, it's not safe especially when there's another script right after the one you're editing.

                                When you add, you overwrite the next bytes, and since the next bytes are used and not Free space, XSE doesn't repoint the script or something similar to that. All you have to do is decompile the script, and replace the offset "0x8105925" with a dynamic one "@msg" and insert a #dynamic tag at the top of the full script. XSE will auto-replace it for you

                                2. Download IrfanView, and open the picture. Goto Image->Decrease Color depth->click on either 256, or 16 colors->Click OK, and Save file.

                                3.
                                It's not the script. Because the script doesn't have a brain or thought processes XD
                                Maybe you should post, so we can help you.
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                                  #10119    
                                Old June 30th, 2009 (11:20 AM).
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                                Lyzo Lyzo is offline
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                                  Ok, I'm not sure if this has anything to do with the script that I'm using, but it should work...

                                  So, my problem is, I made a script where you see a poké ball, you click it, it shows a picture of a pokemon, asks if you want it yes/no. If no, then ok, choose another one, end script. When you press yes you go on, get the pokemon, fanfair, your rival picks a pokemon and then he leaves...

                                  This all takes place in the lab, with an aid and your rival. Now, my problem is... that after you choose your pokemon, you can choose if you want to give it a name. When you press no the script runs fine and it works as it should. When you press yes the script also works fine... but at the end of the script you don't control the player but the lab assistant... Why's this?

                                  I don't think the script is need... but I'm still posting it xD
                                  Oh, and it's a level script.

                                  Spoiler:
                                  #dynamic 0x800000

                                  #org @Start
                                  checkflag 0x828
                                  if 0x1 goto @Done
                                  showpokepic 0x8 0xA 0x3
                                  msgbox @WantFreezpool 0x5
                                  compare LASTRESULT 0x0
                                  if 0x1 goto @No
                                  hidepokepic
                                  msgbox @GoodChoice 0x4
                                  hidesprite LASTTALKED
                                  fanfare 0x13E
                                  waitfanfare
                                  closeonkeypress
                                  givepokemon 0x8 0x5 0x0 0x0 0x0 0x0
                                  msgbox @GiveName 0x5
                                  compare LASTRESULT 0x1
                                  if 0x1 call @NameDoing
                                  applymovement 0x5 @MoveRival
                                  pause 0x50
                                  msgbox @RivalPick 0x4
                                  hidesprite 0x2
                                  fanfare 0x13E
                                  waitfanfare
                                  closeonkeypress
                                  msgbox @FindQuick 0x6
                                  applymovement 0x5 @MoveRival2
                                  pause 0x70
                                  hidesprite 0x5
                                  setflag 0x828
                                  setflag 0x500
                                  setflag 0x201
                                  setflag 0x203
                                  release
                                  end

                                  #org @Done
                                  msgbox @AlreadyHavePokemon 0x6
                                  release
                                  end

                                  #org @No
                                  hidepokepic
                                  release
                                  end

                                  #org @NameDoing
                                  setvar 0x8004 0x0
                                  call @NameDoing2
                                  return

                                  #org @NameDoing2
                                  fadescreen 0x1
                                  special 0x9E
                                  waitstate
                                  return

                                  #org @WantFreezpool
                                  = [blue_fr]AID: FREEZPOOL, the WATER-TYPE\nPOKéMON!\pDo you want FREEZPOOL?

                                  #org @GoodChoice
                                  = [blue_fr]AID: I think that's a great choice,\n[player]!\p[player] received a FREEZPOOL!

                                  #org @GiveName
                                  = Would you like to give FREEZPOOL\na NICKNAME?

                                  #org @RivalPick
                                  = [blue_fr][rival]: Then I'll pick[.]\pThis one!\p[rival] received a SQUIBEEL!

                                  #org @FindQuick
                                  = [blue_fr]AID: Find him, quickly!\nPlease!\p[rival]: Sure!\pC'mon, [player]!\pLet's find him!

                                  #org @AlreadyHavePokemon
                                  = You already got your POKéMON!

                                  #org @MoveRival
                                  #raw 0x10
                                  #raw 0x10
                                  #raw 0x13
                                  #raw 0x13
                                  #raw 0x13
                                  #raw 0x11
                                  #raw 0xFE

                                  #org @MoveRival2
                                  #raw 0x10
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x10
                                  #raw 0x10
                                  #raw 0x10
                                  #raw 0x10
                                  #raw 0xFE


                                  I'll try if it helps to do the name choosing later in the game...
                                  But I'm still wondering why this happens, so if anyone has an answer please answer :D
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                                    #10120    
                                  Old June 30th, 2009 (11:25 AM).
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                                  Is the Lab Assitant's movements on Look down? If so change it to No movement. If not, I'll look over the script a bit more.
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                                    #10121    
                                  Old June 30th, 2009 (11:42 AM).
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                                    Quote:
                                    Originally Posted by Alice. View Post
                                    Is the Lab Assitant's movements on Look down? If so change it to No movement. If not, I'll look over the script a bit more.
                                    That fixed it :D!!!
                                    Thanks for replying so quickly!
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                                      #10122    
                                    Old June 30th, 2009 (6:14 PM).
                                    darrkwolfy darrkwolfy is offline
                                       
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                                      please dont eat me if this has already been asked because 400 pages is a bit much to read.

                                      im trying to edit the fire red titlescreen i want to use a new tileset and tilemap i used my own images and got them set up but the files were larger than the originals so i used free space finder to find a new adress i had it save it there then autimaticly repoint but when i start the game either the images are not there or are in about a million peices all over the screen compleatly unrecognizable how can i do this please let me know asap thx.
                                        #10123    
                                      Old June 30th, 2009 (7:07 PM).
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                                        Me again, but this time this is very very VERY easy. I looked at the tutorial Dante made for the intro hero for Fire Red, but I can't save the BG in .act. Can somebody upload it somewhere I could download it? Everytime I choose the format, it saves it like this: bg.pal. I can't do a thing with that! I tried naming it "bg.act", but still not working! If I change the format manually, it screws the palette up. What the heck...
                                          #10124    
                                        Old June 30th, 2009 (8:23 PM).
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                                          how to revamp old sprites?
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                                            #10125    
                                          Old June 30th, 2009 (8:24 PM).
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                                          PlatniumPiano PlatniumPiano is offline
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                                            Well I guess I have a simple question, but it's kind of long...

                                            I have a trainer in unLZ. Steven's sprite, to be exact. So I went to import my newly indexed .png file, a steven-ish sprite with a green shirt. I clicked export pallete, and all of the other boxes. No problems, the sprite was editied... However, I go to the previous trainer sprite in the list... and I get this:

                                            Spoiler:




                                            A gentlemen Trainer Sprite with the same pallete as the New stevens'. Not only that, but all of the other trainers before Steven now have a dumb- looking palette in unlZ- all of them have pallete 1039. Now, when I fight a gentleman in the game... He looks normal. He has a totally different pallete than what shows up in unLZ. Sure, this is confusing, but what's more so is that (the new) Steven's in-game sprite now has a discolored palette. However, in unLZ, it looks fine. Also, in every trainer editor I open... all trainer palettes, except Steven's, look normal.

                                            My question is- How can I fix Steven's Palette in game, and the other trainer palettes in unLZ? Is my ROM screwed up? Will I be able to not edit any more trainers? Did I miss something important?

                                            This is quite an important question, seeing as I need to edit the majority of trainers for my hack.

                                            Thank you in advance
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