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  #14651    
Old May 16th, 2010 (11:23 AM).
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colcolstyles colcolstyles is offline
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Quote:
Originally Posted by nick942 View Post
Pokeballs that disappear and how do you choose what items inside of it
Download XSE and when you have it open, click on Help > Guide (F2) in the top bar. Expand the directory called "XSE - Comprehensive Scripting Guide", then expand "Practical Classroom", and finally open the page titled "Items". There's a lot of good information there about item scripts, including a section dedicated to item-giving Pokéballs not halfway down the page. No offense to Team Fail but the method described in that section is much less complex than his and it will take up much, much less space in your ROM.

Also, before you skip directly to the "Nintendo Pokéball Styled Items" section, I would recommend reading the entire Items section first. Heck, you might as well read the entire guide. It's a fine way to learn how to script.
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  #14652    
Old May 16th, 2010 (12:28 PM).
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PeregrineFig PeregrineFig is offline
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    I made my ASM code work, but it uses 4 registers instead of 2. So, I was wondering if anyone knows a good ASM tutorial document for Pokemon hacking, not general development. HackMew's only has one real lesson in it, and it left a few holes in my understanding. (Although I hope he updates it, as HackMew has written some fantastic routines)
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      #14653    
    Old May 16th, 2010 (12:36 PM).
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    colcolstyles colcolstyles is offline
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    Quote:
    Originally Posted by PeregrineFig View Post
    I made my ASM code work, but it uses 4 registers instead of 2. So, I was wondering if anyone knows a good ASM tutorial document for Pokemon hacking, not general development. HackMew's only has one real lesson in it, and it left a few holes in my understanding. (Although I hope he updates it, as HackMew has written some fantastic routines)
    I recommend JPAN's tutorial. It's got some broad information on ASM that doesn't apply only to Pokémon.
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      #14654    
    Old May 16th, 2010 (12:46 PM). Edited May 16th, 2010 by stanemac12.
    stanemac12 stanemac12 is offline
       
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      In my hack, whenever I try and access an exp.share item in my inventory, the game crashes. Everything else in the hack works fine except this. Anyone know why or how to fix it?

      EDIT: After tying to check the item out in an item editing program, that program also crashes. It works for every other item but the exp.share.
        #14655    
      Old May 16th, 2010 (1:29 PM). Edited May 16th, 2010 by PeregrineFig.
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      PeregrineFig PeregrineFig is offline
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        Quote:
        Originally Posted by stanemac12 View Post
        In my hack, whenever I try and access an exp.share item in my inventory, the game crashes. Everything else in the hack works fine except this. Anyone know why or how to fix it?

        EDIT: After tying to check the item out in an item editing program, that program also crashes. It works for every other item but the exp.share.
        A piece of data was corrupted in the exp share's code. Basically, your options are to not use the Exp Share, or restart your hack. A better way, though, is to look at the Exp Share in a clean ROM, write down ALL the information (names, numbers, offsets) except for description, you have to manually retype that and put it on a new offset, then copy all that into one of the ???s in your hack and use that index number instead. It's possible the ASM code for the item has a mechanism to check the index number, though, and if that's the case you'll have to resort to one of the first two things I mentioned.
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          #14656    
        Old May 16th, 2010 (2:01 PM).
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        Incineroar Incineroar is offline
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        Quote:
        Originally Posted by colcolstyles View Post
        Download XSE and when you have it open, click on Help > Guide (F2) in the top bar. Expand the directory called "XSE - Comprehensive Scripting Guide", then expand "Practical Classroom", and finally open the page titled "Items". There's a lot of good information there about item scripts, including a section dedicated to item-giving Pokéballs not halfway down the page. No offense to Team Fail but the method described in that section is much less complex than his and it will take up much, much less space in your ROM.

        Also, before you skip directly to the "Nintendo Pokéball Styled Items" section, I would recommend reading the entire Items section first. Heck, you might as well read the entire guide. It's a fine way to learn how to script.
        None Taken. It's just my style of scripting. I'm trying, but failing, at how to use XSE.
        Quote:
        Originally Posted by stanemac12 View Post
        In my hack, whenever I try and access an exp.share item in my inventory, the game crashes. Everything else in the hack works fine except this. Anyone know why or how to fix it?

        EDIT: After tying to check the item out in an item editing program, that program also crashes. It works for every other item but the exp.share.
        Quote:
        Originally Posted by PeregrineFig View Post
        A piece of data was corrupted in the exp share's code. Basically, your options are to not use the Exp Share, or restart your hack. A better way, though, is to look at the Exp Share in a clean ROM, right down ALL the information (names, numbers, offsets) except for description, you have to manually retype that and put it on a new offset, then copy all that into one of the ???s in your hack and use that index number instead. It's possible the ASM code for the item has a mechanism to check the index number, though, and if that's the case you'll have to resort to one of the first two things I mentioned.
        I was thinking that. That's all I can say.
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          #14657    
        Old May 16th, 2010 (2:42 PM).
        Esmas Esmas is offline
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          I've searched quite a bit and simply cannot find the answer to my questions.
          1) I've inserted a new Pokémon from scratch and I would like to edit the Pokédex data. YAPE doesn't let me do so; it only lets me edit existing Pokédex data. I know it has something to do with finding free space and repointing the Pokémon's data to the Pokédex, but I'd like to know exactly how to do it.
          2) I'm using Poké Edit Pro and I want to insert a new attack to my new Pokémon, or Insert New Table. What do I put in the Start Offset area? Or would I leave it the way it is?
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            #14658    
          Old May 16th, 2010 (5:29 PM).
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          Shiny Quagsire Shiny Quagsire is offline
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            Quote:
            Originally Posted by Esmas View Post
            I've searched quite a bit and simply cannot find the answer to my questions.
            1) I've inserted a new Pokémon from scratch and I would like to edit the Pokédex data. YAPE doesn't let me do so; it only lets me edit existing Pokédex data. I know it has something to do with finding free space and repointing the Pokémon's data to the Pokédex, but I'd like to know exactly how to do it.
            2) I'm using Poké Edit Pro and I want to insert a new attack to my new Pokémon, or Insert New Table. What do I put in the Start Offset area? Or would I leave it the way it is?
            1.)You can't have any new entries. Just replace it's number with another's.

            2.)Most free space finding applications start at offset 0x800000. I'd start there.
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              #14659    
            Old May 17th, 2010 (6:30 AM).
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            adhdguitar adhdguitar is offline
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              Is there any way to edit trainers?
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                #14660    
              Old May 17th, 2010 (7:28 AM).
              Chikane Chikane is offline
                 
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                1. Can I have different palletes depending on which map I am?
                (Going trough a cave to end up in a autumn place thing e.g.)

                2. How do I edit the townmap?
                (BG and FG?)

                3. Are there any events that have to stay in the game in order to make sure I don't screw up later on?
                  #14661    
                Old May 17th, 2010 (5:33 PM).
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                Xephyr Xephyr is offline
                   
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                  This should be a pretty simple question, but in Firered, does anyone know how I could possibly make the player start out with the National Dex?
                    #14662    
                  Old May 17th, 2010 (5:49 PM).
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                  Shiny Quagsire Shiny Quagsire is offline
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                    Quote:
                    Originally Posted by adhdguitar View Post
                    Is there any way to edit trainers?
                    Use hackmew's advanced trainer

                    Quote:
                    Originally Posted by Xephyr View Post
                    This should be a pretty simple question, but in Firered, does anyone know how I could possibly make the player start out with the National Dex?
                    I'm sure it's a variable to be set. Figure out the variable and set it in a script.
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                      #14663    
                    Old May 17th, 2010 (9:47 PM). Edited May 18th, 2010 by Koopaking.
                    Koopaking Koopaking is offline
                       
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                      okay so, i a newbie at this, but i REALLY need a program to hack the pokemon text. Advanced-text simply wont work on my computer and ive tried downloading the required .dll files and all that nonsense.(I did it on a second computer and it still did not work) but anyway, what programs can I use to edit the text in pokemon firered BESIDES advanced text and thingy32(that didnt work ethier).

                      NVM, figured it out
                        #14664    
                      Old May 18th, 2010 (2:42 AM).
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                      altariaking altariaking is offline
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                        what is teh flower animation offset for emerald?
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                          #14665    
                        Old May 18th, 2010 (3:37 AM).
                        Metroid Die Metroid Die is offline
                           
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                          Hey, I have a question about sprite and player movement. I want my sprite to walk through a door and my player to follow. How do I get the sprite and player through a specific door? I've tried walking upwards but instead of opening the door and going in, the sprite and player just walk over the tile.

                          Could someone help me out with this?

                          Thanks in advance
                            #14666    
                          Old May 18th, 2010 (3:37 AM).
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                          Sawakita Sawakita is offline
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                            Hi everybody! I've been searching for this about two days so don't get angry if my question has already been answered, 'cause i couldn't really find it..
                            How can I add and change sprites of pokemon (the compressed ones, like in-battle, front and back, pokedex), in rbgy version (old gameboy!!)? If the solution involves ASM is it there a tutorial?
                              #14667    
                            Old May 18th, 2010 (3:45 AM).
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                            Zeffy Zeffy is offline
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                            Quote:
                            Originally Posted by Sawakita View Post
                            Hi everybody! I've been searching for this about two days so don't get angry if my question has already been answered, 'cause i couldn't really find it..
                            How can I add and change sprites of pokemon (the compressed ones, like in-battle, front and back, pokedex), in rbgy version (old gameboy!!)? If the solution involves ASM is it there a tutorial?
                            There's a tool called AGIXP, I don't know if it supports R/B/Y but its better if you go check. There's a link on WAH.
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                              #14668    
                            Old May 18th, 2010 (3:49 AM).
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                            Tropical Sunlight Tropical Sunlight is offline
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                              Quote:
                              Originally Posted by Metroid Die View Post
                              Hey, I have a question about sprite and player movement. I want my sprite to walk through a door and my player to follow. How do I get the sprite and player through a specific door? I've tried walking upwards but instead of opening the door and going in, the sprite and player just walk over the tile.

                              Could someone help me out with this?

                              Thanks in advance
                              There is a special XSE command for opening&closing door animations.

                              Use it like this:
                              Quote:
                              ...
                              setdooropened 0x(X pos) 0x(Y pos)
                              doorchange
                              ...
                              setdoorclosed 0x(X pos) 0x(Y pos)
                              doorchange
                              ...
                              Hope this helps!
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                                #14669    
                              Old May 18th, 2010 (3:53 AM). Edited May 31st, 2010 by Sawakita.
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                              Sawakita Sawakita is offline
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                                Quote:
                                Originally Posted by Zeffy View Post
                                There's a tool called AGIXP, I don't know if it supports R/B/Y but its better if you go check. There's a link on WAH.
                                I've already tried it but unfortunately it doesn't work with R/B/Y..
                                  #14670    
                                Old May 18th, 2010 (6:11 AM).
                                Chikane Chikane is offline
                                   
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                                  Quote:
                                  Originally Posted by Chikane View Post
                                  1. Can I have different palletes depending on which map I am?
                                  (Going trough a cave to end up in a autumn place thing e.g.)

                                  2. How do I edit the townmap?
                                  (BG and FG?)

                                  3. Are there any events that have to stay in the game in order to make sure I don't screw up later on?
                                  Never mind question 2.
                                  But I really do wanna know the first one however.
                                    #14671    
                                  Old May 18th, 2010 (2:34 PM).
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                                  Nickamina Nickamina is offline
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                                    I have a question. There is most probably an obvious answer but I couldn't find it anywhere; apologies if this is idiotic.

                                    I'm hacking LeafGreen.
                                    As part of a script I want the character being talked to, to ask me to save my game before I continue (e.g. used by pokemon centers, daycare couple, start menu).

                                    How would I do this in PKSV?
                                    [A good example of kind of what I mean is the dialogue used by the woman behind the counter in Trainer House (G/S/C) before you continue into the arena.]

                                    Thanks in advance.
                                      #14672    
                                    Old May 18th, 2010 (4:54 PM).
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                                      Hello all. I am working on a ROM hack and need help with something. I edited some of the events in the Pokemon league for Fire Red. I wanted to know how I can go to that part without playing through the entire game. I'm too lazy to do that. Please help. I basically want to debug, so to speak, to make sure it runs the way I want.

                                      Thanks!
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                                        #14673    
                                      Old May 18th, 2010 (5:53 PM).
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                                      Binary Binary is offline
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                                        @rockman0:
                                        Use AR codes. You could use the 'walk through walls' code or a warp code.
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                                          #14674    
                                        Old May 18th, 2010 (7:15 PM).
                                        Koopaking Koopaking is offline
                                           
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                                          okay, this is driving me CRAZY. i want to add more signs to my towns. I can do that, the problem is how to get them into advanced text so i can write what they say. can anybody help?
                                            #14675    
                                          Old May 18th, 2010 (7:42 PM).
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                                          rockman0 rockman0 is offline
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                                            Quote:
                                            Originally Posted by Binary View Post
                                            @rockman0:
                                            Use AR codes. You could use the 'walk through walls' code or a warp code.
                                            I kind of figured that was what I was supposed to do. But I can't find any "warp codes." I did find a "walk through walls" code though. Guess I'll have to use that. Any ideas where a warp code can be found?
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