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  #176    
Old May 1st, 2011 (6:53 PM).
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deoxys121 deoxys121 is offline
White Kyurem Cometh
  • Gold Tier
 
Join Date: Dec 2010
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These icons of all 156 Unova Pokemon are in 32x64 BMP format. They can be easily inserted using Advanced Pokemon Icon Editor from Wichu's Advanced Series. I created them by downloading animated GIF icons from this page: http://es.pokemon.wikia.com/wiki/Categor%C3%ADa:Iconos_animados_de_Pok%C3%A9mon_de_la_quinta_generaci%C3%B3n
I then extracted the frames using GiftedMotion, and then put them together in 32x64 bitmaps. All but the Shelmet icon work perfectly with auto-transparency turned off in the program (have it turned on for Shelmet). Please give me credit in one way or another if you use these.
Attached Files
File Type: zip Unova Pokemon Icons.zip‎ (80.2 KB, 441 views) (Save to Dropbox)
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  #177    
Old May 4th, 2011 (7:13 AM).
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deoxys121 deoxys121 is offline
White Kyurem Cometh
  • Gold Tier
 
Join Date: Dec 2010
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Age: 25
Gender: Male
Nature: Calm
Posts: 1,260
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Quote:
Originally Posted by voymike View Post
will anyone complete the Black and White Sprites ? (resizing and indexing)
Here they are as used in my hack. They do not include alternate forms, such as male/female Frillish, Jellicent, and Unfezant, seasonal Deerling and Sawsbuck, or Aria/Pirouette Meloetta. Some are better quality than others. Modify them if you like before use. Just make sure to give me credit.
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File Type: zip Unova Sprites.zip‎ (266.4 KB, 318 views) (Save to Dropbox)
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  #178    
Old May 7th, 2011 (4:51 PM).
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BlazingMagmar BlazingMagmar is offline
     
    Join Date: Feb 2009
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    Posts: 47
    Hi everyone, i have been working on this for quiet a while now, i have been making a pokemon sapphire upgrade, in this upgrade will have new sprites from 4th/5th gen games and i though i would share them with you since im sure a huge majority of you need quality sprites. So far all of the 3rd gen pokemon are done (front and back) , some of the first gen are done but mostly the backsprites are done so only a few are in this file.

    Here ya go,(PLZ CREDIT ME IF THEY ARE USED)
    unlz gba sprites.rar

    btw i spend hours trying to get these to be top-notch quality (im a perfectionist)

    Im also taking requests for sprites so pm if your interested. :D

    NOTE: some of these sprites may be too big in unlz.gba so dont forget to repoint their sprite address when inserting.
      #179    
    Old May 29th, 2011 (8:47 AM). Edited May 29th, 2011 by Skara.
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    Skara Skara is offline
    THIS. IS. SEMPITERNAL.
       
      Join Date: Dec 2008
      Location: Manchester, England
      Age: 21
      Gender: Male
      Nature: Timid
      Posts: 350
      -Unova Pokemon Icons
      -Unova Pokemon Sprites
      -Unova Pokemon Cries

      All ready to be inserted into a hack.
      Attached Files
      File Type: rar Unova Cries.rar‎ (1.81 MB, 354 views) (Save to Dropbox)
      File Type: rar Unova Sprites.rar‎ (264.4 KB, 439 views) (Save to Dropbox)
      File Type: rar Unova Icons.rar‎ (62.8 KB, 302 views) (Save to Dropbox)
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        #180    
      Old June 15th, 2011 (4:24 AM).
      Lord Varion's Avatar
      Lord Varion Lord Varion is offline
      Guess who's back?
         
        Join Date: Feb 2009
        Age: 22
        Gender: Other
        Nature: Naughty
        Posts: 2,644
        http://www.sendspace.com/file/1i7qv1
        I have extracted all the midi's and pokémon cries and sound effect (?) from Pokémon black and white (:
        Credit if used and PM me if the link doesnt work anymore.
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        gone.
          #181    
        Old June 28th, 2011 (10:14 PM).
        Zorooinowa Zorooinowa is offline
           
          Join Date: May 2011
          Gender: Male
          Posts: 1
          Here are my resized overworlds .. :D
          Feel free to use them ..
          Attached Images
          File Type: png Overworlds.png‎ (61.2 KB, 566 views) (Save to Dropbox)
            #182    
          Old July 2nd, 2011 (3:35 AM).
          Tetra's Avatar
          Tetra Tetra is offline
          Fumes Of Fury
          • Crystal Tier
           
          Join Date: Sep 2009
          Gender: Male
          Nature: Lax
          Posts: 1,088
          Ok, so i've made a backsprite for Hilbert, the male character in B/W.
          Here it is: Give credit to me if used.
            #183    
          Old July 9th, 2011 (8:56 AM).
          Kevin's Avatar
          Kevin Kevin is offline
          kevin del rey
          • Silver Tier
           
          Join Date: Jul 2010
          Location: Virginia
          Age: 18
          Gender: Male
          Posts: 2,689
          A ROM Base I created... Credit:
          Destiny Demon/Soul - ROM Base
          Minorthreat - Tiles
          Calis Projet - Tiles

          A screenshot:
          Attached Files
          File Type: ips Calis Project.ips‎ (12.5 KB, 90 views) (Save to Dropbox)
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            #184    
          Old July 11th, 2011 (5:13 AM).
          Wesley FG's Avatar
          Wesley FG Wesley FG is offline
          Pokémon Kalos Advance !! Gba Hack
             
            Join Date: Oct 2008
            Location: Brazil
            Gender: Male
            Nature: Modest
            Posts: 325
            PACK OF SPRITE (MORE 800 SPRITERS B/W)

            CHARACTERS:
            • Spriters 1°, 2°, 3°, 4° and 5° Generation
            • Spriters Front/ Back
            • Spriters Indexed
            • Spriters Resize 64x64, all in format gba
            • Aprox. 800 Spriters

            Download

            Give Credit for ME (WesleyFG)
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            Kalos Demake Soon!!
              #185    
            Old July 28th, 2011 (9:42 AM).
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            Spherical Ice Spherical Ice is offline
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            Join Date: Nov 2007
            Location: Bristol, UK
            Age: 19
            Posts: 5,094
            So! I recently posted a list of movements, animations, pokemon, items, specials, etc. on another forum from lists I've compiled around the net/from my own research. To make things easier, I made a few XSE std files. While XSE's ordinary std file has some specials, stdspecial.rbh includes a lot more, and stdani is completely new in that it has a handful of animations for you to use.

            Attached Files
            File Type: zip stdani and stdspecial.zip‎ (500 Bytes, 158 views) (Save to Dropbox)
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              #186    
            Old July 30th, 2011 (3:16 AM). Edited August 10th, 2011 by link491.
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            link491 link491 is offline
               
              Join Date: Dec 2009
              Gender: Male
              Posts: 24
              Current version: v1.5

              I WOULD use more B/W tiles but a lot of them dont appeal to me, im too lazy to make my own in that style, i suck at ripping and i cant seem to find any anyway! if ya want this to change, you can pm me here or at PHO!

              Woah! unexpected update! it now features an HG/SS like text box, LOTS of ds graphics from the various games, including some indoor tiles, and an improved charizard sprite for the title screen! If there are any ideas you guys have for me to make it better for the final release, please, by all means tell me with a reply to this thread or a pm!


              Ok, so recently, i have gotten pretty skilled at inserting tiles, so i put together a ROM Base for FIRE RED... i like it a lot so i figured id release it to the public... so i give you...

              link491's DS ROM Base
              *For FIRE RED

              Description
              Basically what it is, is a rom base for fire red that is full of tiles from d/p/pt, hg/ss, b/w (eventually), and any other tiles that i thought would fit nicely! it's free to use but i would like credits for making it and credit given to the tiles creators if you use it in a hack...

              Screenshots
              im going to be updating these whenever there is a new release...


              I'm the king of the hill!


              Hello HG/SS Text Boxes!

              Dont worry, the NES wasn't replaced. Both tiles are there for your use!


              Downloads
              What? you want to download this fabulous bit of hacking material?
              well then, im flattered! here is the download link:

              current version: 1.5: http://www.mediafire.com/?tdmis6bwscwfa7j

              Credit Goes To...
              Nintendo for the HH/SS text box!
              shinylugia249 for the HG/SS style mountain tiles and the mailbox!
              Green Charizard for the D/P tile rips (trees, sign, grass)
              Nitro12345 for the indoor blue carpet tile
              kyledove and speed for the indoor tiles
                #187    
              Old August 8th, 2011 (9:07 PM).
              M.L M.L is offline
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                Join Date: Oct 2010
                Gender: Male
                Nature: Quiet
                Posts: 765
                Yea new rombase haha dont we see enough of these anyways here it is new well everything (i have only done the first town)

                i used alot more B/W style tiles and did a complete revamp so yea sorry but no animations

                lol credits go to calis project
                alucas
                alistair
                (if i missed someone please tell me)
                me.(i did alot pf edits aswell)

                how does it look
                Spoiler:
                Attached Files
                File Type: ips rom base.ips‎ (26.7 KB, 185 views) (Save to Dropbox)
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                  #188    
                Old August 22nd, 2011 (12:37 AM). Edited August 23rd, 2011 by Missingyep.
                Missingyep Missingyep is offline
                   
                  Join Date: Jul 2010
                  Posts: 275
                  I suspect that it will be easier to find this resource here than where I originally posted it.

                  The following ASM code, when called from a FireRed script using callasm, will allow you to generate what I call a "secondary box". A secondary box is the alternate message box used by the showcoins and showmoney commands -- a box that accepts two strings, and that can be displayed at any position on-screen with any size. It can be displayed right alongside a standard scriptable message box, without either box overwriting or forcibly closing the other.


                  I shall provide a basic XSE script to demonstrate how you would call it, along with the ASM code that you will need to compile and then insert into your ROM.

                  Script:
                  Spoiler:
                  Code:
                  #dynamic 0x800000
                  
                  #org @start
                  lock
                  loadpointer 0x0 @sHeader // Header text
                  loadpointer 0x1 @sBody // Body text
                  setvar 0x8000 0x0003 // X -- single-byte! (0x01 = 8px)
                  setvar 0x8001 0x0001 // Y -- single-byte!
                  setvar 0x8002 0x000A // Width -- single-byte!
                  setvar 0x8003 0x0002 // Height -- single-byte!
                  callasm 0x8780001 // Change this to wherever you place the ASM
                  
                  msgbox @sStandard 0x2 // just as a demonstration.
                  
                  hidecoins 0x00 0x00 // hides secondary boxes.
                  release
                  end
                  
                  #org @sHeader
                  = HEAD
                  
                  #org @sBody
                  = BODY
                  
                  #org @sStandard
                  = STANDARD


                  And the assembly code:
                  Spoiler:
                  Code:
                  .align 2
                  .thumb
                  
                  SHOWCOINS:
                  push {lr}
                  push {r0-r7}
                  ldr r5, SCRIPT_VAR_8000
                  ldrh r5, [r5]
                  ldr r4, SCRIPT_VAR_8001
                  ldrh r4, [r4]
                  ldr r0, UNKNOWN_DATA_0
                  ldr r1, SHOWCOINS_UNK_1
                  bl CALL_R1
                  lsl r0, r0, #0x10
                  lsr r0, r0, #0x10
                  cmp r0, #0x1
                  beq SHOWCOINS_RETURN
                  mov r1, r5
                  mov r2, r4
                  bl SECONDARY
                  b SHOWCOINS_RETURN
                  
                  SHOWCOINS_RETURN:
                  pop {r0-r7}
                  pop {pc}
                  
                  
                  
                  SECONDARY:
                  push {lr}
                  push {r0-r7}
                  add sp, #-0x20
                  mov r6, r0
                  mov r4, r1
                  mov r3, r2
                  lsl r4, r4, #0x18
                  lsl r3, r3, #0x18
                  mov r0, #0x80
                  lsl r0, r0, #0x11
                  add r4, r4, r0
                  lsr r4, r4, #0x18
                  add r3, r3, r0
                  lsr r3, r3, #0x18
                  ldr r0, SCRIPT_VAR_8002
                  ldrh r0, [r0]
                  str r0, [sp]
                  ldr r0, SCRIPT_VAR_8003
                  ldrh r0, [r0]
                  str r0, [sp, #0x4]
                  mov r0, #0xF
                  str r0, [sp, #0x8]
                  mov r0, #0x20
                  str r0, [sp, #0xC]
                  add r0, sp, #0x10
                  mov r1, #0x0
                  mov r2, r4
                  ldr r4, UNKNOWN_FUNCTION_0
                  bl CALL_R4
                  ldr r0, [sp, #0x10]
                  ldr r1, [sp, #0x14]
                  str r0, [sp, #0x18]
                  str r1, [sp, #0x1C]
                  ldr r4, UNKNOWN_DATA_1
                  add r0, sp, #0x18
                  ldr r5, UNKNOWN_FUNCTION_1
                  bl CALL_R5
                  strb r0, [r4]
                  ldrb r0, [r4]
                  mov r1, #0x0
                  ldr r2, UNKNOWN_FUNCTION_2
                  bl CALL_R2
                  ldrb r0, [r4]
                  ldr r5, UNKNOWN_FUNCTION_3
                  bl CALL_R5
                  ldrb r0, [r4]
                  ldr r5, UNKNOWN_DATA_2
                  mov r1, r5
                  mov r2, #0xD0
                  ldr r3, UNKNOWN_FUNCTION_4
                  bl CALL_R3
                  ldrb r0, [r4]
                  mov r1, #0x0
                  mov r2, r5
                  mov r3, #0xD
                  ldr r6, UNKNOWN_FUNCTION_5
                  bl CALL_R6
                  ldrb r0, [r4]
                  ldr r2, SCRIPT_BANK_0
                  ldr r2, [r2]
                  mov r3, #0x0
                  str r3, [sp]
                  mov r1, #0xFF
                  str r1, [sp, #0x4]
                  str r3, [sp, #0x8]
                  mov r1, #0x2
                  ldr r7, UNKNOWN_FUNCTION_6
                  bl CALL_R7
                  mov r0, r6
                  bl SECONDARY_LOAD_BODY
                  add sp, #0x20
                  pop {r0-r7}
                  pop {pc}
                  
                  
                  
                  SECONDARY_LOAD_BODY:
                  push {lr}
                  push {r0-r7}
                  add sp, #-0xC
                  mov r1, r0
                  ldr r0, BUFFER_RAM_OFFSET
                  mov r2, #0x1
                  mov r3, #0x4
                  ldr r6, UNKNOWN_FUNCTION_7
                  bl CALL_R6
                  ldr r4, STRING_RAM_OFFSET
                  ldr r1, SCRIPT_BANK_1
                  ldr r1, [r1]
                  mov r0, r4
                  ldr r6, BODY_STRING_LOADER
                  bl CALL_R6
                  mov r0, #0x0
                  mov r1, r4
                  mov r2, #0x0
                  ldr r6, UNKNOWN_FUNCTION_8
                  bl CALL_R6
                  ldr r1, UNKNOWN_DATA_1
                  ldrb r1, [r1]
                  mov r3, #0x40
                  sub r3, r3, r0
                  lsl r3, r3, #0x18
                  lsr r3, r3, #0x18
                  mov r0, #0xC
                  str r0, [sp]
                  mov r0, #0x0
                  str r0, [sp, #0x4]
                  str r0, [sp, #0x8]
                  mov r0, r1
                  mov r1, #0x0
                  mov r2, r4
                  ldr r6, UNKNOWN_FUNCTION_6
                  bl CALL_R6
                  add sp, #0xC
                  pop {r0-r7}
                  pop {pc}
                  
                  CALL_R1:
                  bx r1
                  bx lr
                  
                  CALL_R2:
                  bx r2
                  bx lr
                  
                  CALL_R3:
                  bx r3
                  bx lr
                  
                  CALL_R4:
                  bx r4
                  bx lr
                  
                  CALL_R5:
                  bx r5
                  bx lr
                  
                  CALL_R6:
                  bx r6
                  bx lr
                  
                  CALL_R7:
                  bx r7
                  bx lr
                  
                  .align 2
                  SCRIPT_BANK_0:
                  .word 0x03000F14
                  
                  SCRIPT_BANK_1:
                  .word 0x03000F18
                  
                  SCRIPT_VAR_8000:
                  .word 0x020370B8
                  
                  SCRIPT_VAR_8001:
                  .word 0x020370BA
                  
                  SCRIPT_VAR_8002:
                  .word 0x020370BC
                  
                  SCRIPT_VAR_8003:
                  .word 0x020370BE
                  
                  UNKNOWN_DATA_0:
                  .word 0x0809D6D5
                  
                  UNKNOWN_DATA_1:
                  .word 0x02039A28
                  
                  UNKNOWN_DATA_2:
                  .word 0x0000021D
                  
                  SHOWCOINS_UNK_1:
                  .word 0x081119D5
                  
                  UNKNOWN_FUNCTION_0:
                  .word 0x0810FE51
                  
                  UNKNOWN_FUNCTION_1:
                  .word 0x08003CE5
                  
                  UNKNOWN_FUNCTION_2:
                  .word 0x0800445D
                  
                  UNKNOWN_FUNCTION_3:
                  .word 0x08003FA1
                  
                  UNKNOWN_FUNCTION_4:
                  .word 0x0814FF2D
                  
                  UNKNOWN_FUNCTION_5:
                  .word 0x0810F2E9
                  
                  UNKNOWN_FUNCTION_6:
                  .word 0x08002C49
                  
                  UNKNOWN_FUNCTION_7:
                  .word 0x08008E79
                  
                  UNKNOWN_FUNCTION_8:
                  .word 0x08005ED5
                  
                  BUFFER_RAM_OFFSET:
                  .word 0x02021CD0
                  
                  STRING_RAM_OFFSET:
                  .word 0x02021D18
                  
                  BODY_STRING_LOADER:
                  .word 0x08008FCD


                  - - - - - - - - - -

                  Complex numberpicker

                  This script will generate an improvised numberpicker using JPAN's FireRed Hacked Engine, a signbox, and a wonderfully-convenient little special that Nintendo put into the game. The numberpicker will accept any value between 0 and 65535, inclusive, and when the script completes that value will be stored in 0x800D.


                  The script code for the numberpicker is as follows. Note that I actually hacked it into the game as a new callstd function (info) when I tested it, rather than calling it directly. I don't know if a simple call statement will work.

                  Spoiler:
                  Code:
                  #dynamic 0x750000
                  
                  /*
                   Numeric input by editing a number one 
                   digit at a time. A textbox is used as 
                   a selector, along with a special that 
                   can be used to control the position 
                   of a downward-pointing red marker on-
                   screen. JPAN's specials are required.
                  
                   This version uses only 800X variables.
                  
                   Vars:
                      8004    Arrow position (X)
                      8005    Arrow position (Y)
                      8006    0x0 means new arrow, else remove last
                      8007    Current entered value
                      8008    Selected digit
                      8009    Selecting a digit, or editing that digit's value? 0 or 1 respectively.
                      800A    Captured D-Pad input
                      800B    Current cursor position in menu (between 0x0000 and 0x0005, inclusive).
                      800C    Temp variable (value to add/sub)
                      8001    If set to 0x0001, this script will call the dynamic script loader when 
                          complete.
                  
                   Buffers:
                      Selecting a digit
                         1    Padding zeroes on current entered value
                         2    Current entered value
                  */
                  
                  #define V_0 0x8007
                  #define V_1 0x8008
                  #define V_2 0x8009
                  #define V_3 0x800A
                  #define V_4 0x800B
                  #define V_5 0x800C
                  #define V_6 0x8001
                  
                  #define V_0a 0x80
                  #define V_0b 0x07
                  #define V_5a 0x80
                  #define V_5b 0x0C
                  
                  #define DIALOG_X 0x020204B5
                  #define DIALOG_Y 0x020204B6
                  
                  #define DYNAMIC_LOADER 0x800554
                  
                  #org @start
                  lock
                  signmsg
                  setvar 0x8004 0x4D
                  setvar 0x8005 0x2B
                  setvar 0x8006 0x0
                  setvar V_0 0x0000
                  setvar V_1 0x0000
                  setvar V_2 0x0000
                  setvar V_3 0x0000
                  setvar V_4 0x0000
                  setvar V_5 0x0000
                  special 0x1B2
                  writebytetooffset 0x02 DIALOG_X
                  writebytetooffset 0x06 DIALOG_Y
                  goto @updateMessage
                  
                  #org @updateMessage
                  buffernumber 0x01 V_0
                  call @padZeroes
                  compare V_2 0x00
                  if 0x1 goto @showPickDigit
                  goto @showEditDigit
                  
                  #org @showPickDigit
                  preparemsg @*****Digit
                  waitmsg
                  goto @updateCursor
                  
                  #org @showEditDigit
                  preparemsg @sEditDigit
                  waitmsg
                  goto @updateCursor
                  
                  #org @updateCursor
                  compare V_2 0x00
                  if 0x1 goto @drawPickCursor
                  goto @drawEditCursor
                  
                  /*
                   Key-checking loop
                  */
                  #org @waitForKey
                  special2 V_3 0x2C
                  compare V_3 0x0
                  if 0x5 goto @checkKeys
                  pause 0x1
                  goto @waitForA
                  
                  #org @checkKeys
                  compare V_3 0x0002
                  if 0x1 goto @keyLeft
                  compare V_3 0x0004
                  if 0x1 goto @keyRight
                  goto @cleanup
                  
                  #org @waitForA
                  special2 V_3 0x2B
                  compare V_3 0x0001
                  if 0x1 goto @keyA
                  pause 0x1
                  goto @waitForKey
                  
                  /*
                   Button press handlers
                  */
                  #org @keyLeft
                  compare V_4 0x0000
                  if 0x1 goto @loopCursorLeft
                  goto @moveCursorLeft
                  
                  #org @keyRight
                  compare V_2 0x0001
                  if 0x1 goto @keyRight__Edit
                  compare V_4 0x0005
                  if 0x1 goto @loopCursorRight
                  goto @moveCursorRight
                  
                  #org @keyRight__Edit
                  compare V_4 0x0002
                  if 0x1 goto @loopCursorRight
                  goto @moveCursorRight
                  
                  #org @keyA
                  compare V_2 0x0001
                  if 0x1 goto @keyA__Edit
                  // -v- A keypresses when picking a digit
                  //    -v- selecting "(DONE)"
                  compare V_4 0x0005
                  if 0x1 goto @cleanup
                  //    -v- selecting a digit
                  compare V_4 0x0000
                  if 0x1 goto @startEdit_D0
                  compare V_4 0x0001
                  if 0x1 goto @startEdit_D1
                  compare V_4 0x0002
                  if 0x1 goto @startEdit_D2
                  compare V_4 0x0003
                  if 0x1 goto @startEdit_D3
                  compare V_4 0x0004
                  if 0x1 goto @startEdit_D4
                  goto @waitForKey
                  
                  #org @keyA__Edit
                  // -v- A keypresses when editing a digit
                  //    -v- A keypresses when selecting "CANCEL"
                  compare V_4 0x0002
                  if 0x1 goto @cancelEdit
                  goto @editDigit
                  
                  /*
                   Cursor movements (move / wrap)
                  */
                  #org @moveCursorLeft
                  subvar V_4 0x0001
                  goto @updateCursor
                  
                  #org @loopCursorLeft
                  compare V_2 0x0001
                  if 0x1 goto @loopCursorLeft__Edit
                  setvar V_4 0x0006
                  goto @updateCursor
                  
                  #org @loopCursorLeft__Edit
                  setvar V_4 0x0002
                  goto @updateCursor
                  
                  #org @moveCursorRight
                  addvar V_4 0x0001
                  goto @updateCursor
                  
                  #org @loopCursorRight
                  setvar V_4 0x0000
                  goto @updateCursor
                  
                  #org @drawCursor
                  setvar 0x8006 0x0000
                  special 0x1B2
                  return
                  
                  #org @killCursor
                  setvar 0x8006 0x0001
                  special 0x1B2
                  return
                  
                  /*
                   Position cursor based on index (pick digit)
                  */
                  #org @drawPickCursor
                  call @killCursor
                  setvar 0x8005 0x2B
                  compare V_4 0x0000
                  if 0x1 call @drawPickCursor_0
                  compare V_4 0x0001
                  if 0x1 call @drawPickCursor_1
                  compare V_4 0x0002
                  if 0x1 call @drawPickCursor_2
                  compare V_4 0x0003
                  if 0x1 call @drawPickCursor_3
                  compare V_4 0x0004
                  if 0x1 call @drawPickCursor_4
                  // ^ five digits to select
                  compare V_4 0x0005
                  if 0x1 call @drawPickCursor_5
                  // ^ "(DONE)"
                  compare V_4 0x0006
                  if 0x4 call @drawPickCursor_6
                  call @drawCursor
                  pause 0x0010
                  goto @waitForKey
                  
                  #org @drawPickCursor_0
                  setvar 0x8004 0x004D
                  return
                  #org @drawPickCursor_1
                  setvar 0x8004 0x0053
                  return
                  #org @drawPickCursor_2
                  setvar 0x8004 0x0059
                  return
                  #org @drawPickCursor_3
                  setvar 0x8004 0x005F
                  return
                  #org @drawPickCursor_4
                  setvar 0x8004 0x0065
                  return
                  #org @drawPickCursor_5
                  setvar 0x8004 0x007F
                  return
                  #org @drawPickCursor_6
                  // past maximum!
                  setvar V_4 0x0005
                  setvar 0x8004 0x7F
                  return
                  
                  /*
                   Handle digit selection.
                  */
                  #org @startEdit_D0
                  setvar V_1 0x0000
                  goto @startEdit
                  
                  #org @startEdit_D1
                  setvar V_1 0x0001
                  goto @startEdit
                  
                  #org @startEdit_D2
                  setvar V_1 0x0002
                  goto @startEdit
                  
                  #org @startEdit_D3
                  setvar V_1 0x0003
                  goto @startEdit
                  
                  #org @startEdit_D4
                  setvar V_1 0x0004
                  goto @startEdit
                  
                  #org @startEdit
                  setvar V_2 0x0001
                  setvar V_4 0x0000
                  goto @updateMessage
                  
                  /*
                   Handle digit cancellation
                  */
                  #org @cancelEdit
                  copyvar V_4 V_1
                  setvar V_2 0x0000
                  setvar V_1 0x0000
                  goto @updateMessage
                  
                  /*
                   Handle digit modification
                  */
                  
                  #define JPAN_MATH_A 0x0203F4D8
                  #define JPAN_MATH_B 0x0203F4D9
                  #define JPAN_MATH_C 0x0203F4DA
                  #define JPAN_MATH_D 0x0203F4DB
                  
                  #org @editDigit
                  compare V_1 0x0000
                  if 0x1 call @editDigitA
                  compare V_1 0x0001
                  if 0x1 call @editDigitB
                  compare V_1 0x0002
                  if 0x1 call @editDigitC
                  compare V_1 0x0003
                  if 0x1 call @editDigitD
                  compare V_1 0x0004
                  if 0x1 call @editDigitE
                  compare V_4 0x0
                  if 0x1 call @addDigit
                  compare V_4 0x1
                  if 0x1 call @subDigit
                  goto @updateMessage
                  
                  #org @editDigitA
                  setvar V_5 10000
                  return
                  
                  #org @editDigitB
                  setvar V_5 1000
                  return
                  
                  #org @editDigitC
                  setvar V_5 100
                  return
                  
                  #org @editDigitD
                  setvar V_5 10
                  return
                  
                  #org @editDigitE
                  setvar V_5 1
                  return
                  
                  #org @addDigit
                  writebytetooffset V_0b JPAN_MATH_A
                  writebytetooffset V_0a JPAN_MATH_B
                  writebytetooffset V_5b JPAN_MATH_C
                  writebytetooffset V_5a JPAN_MATH_D
                  special 0x3E
                  return
                  
                  #org @subDigit
                  subvar V_0 V_5
                  return
                  
                  /*
                   Position cursor based on index (edit digit)
                  */
                  #org @drawEditCursor
                  call @killCursor
                  setvar 0x8005 0x3E
                  compare V_4 0x0000
                  if 0x1 call @drawEditCursor_0
                  compare V_4 0x0001
                  if 0x1 call @drawEditCursor_1
                  // ^ two options (add/sub) to select
                  compare V_4 0x0002
                  if 0x1 call @drawEditCursor_2
                  // ^ "Cancel"
                  compare V_4 0x0003
                  if 0x4 call @drawEditCursor_3
                  call @drawCursor
                  pause 0x0010
                  goto @waitForKey
                  
                  #org @drawEditCursor_0
                  setvar 0x8004 0x0B
                  return
                  #org @drawEditCursor_1
                  setvar 0x8004 0x4B
                  return
                  #org @drawEditCursor_2
                  setvar 0x8004 0x85
                  return
                  #org @drawEditCursor_3
                  // past maximum!
                  setvar V_4 0x0002
                  setvar 0x8004 0x85
                  return
                  
                  /*
                   Buffers the necessary amount of padding zeroes
                  */
                  #org @padZeroes
                  bufferstring 0x00 @pad0
                  compare V_0 0x2710
                  if 0x0 call @padZeroes_1
                  compare V_0 0x03E8
                  if 0x0 call @padZeroes_2
                  compare V_0 0x0064
                  if 0x0 call @padZeroes_3
                  compare V_0 0x000A
                  if 0x0 call @padZeroes_4
                  return
                  
                  #org @padZeroes_1
                  bufferstring 0x00 @pad1
                  return
                  #org @padZeroes_2
                  bufferstring 0x00 @pad2
                  return
                  #org @padZeroes_3
                  bufferstring 0x00 @pad3
                  return
                  #org @padZeroes_4
                  bufferstring 0x00 @pad4
                  return
                  
                  #org @*****Digit
                  = Entered value: [buffer1][buffer2] (DONE)\nSelect a digit to edit.
                  #org @sEditDigit
                  = Entered value: [buffer1][buffer2]\nIncrease   Decrease   Cancel
                  #org @pad0
                  = 
                  #org @pad1
                  = 0
                  #org @pad2
                  = 00
                  #org @pad3
                  = 000
                  #org @pad4
                  = 0000
                  
                  #org @cleanup
                  releaseall
                  writebytetooffset 0x02 DIALOG_X
                  writebytetooffset 0x0F DIALOG_Y
                  setvar 0x8004 0x0000
                  setvar 0x8005 0x0000
                  call @killCursor
                  normalmsg
                  copyvar 0x800D V_0
                  return


                  - - - - - - - - - -

                  New resource: modified AdvanceMap 1.95 language file

                  The most notable edit here is that this file contains correct names for most of the FR/LG behavior and background bytes. I also changed and reworded other GUI strings, mostly out of boredom.

                  Spoiler:
                  Code:
                  [INI-Version]
                  Sprache=English
                  Version=1.0.9
                  Ersteller=Scizz / Tauwasser
                  Kommentar=English language file for Advance-Map.\nThe humongous pink elephant goes moooooo~
                  SchriftArt=MS Sans Serif
                  SchriftGroesse=-11
                  Charset=1
                  
                  
                  
                  
                  
                  [LanguageSections]
                  10=Allgemein
                  20=IniAusleser
                  
                  
                  100=AMMainForm
                  110=Menue
                  120=Toolbar
                  
                  130=Header
                  131=NameAnzeigen
                  /132=Musik
                  133=Hoehle
                  134=Wetter
                  135=Typ
                  136=Kampftyp
                  137=MapScripts
                  
                  140=ProfiHeader
                  150=WildePokemon
                  151=ExtendedWildPokemonForm
                  
                  160=Events
                  161=SignpostTyp
                  162=SignpostAnsprechEbene
                  163=EventMenge
                  164=Bewegung
                  165=EventType
                  
                  170=RomInfos
                  180=GehDaten
                  
                  200=BlockEditorForm
                  201=Verhalten_RS
                  202=Hintergrund_RS
                  203=Verhalten_E
                  204=Hintergrund_E
                  205=Verhalten_FRLG
                  206=Hintergrund_FRLG
                  220=PalettenForm
                  240=BlockDatenAnpassenForm
                  
                  300=AnbindungsForm
                  301=ConnectionDirections
                  400=MapBankHeaderForm
                  500=HeaderVerschieben
                  600=MapEinfuegenForm
                  700=UmpointenForm
                  800=NewMapForm
                  900=AboutBox
                  1000=EndnutzerForm
                  1100=WorldMapEditor
                  1200=KontextMenu
                  
                  1300=Season
                  1400=TimePeriod
                  1500=SeasonForm
                  1600=NewTilesetForm
                  
                  
                  [Menue]
                  11=&File
                  12=&Settings
                  13=&Tools
                  14=&Help
                  
                  110=&Load ROM...
                  111=&Reload ROM
                  112=&Save
                  113=Save &as...
                  114=&Map...
                  115=&Quit
                  116=Create &Backup
                  
                  
                  1140=&New map
                  1141=&Open map...
                  1143=Save map &as...
                  1144=&Insert map
                  
                  1160=A backup file was successfully created.
                  1161=Creating Backup
                  1162=An error occurred while creating a backup. Backup not saved.
                  
                  
                  120=&Grid
                  121=Comboboxes
                  122=Block palette &width
                  123=&Show sprites
                  124=&Hide other events
                  125=Language
                  126=&Viewing size
                  127=Map &listing
                  128=&Remember last selection
                  129=Professional &Header view
                  1210=&Automatically look for offsets
                  1211=Show &toolbar
                  1212=Create &backup on opening
                  1213=Create shortcut to last &used ROM
                  1214=Use AM &context menu
                  1215=&Choose script editor
                  1216=&Number of recently used files
                  1217=&Movement permissions transparency
                  1218=Recently-used &files
                  1219=&Events
                  1220=Auto &paint after using Pipette
                  
                  
                  12130=Most recently used ROM
                  
                  12150=The program file does not exist or is not executable.
                  12151=Are offsets seperated from the ROM name by ":" (default) or " " in the preferred script editor? => Yes for ":"; No for " ".
                  
                  12160=Set max number of entries in list of recently used files.
                  12161=How many recently used files should be listed under "File"?
                  
                  12170=How transparent should the movement permissions be? (Enter a value between 1.0 and 0.0. Higher values are more transparent.)
                  
                  12180=Clear List
                  12181=Show FilePath
                  
                  1260=Doubled Map view size
                  1261=Doubled Movement permissions view size
                  1262=Doubled Events view size
                  1263=Doubled Palette view size
                  1264=Doubled Movement palette view size
                  
                  1270=Read from header
                  1271=Read from INI
                  1272=Only read map order from header
                  1273=Build new INIs from header
                  
                  
                  12720=Sort by <bank>.<map>
                  12721=Sort by map name
                  12722=Sort by tileset number
                  12723=Sort by tileset grouping
                  12724=Mix map name and tileset
                  
                  
                  130=Block &Editor
                  131=Save &map picture
                  132=Save &block palette picture
                  133=Save &event picture
                  134=&Amount of events
                  135=&Open map
                  136=Map &connections
                  137=C&hange map bank
                  138=&World Map editor
                  139=Create shortcut on the &desktop
                  1310=Open &previous map
                  1311=&Season Editor
                  
                  1370=Re-locate map bank header
                  1371=Re-locate map bank
                  1372=Re-locate list of connections
                  1373=Re-locate wild Pokémon header
                  1374=Manage map bank header
                  
                  
                  140=&Readme
                  141=&About
                  142=&End user license agreement
                  143=&Tutorial
                  148=Tutorial English.txt
                  149=Readme English.txt
                  
                  
                  
                  [Toolbar]
                  10=Open ROM
                  11=Save
                  12=Create new map
                  13=Insert map
                  14=Show sprites
                  15=Map connections
                  16=Block Editor
                  17=Find free space
                  18=About
                  19=World Map editor
                  20=Open previous map
                  
                  100=Normal
                  101=Pan (left click)
                  102=Pipette (right click)
                  103=Fill Can (middle click)
                  104=Replace All Of These (Ctrl + middle click)
                  105=Draw GreatBlock (left click)
                  106=GreatBlock Pipette (Ctrl + left click)
                  
                  200=Normal
                  201=Pan (left click)
                  202=Pipette (right click)
                  203=Fill Can (middle click)
                  204=Replace All Of These (Ctrl + middle click)
                  205=Draw GreatBlock (left click)
                  206=GreatBlock Pipette (Ctrl + left click)
                  
                  300=Normal
                  301=Select (middle click)
                  302=Move top Event (left click)
                  303=Move bottom Event (right click)
                  304=Move Multiselect (left click)
                  305=Multiselect (Ctrl + left click)
                  306=Copy top Event (Ctrl + right click)
                  
                  [EndnutzerForm]
                  Title=End user license agreement
                  10=I hereby accept this agreement.
                  11=I do not accept this agreement.
                  12=Cancel
                  13=OK
                  
                  20=Error: The file "ini\Sprachen\enduser.dat" does not exist. Were all files extracted successfully?
                  21=Error: The file "ini\Sprachen\enduser.dat" does not contain the desired language!
                  
                  30=Do you want to create a shortcut to AdvanceMap on the desktop?
                  
                  
                  
                  [Allgemein]
                  00=Question
                  01=Info
                  02=Error
                  03=Warning
                  
                  10=Reserved empty map data
                  11=11. reserved empty map data, refresh with F5
                  12=Reserved emtpy map bank
                  13=6. reserved empty map bank, refresh with F5
                  14=Tileset
                  15=Error
                  
                  20=Map
                  21=Movement permissions
                  22=Events
                  23=Search map
                  24=Wild Pokémon
                  25=Header
                  
                  
                  30=Choose "File->Load ROM..." to load a ROM.
                  31=ROM loaded. Choose map.
                  32=Map loaded.  Index:
                  33=Block:
                  34=Offset:
                  35=Movement permission:
                  36=No events.
                  37=Warning: Some events are outside of the map.
                  38=Events working as desired.
                  
                  40=No map header entry for current ROM found.\nAre all INI-files in the INI-folder?\nYour ROM is possibly corrupted. To verify this, test with another ROM of the same version.\nPlease do give feedback if none of these errors occurred.
                  41=The selected map file does not exist.
                  42=Open map
                  43=Please specify the desired map in format "<bank>.<map>".
                  44=Invalid entry
                  45=Change block palette width
                  46=Please specify the desired width for the block palette, in blocks.
                  47=Error while saving the file.
                  48=Please choose
                  49=Not defined
                  
                  50=New map banks
                  51=Please specify the number of new map banks to reserve space for.
                  52=Bank number
                  53=Please specify the number of the bank to be moved.
                  54=New maps
                  55=Please specify the number of new maps to reserve space for.
                  56=New connection list
                  57=Please specify number of connection list entries to reserve space for.
                  58=New wild Pokémon header
                  59=Please specify the number of entries for wild Pokémon to reserve space for.
                  
                  60=From header
                  61=From INI
                  62=Map files
                  63=No name
                  64=Connection list
                  
                  610=Error in MainIni!!
                  
                  640=NameID (not existing) is:
                  641=Unknown Map
                  
                  70=Save changes?
                  71=File could not be saved!
                  
                  80=Offsets of map "%s" are not defined for game "%s"!
                  83=Invalid pointer to map footer.
                  84=MapEntry Bank: %d Map: %d does not exist.
                  85=The changes to the map data aren't saved yet. Do you want to save them?
                  86=Invalid data pointer in MapHeader on load MapHeader.
                  87=Invalid data pointer in MapHeader on save MapHeader.
                  88=Invalid data pointer in MapFooter on load MapFooter.
                  89=Invalid data pointer in MapFooter on save MapFooter.
                  810=Invalid data pointer in TilesetHeader, the TilesetNumber %s seams not to exist.
                  811=The MapHeader is not saved at an Offset divisible by 4. This can cause the map to show up as a black screen when playing the ROM. Loading it anyway.
                  812=The MapFooter is not saved at an Offset divisible by 4. This can cause the map to show up as a black screen when playing the ROM. Loading it anyway.
                  
                  90=File not found!
                  
                  900=Create new map bank
                  901=Create new map
                  902=Create new wild Pokémon data
                  
                  940=No events were found for this map.
                  941=No wild Pokémon data was found for this map.
                  942=The header of the current map cannot be displayed.
                  943=No wild Pokémon data was found for this version of the game.
                  944=Exporting is only supported when the map header area is displayed in the list. (Options->"Read from header" or nothing is chosen.)
                  
                  100=This map does not exist!
                  101=Error on compressed data (size of data is $FFFFFF).
                  102=Format not Supported.
                  103=Error in palette file.
                  
                  110=It takes %s to open the ROM.
                  
                  120=Width
                  121=Height
                  
                  130=All Files
                  
                  140=You drop multiple Files, I will try to load first of them.
                  141=Startup
                  
                  150=Error on getting TilesetHeader, MapBankHeader seams to be corrupted.
                  
                  160=CityNameAmount is only %d not %d.
                  
                  
                  [NewMapForm]
                  Title=New map
                  10=Map name:
                  11=Width:
                  12=Height:
                  13=Tileset 1:
                  14=Tileset 2:
                  15=Create
                  16=Cancel
                  
                  20=Please fill in all of the fields.
                  
                  
                  
                  [BlockEditorForm]
                  title=Block Editor
                  130=Block Editor
                  131=1. part
                  132=2. part
                  
                  1300=Down/Up
                  1301=Tile:
                  1302=Block:
                  1303=Offset:
                  1304=X flip
                  1305=Y flip
                  1306=Save
                  
                  13070=Behavior data:
                  13071=All numbers are in hexadecimal!
                  13072=Behavior byte:
                  13073=Background byte:
                  
                  13080=Picture
                  13081=Save tileset 1
                  13082=Load tileset 1
                  13083=Save tileset 2
                  13084=Load tileset 2
                  13085=Load new blocks
                  
                  13090=Blocks
                  13091=Save tileset 1
                  13092=Load tileset 1
                  13093=Save tileset 2
                  13094=Load tileset 2
                  13095=Change amount
                  13096=Doubled Palette view size
                  
                  130100=Palettes
                  130101=Show palette editor
                  130102=Write palette changes to ROM
                  130103=Write current palette to file
                  130104=Load current palette from file
                  130105=Change palette definition of block data
                  
                  130111=Insert new Tileset
                  130112=Delete Tileset
                  
                  130810=Cannot export this palette; there are multiple entries for the same color in the palette.
                  
                  130820=The palette file for this image is missing.
                  130821=Tileset picture
                  130822=Changing of tileset picture cancelled!
                  130823=Sorry the picture must have the correct size of %d x %d.
                  
                  130910=Saving of blocks cancelled!
                  
                  130920=Changing of blocks cancelled!
                  130921=Block/behavior data
                  
                  130950=Please specify the number of blocks for tileset 2 (max: %d):
                  130951=Block/behavior data
                  130952=Changing number of blocks cancelled!
                  
                  1310=Save changes to Picture/Blocks/Palette?
                  
                  130113=New Tileset
                  130114=Insert new Tileset aborted!
                  130115=The new inserted tileset is Tileset %d and is saved at $%6x.
                  130116=Create a minor tileset? For a major tileset, press No.
                  
                  130106=New Palette Offset Part1
                  130107=New Palette Offset Part2
                  130108=Save new Palette aborted!
                  
                  200=Block Editor, Block and Behavior Data
                  
                  300=No Freespace to insert Palette found/selected.
                  301=No Freespace to insert new Tileset Header found/selected.
                  302=No Freespace to insert Tileset Picture found/selected.
                  303=No Freespace to insert Block/Behavior Data found/selected.
                  
                  400=The Palette Editor is deactivated because all colors are changed by the DAN preview. Change DAN-Preview to Timeperiod without color change.
                  
                  [PalettenForm]
                  Title=Palette Editor
                  
                  10=Apply
                  11=15-bit GBA color value
                  12=15-bit to RGB
                  13=Select color
                  
                  
                  
                  [BlockDatenAnpassenForm]
                  Title=Modify block data
                  
                  10=Tileset 1
                  11=Tileset 2
                  12=From palette:
                  13=To palette:
                  14=Modify
                  
                  
                  
                  [AnbindungsForm]
                  Title=Connections
                  136=Connections
                  
                  1360=Connections:
                  1361=Connection no:
                  1362=Direction:
                  1363=Offset:
                  1364=Map bank:
                  1365=Map no:
                  1366=Zero out
                  1367=Add
                  1368=Remove
                  1369=Save
                  13610=Show Preview
                  13611=Load correct Tilesets
                  
                  13600=Below
                  13601=On top of
                  13602=Left of
                  13603=Right of
                  13604=Dived at
                  13605=Emerged at
                  
                  13670=Connection
                  13671=Adding of connection cancelled!
                  13672=No Freespace to insert new Connections found/selected.
                  
                  13680=Do you really want to delete the %d. connection?
                  13681=MapEntry Bank: %d Map: %d does not exist.
                  
                  13690=Save connections?
                  
                  [ConnectionDirections]
                  Amount=6
                  00=Nothing
                  01=Down
                  02=Up
                  03=Left
                  04=Right
                  05=Dive
                  06=Emerge
                  
                  
                  [HeaderVerschieben]
                  13700=Map bank header
                  13701=Re-location of map bank header cancelled!
                  13702=No Freespace to increase map bank header found/selected.
                  
                  13710=Map bank
                  13711=Re-location of map bank cancelled!
                  13712=No Freespace to increase map bank found/selected.
                  
                  13720=Connection list
                  13721=Re-location of connection list cancelled!
                  13722=No Freespace to increase Connection list found/selected.
                  
                  13730=Wild Pokémon header
                  13731=Re-location of wild Pokémon header cancelled!
                  13732=No Freespace to increase WildPokemon Header found/selected.
                  
                  13740=New map bank
                  13741=Creation of map bank cancelled!
                  13742=No Freespace to insert new map bank found/selected.
                  
                  13750=Wild Pokémon data
                  13751=Changing of wild Pokémon entry cancelled!
                  13752=No Freespace to insert new WildPokemon found/selected.
                  
                  
                  
                  [MapBankHeaderForm]
                  10=Bank no:
                  11=Current offset:
                  12=Number of maps:
                  13=Number of reserved maps:
                  14=New bank
                  15=Map bank header
                  
                  20=Number of additionally reserved banks:
                  21=Number of additionally reserved maps:
                  22=Cancel
                  23=Accept changes
                  
                  30=Map bank header and connection list
                  
                  
                  
                  [MapEinfuegenForm]
                  Title=Insert map
                  10=Current saving space:
                  11=In the file:
                  12=In the ROM:
                  13=Insertion position:
                  14=Map bank header
                  
                  20=Replace map:
                  21=Bank:
                  22=Map no:
                  23=Replace
                  
                  30=Available space:
                  31=Bank:
                  32=Number of reserved maps:
                  33=Insert
                  
                  40=Create new space:
                  41=Bank:
                  42=Number of reserved new maps:
                  43=Create and insert
                  44=New bank
                  
                  51=Insertion of map cancelled!
                  52=Map header & map & events
                  53=Map & events
                  54=The map was successfully registered as map %d.%d!
                  56=Map not inserted!
                  57=Map header & map & events & map scrips & connections
                  58=Map & events & map scrips & connections
                  
                  100=An error occurred when loading the file. It seams to be corrupt...
                  
                  
                  [EventType]
                  Amount=$04
                  00=Person event
                  01=Warp
                  02=Script
                  03=Signpost
                  04=Flying position
                  05=No events
                  
                  [Events]
                  400=Pos (X/Y):
                  401=Unknown:
                  402=To warp no:
                  403=Map bank:
                  404=Map:
                  405=Goto
                  410=Person event no:
                  411=Picture no:
                  412=Unknown:
                  413=Pos (X/Y):
                  414=Unknown:
                  415=Movement type:
                  416=Movement:
                  417=Unknown:
                  418=Trainer:
                  419=Unknown:
                  
                  4110=View radius:
                  4111=Script offset:
                  4112=Person ID:
                  4113=Unknown:
                  4114=Plant-ID:
                  
                  420=Pos (X/Y):
                  421=Unknown:
                  422=Var number:
                  423=Var value:
                  424=Unknown:
                  425=Script offset:
                  
                  430=Pos (X/Y):
                  431=Talking level:
                  432=Signpost type:
                  433=Unknown:
                  434=Script offset:
                  435=Item ID:
                  436=Hidden ID:
                  437=Amount:
                  438=Secret base ID:
                  439=Open secret base
                  
                  450=No:
                  451=Mark active sprite
                  452=Delete event
                  
                  460=Pos (X/Y):
                  461=Unknown:
                  462=Changing the bank or map number will remove this map's flying position.
                  463=Map bank:
                  464=Map:
                  
                  945=There are no events of this type on the map.
                  
                  50=Open script
                  51=No script editor defined.
                  52=Script editor not found.
                  
                  600=Invalid data pointer in EventHeader on Load EventHeader.
                  601=The value in the script field is not a Pointer.\nAttention: If you change the Type of Signpost, it could damage the containig data by convert the value to a Pointer.
                  602=The Script Value of People %d is not a Pointer! Data seems to be corrupted.
                  603=Creation of Flying positions is not supported.
                  604=Invalid data pointer in EventHeader on Save EventHeader.
                  
                  700=Warp to Map/secret base
                  701=Warp to Map
                  
                  [SignpostTyp]
                  Amount=$08
                  00=Script
                  01=Script, if hero is facing up
                  02=Script, if hero is facing down
                  03=Script, if hero is facing right
                  04=Script, if hero is facing left
                  05=Hidden item
                  06=Hidden item
                  07=Hidden item
                  08=Secret base; RSE only
                  
                  
                  
                  [SignpostAnsprechEbene]
                  Amount=$0F
                  00=Always
                  01=Height 0 (Surf)
                  02=Height 1
                  03=Height 2 (Normal)
                  04=Height 3
                  05=Height 4
                  06=Height 5
                  07=Height 6
                  08=Height 7
                  09=Height 8
                  0A=Height 9
                  0B=Height 10
                  0C=Height 11
                  0D=Height 12
                  0E=Height 13
                  0F=Height 14
                  
                  
                  
                  [EventMenge]
                  10=Amount of events
                  11=Number of person events:
                  12=Number of signposts:
                  13=Number of warps:
                  14=Number of scripts:
                  15=Change events
                  
                  20=Changing of events cancelled!
                  21=Events
                  22=No Freespace to insert incrased Event amount found/selected.
                  
                  
                  [WildePokemon]
                  10=Grass
                  11=Water
                  12=Rock Smash
                  13=Fishing Rod
                  
                  20=What type do you want to use?
                  21=Type:
                  22=Offset:
                  23=Cancel
                  24=OK
                  25=Create wild Pokémon data
                  
                  30=Save wild Pokémon data?
                  
                  60=Type:
                  61=Encounter ratio:
                  64=Min/max level:
                  66=Add
                  67=Remove
                  68=Pokémon:
                  69=No:
                  610=Chance:
                  
                  70=Pokémon %d:
                  
                  80=old rod
                  81=good rod
                  82=super rod
                  
                  
                  [UmpointenForm]
                  10=Five places found!
                  11=Search done!
                  12=The automatic search did not find any free space.
                  
                  80=Seach for bytes
                  81=Bytes to look for
                  82=Specify searched area from
                  83=to
                  84=Needed bytes
                  85=OK
                  86=Specify
                  87=Offset
                  88=Repoint
                  89=Quit
                  
                  880=Search for free space
                  
                  100=Can only search between 2 and 200000 Bytes.
                  101=No empty space of size %d found. (Searching: $%2x, between $%6x and end of file)
                  102=No empty space of size %d found. (Searching: $%2x, between $%6x and $%6x)
                  103=Stop searching after found 5 Offsets.
                  104=Stop searching after reach end of file.
                  105=Stop searching after reach end of search area ($%6x).
                  
                  
                  [Header]
                  900=Name:
                  901=Show name on entering
                  902=Change Name
                  903=Number of new names:
                  904=Create new name
                  905=New name
                  
                  9020=Name
                  9021=Name changing cancelled!
                  9022=No Freespace to insert new Name found/selected.
                  
                  9040=Changing amount of names cancelled!
                  9041=New offset for name header
                  
                  910=Map options:
                  911=Music:
                  912=Weather:
                  913=Type:
                  914=Fight type:
                  915=Cave:
                  916=Music no:
                  
                  920=Used tilesets:
                  921=Tileset 1:
                  922=Tileset 2:
                  923=Change tileset
                  
                  930=Map dimensions:
                  931=Map width:
                  932=Map height:
                  933=Change dimensions
                  
                  9330=Map data
                  9331=Change of map dimensions cancelled!
                  9332=The map is too wide!
                  9333=The max map height at a map width of %d is: %d.
                  9335=The previous error was ignored because the professional header view is enabled.
                  9336=No Freespace to insert resizedMap found/selected.
                  9337=Map size cannot be 0x0.
                  
                  940=Border block:
                  941=Border block size is invalid. 2x2 will be used.
                  
                  950=Map script
                  951=Script no:
                  952=Script type:
                  953=Script offset:
                  954=Open script
                  955=Save map scripts
                  956=Flag:
                  957=Value:
                  958=Script offset 2:
                  
                  9510=Remove
                  9511=Add
                  
                  9550=Repoint map scripts
                  9551=Change of map scripts cancelled!
                  9552=No Freespace to insert incrased MapScript amount found/selected
                  
                  
                  [ProfiHeader]
                  100=Map bank header:
                  101=Map bank header:
                  102=Bank no:
                  103=Map bank offset:
                  104=Map no:
                  105=Map header offset:
                  
                  110=Map options:
                  111=Map header:
                  112=Map footer offset:
                  113=Event offset:
                  114=Save changes and reload map.
                  115=Map script offset:
                  116=Connection offset:
                  
                  120=Map data:
                  121=Map footer:
                  122=Width:
                  123=Height:
                  124=Map offset:
                  125=Border offset:
                  126=No of tileset part 1:
                  127=No of tileset part 2:
                  128=Offset of tileset part 1:
                  129=Offset of tileset part 2:
                  
                  130=Border block: (Always saved with map.)
                  131=Border:
                  132=Border width:
                  133=Border height:
                  134=Repoint border
                  135=Change of Border cancelled!
                  136=No Freespace to insert resized BorderBlock found/selected.
                  
                  140=Tileset data:
                  141=Data of tileset part 1:
                  142=Data of tileset part 2:
                  
                  
                  
                  [WorldMapEditor]
                  Title=World map editor
                  10=PosX
                  11=PosY
                  12=With color overlay
                  13=Dump flying/display flags
                  14=Read pos of top layer
                  15=Change routines
                  16=Redraw
                  17=Save map
                  
                  20=Value:
                  21=Data from name header:
                  22=Offset of name:
                  23=Name:
                  24=Pos X/Y:
                  25=Width/Height:
                  26=Save position
                  27=Empty/don't display
                  28=Bottom layer
                  29=Top layer
                  
                  30=Flying/display flag:
                  31=Save flag
                  32=Reading/changing of flying/display flag not possible. Change routine before doing this.
                  33=The flag routine was already edited. Rewrite data?
                  34=Flying/display flag header
                  35=Change of flag routine cancelled!
                  36=Flags for scripting
                  37=Saving of flags cancelled!
                  
                  40=Info flying position:
                  41=Open map, flying position
                  42=Open map
                  
                  50=Map no:
                  51=Manage world map number
                  52=Assign world map number
                  53=Re-assigning of world map number cancelled.
                  
                  60=The world map's width could not be read. -> Default to 28
                  61=Save world map?
                  62=Reading/changing of top layer position not possible. Change routine before doing this.
                  63=The positioning routine was already edited. Rewrite data?
                  64=Cannot save top layer position for this map name.
                  
                  
                  
                  [RomInfos]
                  10=ROM name:
                  11=ROM type:
                  12=ROM language:
                  13=ROM version:
                  
                  
                  
                  [IniAusleser]
                  10=The position %s could not be found!
                  12=Found %s ($%6x) position is not a pointer!
                  14=Could not find valid INI entry %s for this ROM type in AdvanceMap.ini.
                  
                  
                  
                  [AboutBox]
                  Title=About
                  10=About Advance Map
                  11=Credits:
                  12=Advance Map version:
                  13=compiled:
                  
                  20=Programming:
                  21=Name:
                  22=Contact:
                  23=Homepage:
                  24=Newest AM:
                  25=Comment:
                  
                  30=Translation:
                  31=Language:
                  32=Name:
                  33=Version:
                  34=Comment:
                  
                  40=Greetings:
                  
                  
                  
                  [KontextMenu]
                  10=Open with Advance Map
                  20=Opens the ROM with Advance Map
                  
                  
                  
                  [NameAnzeigen]
                  Amount=$0F
                  00=Do not show name
                  01=Show name
                  06=Show village names
                  0D=Show city names
                  
                  [Kampftyp]
                  Amount=$08
                  00=Random
                  01=Gym style
                  02=Team Rocket style
                  04=1. Elite 4
                  05=2. Elite 4
                  06=3. Elite 4
                  07=4. Elite 4
                  08=Big red POKéBALL
                  
                  [Hoehle]
                  Amount=$02
                  00=Regular
                  01=Dark (Flash usable)
                  02=Dark (Flash unusable)
                  
                  [GehDaten]
                  Amount=$3C
                  00=Crossing of different layers
                  01=Obstacle, not passable
                  04=Passable, height 0 (=> Surfer)
                  05=Obstacle, height 0
                  08=Passable, height 1
                  09=Obstacle, height 1
                  0C=Passable, height 2 (=> Default)
                  0D=Obstacle, height 2
                  10=Passable, height 3
                  11=Obstacle, height 3
                  14=Passable, height 4
                  15=Obstacle, height 4
                  18=Passable, height 5
                  19=Obstacle, height 5
                  1C=Passable, height 6
                  1D=Obstacle, height 6
                  20=Passable, height 7
                  21=Obstacle, height 7
                  24=Passable, height 8
                  25=Obstacle, height 8
                  28=Passable, height 9
                  29=Obstacle, height 9
                  2C=Passable, height 10
                  2D=Obstacle, height 10
                  30=Passable, height 11
                  31=Obstacle, height 11
                  34=Passable, height 12
                  35=Obstacle, height 12
                  38=Passable, height 13
                  39=Obstacle, height 13
                  3C=Passable above and below
                  
                  [Typ]
                  Amount=$09
                  01=Village
                  02=City
                  03=Route
                  04=Underground
                  05=Underwater
                  08=Inside
                  09=Secret base
                  
                  [Wetter]
                  Amount=$0F
                  00=In-house weather
                  01=Sunny weather with clouds in water
                  02=Regular weather
                  03=Rainy weather
                  04=Three snow flakes
                  05=Rain with thunder storm
                  06=Steady mist
                  07=Steady snowing
                  08=Sand storm
                  09=Mist from top right corner
                  0A=Dense bright mist
                  0B=Cloudy
                  0C=Underground flashes
                  0D=Heavy rain with thunder storm
                  0E=Underwater mist
                  
                  
                  [Verhalten_RS]
                  Amount=$FF
                  02=Grass animation (Pokémon) 
                  03=High grass animation
                  06=Sand foot prints (with sandheaps)
                  07=Animation micro grass
                  A0=Only walking possible
                  0D=Warp into pyramid. Floor 51
                  10=Reflection on water with waves trailing
                  13=Waterfall/with falling down
                  15=Jump with mach bike, splashing water
                  16=Reflection on water, splashing water, waves
                  17=Lasting water on feet
                  1A=Reflection (Background byte=20)
                  1B=Water on feet
                  1C=Water on feet + arrow down
                  20=Slide like on ice
                  21=Foot prints
                  22=Diving animation bubbles
                  25=Sand foot prints
                  28=Hero halfway underwater
                  2A=Diving animation bubbles
                  30=Person blocked on right
                  31=Person blocked on left
                  32=Person blocked upwards
                  33=Person blocked downwards
                  34=Person blocked up/down/right
                  35=Person blocked up/down/left
                  36=Person blocked down/right
                  37=Person blocked down/left
                  38=Person jumps right over block
                  39=Person jumps left over block
                  3A=Person jumps up over block
                  3B=Person jumps down over block
                  40=Hero walks right
                  41=Hero walks left
                  42=Hero walls up
                  43=Hero walks down
                  44=Hero slides right
                  45=Hero slides left
                  46=Hero slides up
                  47=Hero slides down
                  48=Hero slides up/down/left/right
                  50=Hero runs right
                  51=Hero runs left
                  52=Hero runs up
                  53=Hero runs down
                  61=Use warp
                  62=Arrow right => warp left of block
                  63=Arrow left => warp right of block
                  64=Arrow up => warp above block
                  65=Arrow down => warp under block
                  66=Warp into last-visited building
                  67=Regular Warp
                  68=Drown in sand (warp)
                  69=Use door/warp
                  6A=PokéCenter escalator up/use warp
                  6B=PokéCenter escalator down/use warp
                  6C=Warp to emerge from water => Hero is surfing
                  6D=Arrow down => warp under block
                  6E=Warp/person exits upwards
                  74=Water on feet
                  75=Water on feet
                  76=Water on feet
                  77=Water on feet
                  BB=Hero jumps twice
                  BC=Hero turns around and goes back into direction he came from
                  BE=Person blocked left/right
                  C0=Person blocked up/down
                  C1=Person blocked left/right
                  D0=Slippery clay animation
                  D1=Only passable with acro bike
                  D3=Solid block
                  D4=Solid block
                  D5=Solid block
                  D6=Solid block
                  
                  [Hintergrund_RS]
                  Amount=$FF
                  10=Block is covered by Hero
                  40=Turns into border block
                  
                  
                  [Verhalten_E]
                  Amount=$FF
                  02=Grass animation (Pokémon) 
                  03=High grass animation
                  06=Sand foot prints (with sandheaps)
                  07=Animation micro grass
                  A0=Only walking possible
                  0D=Warp into pyramid. Floor 51
                  10=Reflection on water with waves trailing
                  13=Waterfall/with falling down
                  15=Jump with mach bike, splashing water
                  16=Reflection on water, splashing water, waves
                  17=Lasting water on feet
                  1A=Reflection (Background byte=20)
                  1B=Water on feet
                  1C=Water on feet + arrow down
                  20=Slide like on ice
                  21=Foot prints
                  22=Diving animation bubbles
                  25=Sand foot prints
                  28=Hero halfway underwater
                  2A=Diving animation bubbles
                  30=Person blocked on right
                  31=Person blocked on left
                  32=Person blocked upwards
                  33=Person blocked downwards
                  34=Person blocked up/down/right
                  35=Person blocked up/down/left
                  36=Person blocked down/right
                  37=Person blocked down/left
                  38=Person jumps right over block
                  39=Person jumps left over block
                  3A=Person jumps up over block
                  3B=Person jumps down over block
                  40=Hero walks right
                  41=Hero walks left
                  42=Hero walls up
                  43=Hero walks down
                  44=Hero slides right
                  45=Hero slides left
                  46=Hero slides up
                  47=Hero slides down
                  48=Hero slides up/down/left/right
                  50=Hero runs right
                  51=Hero runs left
                  52=Hero runs up
                  53=Hero runs down
                  60=Steps, cave/ use warp
                  61=Use warp
                  62=Arrow right => warp left of block
                  63=Arrow left => warp right of block
                  64=Arrow up => warp above block
                  65=Arrow down => warp under block
                  66=Warp into last-visited building
                  69=Use door/warp
                  6A=PokéCenter escalator up/use warp
                  6B=PokéCenter escalator down/use warp
                  6C=Warp to emerge from water => Hero is surfing
                  6D=Arrow down => warp under block
                  6E=Warp/person exits upwards
                  70=Teleport warp
                  74=Water on feet
                  75=Water on feet
                  76=Water on feet
                  77=Water on feet
                  BA=Animation???
                  BB=Hero jumps twice
                  BC=Hero turns around and goes back into direction he came from
                  BE=Person blocked left/right
                  C0=Person blocked up/down
                  C1=Person blocked left/right
                  D0=Slippery clay animation
                  D1=Only accessible with acro bike
                  D3=Solid block
                  D4=Solid block
                  D5=Solid block
                  D6=Solid block
                  
                  [Hintergrund_E]
                  Amount=$FF
                  10=Block is covered by Hero
                  40=Turns into border block
                  
                  
                  [Verhalten_FRLG]
                  Amount=$FF
                  00=No effect
                  02=Grass animation (Pokémon)
                  03=High grass animation
                  06=Sand foot prints (with sandheaps)
                  07=Animation micro grass
                  08=??? [cave interior tiles]
                  0A=Forces walking and blocks bike
                  0C=??? [Birth Island asphault and sand]
                  10=Reflection on water with waves trailing
                  11=Script for fast-moving current
                  13=Waterfall (forces player downward)
                  15=??? Jump with mach bike, splashing water
                  16=Reflection on water, splashing water, waves
                  17=Lasting water on feet
                  1A=Reflection (Background byte=20)
                  1B=Water on feet
                  1C=Water on feet + arrow down
                  20=Slippery ice movement
                  21=Footprints
                  22=??? Diving animation bubbles
                  23=??? [Hall of Fame room floor]
                  25=??? Sand foot prints
                  26=Cracking ice (uncracked)
                  27=Cracking ice (cracked)
                  28=Hero halfway underwater
                  2A=Temporarily slow movement (ramps)
                  2B=??? [Mt. Moon sand]
                  30=Person blocked on right
                  31=Person blocked on left
                  32=Person blocked upwards
                  33=Person blocked downwards
                  34=Person blocked up/down/right
                  35=Person blocked up/down/left
                  36=Person blocked down/right
                  37=Person blocked down/left
                  38=Person jumps right over block
                  39=Person jumps left over block
                  3A=Person jumps up over block
                  3B=Person jumps down over block
                  40=Hero walks right
                  41=Hero walks left
                  42=Hero walls up
                  43=Hero walks down
                  44=Hero slides right
                  45=Hero slides left
                  46=Hero slides up
                  47=Hero slides down
                  48=Hero slides up/down/left/right
                  50=Hero runs right
                  51=Hero runs left
                  52=Hero runs up
                  53=Hero runs down
                  54="Move arrows" script (right)
                  55="Move arrows" script (left)
                  56="Move arrows" script (up)
                  57="Move arrows" script (down)
                  58=Stop "move arrows" script
                  60=Warp (cave entrance / opened door)
                  61=Warp (ladder)
                  62=Arrow right => warp left of block
                  63=Arrow left => warp right of block
                  64=Arrow up => warp above block
                  65=Arrow down => warp under block
                  66=Warp (hole) into last-visited building
                  67=Warp (teleporter)
                  68=??? Drown in sand (warp)
                  69=Warp (door)
                  6A=Warp (PokéCenter escalator up)
                  6B=Warp (PokéCenter escalator down)
                  6C=Warp (upstairs, to the right)
                  6D=Warp (upstairs, to the left)
                  6E=Warp (downstairs, to the right)
                  6F=Warp (downstairs, to the left)
                  71=Warp (launch upward -- Union Room)
                  80=Hero can talk to OW across this tile
                  81=Script for bookshelf
                  82=Script for "tons of POKéMON stuff!"
                  83=PC
                  84=Activate signpost script with D-Pad
                  85=World Map
                  86=Script for TV
                  87=Script for PokéCenter
                  88=Script for PokéMart
                  89=Script for cabinet
                  8A=Script for a kitchen sink
                  8B=Script for dresser
                  8C=Script for a pile of snacks
                  8D=Script for Wireless Adapter records
                  8E=Script for Link Battle records
                  8F=Script for Mystery Gift quiz
                  90=Script for refridgerator
                  91=Script for Indigo (goal) (D-pad)
                  92=Script for Indigo (authority) (D-pad)
                  93=Script for blueprints
                  94=Script for painting
                  95=Script for machine
                  96=Script for telephone
                  97=Script for computer
                  98=Script for advertising poster
                  99=Script for plate of food
                  9A=Script for trash can
                  9B=Script for coffee cup
                  9C=No effect (used to be window text)
                  9D=No effect (used to be window text)
                  9E=Script for flashing light machine
                  9F=Script for tool display case
                  A0=Script for "impressive" machine
                  A1=Script for a video game
                  A2=Script for obvious burglary signs
                  A3=Script for a Trainer Tower timer
                  D0=Downward slope (Cycling Road)
                  D1=Downward slope with grass animation
                  
                  [Hintergrund_FRLG]
                  Amount=$FF
                  00=No effect
                  01=Wild Pokémon (Grass)
                  02=Wild Pokémon (Water)
                  03=No effect (01, 02 mutually-exclusive)
                  20=Block is covered by Hero
                  21=Hero covers block + Wild (Grass)
                  22=Hero covers block + Wild (Water)
                  
                  
                  [Bewegung]
                  Amount=$50
                  00=No Movement
                  01=Look around
                  02=Walk around
                  03=Walk up and down
                  04=Walk up and down
                  05=Walk left and right
                  06=Walk left and right
                  07=Look up
                  08=Look down
                  09=Look left
                  0A=Look right
                  0B=Error: you will be this people after battle
                  0C=Hidden
                  0D=Look up and down
                  0E=Look left and right
                  0F=Look up and left
                  10=Look up and right
                  11=Look down and left
                  12=Look down and right
                  13=Look up, down and left
                  14=Look up, down and right
                  15=Look up, left and right
                  16=Look down, left and right
                  17=Look around counterclockwise
                  18=Look around clockwise
                  19=Run up and down
                  1A=Run up and down
                  1B=Run left and right
                  1C=Run left and right
                  1D=Run up, right, left and down
                  1E=Run right, left, down and up
                  1F=Run down, up, right and left
                  20=Run left, down, up and right
                  21=Run up, left, right and down
                  22=Run left, right, down and up
                  23=Run down, up, left and right
                  24=Run right, down, up and left
                  25=Run left, up, down and right
                  26=Run up, down, right and left
                  27=Run right, left, up and down
                  28=Run down, right, left and up
                  29=Run right, up, down and left
                  2A=Run up, down, left and right
                  2B=Run left, right, up and down
                  2C=Run down, left, right and up
                  2D=Run around counterclockwise
                  2E=Run around counterclockwise
                  2F=Run around counterclockwise
                  30=Run around counterclockwise
                  31=Run around counterclockwise
                  32=Run around clockwise
                  33=Run around clockwise
                  34=Run around clockwise
                  35=Copy Player
                  36=Mirror Player
                  37=Mirror Player
                  38=Mirror Player
                  39=Tree wall disguise
                  3A=Rock wall disguise
                  3B=Mirror player (standing)
                  3C=Copy player (standing)
                  3D=Mirror player (standing)
                  3E=Mirror player (standing)
                  3F=Hidden
                  40=Walk on the spot (Down)
                  41=Walk on the spot (Up)
                  42=Walk on the spot (Left)
                  43=Walk on the spot (Right)
                  44=Jog on the spot (Down)
                  45=Jog on the spot (Up)
                  46=Jog on the spot (Left)
                  47=Jog on the spot (Right)
                  48=Run on the spot (Down)
                  49=Run on the spot (Up)
                  4A=Run on the spot (Left)
                  4B=Run on the spot (Right)
                  4C=Hidden
                  4D=Walk on the spot (Down)
                  4E=Walk on the spot (Up)
                  4F=Walk on the spot (Left)
                  50=Walk on the spot (Right)
                  
                  
                  [MapScripts]
                  Amount=$07
                  00=No scripts
                  01="setmaptile" script
                  02=Validates values, loads handler to 0x03000EB0 (playback)
                  03=On entering map/not on menu close
                  04=Validates values, loads handler to 0x03000F28
                  05=On entering map/on menu close
                  07=On entering map/on menu close
                  
                  [Season]
                  Amount=$03
                  00=Normal
                  01=Autumn
                  02=Winter
                  03=Spring
                  
                  [TimePeriod]
                  Amount=$05
                  00=Night-Morning
                  01=Morning
                  02=Day
                  03=Twilight
                  04=Evening
                  05=Evening-Night
                  
                  [SeasonForm]
                  Title=Seasons
                  100=Normal:
                  101=Autumn:
                  102=Winter:
                  103=Spring:
                  
                  110=SeasonEntry:
                  
                  120=Create
                  121=Save
                  122=Create new Tileset
                  123=Remove
                  
                  200=%s is invalid! You can only link Tileset Part1 with Tileset Part1 Tilesets. And Part2 with Part2 Tilesets.
                  
                  210=Enter Tileset No.
                  211=For which Tileset do you want to create a SeasonEntry?
                  
                  220=Do you want to save Seasen Header Change?
                  
                  300=SeasonHeader
                  301=Canceled SeasonHeader saveing!
                  302=There is no Season Header/Routine in this Rom, Save not possible.
                  303=No Freespace to insert SeasonHeader found/selected.
                  
                  400=Season Normal Tileset
                  401=Season Autumn Tileset
                  402=Season Winter Tileset
                  403=Season Spring Tileset
                  
                  
                  [NewTilesetForm]
                  Title=New Tileset
                  100=Part 1 Tileset
                  101=Part 2 Tileset
                  
                  110=Season:
                  
                  120=Options:
                  121=Link Block data with Normal Tileset.
                  122=Link Behavior data with Normal Tileset.
                  
                  130=Cancel
                  131=Create
                  
                  1310=There is already a specific Season Tileset for this season of the current Tileset.\nDo you want to override it?
                  
                  [ExtendedWildPokemonForm]
                  Title=Extended WildPokemon
                  100=Options:
                  101=Use Season Handling
                  102=Use TimePeriod Handling
                  
                  200=Change Options:
                  201=Add
                  202=Remove
                  
                  300=Add Options:
                  301=New definition
                  302=Use other data
                  303=Linked Season:
                  304=Linked TimePeriod:
                  305=Cancel
                  306=OK
                    #189    
                  Old August 28th, 2011 (11:50 AM).
                  Chaos Rush's Avatar
                  Chaos Rush Chaos Rush is offline
                  im sexy and i know it
                     
                    Join Date: May 2007
                    Location: Taylor Swift
                    Gender: Male
                    Nature: Adamant
                    Posts: 1,296
                    Here's a patch for FireRed that changes all the Pokemon sprites to the ones used in Ruby/Sapphire. Just thought it would be mildly interesting...




                    Also Teddiursa and Deoxys are the only non-Kanto Pokemon that got new sprites in FR/LG. I did not change those and I'm too lazy to PPPP
                    Attached Files
                    File Type: ips FRwithRubySprites.ips‎ (374.8 KB, 88 views) (Save to Dropbox)
                    __________________

                    My projects:
                    Untitled Pokémon fangame (pictured above) | Final Fantasy II NES retranslation | Mother 1/EarthBound Beginnings Color Restoration for GBA
                    Non-Pokémon hacks I support:
                    Sonic Classic Heroes
                    Sonic 3 Complete
                      #190    
                    Old September 2nd, 2011 (7:08 AM).
                    Rainbow's Avatar
                    Rainbow Rainbow is offline
                    スターダスト
                    • Moderator
                    • Platinum Tier
                    • PokéCommunity Daily
                    • Discord Moderoid
                    • Developer
                     
                    Join Date: May 2010
                    Location: The Medium
                    Gender: Female
                    Nature: Quirky
                    Posts: 4,658
                    Here I have Hilbert (the hero of Black/White)'s full backsprite in Ruby format.
                    Tested and working.


                    I can't believe it took a half hour to make this.


                    No credit needed.
                    __________________
                      #191    
                    Old September 6th, 2011 (8:48 PM). Edited September 16th, 2011 by Missingyep.
                    Missingyep Missingyep is offline
                       
                      Join Date: Jul 2010
                      Posts: 275
                      Note: This is incomplete.

                      Attached to this post is a comprehensive reference that I am writing for FireRed scripting commands. (Well, it's not comprehensive yet, but it will be when it's complete.)

                      I have found present reference material to be quite lacking, and explanations that people have provided for certain commands are outright false (if my testing is of any indication). Ergo I decided to make my own documentation based on both my own tests, miscellaneous discoveries scattered across the forum, and the usage of the commands in Game Freak's own scripts.

                      I've made some good progress. Extract all of the files in the attached ZIP archive to the same folder, and then open the HTML document. You can filter the table of contents to browse through commands by category; commands that I have not documented at all are shown in red in the ToC. You may also find interest in some of the information presented in the Appendix at the bottom of the document (it's listed in the ToC below the filterable list of commands).

                      EDIT: Updated version uploaded. (167/227 commands documented)
                      Attached Files
                      File Type: zip Reference as of 11-39pm 09-16-11.zip‎ (124.7 KB, 74 views) (Save to Dropbox)
                        #192    
                      Old September 20th, 2011 (12:07 AM). Edited September 24th, 2011 by Missingyep.
                      Missingyep Missingyep is offline
                         
                        Join Date: Jul 2010
                        Posts: 275
                        These are not complete.

                        Map of FireRed's RAM
                        Spoiler:
                        Code:
                        0x02002D40        ?    Start of data that apparently controls 
                                        the colors of the pixels inside of the 
                                        current box (menu, msgbox, etc.).
                        
                        0x020204B4        12b    Dialog box 1
                        0x020204C0        12b    Dialog box 2
                        0x020204CC        12b    Dialog box 3
                        0x020204D8        12b    Dialog box 4
                        0x020204E4        12b    Dialog box 5
                        0x020204F0        12b    Dialog box 6
                        0x020204FC        12b    Dialog box 7
                        0x02020508        12b    Dialog box 8
                        0x02020514        12b    Dialog box 9
                        0x02020520        12b    Dialog box 10
                        0x0202052C        12b    Dialog box 11
                        0x02020538        12b    Dialog box 12
                        0x02020544        12b    Dialog box 13
                        0x02020550        12b    Dialog box 14
                        0x0202055C        12b    Dialog box 15
                        0x02020568        12b    Dialog box 16
                        0x02020574        12b    Dialog box 17
                        0x02020580        12b    Dialog box 18
                        0x0202058C        12b    Dialog box 19
                        0x02020598        12b    Dialog box 20
                        0x020205A4        12b    Dialog box 21
                        0x020205B0        12b    Dialog box 22
                        0x020205BC        12b    Dialog box 23
                        0x020205C8        12b    Dialog box 24
                        0x020205D4        12b    Dialog box 25
                        0x020205E0        12b    Dialog box 26
                        0x020205EC        12b    Dialog box 27
                        0x020205F8        12b    Dialog box 28
                        0x02020604        12b    Dialog box 29
                        0x02020610        12b    Dialog box 30
                        0x0202061C        12b    Dialog box 31
                        0x02020628        12b    Dialog box 32
                        
                        0x02021CD0        32b    String buffer 0
                        0x02021CF0        20b    String buffer 1
                        0x02021D04        20b    String buffer 2
                        0x02021D18        ?    String to be displayed in a message box
                        
                        0x02022B4B        1b    Flags for current battle?
                        0x02022B4C        4b    Flags for current battle? Set to 0x8 by repeattrainerbattle.
                        
                        0x02023E8A        1b    Repeattrainerbattle: Unknown. Loaded if battle type is 9.
                        
                        0x02024029        1b    Repeattrainerbattle: Unknown. Loaded if battle type is 9.
                        
                        0x0202402C        100b    Enemy Pokemon 1
                        0x02024090        100b    Enemy Pokemon 2
                        0x020240F4        100b    Enemy Pokemon 3
                        0x02024158        100b    Enemy Pokemon 4
                        0x020241BC        100b    Enemy Pokemon 5
                        0x02024220        100b    Enemy Pokemon 6
                        0x02024284         100b    Party Pokemon 1
                        0x020242E8         100b    Party Pokemon 2
                        0x0202434C         100b    Party Pokemon 3
                        0x020243B0         100b    Party Pokemon 4
                        0x02024414         100b    Party Pokemon 5
                        0x02024478         100b    Party Pokemon 6
                        
                        0x02031DB4        1b    Previous map bank number
                        0x02031DB5        1b    Previous map number
                        0x02031DB6        1b    Warp through which the player entered the current map?
                        0x02031DB7        1b    Padding?
                        0x02031DB8        2b    X where player entered previous map, or 0xFFFF if unused.
                                        (Only seems to be used when the warp was a door.)
                        0x02031DBA        2b    Y where player entered previous map, or 0xFFFF if unused.
                                        (Only seems to be used when the warp was a door.)
                        0x02031DBC        1b    Current map bank number
                        0x02031DBD        1b    Current map number
                        0x02031DBE        1b    Warp through which the player entered the current map?
                        0x02031DBF        1b    Padding?
                        0x02031DC0        2b    X where player entered current map, or 0xFFFF if unused.
                                        (Only seems to be used when the warp was a door.)
                        0x02031DC2        2b    Y where player entered current map, or 0xFFFF if unused.
                                        (Only seems to be used when the warp was a door.)
                        0x02031DC3        1b    Padding?
                        0x02031DC4        1b    Current2 map bank number
                        0x02031DC5        1b    Current2 map number
                        0x02031DC6        1b    Warp through which the player entered the current2 map?
                        0x02031DC7        1b    Padding?
                        0x02031DC8        2b    X where player entered current2 map, or 0xFFFF if unused.
                                        (Only seems to be used when the warp was a door.)
                        0x02031DCA        2b    Y where player entered current2 map, or 0xFFFF if unused.
                                        (Only seems to be used when the warp was a door.)
                        0x02031DCC        1b    Current3 map bank number
                        0x02031DCD        1b    Current3 map number
                        0x02031DCE        1b    Warp through which the player entered the current3 map?
                        0x02031DCF        1b    Padding?
                        0x02031DD0        2b    X where player entered current3 map, or 0xFFFF if unused.
                                        (Only seems to be used when the warp was a door.)
                        0x02031DD2        2b    Y where player entered current3 map, or 0xFFFF if unused.
                                        (Only seems to be used when the warp was a door.)
                        0x02031DD4        3b?    Warping: Unknown. Always set to 01 01 00 when "warp" and 
                                        "warpmuted" finish, but not when "warp3" finishes. While 
                                        walking into a door warp, the second byte is 02.
                        0x02031DD7        1b    Warping: Unknown. Seems to always be 0x03.
                        0x02031DD8        1b    Warping: Unknown. If non-zero, "warp" fails to play a 
                                        sound.
                        
                        0x02031DDA        2b?    Unknown. Changes every time you warp.
                        
                        0x02036E38        36b    OW 00 (player)
                        0x02036E5C        36b    OW 01
                        0x02036E80        36b    OW 02
                        0x02036EA4        36b    OW 03
                        0x02036EC8        36b    OW 04
                        0x02036EEC        36b    OW 05
                        0x02036F10        36b    OW 06
                        0x02036F34        36b    OW 07
                        0x02036F58        36b    OW 08
                        0x02036F7C        36b    OW 09
                        0x02036FA0        36b    OW 10
                        0x02036FC4        36b    OW 11
                        0x02036FE8        36b    OW 12
                        0x0203700C        36b    OW 13
                        0x02037030        36b    OW 14
                        0x02037054        36b    OW 15
                        
                        0x02037078        1b    Three least-significant bits control player speed.
                        0x02037079        1b    Something to do with switching into biking OW?
                        0x0203707A        1b    Is a D-pad button pressed (player attempting to move)?
                        0x0203707B        1b    Is the player actually moving?
                        0x0203707C        1b    Unknown.
                        0x0203707D        1b    Person number to be controlled by the D-pad.
                        0x0203707E        1b    If set to 0x01, all OW movement is locked. (lockall flag?)
                        
                        0x020370B8        2b    Script variable 0x8000
                        0x020370BA        2b    Script variable 0x8001
                        0x020370BC        2b    Script variable 0x8002
                        0x020370BE        2b    Script variable 0x8003
                        0x020370C0        2b    Script variable 0x8004
                        0x020370C2        2b    Script variable 0x8005
                        0x020370C4        2b    Script variable 0x8006
                        0x020370C6        2b    Script variable 0x8007
                        0x020370C8        2b    Script variable 0x8008
                        0x020370CA        2b    Script variable 0x8009
                        0x020370CC        2b    Script variable 0x800A
                        0x020370CE        2b    Script variable 0x800B
                        0x020370D0        2b    Script variable 0x800D // there is no var 0x800C?
                        0x020370D2        2b    Script variable 0x800E // overwritten by "trainerbattle"?
                        0x020370D4        2b    Script variable 0x800F
                        
                        0x020386AC        2b    Trainerbattle: Battle type.
                        0x020386AE        2b    Trainerbattle: Trainer flag.
                        0x020386B0        2b    Trainerbattle: Argument 3.
                                            Some battle types save it into var 0x800E.
                        0x020386B2        2b    Unknown.
                        0x020386B4        4b    Trainerbattle: Arg4 (types 1, 2, 4, 6, 7, 8) or null (others).
                        0x020386B8        4b    Trainerbattle: A4 (0, 3, 5), A5 (1, 2, 4, 6, 7, 8, 9), or null.
                        0x020386BC        4b    Trainerbattle: Argument 5 (type 9) or null (others).
                        0x020386C0        4b    Trainerbattle: Argument 6 (types 6, 8) or null (others).
                        0x020386C4        4b    Trainerbattle: Offset of next script command byte.
                        0x020386C8        4b    Trainerbattle: A6 (types 1, 2), A7 (types 6, 8), or null.
                        0x020386CC        2b    Trainerbattle: Unknown.
                        
                        0x0203AAA8        4b    Unknown. Written to by the "setbyte" command.
                        
                        0x0203ADFA        1b    Unknown.
                                            If equal to 0x2, "warp" fails to play a sound.
                                            If lower than 0x04, "setworldmapflag" fails to set 
                                                the specified flag.
                                            If equal to 1, trainerbattle types 5 and 7 will 
                                            clear this byte and then some sections of RAM.
                        
                        0x0203ADFC        4b    Unknown. A pointer used by trainerbattle types 5 and 7.
                        
                        0x0203AE04        4b?    Unknown. Cleared by "trainerbattle" (types 5, 7) if the byte 
                                        at 0x0203ADFA is 0x01.
                        0x0203AE08        4b?    Unknown. Used and cleared by "trainerbattle" (types 5, 7) 
                                        if the byte at 0x0203ADFA is 0x01.
                        
                        0x0203AE8C        4b?    Unknown. Cleared by "trainerbattle" (types 5, 7) if the byte 
                                        at 0x0203ADFA is 0x01.
                        
                        0x0203AE98        ?    Unknown.
                        
                        0x0203AF98        ?    Unknown. A pointer used by trainerbattle types 5 and 7.
                        
                        0x0203B01E        2b    Unknown. Read by a reused ASM routine in script commands' 
                                        code.
                        
                        0x0203B0EE        1b    Help: Player's opened it before? Y / N, 0x00 / 0x01.
                        
                        0x0203B1A0        14291b    Help: unknown. // to 0x0203E973
                        0x0203E973        2050b    Help: unknown. Cleared only when opening help for the 1st 
                                        time. // to 0x0203F175
                        0x0203F176        1b    Help: start of GUI state data.
                        
                        0x0203F194        1b    Help: number of menu options.
                        0x0203F195        1b    Help: Unknown.
                        0x0203F196        1b    Help: number of menu options visible on-screen.
                        
                        0x0203F199        1b    Help: Unknown. Apparently 0x04 for top-level menu or 0x15 
                                        for submenus.
                        
                        0x0203F19C        1b    Help: scroll position in a menu.
                        0x0203F19D        1b    Help: cursor position in a menu (relative to scroll).
                        0x0203F19E        1b    Help: unknown. Apparently 0x00 for top-level menu, 0x03 
                                        for submenus, and 0x06 for static pages.
                        
                        0x0203F1AC        ?b    Help: start of menu data. String pointer (not aligned), 
                                        followed by menu item number. List is terminated with 
                                        0xFEFFFFFF
                        
                        0x0203E000        4096b    Unused RAM found by JPAN (is used by D/N patch)
                        
                        0x0203F3C0        1856b    RAM used in JPAN's Hacked Engine.
                        
                        0x03000EA8        1b    Unknown. Set by (defunct?) "choosecontestpkmn" command, and 
                                        also set to 0x1 by "repeattrainerbattle".
                        
                        0x03000EB0        74b    Script engine RAM
                        
                        0x03000F9C        1b    0x01 if the screen is fading, 0x00 otherwise.
                        
                        0x03000FC0        4b    Music for the current map (truncated to 2b when read)
                        0x03000FC4        1b    Warping: Unknown.
                        
                        0x03005000        4b    Current PRNG seed
                        
                        0x03005008        4b    Pointer to a DMA-protected save block (map data)
                        0x0300500C        4b    Pointer to a DMA-protected save block (personal data)
                        0x03005010        4b    Pointer to a DMA-protected save block (box data)
                        
                        0x03005074        1b    Trainerbattle: number of the OW we are battling, or 0x10 if 
                                        invalid. This offset is used by special 13A, which in turn 
                                        is called by some of the scripts (yes, scripts) that 
                                        trainerbattle calls.
                        
                        0x03005E88        1b?    Unknown. Cleared by "trainerbattle" (types 5, 7) if the byte 
                                        at 0x0203ADFA is 0x01.
                        
                        0x03007324        2b    Warping: Unknown. Related to the fade timer.
                        0x03007326        2b    Warping: Unknown. Related to the fade timer.
                        0x03007328        2b    Warping: Timer used for fades. Duration varies with type 
                                        of map being entered.


                        Map of DMA-protected RAM:
                        Spoiler:
                        Code:
                        [0x03005008] + 0x0000    2b    Camera X-position
                        [0x03005008] + 0x0002    2b    Camera Y-position
                        [0x03005008] + 0x0004    1b    Current map.
                        [0x03005008] + 0x0005    1b    Current map bank.
                        
                        -------------------------------------------------------------------------
                        
                        [0x0300500C] + 0x0000   8b    Character name including terminator, padded to end with 0xFFs
                        [0x0300500C] + 0x0008    1b    Gender (00/01 m/f)
                        [0x0300500C] + 0x0009    1b    Unknown
                        [0x0300500C] + 0x000A    2b    Trainer ID
                        [0x0300500C] + 0x000C    2b    Secret ID (halfword)
                        [0x0300500C] + 0x000E    2b    Playtime (hours)
                        [0x0300500C] + 0x0010    1b    Playtime (minutes)
                        [0x0300500C] + 0x0011    1b    Playtime (seconds)
                        [0x0300500C] + 0x0012    1b    Playtime (frames)
                        [0x0300500C] + 0x0013    1b    Unknown
                        [0x0300500C] + 0x0014    2b    Options // this and above thanks to hackmew's asm tut pt. 1
                        ...
                        [0x0300500C] + 0x001A    1b    If 0xDA, then National Dex is enabled.
                        ...
                        [0x0300500C] + 0x0F20    4b    Unknown (encryption key for hidden vars)
                        [0x0300500C] + 0x0F24        End (byte after)


                        Updated script command reference:
                        [attached] 114 complete out of 175 documented out of 214
                        Last updated 09/24/2011.
                        Attached Files
                        File Type: zip Reference as of 06-03pm 09-24-11.zip‎ (139.5 KB, 193 views) (Save to Dropbox)
                          #193    
                        Old September 20th, 2011 (10:05 AM).
                        EdensElite's Avatar
                        EdensElite EdensElite is offline
                        No0b, but getting there.
                           
                          Join Date: Jun 2011
                          Location: UK
                          Gender: Male
                          Nature: Bold
                          Posts: 190
                          I posted this a few posts back. But it had to go under major editing as I basically gave out a bunch of private stuff and credited no-one for everything. It should all be legit now, but if anyone finds anything wrong, please let me know (and be specific.)

                          http://edenscorner.weebly.com/
                          __________________

                          ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

                          That means it will be playable in the browser, and across multiple devices such as the iPod touch.
                            #194    
                          Old October 22nd, 2011 (1:38 PM).
                          Kevin's Avatar
                          Kevin Kevin is offline
                          kevin del rey
                          • Silver Tier
                           
                          Join Date: Jul 2010
                          Location: Virginia
                          Age: 18
                          Gender: Male
                          Posts: 2,689
                          Hey... yeah I'm not gonna be ROM hacking anymore so here's a little goodbye gift. I had this ROM base for a while which was going to be used for my hack, but meh, since I'm not hacking anymore I won't have it be wasted. So yeah, if you use it the give credits to Destiny Demon for the ROM base and Wesley FG for the tiles. It's a FireRed patch, yeah, and sorry, I felt lazy to add animations. Here's a glimpse of what I have inserted:

                          Don't expect me to finish with the other tiles, because this is it. Hope you all enjoy and all, yeah. Give credits! 'Kay bye.
                          Attached Files
                          File Type: ips BW Patch.ips‎ (14.0 KB, 506 views) (Save to Dropbox)
                          __________________
                            #195    
                          Old October 30th, 2011 (12:47 PM).
                          Gamer2020's Avatar
                          Gamer2020 Gamer2020 is offline
                          Accept no Imitations!
                             
                            Join Date: Jun 2008
                            Location: Distant Land
                            Gender: Male
                            Nature: Bold
                            Posts: 899
                            I realized that my old downloads to the music from the DS games were deleted so I have re-uploaded them.

                            They're all midi. Enjoy! No credit needed!

                            Diamond Midis
                            Platinum Midis
                            Heart Gold Midis
                            Black Midis
                            __________________

                              #196    
                            Old November 12th, 2011 (2:21 PM). Edited January 11th, 2012 by Hackrex.
                            Hackrex Hackrex is offline
                               
                              Join Date: Aug 2007
                              Gender:
                              Posts: 35
                              Hi,
                              here the first font rombase. The patch is for Feuerrot (D) (->Firered German)



                              I am to lazy to edit the m, the w and ä, ö, ü, etc.
                              Attached Files
                              File Type: ips font.ips‎ (1.9 KB, 11 views) (Save to Dropbox)
                              __________________
                              Temporarily not available
                                #197    
                              Old January 18th, 2012 (1:35 PM). Edited January 20th, 2012 by droomph.
                              droomph's Avatar
                              droomph droomph is offline
                              weeb
                              • Crystal Tier
                               
                              Join Date: Sep 2011
                              Location: nowhere spectacular
                              Age: 20
                              Gender: Male
                              Nature: Impish
                              Posts: 4,291
                              I don't know if this is a "resource" exactly, as not many people may need it, but...

                              This is a font patch for Emerald, as Emerald only has one font table to replace. If this is actually a legal post, then I will post FR/LG.

                              This patch replaces the following characters:

                              Spoiler:
                              Swedish:
                              Åå - Èè

                              Danish/Norway-ish (Norse?):
                              Ææ - Œœ
                              Øø - Ëë

                              Icelandic:
                              ð - Ì
                              Þþ - Îî

                              Hungarian:
                              Ó´ó´ - Òò
                              Ú´ú´ - Ùù

                              Portugese:
                              Ãã - Ûû
                              â - ì
                              Õõ - Ññ

                              Finnish


                              I have made sure that only these languages can be used fully. If you want to use another language, you have to make sure first.

                              Also at 0xF00000 there's a test, and an OW in Littleroot is linked to it.

                              This doesn't affect the place names, so I'll try to work on that. Meanwhile, just try to use alternatives (e.g. Ä -> AE).

                              Also, is there a thread revival limit here? It doesn't seem like it, just want to make sure.

                              Hm, braille.
                              Attached Files
                              File Type: ips Font Nordic.ips‎ (1.1 KB, 28 views) (Save to Dropbox)
                              File Type: txt Braille.txt‎ (1.1 KB, 17 views) (Save to Dropbox)
                              __________________
                              did u no there r 21 letters in the alphabet
                              o i forgot 5
                              uraqt


                                #198    
                              Old January 23rd, 2012 (1:39 PM).
                              Hackrex Hackrex is offline
                                 
                                Join Date: Aug 2007
                                Gender:
                                Posts: 35
                                Font-Rombase

                                Preface
                                I think it´s a time ago since I posted a font rombase. Here is the next one. I hope there are some people who like this base. It´s not a rombase who everybody would like.
                                I changed a font from Alistair and Hayden (make it smaller and used shadow)
                                Spoiler:


                                Screenshots





                                Credits
                                - Hayden for font
                                - Alistair for font
                                - Hackrex for rombase and fixing the font

                                Download
                                Feuerrot/Firered German: hier
                                Firered comming soon

                                Conclusion
                                You have to give credits and I hope you like the rombase. I know that there are people who don´t like it.
                                The english version is comming soon.
                                __________________
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                                  #199    
                                Old February 24th, 2012 (9:36 AM).
                                Lynch's Avatar
                                Lynch Lynch is offline
                                   
                                  Join Date: Feb 2012
                                  Location: Bosnia and Hercegovina
                                  Gender: Male
                                  Nature: Calm
                                  Posts: 33
                                  Hi im Lynch I started making pkmn ruby ini file suince there is no such thing at all yet.
                                  Its ini for A-Text,since its easier to use than hex editor.
                                  Its done to Dewford Town,Il update every time i finish town,route or anything
                                  Its quite detailed i did stuff like Trainer before and after battle,books,maps and such.
                                  If someone doesnt know how to use this pm me :D

                                  Spoiler:
                                  [Town Signs]
                                  Littleroot Town Sign=16AE50
                                  Oldale Town Sign=16B20E
                                  Petalburg City Sign=164602
                                  Dewford Town Sign=16B2A7
                                  Slateport City Sign=165A17
                                  Rustboro City Sign=1674DD
                                  Verdanturf Town Sign=16CEC0
                                  Mauville City Sign=166665
                                  Lavaridge Town Sign=16C72F
                                  Fallarbor Town Sign=16CA83
                                  Fortree City Sign=16792F
                                  Lilycove City Sign=168DA9
                                  Pacifidlog Town Sign=16D0CE
                                  Mossdeep City=16962F
                                  Ever Grande City Sign=16A787
                                  Sootopolis City Sign=16A711
                                  [Name Options]
                                  New Name=40DFA0
                                  Boy Name 1=40DFA9
                                  Boy Name 2=40DFB0
                                  Boy Name 3=6BE99C
                                  Boy Name 4=6BE9A3
                                  Girl Name 1=40DFBF
                                  Girl Name 2=6BE9A8
                                  Girl Name 3=40DFCB
                                  Girl Name 4=40DFD2
                                  Your Name=42C9BD
                                  [Your House]
                                  Mom 01=172717
                                  Mom 02=6BE9AF
                                  [Houshold Items]
                                  Gamecube=6BEBC2
                                  Map=17303D
                                  Booted PC=172F85
                                  Notebook=6BEC98
                                  TV 1=6BEE10
                                  TV 2=1A0E68
                                  vase=1C6B00
                                  books in center=1C6AB6
                                  book shelf=1C6A69
                                  rare stones=183A04
                                  [Prof. Birch Lab]
                                  Aide - 1=173B29
                                  Book=174748
                                  Bookshelve=6BEF77
                                  Research PC=1746E7
                                  Machine=6BF56D
                                  Prof. Birch 001=173D94
                                  Prof. Birch 002=173EF8
                                  Prof. Birch 003=173F3D
                                  Prof. Birch 004=174015
                                  Prof. Birch 005=1740B4
                                  Aide - 2=173D15
                                  [ROUTE 101]
                                  Route 101 Sign=16D349
                                  Brown Hair Man=16D2CB
                                  Blue Hat Man=16D25E
                                  [rival house]
                                  e-mail=1A100C
                                  [oldale]
                                  sketcher=16B12A
                                  route kid=16D950
                                  house wife=17476D
                                  merchant=16AEF2
                                  girl=16AEC0
                                  route kid 2=16D25E
                                  house wife 2=174838
                                  old guy in pkmn center=1748D1
                                  girl in center=1749C0
                                  kid in center=174945
                                  mart girl=174ACB
                                  mart boy=174B10
                                  [dawford]
                                  guy=174D98
                                  briney=16B347
                                  [Pokemon center girl]
                                  healer=1A0A7D
                                  [route 102]
                                  kid in grass=16D51A
                                  bug kid=1B7C05
                                  small kid=16D431
                                  bug kid beaten=1B7C52
                                  youngster 2=1B7B68
                                  youngster beaten=1B7BD0
                                  girl=1B7C97
                                  girl beaten=1B7D11
                                  wally=16D368
                                  wally 2=16D3DE
                                  wally 3=16D408
                                  [petalsburg]
                                  gentleman=16453F
                                  wallys mom=179C2C
                                  kid near water=164490
                                  guy blocking way=16438A
                                  house wife=17BC4F
                                  house kid=17BCB1
                                  old man in house=17BAFB
                                  house girl=17BB4A
                                  mart girl=17BFFD
                                  mart boy=17C06C
                                  mart man=17C0BC
                                  fat guy in center=17BD30
                                  center girl=17BDC5
                                  center youngster=17BD92
                                  center kid=1B1C97
                                  norman=179DF6
                                  wally first time=179F07
                                  norman 2=179F37
                                  wally 2=179F70
                                  norman 3=17A04A
                                  wally and norman=17A0EB
                                  wally 3=17A156
                                  wally 4=17A171
                                  norman again=17A196
                                  wally 5=17A1CF
                                  norman again 2=17A2A9
                                  wallys dad=179805
                                  [mart]
                                  merchant=1A0BE4
                                  shelves=1C6B4D
                                  [petalsburgh]
                                  Gym sign=1645BB
                                  wallys house sign=164634
                                  [route 104]
                                  sign=3E711D
                                  kid=16DAC9
                                  girl on beach=16DBC9
                                  running kid before=1B86BE
                                  running kid after=1B871C
                                  bug kid at sea=16DA89
                                  brineys house sign=16DEB3
                                  girl near cottage=16DA13
                                  rich kid=1B88D4
                                  rich kid after=1B8925
                                  girl near item=16DB5C
                                  bullet seed kid=16DC5F
                                  girl with zigzagoon=1B8A24
                                  zigzagon girl beaten=1B8A69
                                  lass girl=1B8770
                                  lass girl beaten=1B87C3
                                  twins=1B84DB
                                  twins beaten=1B850D
                                  twins beaten 2=1B853B
                                  twins with one pkmn=1B8577
                                  twin gina 1=1B83E9
                                  twin gina 2=1B8414
                                  twin gina 3=1B842C
                                  fisherman=1B85EB
                                  fisherman beaten=1B8680
                                  berries granny=1C55B9
                                  granny 2=1C5665
                                  petal shop girl 1=1C5EC6
                                  petal shop girl 2=1C6158
                                  petal shop girl 3=1C62DA
                                  briney in cottage=191A82
                                  briney in cottage 2=191AAD
                                  briney when u say no=191C57
                                  briney again=191CC3
                                  briney when say yes=191BFD
                                  [p woods]
                                  kid=19542B
                                  bug kid=1951BE
                                  bug kid after=195232
                                  devon guy 1=194D71
                                  devon guy 2=194D92
                                  magma 1=194DED
                                  magma 2=194E6B
                                  devon guy 3=194E9A
                                  magma 3=194EE8
                                  magma beaten=194FA4
                                  devon guy 4=19509E
                                  devon 5=195153
                                  yo kid=1953AC
                                  bug kid no2=19526A
                                  bug kid no2 again=1952CC
                                  [tips]
                                  1=16DF16
                                  2=16E026
                                  3=16E62C
                                  4=16F429
                                  5=16F4AE
                                  6=170096
                                  7=170ACE
                                  8=170B7D
                                  9=171774
                                  10=1955B0
                                  11=1956A6
                                  [Hm-s]
                                  cut=1B0E3F
                                  rock smash=1B0F90
                                  [route 115]
                                  girl=170273
                                  [rustbro]
                                  small kid=166D59
                                  small girl=166DB0
                                  2nd small girl=166C98
                                  granny with skitty=1853DD
                                  grannys cat=185410
                                  kid with premier ball=185461
                                  old man in building=185421
                                  guy on top floor=18551D
                                  wife on top floor=18554D
                                  old guy with'pekachu'=185584
                                  pekachu=18567D
                                  old women in house=1855FA
                                  guy near mart=166B86
                                  kid in mart=184CD8
                                  bug boy in mart=184D43
                                  women in mart=184C76
                                  cut master=18509C
                                  cutters doughter=1852B3
                                  guy near center=166A67
                                  kdi in center=184BAB
                                  girl in center=184C19
                                  man in center=184B37
                                  girl near school=166AE0
                                  small kid near school=166CFA
                                  small kid in house behing school=185388
                                  women behind school=18532D
                                  yelow kid=184DB4
                                  girl near yelow kid=184DE9
                                  cook women=184E0D
                                  black kid=166DEE
                                  yelow kid near gym=16696D
                                  makuhita kid=184EBA
                                  hiker in house=185020
                                  devon secretary=1828EE
                                  devon worker=1829A4
                                  devon guy blocking=182AF0
                                  fat guy=1668B6
                                  gym guy=183A4B
                                  gym kid 1=183D99
                                  gym kid 1 beaten=183DF9
                                  gym kid 2=183E38
                                  gym kid 2 beaten=183E98
                                  roxanne=183EE5
                                  roxane in batle speach=183FC4
                                  getting badge=1840AB
                                  roxanne about badge=1840D5
                                  got tm roxane=184170
                                  roxanne beaten=184252
                                  guy in gym 2=183C90
                                  magma thief=166E65
                                  goods guy=166E7E
                                  devon guys request=166EA5
                                  goods guy again=166F6B
                                  giving back goods=166FB4
                                  plz folow me=16707F
                                  3rd floor devon=18374C
                                  3rd floor devon 2=183903
                                  3rd floor devon 3=18394A
                                  devon boss=18320B
                                  devon boss 2=18337E
                                  devon boss 3=18351E
                                  devon guy 3rd floor again=18395C
                                  devon geek 1=182BD8
                                  devon geek 2=182D7E
                                  devon geek 3=182B81
                                  devon geek 4=182E6B
                                  fossils guy=182ED5
                                  devon guy not blocking anymore=182B5A
                                  devon lobby guy=182AB3
                                  May=1670A7
                                  [route 116]
                                  kid=1BD02B
                                  kid beaten=1BD078
                                  bug kid=1BD0AF
                                  bug kid beaten=1BD0F4
                                  girl=1BD131
                                  girl beaten=1BD180
                                  hiker=1BCF79
                                  hiker beaten=1BCFE3
                                  karate dude=1703F7
                                  briney=17032A
                                  cave sign=16CF6D
                                  house sign=170AB8
                                  school boy=1BD1C0
                                  school kid beaten=1BD248
                                  school girl=1BD377
                                  school girl beaten=1BD3C3
                                  tunneler 1=193135
                                  tunneler 2=192F33
                                  tunneler 3=193049
                                  [hideouts]
                                  samll indent=198F10
                                  [rusturf tunnel]
                                  magma=194159
                                  peko=17C6A6
                                  magma beaten=194274
                                  briney=19432A
                                  briney 2=19434F
                                  magma 2=19419B
                                  __________________
                                  [Sry for bad English]
                                    #200    
                                  Old March 18th, 2012 (6:08 AM). Edited March 18th, 2012 by Banjora Marxvile.
                                  Banjora Marxvile's Avatar
                                  Banjora Marxvile Banjora Marxvile is offline
                                  hOI!!!!!! i'm tEMMIE!!
                                     
                                    Join Date: May 2008
                                    Age: 23
                                    Gender: Male
                                    Nature: Bashful
                                    Posts: 3,487
                                    Well, may as well post this, not like I'm going to use it for my other project...

                                    Introducing my ROM Base... Again, but this time much better.

                                    Patches to: 0907 - Pokemon Ruby (U) v1.0

                                    You want pics too? Go here, easier than uploading each seperately and making sure they all work for everyone: Link

                                    And that concludes that. Oh yes...

                                    You MUST credit these people:

                                    Reck
                                    Kyledove
                                    Alistair
                                    Nintendo (Minish Cap (Tiles), and original ROM, and Pokemon Emerald (Meteor Falls, a few house tiles, and the small tree. These are used as Placeholders until I find better tiles (apart from Meteor Falls, better in Purple!))
                                    WesleyFG
                                    Sega (Casino Tiles from Sonic 2 Beta)
                                    Bomberman Tournament (Safari Zone Tree Tiles)
                                    The various Tool Makers (Lu-Ho for Advance Map, ZodiacDaMaster for Door Manager, Microsoft for Paint)
                                    Pokemon-Diamond of DeviantART - The Pont Water Edge thing Tiles.
                                    spaceemotion
                                    Alucus
                                    Chimcharsfireworkd
                                    Tyranitardark
                                    Darkdragonn - Especially for the mountains, which I modified a bit
                                    Pokemon-Diamond (All these from DeviantART - Tiles)
                                    C.N.C - The mart.
                                    Zein
                                    Teh Panda
                                    SabfromPC - Underwater mountain tiles
                                    Femok - Secret Base Tree
                                    CalisProject
                                    Accolade - It's a secret to everybody

                                    Most of all, me, Banjora Marxvile.

                                    And that concludes that.
                                    Attached Files
                                    File Type: ips Serenity.ips‎ (501.9 KB, 222 views) (Save to Dropbox)
                                    __________________


                                    Temmie vibrates intensely.

                                    awwAwa cute!! (pets u)

                                    OMG!! humans TOO CUTE (dies)

                                    can't blame a BARK for tryin'...

                                    RATED TEM OUTTA TEM.

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