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  #20626    
Old March 1st, 2012 (6:41 PM).
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    Thank you Redriders! i'll go download gimp... i regret deleting it now. >_

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      #20627    
    Old March 1st, 2012 (10:01 PM).
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      Quote:
      Originally Posted by Speedster View Post
      Well if you use NSE Classic you can export the pallet of Gary and a sprite library of him and import it back in over the hero. But there will still be things such as the fishing sprite that will be the normal hero unless you edit it.
      Ok, well in NSE when I try to transfer Gary's sprites to replace the Hero's, I get this message. Which says it won't work because the hero as 19 sprites (fishing, running, etc) as opposed to Gary's main 8. Is there any way around this? I just plan to use Gary's main 8 sprites. Thanks
        #20628    
      Old March 2nd, 2012 (1:42 AM).
      Truality Truality is offline
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        Quote:
        Originally Posted by ZangoMango View Post
        Ok, well in NSE when I try to transfer Gary's sprites to replace the Hero's, I get this message. Which says it won't work because the hero as 19 sprites (fishing, running, etc) as opposed to Gary's main 8. Is there any way around this? I just plan to use Gary's main 8 sprites. Thanks
        Well in that case you should import the frames one by one, by exporting the bitmaps and then importing them over Red's. Shouldn't take too long.

        Also, if you ever decide to replace all frames with Gary's, T (the shadow) has made a sheet with them here.
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          #20629    
        Old March 2nd, 2012 (8:05 AM). Edited March 2nd, 2012 by ZangoMango.
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          Quote:
          Originally Posted by Truality View Post
          Well in that case you should import the frames one by one, by exporting the bitmaps and then importing them over Red's. Shouldn't take too long.

          Also, if you ever decide to replace all frames with Gary's, T (the shadow) has made a sheet with them here.
          That worked perfectly, and thanks for the sprite sheet. How do I import the extra T (the shadow)'s sprites, do I just cut them out of the sprite sheet and make them .bmp's, or can I import them all at once somehow? Cause I tried importing the sprite sheet as a sprite library but I think the libraries must be NSL files. Thanks!
            #20630    
          Old March 2nd, 2012 (1:39 PM).
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            Quote:
            Originally Posted by ZangoMango View Post
            That worked perfectly, and thanks for the sprite sheet. How do I import the extra T (the shadow)'s sprites, do I just cut them out of the sprite sheet and make them .bmp's, or can I import them all at once somehow? Cause I tried importing the sprite sheet as a sprite library but I think the libraries must be NSL files. Thanks!
            You'll have to cut them out one by one, index them with the exact same palates in the exact same order, and then you could insert them. NSE 2.X can help enormously with its color match tool, which can match up index palates so they work right.
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              #20631    
            Old March 2nd, 2012 (5:58 PM).
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            Rumille Rumille is offline
               
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              So what's the deal with the tilesets in Advanced Map? Sometimes they just come out really glitchy and other times they work fine. Is there a way to avoid the glitchyness?

              Thanks a lot to anyone who can help me with it, it's really frustrating to create rooms with these glitchy tilesets combinations.
                #20632    
              Old March 2nd, 2012 (6:13 PM).
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              DrFuji DrFuji is offline
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              Quote:
              Originally Posted by Rumille View Post
              So what's the deal with the tilesets in Advanced Map? Sometimes they just come out really glitchy and other times they work fine. Is there a way to avoid the glitchyness?

              Thanks a lot to anyone who can help me with it, it's really frustrating to create rooms with these glitchy tilesets combinations.
              What kind of glitchy-ness are you talking about?

              Depending on the size of a new tile you insert and what you're replacing to put it in, you may have to remake parts of the tileset using A-Map's tileset block editor.
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                #20633    
              Old March 2nd, 2012 (6:30 PM).
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                Quote:
                Originally Posted by DrFuji View Post
                What kind of glitchy-ness are you talking about?

                Depending on the size of a new tile you insert and what you're replacing to put it in, you may have to remake parts of the tileset using A-Map's tileset block editor.
                Just when I create a new map in Advancemap, I have to select width and height and then choose 2 tilesets. Most of the times, when I choose those two tilesets, they come out glitchy and are impossible to use for creating maps. Although sometimes I choose a different combination of tilesets and they come out fine.
                  #20634    
                Old March 2nd, 2012 (6:47 PM).
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                Quote:
                Originally Posted by Rumille View Post
                Just when I create a new map in Advancemap, I have to select width and height and then choose 2 tilesets. Most of the times, when I choose those two tilesets, they come out glitchy and are impossible to use for creating maps. Although sometimes I choose a different combination of tilesets and they come out fine.
                That's because there are two tilesets that should always be used in Tileset 1 (0 and 12 in FR/LG, 0 and 14 in R/S/E) depending on whether you're making an exterior or interior map. These tilesets should always be used because they provide a 'backbone' for the secondary tilesets which borrow tiles from them and are the reason why everything looks 'glitchy'. You can't put two tilesets which have been designed as secondaries together so you are limited in that regard.
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                  #20635    
                Old March 2nd, 2012 (7:36 PM).
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                SK3 SK3 is offline
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                  As a feature in my hack, I want to have a gym leader rematch system similar to HGSS. Is there a tool that can include the day of the week along with the RTC?
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                    #20636    
                  Old March 3rd, 2012 (4:34 AM).
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                    Quote:
                    Originally Posted by DrFuji View Post
                    That's because there are two tilesets that should always be used in Tileset 1 (0 and 12 in FR/LG, 0 and 14 in R/S/E) depending on whether you're making an exterior or interior map. These tilesets should always be used because they provide a 'backbone' for the secondary tilesets which borrow tiles from them and are the reason why everything looks 'glitchy'. You can't put two tilesets which have been designed as secondaries together so you are limited in that regard.
                    Well, that makes kind of sense. I'll check to see if it works later. Thanks for the answer!
                      #20637    
                    Old March 3rd, 2012 (8:35 AM).
                    Kaikai Kaikai is offline
                       
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                      I found a moveset editor in Pokemon Amplifier 0.94 Public. when I try to open Pokemon Crystal with it, it gives Run-time '6' Overflow or whatever as an error, and closes, despite it's supposed to be for the GSC games. what is the problem?
                        #20638    
                      Old March 3rd, 2012 (1:19 PM).
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                        Does anyone know how to change the warp location of Prof. Oak?

                        At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. .
                          #20639    
                        Old March 3rd, 2012 (1:25 PM).
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                        Spherical Ice Spherical Ice is online now
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                        Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.
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                          #20640    
                        Old March 3rd, 2012 (2:07 PM).
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                        DrFuji DrFuji is offline
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                        Quote:
                        Originally Posted by --Nirvana-- View Post
                        Does anyone know how to change the warp location of Prof. Oak?

                        At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. :P.
                        I'm not entirely sure what you're asking about. Do you want the event to be skipped entirely or do you want to be warped somewhere else when you go into the lab?

                        Quote:
                        Originally Posted by Spherical Ice View Post
                        Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.
                        Here, try this bro. :D
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                          #20641    
                        Old March 3rd, 2012 (2:22 PM).
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                        destinedjagold destinedjagold is offline
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                        Quote:
                        Originally Posted by Spherical Ice View Post
                        Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.
                        Here's a link.
                        Hope it works. =/

                        Quote:
                        Originally Posted by --Nirvana-- View Post
                        Does anyone know how to change the warp location of Prof. Oak?

                        At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. .
                        Um...
                        Open the FireRed ROM with Advance Map.
                        Go and view the Events of Pallete Town.
                        Open the script with XSE.
                        Change the warp values to your desired destination.
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                          #20642    
                        Old March 3rd, 2012 (2:28 PM). Edited March 3rd, 2012 by --Nirvana--.
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                          @destinedjagold Looked at the script in XSE but couldn't find the warp values.

                          @DrFuji Just on lab entry, destinedjagold said something about warp values?

                          EDIT: Looked at the script again and found the warp values. Do I change 0x4 and 0x3 to the map base and map no. I want?
                            #20643    
                          Old March 3rd, 2012 (2:39 PM).
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                          destinedjagold destinedjagold is offline
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                          Quote:
                          Originally Posted by --Nirvana-- View Post
                          @destinedjagold Looked at the script in XSE but couldn't find the warp values.
                          This is what I meant...
                          Spoiler:
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                            #20644    
                          Old March 3rd, 2012 (2:39 PM).
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                          Quote:
                          Originally Posted by DrFuji View Post
                          Much appreciated ;D

                          @ Nirvana:

                          In Pallet Town, click the Green S' in the top corner. In XSE, search for this:

                          warp 0x4 0x3 0xFF 0x6 0xC

                          This is the warp code. Edit 0x4 to change the map bank and 0x3 to change the map number. For example, changing it to 0x3 0x1 would warp you to position 0x6 0xC in the Viridian City Map. You can change 0x6 to whatever X co-ord you want and 0xC to whatever Y co-ord you want. Hope that helps.

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                            #20645    
                          Old March 3rd, 2012 (2:44 PM).
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                            Quote:
                            Originally Posted by --Nirvana-- View Post
                            @destinedjagold Looked at the script in XSE but couldn't find the warp values.

                            @DrFuji Just on lab entry, destinedjagold said something about warp values?
                            Edit: Haha seems two people already answered this for you

                            Here's the script, I've highlighted the warp command for you.
                            Now here's how the warp command works:
                            Code:
                            warp 0x4 0x3 0xFF 0x6 0xC
                            0x4 = map bank
                            0x3 = map number
                            0xFF = warp number, however when it's FF, don't warp to a warp but to coordinates on the map.
                            0x6 = x coordinate, should be 0 if warping to a warp
                            0xC = y coordinate, should be 0 if warping to a warp

                            Script with highlight:
                            Code:
                            '---------------
                            #org 0x1655ED
                            lockall
                            setvar 0x4001 0x0
                            goto 0x8165605
                            
                            '---------------
                            #org 0x165605
                            setvar 0x8004 0x0
                            setvar 0x8005 0x2
                            special 0x174
                            textcolor 0x0
                            pause 0x1E
                            playsong 0x12E 0x0
                            preparemsg 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
                            waitmsg
                            pause 0x55
                            closeonkeypress
                            applymovement MOVE_PLAYER 0x81A75ED
                            waitmovement 0x0
                            sound 0x15
                            applymovement MOVE_PLAYER 0x81A75DB
                            waitmovement 0x0
                            pause 0x1E
                            showsprite 0x3
                            compare 0x4001 0x0
                            if 0x1 call 0x81656B8
                            compare 0x4001 0x1
                            if 0x1 call 0x81656C3
                            pause 0x1E
                            msgbox 0x817D74A MSG_KEEPOPEN '"OAK: It's unsafe!\nWild POKéMON li..."
                            closeonkeypress
                            pause 0x1E
                            compare 0x4001 0x0
                            if 0x1 call 0x81656CE
                            compare 0x4001 0x1
                            if 0x1 call 0x81656E0
                            setdooropened 0x10 0xD
                            doorchange
                            applymovement 0x3 0x816572E
                            applymovement MOVE_PLAYER 0x8165758
                            waitmovement 0x0
                            setdoorclosed 0x10 0xD
                            doorchange
                            setvar 0x4055 0x1
                            clearflag 0x2B
                            setvar 0x4050 0x1
                            setflag 0x2C
                            setflag 0x4001
                            warp 0x4 0x3 0xFF 0x6 0xC
                            waitstate
                            releaseall
                            end
                            
                            '---------------
                            #org 0x1656B8
                            applymovement 0x3 0x81656F2
                            waitmovement 0x0
                            return
                            
                            '---------------
                            #org 0x1656C3
                            applymovement 0x3 0x81656FB
                            waitmovement 0x0
                            return
                            
                            '---------------
                            #org 0x1656CE
                            applymovement 0x3 0x8165705
                            applymovement MOVE_PLAYER 0x8165731
                            waitmovement 0x0
                            return
                            
                            '---------------
                            #org 0x1656E0
                            applymovement 0x3 0x8165719
                            applymovement MOVE_PLAYER 0x8165744
                            waitmovement 0x0
                            return
                            
                            
                            '---------
                            ' Strings
                            '---------
                            #org 0x17D72C
                            = OAK: Hey! Wait!\nDon't go out!
                            
                            #org 0x17D74A
                            = OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!
                            
                            
                            '-----------
                            ' Movements
                            '-----------
                            #org 0x1A75ED
                            #raw 0x2D 'Face Down (Delayed)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x1A75DB
                            #raw 0x62 'Exclamation Mark (!)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x16572E
                            #raw 0x11 'Step Up (Normal)
                            #raw 0x60 'Hide
                            #raw 0xFE 'End of Movements
                            
                            #org 0x165758
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x11 'Step Up (Normal)
                            #raw 0x60 'Hide
                            #raw 0xFE 'End of Movements
                            
                            #org 0x1656F2
                            #raw 0x11 'Step Up (Normal)
                            #raw 0x11 'Step Up (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x11 'Step Up (Normal)
                            #raw 0x11 'Step Up (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x11 'Step Up (Normal)
                            #raw 0x11 'Step Up (Normal)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x1656FB
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x11 'Step Up (Normal)
                            #raw 0x11 'Step Up (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x11 'Step Up (Normal)
                            #raw 0x11 'Step Up (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x11 'Step Up (Normal)
                            #raw 0x11 'Step Up (Normal)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x165705
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x2E 'Face Up (Delayed)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x165731
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x165719
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x2E 'Face Up (Delayed)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x165744
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0xFE 'End of Movements
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                              #20646    
                            Old March 3rd, 2012 (3:05 PM). Edited March 3rd, 2012 by Kamon137.
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                            Kamon137 Kamon137 is offline
                               
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                              I can't seem to find the offset for the backsprite of Brendan in Pokemon Emerald, using unLZ. Could someone give me a hand?
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                                #20647    
                              Old March 3rd, 2012 (4:02 PM).
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                              redriders180 redriders180 is offline
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                                Quote:
                                Originally Posted by Kaikai View Post
                                I found a moveset editor in Pokemon Amplifier 0.94 Public. when I try to open Pokemon Crystal with it, it gives Run-time '6' Overflow or whatever as an error, and closes, despite it's supposed to be for the GSC games. what is the problem?
                                From what i've seen, a fair amount of tools don't really like Pokemon Crystal...maybe it's programmed completely different or something. I don't know if you've tried this, but make sure no other programs have the rom open when you try to use this program. Most of the tools I've seen bug out whenever you have two programs editing the rom at the same time.
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                                  #20648    
                                Old March 3rd, 2012 (8:08 PM).
                                Kaikai Kaikai is offline
                                   
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                                  I also tried opening it with a Pokemon Gold rom, same error, both with no other program open.
                                    #20649    
                                  Old March 4th, 2012 (4:42 AM).
                                  Majdi Majdi is offline
                                     
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                                    Hi.

                                    I'd like to create a new world map in Emerald, but I do not know how can I raise the map size. I found some tutorial about changing the world map, but it couldn't change the map size. I saw a video on youtube, showed Ruby version with an expanded world map. If it's possible please tell me how to do it. And I have one more question, how can I insert flying position into the maps. (I use Advance Map).

                                    Thanks.
                                      #20650    
                                    Old March 4th, 2012 (5:57 AM).
                                    --Nirvana--'s Avatar
                                    --Nirvana-- --Nirvana-- is offline
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                                      Join Date: Feb 2012
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                                      I'd just like to say thanks to everyone thats helped me with the Oak script. I cou;dn't figure out the other values besides 0x4 and 0x3.

                                      Figured it out now.
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