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  #20851    
Old March 29th, 2012 (6:47 PM).
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    I have another simple question.

    Do Steven's back sprites share the same palettes as his front sprite?

    Also, will changing his name change his name in the double battle.
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      #20852    
    Old March 29th, 2012 (7:52 PM). Edited March 29th, 2012 by DC85.
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      So it's been a VERY long time since I've played with hacking roms and to be honest the GBA games are somewhat alien to me but I'm getting it it.

      My question is this. I'm playing around with a hack of emerald and it's a island chain. I thought it would be fun to have the map change... Sometimes it's tide pools on land and other times you need to surf. Does anyone have an idea for how I can make this happen? could I use two maps in the same place?
        #20853    
      Old March 29th, 2012 (8:16 PM).
      south69_dallas south69_dallas is offline
         
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        1. for fire red i cant find a good link for sappy, whack a hack didnt have a valid one and there wasnt one under tutorials,so where can i look to get files i need to change music for fr?

        2. is the d/s easier or harder to hack vs gba?
          #20854    
        Old March 29th, 2012 (8:32 PM).
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        Pppgggr Pppgggr is offline
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          Set the maps to the same Map bank and then connect them with those arrow keys at the top of the program.
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            #20855    
          Old March 30th, 2012 (1:19 AM).
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            Quote:
            Originally Posted by DC85 View Post
            So it's been a VERY long time since I've played with hacking roms and to be honest the GBA games are somewhat alien to me but I'm getting it it.

            My question is this. I'm playing around with a hack of emerald and it's a island chain. I thought it would be fun to have the map change... Sometimes it's tide pools on land and other times you need to surf. Does anyone have an idea for how I can make this happen? could I use two maps in the same place?
            There's a feature already of that in emerald!

            To help, check this site: https://sites.google.com/site/hackroms/documents-researchs/shoal-cave
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              #20856    
            Old March 30th, 2012 (8:37 AM).
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            redriders180 redriders180 is offline
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              Hiya Pokecommunity! I've recently been playing with the idea of expanding my rom to 32MBs, in order to put in more towns and maps. But could someone help me by explaining the pros and cons of expansion, to help me decide?
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                #20857    
              Old March 30th, 2012 (10:33 AM).
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                This might seem like a odd question but the thread I posted in originally seems neglected so, can anyone help me?

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                  #20858    
                Old March 30th, 2012 (1:01 PM).
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                  Quote:
                  Originally Posted by redriders180 View Post
                  Hiya Pokecommunity! I've recently been playing with the idea of expanding my rom to 32MBs, in order to put in more towns and maps. But could someone help me by explaining the pros and cons of expansion, to help me decide?
                  There is way more than enough room in original 3rd gen pokemon games for adding that kind of stuff. I'm playing myself with a rom file that has only ~15% of free space and even that's more than enough. In FR and Ruby, I think about half of the rom file is completely empty.

                  That doesn't actually qualify as something that would probably be a bad thing but then again, patch files are. IPS patches are made so that they can only be made to write data to an address that can be defined with 3-bytes so basically, from $000000 to $FFFFFF. I may not remember right but I think the offsets after the first 16MB are bigger $1000000.
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                    #20859    
                  Old March 30th, 2012 (1:06 PM).
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                    Quote:
                    Originally Posted by redriders180 View Post
                    Hiya Pokecommunity! I've recently been playing with the idea of expanding my rom to 32MBs, in order to put in more towns and maps. But could someone help me by explaining the pros and cons of expansion, to help me decide?
                    Pros- More room to store scripts, and any other data that would require you to use free space finder.

                    Cons- None really, Besides longer download times if you were to make a patch. Lol. It's completely safe.
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                      #20860    
                    Old March 30th, 2012 (3:51 PM).
                    south69_dallas south69_dallas is offline
                       
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                      i found a copy of sappy 1.6 on another forum site but when i run it i get this error.... Componet 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid. So again where can i find a copy of sappy that works or how do i make this version work?
                        #20861    
                      Old March 30th, 2012 (4:06 PM).
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                      droomph droomph is offline
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                      Quote:
                      Originally Posted by south69_dallas View Post
                      i found a copy of sappy 1.6 on another forum site but when i run it i get this error.... Componet 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid. So again where can i find a copy of sappy that works or how do i make this version work?
                      You need to add comdlg32.ocx to your library of framework files. You can just add that file (which you can find a working copy easily online) to the same file that sappy is in.
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                        #20862    
                      Old March 30th, 2012 (5:18 PM).
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                      redriders180 redriders180 is offline
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                        Quote:
                        Originally Posted by PsychoToxin View Post
                        Pros- More room to store scripts, and any other data that would require you to use free space finder.

                        Cons- None really, Besides longer download times if you were to make a patch. Lol. It's completely safe.
                        Quote:
                        Originally Posted by miksy91 View Post
                        There is way more than enough room in original 3rd gen pokemon games for adding that kind of stuff. I'm playing myself with a rom file that has only ~15% of free space and even that's more than enough. In FR and Ruby, I think about half of the rom file is completely empty.

                        That doesn't actually qualify as something that would probably be a bad thing but then again, patch files are. IPS patches are made so that they can only be made to write data to an address that can be defined with 3-bytes so basically, from $000000 to $FFFFFF. I may not remember right but I think the offsets after the first 16MB are bigger $1000000.
                        Thank you both. It's probably just because of my poor sense of scale...I feel like I'm going through free space very quickly. It's fairly difficult to comprehend sixteen million pieces of data. I'll just forge ahead, and if I run out of space, I'll expand it, since there's no harm done.

                        Quote:
                        Originally Posted by south69_dallas View Post
                        i found a copy of sappy 1.6 on another forum site but when i run it i get this error.... Componet 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid. So again where can i find a copy of sappy that works or how do i make this version work?
                        Be cautious with Sappy...apparently, it's finnicky and buggy, and won't even work on anything beyond Windows XP.
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                          #20863    
                        Old March 30th, 2012 (7:12 PM).
                        south69_dallas south69_dallas is offline
                           
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                          errr im on windows 7, so what program would i want to use vs sappy thats windows 7 friendly? Thanks for all the replies.
                            #20864    
                          Old March 30th, 2012 (8:25 PM).
                          darkprince909 darkprince909 is offline
                             
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                            I was brainstorming some story elements for my hack, and I had the idea that one of the towns would be pretty much destroyed at some point in the story. I've thought of a few ways I could go about showing this, but there's a few snags that each method would have.

                            First, I would have a *large* setmaptile script that would end up replacing all the buildings with their burnt down versions. However, this is a REALLY big city, so this script would be really long and a pain to write, and it might make the tileset too large, but this way would probably be the easier route to take.

                            The other way I thought of would be to make a separate map, possibly with its own tileset if need be, and just have the warps change in the route gates after a certain point. But with this method, if you tried to fly to the city, I dont know how to make sure it takes you to the destroyed version instead of the normal version.

                            I was thinking of involving Celebi-time-travel in the story, where you would go back in time to stop the city from being destroyed, so after you fix the timeline to where the city isnt destroyed, the city would need to go back to normal.

                            Im guessing the setmaptile script would end up being the easier way of doing this, but Id like some other people's thoughts on how I might go about doing this.

                            (Graphics, story, and fakemon elements are my forte. Scripting is not whatsoever, so Im not sure what exactly is possible with this sort of thing)
                              #20865    
                            Old March 30th, 2012 (9:19 PM).
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                            Quote:
                            Originally Posted by darkprince909 View Post
                            I was brainstorming some story elements for my hack, and I had the idea that one of the towns would be pretty much destroyed at some point in the story. I've thought of a few ways I could go about showing this, but there's a few snags that each method would have.

                            First, I would have a *large* setmaptile script that would end up replacing all the buildings with their burnt down versions. However, this is a REALLY big city, so this script would be really long and a pain to write, and it might make the tileset too large, but this way would probably be the easier route to take.

                            The other way I thought of would be to make a separate map, possibly with its own tileset if need be, and just have the warps change in the route gates after a certain point. But with this method, if you tried to fly to the city, I dont know how to make sure it takes you to the destroyed version instead of the normal version.

                            I was thinking of involving Celebi-time-travel in the story, where you would go back in time to stop the city from being destroyed, so after you fix the timeline to where the city isnt destroyed, the city would need to go back to normal.

                            Im guessing the setmaptile script would end up being the easier way of doing this, but Id like some other people's thoughts on how I might go about doing this.

                            (Graphics, story, and fakemon elements are my forte. Scripting is not whatsoever, so Im not sure what exactly is possible with this sort of thing)
                            Here's what you could do. Just use setmapfooter instead of setmaptile. Besides, you'll save CPU power if you do that.

                            However, don't use Special 0xD5 and set your own flags (and so on) and change the setmapfooter argument to whatever map you're using.

                            So basically you change the map you're entering, and so you just make two maps! Convenience!
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                              #20866    
                            Old March 30th, 2012 (9:34 PM).
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                              Does anyone have a list of specials and flags and what they do for Pokemon Ruby? (or even Emerald?)
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                                #20867    
                              Old March 30th, 2012 (10:08 PM).
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                                Quote:
                                Originally Posted by south69_dallas View Post
                                errr im on windows 7, so what program would i want to use vs sappy thats windows 7 friendly? Thanks for all the replies.
                                I think someone took sappy and made a version that'd work on windows 7, but it was still buggy for me. I've only replaced one song, so I'm not very experienced, but there's a program floating around in the Toolbox that works like sappy, but with less bugs.
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                                  #20868    
                                Old March 30th, 2012 (10:23 PM). Edited March 30th, 2012 by darkprince909.
                                darkprince909 darkprince909 is offline
                                   
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                                  Quote:
                                  Originally Posted by droomph View Post
                                  Here's what you could do. Just use setmapfooter instead of setmaptile. Besides, you'll save CPU power if you do that.

                                  However, don't use Special 0xD5 and set your own flags (and so on) and change the setmapfooter argument to whatever map you're using.

                                  So basically you change the map you're entering, and so you just make two maps! Convenience!
                                  So what youre saying is the final script, in essence, would be something like
                                  Spoiler:
                                  '---------------
                                  #org 0x800000
                                  checkflag 0x(flag for the event that destroyed the city)
                                  if 0x1 goto 0x(destroyed city map)
                                  goto 0x(normal city map)

                                  '---------------
                                  #org 0x(destroyed city map)
                                  setmapfooter 0x(whatever the footer for this map is)
                                  end

                                  '---------------
                                  #org 0x(normal city map)
                                  setmapfooter 0x(whatever the footer for this map is)
                                  end


                                  right?

                                  A few questions about this:

                                  How do I figure out what the footer for the map is (A8, A4 for Shoal Cave for example)? I cant find it in Advancemap, even in the professional header view. I may just not be looking in the right place though.

                                  And when, in the story, I go back in time to before the city is destroyed, I'd just clear the flag so that it loads the normal city map?

                                  The special 0xD5 is a ASM function that checks what time it is and returns a positive or a negative for that specific flag based on what time it is, right? And that's why I wouldn't use either of those?

                                  And this whole thing would work with Fly, so that when you Fly to the map, it would run this script before you see anything, and would thus load the destroyed city before you land, right? In that case, would I need to place a Fly block (where you land) in the destroyed map as well? Or would it take you to the same coordinates as the warp it at on the normal map?
                                  EDIT: I took a look at it in the ROM. It looks like the setmapfooter changes just the tile placements and permissions and loads all the events from the original map? Because all the warps and items and such are on the low tide versions and there's no events whatsoever on the high tide versions. Meaning that everything the NPCs would do in the destroyed city would have to be scripted in the normal city? And this would mean all the Warps, Fly tiles, etc would be loaded from the original map as well?
                                    #20869    
                                  Old March 30th, 2012 (10:50 PM). Edited March 30th, 2012 by miksy91.
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                                  miksy91 miksy91 is offline
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                                    Quote:
                                    Originally Posted by redriders180 View Post
                                    Thank you both. It's probably just because of my poor sense of scale...I feel like I'm going through free space very quickly. It's fairly difficult to comprehend sixteen million pieces of data. I'll just forge ahead, and if I run out of space, I'll expand it, since there's no harm done.
                                    If done "right", it's impossible to run out of space - even if you do major coding with the game and make it completely different than it used to be (many GBA roms are 8MB so you could basically add another game inside your hacked rom if you wanted to and make a possibility of choosing which game to play after the intro is gone through).

                                    However, the thing that takes a lot of room is doing minor changes to the scripts, texts, map data etc. you edit afterwards because I believe that the tools, that support repointing, will always leave the original data in the rom you edited afterwards and even by expanding long datas with a byte or two, you can already double the size it uses in the rom file.

                                    To do the job "better" would be by opening a hex editor and doing a copy --> paste of the data you wish to repoint so that you'd be repointing it manually instead (yet it's no way impossible to just put down the offsets that define the data you wish to repoint, repoint the data) and then could delete the original data (by changing it to FF's in this case). That way, you could save a lot of space but it's up to you whether to use this method or not.
                                    *I do so myself but when hacking GB/C games, it's necessary to be done.
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                                      #20870    
                                    Old March 30th, 2012 (11:08 PM).
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                                    jabberjabber8 jabberjabber8 is offline
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                                      My question got skiipped over, so I am just bumping it.

                                      I was following a world map editing guide and got stuck adding the water routes -

                                      The thread I posted in originally seems neglected so, can anyone help me?

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                                        #20871    
                                      Old March 31st, 2012 (4:18 AM).
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                                      sonic1 sonic1 is offline
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                                        Quote:
                                        Originally Posted by darkprince909 View Post
                                        So what youre saying is the final script, in essence, would be something like
                                        Spoiler:
                                        '---------------
                                        #org 0x800000
                                        checkflag 0x(flag for the event that destroyed the city)
                                        if 0x1 goto 0x(destroyed city map)
                                        goto 0x(normal city map)

                                        '---------------
                                        #org 0x(destroyed city map)
                                        setmapfooter 0x(whatever the footer for this map is)
                                        end

                                        '---------------
                                        #org 0x(normal city map)
                                        setmapfooter 0x(whatever the footer for this map is)
                                        end


                                        right?

                                        A few questions about this:

                                        How do I figure out what the footer for the map is (A8, A4 for Shoal Cave for example)? I cant find it in Advancemap, even in the professional header view. I may just not be looking in the right place though.

                                        And when, in the story, I go back in time to before the city is destroyed, I'd just clear the flag so that it loads the normal city map?

                                        The special 0xD5 is a ASM function that checks what time it is and returns a positive or a negative for that specific flag based on what time it is, right? And that's why I wouldn't use either of those?

                                        And this whole thing would work with Fly, so that when you Fly to the map, it would run this script before you see anything, and would thus load the destroyed city before you land, right? In that case, would I need to place a Fly block (where you land) in the destroyed map as well? Or would it take you to the same coordinates as the warp it at on the normal map?
                                        EDIT: I took a look at it in the ROM. It looks like the setmapfooter changes just the tile placements and permissions and loads all the events from the original map? Because all the warps and items and such are on the low tide versions and there's no events whatsoever on the high tide versions. Meaning that everything the NPCs would do in the destroyed city would have to be scripted in the normal city? And this would mean all the Warps, Fly tiles, etc would be loaded from the original map as well?
                                        Well, the script is correct!
                                        Now, figuring the mapfooter...

                                        I don't know your version, so i'm going to use emerald as base, because i'm an emerald hacker.

                                        Lets take by example ROUTE 101 (0.16)


                                        Now, we know that our map footer is 0x3EBC64.

                                        In emerald, there's a table at 0x481DD4
                                        Spoiler:
                                        24 05 3E 08 04 18 3E 08 64 1E 3E 08 44 31 3E 08
                                        A4 37 3E 08 C4 50 3E 08 E4 69 3E 08 24 86 3E 08
                                        44 9F 3E 08 84 A2 3E 08 C4 A5 3E 08 04 A9 3E 08
                                        44 AC 3E 08 84 AF 3E 08 C4 B2 3E 08 24 B9 3E 08
                                        64 BC 3E 08 54 C4 3E 08 34 D2 3E 08 54 EB 3E 08
                                        74 04 3F 08 14 11 3F 08 94 1A 3F 08 14 24 3F 08
                                        E4 37 3F 08 44 57 3F 08 24 83 3F 08 04 96 3F 08
                                        .......


                                        So! Each pointer points to a mapfooter. Lets now search our mapfooter in the table. Reversing our mapfooter offset we get the pointer, and searching the pointer in rom, we get... 0x481E14. That's where the pointer is stored. Now subtract the offset with the table pointer. You get 0x40. Now, divide by 0x4 (4bytes per entry). You get 0x10. BUT we're not done yet... When using setmapfooter, the game subtracts 1 to the mapfooter we input... So, if you want to set route 101 mapfooter, you put 0xF, because 0x10-0x1 = 0xF.
                                        There you go, you just found you mapfooter! :D


                                        Yes, mapfooter changes only the tiles and gfx stuff, you need to program every npc in the original map. Mapfooter changes this plus permissions:
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                                          #20872    
                                        Old March 31st, 2012 (7:48 AM).
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                                        xGandhix xGandhix is offline
                                           
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                                          I'm trying to map a bulding in Vermillion City using the tileset from Saffron. How do I do that?
                                            #20873    
                                          Old March 31st, 2012 (8:00 AM).
                                          mrdeano mrdeano is offline
                                             
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                                            Me and my girlfriend want to edit the sprites/tiles in Pokemon Crystal. Does anyone know what tool we should be using? I've looked everywhere but there only seem to be gold/silver tools.
                                              #20874    
                                            Old March 31st, 2012 (1:32 PM).
                                            holynova holynova is offline
                                               
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                                              Does anyone know how to gender lock the game into male only on pokemon ruby?. All the dialogue I have added would only be relevant for a boy, So I wanna make it so you cant choose girl at the beginning.
                                                #20875    
                                              Old March 31st, 2012 (3:41 PM).
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                                              master morty master morty is offline
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                                                Not sure if this is the right forum to ask this (if it isn't, then please just tell me so,) but in Advance Map, whenever I create new space to insert a map and it inserts, the name of the new map is always "LITTLEROOT TOWN" and I can't change it without changing the entire name of Littleroot Town itself. Is there a way to insert maps that have their own unique names, or at least have the name of another pre-existing location than Littleroot?
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