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  #21751    
Old June 25th, 2012 (2:40 PM).
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redriders180 redriders180 is offline
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    Quote:
    Originally Posted by JBawls View Post
    Ok so I got it to work via xse. I managed the script and inserted it into the map and I can get the item but now I can get it infinite times and the ball NEVER disappears...

    Here is the script:

    '---------------
    #org 0x800009
    giveitem 0x1 0x1 MSG_OBTAIN
    end

    Oh also the obtain script (In the game) dosnt go away it remains on the screen until I read something else...
    And you added a unique Person ID to the OW, right? If you did, it should vanish...
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      #21752    
    Old June 25th, 2012 (4:19 PM).
    Robert Conley's Avatar
    Robert Conley Robert Conley is offline
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      In XSE can you use any random hex number as a flag as long as the game doesn't use it already?
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        #21753    
      Old June 25th, 2012 (4:37 PM).
      redriders180's Avatar
      redriders180 redriders180 is offline
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        Quote:
        Originally Posted by Robert Conley View Post
        In XSE can you use any random hex number as a flag as long as the game doesn't use it already?
        In theory, yes, but in practice, no. Once you go above a certain flag number, you start going into other data, and you mess up stuff. The best thing to do is to get a list of all flags in-game, if possible, and go down the list. In any case, write down what all your flags mean, it's alot easier to reference.
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          #21754    
        Old June 25th, 2012 (4:48 PM).
        JBawls JBawls is offline
           
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          Quote:
          Originally Posted by redriders180 View Post
          And you added a unique Person ID to the OW, right? If you did, it should vanish...
          yes and now the item does not appear at all! Dude at least using pokescript i had only one issue now I have had over 6 please SOMEONE who knows pokescript tell me how to make it so the balls do not reappear when you return to a map.
            #21755    
          Old June 25th, 2012 (5:14 PM).
          redriders180's Avatar
          redriders180 redriders180 is offline
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            Quote:
            Originally Posted by JBawls View Post
            yes and now the item does not appear at all! Dude at least using pokescript i had only one issue now I have had over 6 please SOMEONE who knows pokescript tell me how to make it so the balls do not reappear when you return to a map.
            The issues are because you're using an entirely different programming language to do what you want, and it isn't XSE or my own fault. If you want, just open up any other Pokeball event that actually works, and look at what the script says. Observe all the headings under the events tab in A-map, and try and work out what everything contributes to. You probably gave the Pokeball item a Person ID that shares the same value of a flag you already used. The flag was set, and as such, the item ball is hidden. It isn't the scripts fault, it's just the flags fault.

            Note: A fair amount of flags are auto-set as well, at the beginning of the game.
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              #21756    
            Old June 25th, 2012 (6:32 PM).
            thanethane98's Avatar
            thanethane98 thanethane98 is offline
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              Quote:
              Originally Posted by miksy91 View Post
              Download a table file and a hex editor.
              Search for the text that is displayed during that script and a pointer to that text which leads you to the script command of "msgbox @text" in which that @text displays the text that is shown during the script. The rest of that script is located before and after the msgbox code.

              This sounds probably quite difficult but it's much more simple than you realize. There are bound to be some text editing tutorials here so check one out and see how it's done.
              So where can I find a table file? I've already got a hex editor, but I can't seem to find a table file for Pokemon Ruby anywhere.
                #21757    
              Old June 25th, 2012 (6:49 PM).
              Renegade's Avatar
              Renegade Renegade is offline
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                Game: Pokemon Fire Red
                Tool: Advanced Map 1.92

                Hello, something has been glitching up my game recently. It is a problem with Advanced Map.

                For the "people" scripts already in the normal unedited game. I've made a new starting town and I wanted to hide the old "people" sprites and put in completely new ones. For this, I changed their movements to "hidden" then placed them off of the map (Like in the trees and stuff).

                But when I open up my game and go into the town, my game automatically resets itself every time I get near the "hidden sprites". Any solutions?

                Thanks very much!
                  #21758    
                Old June 25th, 2012 (7:20 PM).
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                Ach7AC Ach7AC is offline
                   
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                  I've been working on a FR hack recently, and when I was testing it, the ROM kept crashing whenever a Pokemon evolved. I've tested it twice. Once with Squirtle, and another one with a Metapod. Both of them caused the game to crash after the battle that gave them their levels ended. I am not sure what's the problem here. I think I might have messed up a flag or a script related to evolution in general.
                    #21759    
                  Old June 25th, 2012 (7:24 PM).
                  redriders180's Avatar
                  redriders180 redriders180 is offline
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                    Quote:
                    Originally Posted by CrystalStatic View Post
                    Game: Pokemon Fire Red
                    Tool: Advanced Map 1.92

                    Hello, something has been glitching up my game recently. It is a problem with Advanced Map.

                    For the "people" scripts already in the normal unedited game. I've made a new starting town and I wanted to hide the old "people" sprites and put in completely new ones. For this, I changed their movements to "hidden" then placed them off of the map (Like in the trees and stuff).

                    But when I open up my game and go into the town, my game automatically resets itself every time I get near the "hidden sprites". Any solutions?

                    Thanks very much!
                    Some of the "Hidden" movements are really glitched up. There are three or four in the list...for Firered, type 4C works for me with absolutely no problem

                    Quote:
                    Originally Posted by Ach7AC View Post
                    I've been working on a FR hack recently, and when I was testing it, the ROM kept crashing whenever a Pokemon evolved. I've tested it twice. Once with Squirtle, and another one with a Metapod. Both of them caused the game to crash after the battle that gave them their levels ended. I am not sure what's the problem here. I think I might have messed up a flag or a script related to evolution in general.
                    This happened to my hack once...I had to go back to a working backup and work from there.
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                      #21760    
                    Old June 25th, 2012 (8:54 PM).
                    Renegade's Avatar
                    Renegade Renegade is offline
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                      Quote:
                      Originally Posted by redriders180 View Post
                      Some of the "Hidden" movements are really glitched up. There are three or four in the list...for Firered, type 4C works for me with absolutely no problem



                      This happened to my hack once...I had to go back to a working backup and work from there.
                      All right, thanks for the info.
                        #21761    
                      Old June 25th, 2012 (9:00 PM).
                      JBawls JBawls is offline
                         
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                        Ok so I solved my original problems with my items, my flags were not reading so I had to 'remake' them, and have hit yet another snag hahaha.

                        When doing a pokemon battle for example Mewtwo when I defeat him he vanishes from map, if I run from the battle he vanishes from the map, but if I catch him then I can keep catching him... How do I fix this?

                        Copy of battle script:

                        #org 0x87405E5
                        '-----------------------------------
                        special INIT_STEPCOUNT
                        compare LASTRESULT 0x2
                        if == jump 0x81A7AE0 ' Equal To
                        special GET_STEPCOUNT
                        lock
                        faceplayer
                        checksound
                        cry MEWTWO 0x2
                        waitcry
                        pause 0x14
                        playsound 0x2 0x2
                        battle MEWTWO 5 NONE
                        setflag 0x807
                        special BATTLE_PIXELLATE
                        waitspecial
                        clearflag 0x807
                        special2 LASTRESULT 0xB4
                        compare LASTRESULT 0x1
                        if == jump 0x8162558 ' Equal To
                        compare LASTRESULT 0x4
                        if == jump 0x8162561 ' Equal To
                        compare LASTRESULT 0x5
                        if == jump 0x8162561 ' Equal To
                        setflag 0x81
                        release
                        end

                        #org 0x81A7AE0
                        '-----------------------------------
                        release
                        end

                        #org 0x8162558
                        '-----------------------------------
                        setflag 0x232
                        jump 0x81A922D

                        #org 0x81A922D
                        '-----------------------------------
                        fadescreen FADEOUT_BLACK
                        disappear LASTTALKED
                        fadescreen FADEIN_BLACK
                        release
                        end

                        #org 0x8162561
                        '-----------------------------------
                        setvar 0x8004 0x96
                        jump 0x81A9236

                        #org 0x81A9236
                        '-----------------------------------
                        fadescreen FADEOUT_BLACK
                        disappear LASTTALKED
                        fadescreen FADEIN_BLACK
                        storepokemon 0x0 0x8004
                        msgbox 0x81A63C4 ' The \v\h02 flew away...
                        callstd MSG_NOCLOSE ' Non-closing message
                        release
                        ' Release commands close any open messages
                        end


                        #org 0x81A63C4
                        = The \v\h02 flew away!
                          #21762    
                        Old June 26th, 2012 (12:59 AM).
                        Ferox Ferox is offline
                           
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                          Hi all,

                          I've been puzzling over this script all day now, and it is the most complicated one I've tried to make so far (very new at this). I just can't find any more tutes to help me.

                          Using Fire Red, Advance map 1.92 and XSE.

                          I wanted the player to talk to a family who's kid is missing, help Bill with his machine, then take the kid home (who was hiding with Bill).

                          The family all have before and after rescue text, which works, the kid can ask to be taken home, which works, and her sprite disappears from Bill's workshop after she is spoken too.

                          The hitch in my script is that I can't hide her sprite in the family home (where she ends up). Either the sprite is there the whole time, and disappears when talked to if not 'rescued' or if I set it to 'hidden' on Advance map she doesn't reappear when she's supposed to.

                          I'm just wondering if there's a setting I should be using in Advance map or if I need to but the script to show/hide her sprite somewhere else. Should she be set to 'hidden' in advance map and I put showsprite after the warp command, or is there another way to do it?
                            #21763    
                          Old June 26th, 2012 (1:03 AM). Edited June 26th, 2012 by Ach7AC.
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                          Ach7AC Ach7AC is offline
                             
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                            Quote:
                            Originally Posted by redriders180 View Post
                            Some of the "Hidden" movements are really glitched up. There are three or four in the list...for Firered, type 4C works for me with absolutely no problem



                            This happened to my hack once...I had to go back to a working backup and work from there.
                            Unfortunately, this glitch seemed to have slipped through my testing sessions and infected all my backup files. So basically, I should just export all my scripts and maps to a new file and continue from there?

                            EDIT: Whenever I try to import one of my maps I get an access violation error. Is there anyway I can solve this so I can continue exporting my old maps?
                              #21764    
                            Old June 26th, 2012 (3:05 AM).
                            Mana's Avatar
                            Mana Mana is offline
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                            Quote:
                            Originally Posted by Ferox View Post
                            Hi all,

                            I've been puzzling over this script all day now, and it is the most complicated one I've tried to make so far (very new at this). I just can't find any more tutes to help me.

                            Using Fire Red, Advance map 1.92 and XSE.

                            I wanted the player to talk to a family who's kid is missing, help Bill with his machine, then take the kid home (who was hiding with Bill).

                            The family all have before and after rescue text, which works, the kid can ask to be taken home, which works, and her sprite disappears from Bill's workshop after she is spoken too.

                            The hitch in my script is that I can't hide her sprite in the family home (where she ends up). Either the sprite is there the whole time, and disappears when talked to if not 'rescued' or if I set it to 'hidden' on Advance map she doesn't reappear when she's supposed to.

                            I'm just wondering if there's a setting I should be using in Advance map or if I need to but the script to show/hide her sprite somewhere else. Should she be set to 'hidden' in advance map and I put showsprite after the warp command, or is there another way to do it?

                            The best way is to use flags. Set a flag sometime before the house and assign it to the person ID (make the event as normal otherwise. Not hidde
                            ). Then at the rescue event clear the flag and the OW will then be visible when you return to the house.
                              #21765    
                            Old June 26th, 2012 (8:44 AM).
                            LugiaMZ's Avatar
                            LugiaMZ LugiaMZ is offline
                               
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                              I have a question hope have people can reply me.

                              The champion rival at Fire Red I named " Lucas", but while I battle with him, he name is showing the name of intro name I put, how do I put the rival name to Lucas if intro choosing other name. Or how to put the champion rival VS screen to other trainer as my like, and no showing rival intro name?

                              Hope has people know what I mean. Sorry for my bad english.
                                #21766    
                              Old June 26th, 2012 (9:47 AM). Edited June 26th, 2012 by ~[BlackHole].
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                              ~[BlackHole] ~[BlackHole] is offline
                                 
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                                Sorry, but has anyone here got a tutorial about adding a new palette for the tilesets of firered? I mean, you know that AMap has got 13 palettes for the tilesets... But how can I add more palettes? Is there a way to increase the avaible palettes for the tilesets? Thanks for the help and sorry for my awful english
                                  #21767    
                                Old June 26th, 2012 (9:53 AM).
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                                mewmasterify mewmasterify is offline
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                                  I have a question how can you increase the size limit in the Gba roms like how do you Change 64x64 into 80x80 so when your inserting a pokemon sprite it doesn't have to be 64x64.
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                                    #21768    
                                  Old June 26th, 2012 (9:59 AM). Edited June 26th, 2012 by redriders180.
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                                  redriders180 redriders180 is offline
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                                    Quote:
                                    Originally Posted by LugiaMZ View Post
                                    I have a question hope have people can reply me.

                                    The champion rival at Fire Red I named " Lucas", but while I battle with him, he name is showing the name of intro name I put, how do I put the rival name to Lucas if intro choosing other name. Or how to put the champion rival VS screen to other trainer as my like, and no showing rival intro name?

                                    Hope has people know what I mean. Sorry for my bad english.
                                    The "Champion" Trainer Class in FRLG is hardwired to substitute whatever the rivals name is as the name of the trainer. The easiest thing to do is make a duplicate Trainer Class called "Champion" and use it instead, or use a trainer class besides Champion.

                                    Quote:
                                    Originally Posted by ~[BlackHole] View Post
                                    Sorry, but has anyone here got a tutorial about adding a new palette for the tilesets? I mean, you know that AMap has got 13 palettes for the tilesets... But how can I add more palettes? Is there a way to increase the avaible palettes for the tilesets? Thanks for the help and sorry for my awful english
                                    Thirteen Palettes is the max...A-Map 1.95 has it wrong. Sixteen palettes is the max number of palettes that can be shown at a given time when you're playing a ROM. Palettes 0 through 12 are the only ones that can be used with A-Map. The remaining three are reserved for other stuff in-game, so can't be used conventionally.

                                    Quote:
                                    Originally Posted by mewmasterify View Post
                                    I have a question how can you increase the size limit in the Gba roms like how do you Change 64x64 into 80x80 so when your inserting a pokemon sprite it doesn't have to be 64x64.
                                    64x64 sprites is hardware limitation, not software. The only way you can make anything bigger than 64x64 is with tilemaps, and a complete rewrite of the core game code.
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                                      #21769    
                                    Old June 26th, 2012 (11:36 AM).
                                    ~[BlackHole]'s Avatar
                                    ~[BlackHole] ~[BlackHole] is offline
                                       
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                                      Thank you Redriders180! Anyway, while I was looking in the tutorial zone, I've founded this tutorial: /showthread.php?t=156018
                                      It seems that he adds a new tileset with its own palette, right? Could this be a way to do it or it's impossible? Thank you again!
                                        #21770    
                                      Old June 26th, 2012 (12:26 PM).
                                      redriders180's Avatar
                                      redriders180 redriders180 is offline
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                                        Quote:
                                        Originally Posted by ~[BlackHole] View Post
                                        Thank you Redriders180! Anyway, while I was looking in the tutorial zone, I've founded this tutorial: /showthread.php?t=156018
                                        It seems that he adds a new tileset with its own palette, right? Could this be a way to do it or it's impossible? Thank you again!
                                        He probably replaces an existing palette with his own. Palettes 7-12 vary with the Tileset 2 in FRLG, and Palettes 6-12 in RSE, so if you want to start a completely new Tileset 2 from scratch, you can edit those palettes. If you're clever enough, six (or seven) palettes should be plenty.
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                                          #21771    
                                        Old June 26th, 2012 (12:52 PM).
                                        Teh Blazer's Avatar
                                        Teh Blazer Teh Blazer is offline
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                                          I'm pretty sure there's a tool out there, but I can't find it anymore.

                                          Is there a tool that takes a given image and compresses it so the tiles only appear once, as in they delete all the repeated tiles and bunch the image together to save as much space as possible? Please tell me I'm not hallucinating...
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                                            #21772    
                                          Old June 26th, 2012 (5:23 PM).
                                          redriders180's Avatar
                                          redriders180 redriders180 is offline
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                                            Quote:
                                            Originally Posted by Teh Blazer View Post
                                            I'm pretty sure there's a tool out there, but I can't find it anymore.

                                            Is there a tool that takes a given image and compresses it so the tiles only appear once, as in they delete all the repeated tiles and bunch the image together to save as much space as possible? Please tell me I'm not hallucinating...
                                            I believe the program you refer to is called Sphere. It's mainly used for making RPGs, but it has an option to import an image, compress it, and make a tilemap of it, if necessary.
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                                              #21773    
                                            Old June 26th, 2012 (8:48 PM).
                                            Daikoru's Avatar
                                            Daikoru Daikoru is offline
                                               
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                                              Hello folks.

                                              I feel like starting a ROM Hack, major project. However, I have never done a ROM Hack before. All of the knowledge I have from creating games are from RPG Maker (Did pretty much everything, except Scripting).

                                              So I went and looked around to get informations and grab programs (thought all the ones I wanted were included in PGE). However, I still have some things I want to know:

                                              -I wish to create Fakemons, with my own spriting skills. PGE has all kind of stuff for editting a Pokemon except one thing: Sprites. What program for Sprite editing would you you suggest for a beginner?

                                              -I've seen Physical/Special split is possible to edit in the Attack Editor of PGE. However, I've also heard it requires an ASM to make it work. I have no idea what that is, mind helping me find/install that ASM?

                                              -I'd like to create moves with particular effects. I know I can only use existing effects. However, can I make an effect that normally does no damage actually do damage in addition to the effect? (such as Protect and Transform).

                                              -I wish to create a whole new continent. However, I have no idea how I should start it out, if I should delete maps to make space or not. What do you suggest me?

                                              -Anything a beginner should know before throwing himself into a big project?


                                              Thank in advance for the answers.
                                                #21774    
                                              Old June 26th, 2012 (9:10 PM).
                                              Teh Blazer's Avatar
                                              Teh Blazer Teh Blazer is offline
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                                                Quote:
                                                Originally Posted by redriders180 View Post
                                                I believe the program you refer to is called Sphere. It's mainly used for making RPGs, but it has an option to import an image, compress it, and make a tilemap of it, if necessary.
                                                Thanks for the name but after extensive searching, I couldn't find it anywhere. Could you link me to it, or show me in the right direction?
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                                                  #21775    
                                                Old June 27th, 2012 (8:31 AM).
                                                LugiaMZ's Avatar
                                                LugiaMZ LugiaMZ is offline
                                                   
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                                                  Quote:
                                                  Originally Posted by redriders180 View Post
                                                  The "Champion" Trainer Class in FRLG is hardwired to substitute whatever the rivals name is as the name of the trainer. The easiest thing to do is make a duplicate Trainer Class called "Champion" and use it instead, or use a trainer class besides Champion.

                                                  Now I know it, thanks. But I need the Champion VS screen, how to do it?

                                                  Second problem, I use A-Trainer, when I edit the "Elite Four" Trainer Class to "Rival", then I test at VBA battle with the "Rival", the VS screen doesn't
                                                  appear, how to make to VS screen appear in game?
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