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  #22326    
Old August 3rd, 2012 (5:28 PM).
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redriders180 redriders180 is offline
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    Quote:
    Originally Posted by The_Show View Post
    I searched "How to add flying position to a new map" and a lot of people have asked, but I only found one good and notable answer:

    Spoiler:

    You have to edit it in hex - Blazichu


    Now, does anyone have an idea of how to do that?
    You ought to poke over to the tutorials thread...this is the best one (and as far as I can tell, the only one), and the one I used, with extreme success.

    Edit: Why must you steal my thunder, CrystalStatic ()
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      #22327    
    Old August 3rd, 2012 (10:03 PM).
    Darkrai Lv.1000's Avatar
    Darkrai Lv.1000 Darkrai Lv.1000 is offline
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      Hey guys, just a quick question regarding the 25 extra ???????? slots for adding extra Pokemon. If I were to make these into new Pokemon, these will not show up in the National PokeDex, right?
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        #22328    
      Old August 3rd, 2012 (10:51 PM).
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      redriders180 redriders180 is offline
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        Quote:
        Originally Posted by Darkrai Lv.1000 View Post
        Hey guys, just a quick question regarding the 25 extra ???????? slots for adding extra Pokemon. If I were to make these into new Pokemon, these will not show up in the National PokeDex, right?
        Those 25 Pokemon won't show up in either Dex.
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          #22329    
        Old August 4th, 2012 (2:28 AM).
        Ω Ruby and α Sapphire's Avatar
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          Hey guys, I am completely new to ROM hacking, and I am wondering what are the best programs for hacking DS and GBA games? Thanks :).
            #22330    
          Old August 4th, 2012 (2:34 AM). Edited August 4th, 2012 by ArthurWaine.
          ArthurWaine ArthurWaine is offline
             
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            Quote:
            Originally Posted by MrSandman64 View Post
            I inserted the Pokemon center into tileset 2 (pallet town) and when I tried to take the tiles that I enserted into tileset 2 I couldn't figure out how to replace my Pokemon center tiles with the original tiles
            Okay, I'm going to explain how to do it, and I'll assume you have Advance Map. If you don't, I don't have direct link, but your best bet would be to just get the Pokemon Game Editor by (I believe) Gamer2020, which you can find in the toolbox section, where it is one of the top posts, so it shouldn't be hard to find. Sorry, I can't post a link, but haven't quite gotten to fifteen posts yet

            Just fire up Advance Map, open your rom, and either go to an existing PC map or to your own PC map (with tilesets 12 and 14 set as tilesets).
            There, you'll have to open up the Block Editor (the button that looks like a puzzle piece). Then, on the top menu, you click picture --> save tileset 2. Just give it a name you'll recognize, like PC tileset or something, and save as either .bmp or .dib. After that, you'll want to follow Cello's amazing tutorial, which you'll find slightly towards the bottom of the first page of the Tutorial Section, as I think he explains it better than I ever could (and he has pictures: that helps a lot).

            Now remember, if you want to easily and exactly replace ALL tiles in the PC with your tiles, without having to do any manual replacing (which mind you, might actually be a good idea, because you might experience some tile errors anyway), you could just search out the PC tiles, and paste your own in the exact location. Personally, I'd just do it the hard way, copy my tiles in the empty room underneath the PC tiles, and then construct my own blocks with that. But that's up to you.

            Now, you'll need to remember that inserting tiles isn't enough: Advance Map constructs it's map out of BLOCKS, not tiles. As such, you'll need to either:
            A. replace all tiles carefully. If you replace every PC tile with a matching tile of your own (one that would go on the exact same location in a block/map), you won't need to do any block-building of your own. However, as I said, this can be tricky, and I imagine it might lead to block errors.
            B. build your own blocks. Slightly (or royally, depends on how much blocks you need to add) tedious, but very effective. This merely requires you to add the tiles to the empty space, after which you'll be able to build your own blocks to your hearts content.

            Now, I haven't quite covered everything, probably, so feel free to ask if you still don't get something! (if it's something fairly specific and small, might as well pm me, I'm pretty sure I'll be able to help out)

            Hope that was helpful!


            @Zupplu
            Well, that very much depends on what you want to do. Being fairly new myself, I can't say anything with total certainty, and I honestly don't know anything about DS hacking, but I do know that for GBA, you want to get yourself Advance Map, which you can get (as described above) in the Gamer2020's toolset, Pokemon Game Editor, which has not only two different versions of A-Map, but also a great selection of other tools so you'll be set for a good portion of things you might possibly want to do. Also, I can really advice getting Nameless Sprite Editor 2.X (or NSE 2.X), which lets you edit pretty much all of the pictures in the game. Also, you will need to learn a bit of scripting (because scripting is pretty much what makes anything happen in the game): XSE seems to be standard, and, how nice, it's included in PGE! You might need to look at some tuts though, because I personally didn't find scripting quite self-explanatory. However, a lot can be learned through just looking at stuff through A-Map, so that's always a good place to start As for everything else, just take a look around the forums: whatever you want to do, there's probably someone here who's done it, and a good chance there's even an easy tool for it, which let's you do it without having to go through the trouble of ASM, or even Hex editing. For anything more specific, just go ahead and ask away, and good luck hacking!
              #22331    
            Old August 4th, 2012 (3:18 AM).
            Ω Ruby and α Sapphire's Avatar
            Ω Ruby and α Sapphire Ω Ruby and α Sapphire is offline
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              Okay, how can i add a new house into a city? I made one on Advance Map, but how do I make the inside and stuff? Thanks.
                #22332    
              Old August 4th, 2012 (3:41 AM).
              redriders180's Avatar
              redriders180 redriders180 is offline
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                Quote:
                Originally Posted by Zupplu View Post
                Hey guys, I am completely new to ROM hacking, and I am wondering what are the best programs for hacking DS and GBA games? Thanks .
                As for the DS games, I believe the best program out there is something called PPRE, or Project Pokemon's ROM editor. It functions for the DS games similarly to how Gamer2020's Pokemon Game Editor functions for the GBA games; As a sort of tool that calls other tools. It's a little clunky, since its only at version 0.14, but it seems to get the job done.

                I'm only a noob at DS ROM hacking myself (I just started trying it a few days ago), so my info might be somewhat outdated. I believe that most aspects of the games are editable, but maps seem to be one of the harder, or least documented, aspect of hacking the DS Games. Other useful tools I've seen so far are PokeTex, which edits OWs (in a much more hard-to-understand way, nothing like XSE or Overworld Editor RE), and a program to look at .narc files, which are all the files inside of a DS game (I have NDS Editor).

                This meager amount of info I've only gained from poking around here, so Google is your friend in this case. While it might not turn up as many hits as looking up info on GBA tutorials and tools, someone's probably done a fair amount of investigation on whatever you need (as such, the most-known about games are probably D/P, and the least-known about are probably B2/W2).

                Good Luck!

                Edit: PPRE works best for D/P/Pt, although a couple of its tools work with HG/SS.
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                  #22333    
                Old August 4th, 2012 (3:51 AM).
                Ω Ruby and α Sapphire's Avatar
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                  Quote:
                  Originally Posted by redriders180 View Post
                  As for the DS games, I believe the best program out there is something called PPRE, or Project Pokemon's ROM editor. It functions for the DS games similarly to how Gamer2020's Pokemon Game Editor functions for the GBA games; As a sort of tool that calls other tools. It's a little clunky, since its only at version 0.14, but it seems to get the job done.

                  I'm only a noob at DS ROM hacking myself (I just started trying it a few days ago), so my info might be somewhat outdated. I believe that most aspects of the games are editable, but maps seem to be one of the harder, or least documented, aspect of hacking the DS Games. Other useful tools I've seen so far are PokeTex, which edits OWs (in a much more hard-to-understand way, nothing like XSE or Overworld Editor RE), and a program to look at .narc files, which are all the files inside of a DS game (I have NDS Editor).

                  This meager amount of info I've only gained from poking around here, so Google is your friend in this case. While it might not turn up as many hits as looking up info on GBA tutorials and tools, someone's probably done a fair amount of investigation on whatever you need (as such, the most-known about games are probably D/P, and the least-known about are probably B2/W2).

                  Good Luck!

                  Edit: PPRE works best for D/P/Pt, although a couple of its tools work with HG/SS.

                  Thanks mate definitely look into it. Okay, how can i add a new house into a city? I made one on Advance Map, but how do I make the inside and stuff? But when i go to the door it doesn't open or anything. Thanks in advance.
                    #22334    
                  Old August 4th, 2012 (4:00 AM).
                  ArthurWaine ArthurWaine is offline
                     
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                    Quote:
                    Originally Posted by Zupplu View Post
                    Okay, how can i add a new house into a city? I made one on Advance Map, but how do I make the inside and stuff? Thanks.
                    For starters, every single map you enter is a single map in A-Map. So, the make a new 'inside' for a house, you'll have to make a new map, which you'll have to connect to the outside of your house. Here's how:

                    First, have a look at the different tabs in A-Map.
                    For starters, you'll need to confirm what movement permissions you need to have, and what kind of tile for entering (for just you normal house, the entire house needs to be set to 1, and door tiles automatically have the correct function for warps to work), then, you'll have to figure out where to put your 'warp' event: the thing that lets you teleport to another map, in this case the inside of your house. You could just check some other houses (clicking on the 'events' tab will show you all events on a map: people, signs, warps, and scripts), but for doors the general rule is to put them on top of the door tile.

                    Then, you'll have to select your warp, and tell it where it needs to go: it will ask for a warp #, a map #, and bank #, which really speak for itself. Of course, this means the inside of the house needs to have a warp as well, which (in normal cases) points right back to the one on the outside of your house.

                    Well, that's pretty much it, hope it helped.
                      #22335    
                    Old August 4th, 2012 (10:36 AM). Edited August 4th, 2012 by destinydownloads.
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                      Is it possible to remove a pokemon from the player with poketscript. If so what is the command?

                      Quote:
                      Originally Posted by Darkrai Lv.1000 View Post
                      Hey guys, just a quick question regarding the 25 extra ???????? slots for adding extra Pokemon. If I were to make these into new Pokemon, these will not show up in the National PokeDex, right?
                      I believe they will not show up in the pokedex.
                        #22336    
                      Old August 4th, 2012 (10:51 AM).
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                      atangerine atangerine is offline
                         
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                        Can someone please tell me what's wrong with my script? I'm trying to make this person give me the running shoes. Everything seems to work fine until I actually try to use the running shoes, which I then find out that I don't have it (or it doesn't work).

                        --------------------------------

                        #org $script
                        lock
                        faceplayer
                        checkflag 0x1202
                        if 0x01 goto $done
                        message $talk
                        $talk 1 = Hi \v\h01! You've gotten\nso tall.\pAnyway, I have a gift for you!
                        boxset 6
                        fanfare 0x13E
                        setflag 0x82F
                        message $recieve
                        $recieve 1 = You recieved the RUNNING SHOES!
                        boxset 4
                        waitfanfare
                        #raw 0x68
                        setflag 0x1201
                        message $cya
                        $cya 1 = Good luck on your journey!
                        boxset 6
                        setflag 0x1202
                        release
                        end

                        #org $done
                        message $bye
                        $bye 1 = Make sure you visit your\nmother from time to time.
                        boxset 6
                        release
                        end
                          #22337    
                        Old August 4th, 2012 (10:58 AM). Edited August 4th, 2012 by redriders180.
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                        redriders180 redriders180 is offline
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                          Quote:
                          Originally Posted by destinydownloads View Post
                          Is it possible to remove a pokemon from the player with poketscript. If so what is the command?
                          There is no script command for removal of a Pokemon, although it's not very hard to ASM one. If you were to write a routine to do it, you'd basically move the data of the pokemon below the deleted Pokemon up one slot, and then erase the last one by filling it with FFs.

                          A fair amount of ASM tutorials have tackled this exact request, since its such a common one, so I recommend looking at a few (I'm at work, so I don't have any helpful tutorials bookmarked for you ).
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                            #22338    
                          Old August 4th, 2012 (10:59 AM).
                          Nate VonGrimm's Avatar
                          Nate VonGrimm Nate VonGrimm is offline
                             
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                            Quote:
                            Originally Posted by destinydownloads View Post
                            Is it possible to remove a pokemon from the player with poketscript. If so what is the command?
                            Unfortunately, You can't with scripts.
                            To remove a Pokémon from the player, it requires ASM hacking.

                            The only thing you can do is use the command to send Pokémon to the Daycare centre and remove the daycare centre from the game so the player cannot retrieve the removed Pokémon. But to do this, the player does need to have at least 2 Pokémon.

                            I don't know what the command is on PokeScript as I am an XSE user.
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                              #22339    
                            Old August 4th, 2012 (2:25 PM).
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                              How does one determine the RAM address for a given variable?
                              Specifically, I'm looking for either the address of LASTRESULT in Ruby or how I can go about finding it.
                              But if I knew how to determine the pointer for any given variable, that would be just as useful.

                              I am also correct in understanding that a var is a 2-byte structure, so using writebytetooffset only effects "half" of the variable, yes?
                                #22340    
                              Old August 4th, 2012 (3:14 PM).
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                              Megiddo-san Megiddo-san is offline
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                                Has anyone encountered the bug with Tile Molester that causes it to make all evolutions crash Fire Red(BPRE)? If so, do you know how fix it?
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                                  #22341    
                                Old August 4th, 2012 (4:08 PM).
                                Ω Ruby and α Sapphire's Avatar
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                                  How do you set a tile as a warp point? I set the behaviour byte to 69 00but when i go to events and select warp point it doesn't come up! Thanks in advance.
                                    #22342    
                                  Old August 4th, 2012 (4:50 PM).
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                                  tajaros tajaros is offline
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                                    Hi, I got a question is it possible to make Pokemon FireRed read GIF's images as sprites? Can it be done through Hex Edting or ASM? or much complicated manner...
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                                      #22343    
                                    Old August 4th, 2012 (7:52 PM).
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                                    Shootingace Shootingace is offline
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                                      I have a question. If you had to create the scene in FR where after you collect your pokemon, Gary battles you. How do i do this from scratch. I know it has something to do with Advancedmap and XSE.
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                                        #22344    
                                      Old August 4th, 2012 (9:59 PM).
                                      Ω Ruby and α Sapphire's Avatar
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                                        I'm trying to make a map but his comes up when i try to save. Help! Thanks!
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                                          #22345    
                                        Old August 4th, 2012 (10:34 PM). Edited August 4th, 2012 by tajaros.
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                                        tajaros tajaros is offline
                                        Hi I'm dawg
                                           
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                                          Quote:
                                          Originally Posted by Shootingace View Post
                                          I have a question. If you had to create the scene in FR where after you collect your pokemon, Gary battles you. How do i do this from scratch. I know it has something to do with Advancedmap and XSE.
                                          Actually you can just open scripts and use them as your own...

                                          But there's really nothing that much special in the Gary's Tutorial Battle it just uses this command

                                          trainerbattle 0x9 0x(Trainer no. (Hex)) 0x3 @(Message to be displayed when you won) @(Message to be displayed when you lose)

                                          The only peculiar about it is the 0x9 at the first part of it cause normal trainer battles just leave it 0x0...

                                          Here let me give you an example of a script that uses that script... (This is in XSE)
                                          (I'll also explain how the scripts work... )

                                          Quote:
                                          #dynamic 0x800000 <- This is needed for every script in XSE, with this XSE finds some Free Space needed starting from offset 0x800000

                                          #org @start <- Starts the script
                                          lock <- Locks the NPC to the player
                                          faceplayer <- Makes the NPC face the player
                                          msgbox @hi 0x6 <- Loads the message in the pointer "@hi"
                                          trainerbattle 0x9 0x1 0x0 @win @lose <- Loads the trainerbattle scene, that battles trainer 0x1, @win-loads the Message with the pointer @win when you win against the trainer, @lose-loads the Message with the pointer @lose when you lose to the trainer, (Also not if you didn't edited the trainers in A-trainer it will load the Leader of Team Aqua with a level 5 Ekans.
                                          msgbox @after 0x6 <- Loads the message in the pointer "@after"
                                          fadescreen 0x1 <- Fades the screen to black
                                          hidesprite 0x1 <- Hide's the sprite with the person event no.1
                                          fadescreen 0x0 <- Fades the screen back to normal
                                          setflag 0x1000 <- Set's the flag 0x1000, if you want the event to not happen again, you should put 1000 on the person ID in Advance-Map
                                          release <- Releases the NPC to the player
                                          end <- Ends the script

                                          #org @hi <- Message of @hi
                                          = \v\h06: Hi there \v\h01!\pLet's battle!\p\v\h01: But, I don't know how...\p\v\h06: Don't worry PROF.OAK will\nteach you as we battle...\p\v\h01: Ok, let's do this!

                                          #org @win <- Message of @win
                                          = Wow!, You're great for a begginer!

                                          #org @lose <- Message of @lose
                                          = Woah, that was fun!

                                          #org @after <- Message of @after
                                          = \v\h06: Wow, You're really good\nfor a begginer!\p\v\h01: Thanks!\p\v\h06: Well I'll be going now\nI'll be seeing you later!\p\v\h01: Ok, bye!
                                          Here's the clean script without the explanations if you want to use it...
                                          Quote:
                                          #dynamic 0x800000

                                          #org @start
                                          lock
                                          faceplayer
                                          msgbox @hi 0x6
                                          trainerbattle 0x9 0x1 0x0 @win @lose
                                          msgbox @after 0x6
                                          fadescreen 0x1
                                          hidesprite 0x1
                                          fadescreen 0x0
                                          setflag 0x1000
                                          release
                                          end

                                          #org @hi
                                          = \v\h06: Hi there \v\h01!\pLet's battle!\p\v\h01: But, I don't know how...\p\v\h06: Don't worry PROF.OAK will\nteach you as we battle...\p\v\h01: Ok, let's do this!

                                          #org @win
                                          = Wow!, You're great for a begginer!

                                          #org @lose
                                          = Woah, that was fun!

                                          #org @after
                                          = \v\h06: Wow, You're really good\nfor a begginer!\p\v\h01: Thanks!\p\v\h06: Well I'll be going now\nI'll be seeing you later!\p\v\h01: Ok, bye!
                                          After you have done this make sure that you have your ROM opened in XSE, after that compile it and copy the offset of @start since it's the very first pointer, then copy that offset in Advance-Map...

                                          Note: Use XSE 1.1.1 and Advance-Map 1.95...

                                          Also maybe reposting my question will bring some people to answer it.. xD
                                          Quote:
                                          Hi, I got a question is it possible to make Pokemon FireRed read GIF's images as sprites? Can it be done through Hex Edting or ASM? or much complicated manner...
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                                            #22346    
                                          Old August 4th, 2012 (11:54 PM).
                                          Ω Ruby and α Sapphire's Avatar
                                          Ω Ruby and α Sapphire Ω Ruby and α Sapphire is offline
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                                            Hey guys, I was wondering how to change what professor oak says when you pick your starter, because I changed the starter pokemon to Cacnea, Carvhana and Hondour but he says bulbasuar ect. If possible can you put it really simply because i have no knowledge on scripting and abbreviations/acronyms. Thanks
                                              #22347    
                                            Old August 5th, 2012 (1:38 AM).
                                            Satoshi Ookami's Avatar
                                            Satoshi Ookami Satoshi Ookami is offline
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                                            Quote:
                                            Originally Posted by Zupplu View Post
                                            Hey guys, I was wondering how to change what professor oak says when you pick your starter, because I changed the starter pokemon to Cacnea, Carvhana and Hondour but he says bulbasuar ect. If possible can you put it really simply because i have no knowledge on scripting and abbreviations/acronyms. Thanks
                                            You can edit it either by using A-Text or by editing Oak's script by using XSE.
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                                              #22348    
                                            Old August 5th, 2012 (2:01 AM).
                                            Ω Ruby and α Sapphire's Avatar
                                            Ω Ruby and α Sapphire Ω Ruby and α Sapphire is offline
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                                              Quote:
                                              Originally Posted by Ash493 View Post

                                              You can edit it either by using A-Text or by editing Oak's script by using XSE.
                                              How can I do that? This is all new to me so i don't know much.
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                                                #22349    
                                              Old August 5th, 2012 (3:12 AM).
                                              ArthurWaine ArthurWaine is offline
                                                 
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                                                Quote:
                                                Originally Posted by Zupplu View Post
                                                How do you set a tile as a warp point? I set the behaviour byte to 69 00but when i go to events and select warp point it doesn't come up! Thanks in advance.
                                                Actually, it's quite simple. If you want to have a warp, go to the 'events' tab, and have a look at the menu bar on the right of your map. On the bottom of it, it lists the number of events you have, and all of the numbers have up/down arrows next to them. Either click the arrows, or put in a number in the box yourself, and click the button underneath the boxes: change events. It will add (I don't know if remove works in quite the same fashion, as I always use the big 'delete event' button for that) events of the specified types up to what you specified, and these will appear in the upper-left corner.

                                                So, for example, say my map had 1 warp event, I typed in '10' in the 'warps' box and hit 'change events'. I would then get 9 warp events in my top left corner, which I could then just drag wherever I wanted them to be

                                                Quote:
                                                I'm trying to make a map but his comes up when i try to save. Help! Thanks!
                                                Yeah, that's a problematic one. As far as I know, that tends to mean the ROM you're using is, for lack of a better word, 'broken'. Personally, I've had that specific issue with every LeafGreen rom I've tried to use, after which I switched to a FireRed one which never gave me any trouble at all. So yeah, a re-download of your ROM in case /might/ fix it, but if it doesn't, try finding the same ROM from a different source, or try using the other game (FireRed if using LeafGreen, Ruby if using Sapphire, etc.).


                                                [QUOTE] Don't have acces to advance map right now, so I'm afraid I can't check anything for you in advance map, but I can give you some pointers to begin with. First off, get your script editor ready, because is, indeed, going to require you to get the scripting muscles flexing.

                                                First off, go to advance map, and set your script editor of choice as default script editor (I believe that option is found under 'options', but if not, it's somewhere in that top line). Then, go to the script in question (which is, if I'm not mistaken, the script on the pokeballs themselves), and either double-click, or select 'open script' on the menu on the left. You'll get a box with a terrible mess of garbled junk (if you've never seen any script before, that is. Trust me, it starts making sense after a couple days ) I can't help you on the pictures right now, wouldn't know how to do that off the top of my head, and as I said I don't have acces to Advance map atm. However, editing the text isn't all that hard:

                                                First, you want to, logically, search for the text you want to change. It's going to be in the bottom part of the window, where you'll get a bunch of these kind of things below each other:

                                                Spoiler:
                                                #org 0xnumber
                                                = text

                                                #org 0xnumber
                                                = text

                                                etc.


                                                Now search for the text for, say, bulbasaur. I've got no idea what it says, but it should be easily found, and once you do, it's really as simple as erasing the text, and replacing it with your new one (you'll need to keep the =, as otherwise it won't recognize your string as text, but for everything else you're free to go). HOWEVER, there is one catch: if you simply replace the text, the new text MUST be shorter than or of equal length with the original text. If not, things are going to get completely messed up, because you'll start writing data to bytes that are already holding other data, which causes really odd things to happen, and just might break it. So, if you're sure your text is shorter than the old one, you're set! Just test it to make sure it all works, and make sure to make use of text-managing commands:\n puts the text after it on a new line, \l scrolls up the previous line and then puts the new line in (remember, the text boxes only have two lines and about 35 characters per line), and last but not least \p lets you open a new 'page' so to say. I can't explain this one that well, but just try it out, you'll get it when you see it. Now, if this was all, don't forget to hit the button called 'compile' when you're done, this will write the changes you made in the script to the ROM (so anything you do before you hit that button has no actual effect whatsoever).

                                                So, what about when what you want to say is longer than the original? Well, don't worry, that just requires a little more work. Step by step:

                                                1. I'm not an XSE user, so I /might/ get the terminology slightly wrong, but I believe it goes like this: put #dynamic 0x800000 at the top of your script. This tells XSE to look for free space large enough to hold all the new stuff, starting at 0x800000 (this is where the empty space on ROMS tends to start, it's actually around 0x740000 I believe, but just to be safe 0x800000 has kind of become the standard) and it is connected to @-signs. If you have #org @whateverisconvenient (seriously though, you just need to make sure that if you have multiple orgs that need inserting, you'll have to make sure to use differnt tags, so your first text is called @text1, the second @text2, etc. Just an example though, it honestly doesn't matter what you call them).

                                                2. Now, change your text (this could also be step one, as the order in which you do these things doesn't really matter, as long as you make sure that the compiling happens LAST). You don't have to pay any attention to length whatsoever this time, as we're going to get you some empty space to put the new stuff in, yay!

                                                3. Now, you'll need to replace all instances of the #org of your new text with @text (or whatever you want to use). Personally, I'd use the find/replace function to do this (I'm going to assume XSE has it...), but you could just do it by hand. Now, make sure to ONLY replace the NUMBER with @text. You'll actually need the #org for your script to work

                                                4. If you're sure you've replaced everything by what you want it to be, you just hit that compile button again, and voila! You should get a list of offsets, but in this case those don't matter as you didn't replace the starting offset, and you should be able to just ignore them. If you want to make sure it all worked properly, just close the script and open it again, and you should see the changes you made reflected in the script.

                                                Well, hope this works for ya, if it doesn't, just have a look at some tuts, it really isn't all that hard, just takes some getting into
                                                  #22350    
                                                Old August 5th, 2012 (9:33 AM).
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                                                destinydownloads destinydownloads is offline
                                                   
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                                                  I want to try to learn ASM hacking but I don't know of any tutorials on someone teaching you. Could someone give me some links these tutorials?
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