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  #22476    
Old September 1st, 2012 (8:49 AM).
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Nope, I'm afraid you're wrong in this case. You only need to set a unique Person ID to the Poké Ball. Using "MSG_FIND" will automatically hide and set the flag for you.
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  #22477    
Old September 1st, 2012 (9:38 AM).
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    Okay both of you, I am still confused, I wrote that script in and it didn' work! =( I have never used XSE before =( May you please tell me the exact script you would use to pick up a pokeball off the ground?
      #22478    
    Old September 1st, 2012 (9:41 AM).
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    In Advance Map, you need to set the Poké Ball's Person Event (click on the Events tab, then click on the Poké Ball). Where it says "Person ID", set it to a flag, such as 1201. Then assign the script to the Poké Ball event and it should work.
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      #22479    
    Old September 1st, 2012 (1:29 PM). Edited September 1st, 2012 by Meowing Mewtwo.
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    Meowing Mewtwo Meowing Mewtwo is offline
       
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      Can somebody give me a way to download HackMew's A-Trainer? Sorry that the question doesn't really connect with these others...

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        #22480    
      Old September 1st, 2012 (2:03 PM).
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        I have another question
        I inserted new Pokemon center and Pokemart sprites in advanced map and the tile occasionally show up correctly but sometimes they show up all mesed up
        Can somebody tell me how to fix this?
          #22481    
        Old September 1st, 2012 (2:13 PM).
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        Meowing Mewtwo:

        Hey, don't feel bad! It's a perfectly legitimate request.

        Click these words to download the most recent version of A-Trainer

        MrSandman64:

        When you exit a map and enter another map that uses a different tileset, the tiles that were used in the first map will become the tiles in the second map's tilesets. This is why Kanto is scattered with gates, so that the player won't see these glitched tiles. If it's possible, change one of the maps tileset so that it matches the other map, or add a gate so that the two maps (or any tiles in Tileset 2 of the respective maps) aren't visible from one another.
        Attached Files
        File Type: zip A-Trainer.zip‎ (113.6 KB, 16 views) (Save to Dropbox)
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          #22482    
        Old September 1st, 2012 (2:21 PM).
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          Spherical Ice: im not sure if I completely understand what you mean but the tiles I added are in tileset 1
            #22483    
          Old September 1st, 2012 (2:32 PM).
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            how much free space does a script need?
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              #22484    
            Old September 1st, 2012 (5:25 PM).
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              Does anyone happen to have a full text dump (not a script dump) of Pokemon Emerald?

              Anyone willing to get it for me? :3

              Thanks in advance!
                #22485    
              Old September 1st, 2012 (6:21 PM).
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                Not sure if this goes in this thread or the script help thread, so I'll have it in both.

                I'm confused with giving moves new descriptions. Every time I do, the game ends up glitching the text, and some of it appears on other sides, overlapping and whatnot. Anyone who has added new descriptions through scripts should understand. How would I go about doing this perfectly, and what is the most text I can use as a description?
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                  #22486    
                Old September 1st, 2012 (9:53 PM).
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                Quote:
                Originally Posted by PokemonMasters View Post
                how much free space does a script need?
                It entirely depends on how large the script is. A script with more commands and parameters will take up a greater amount of space than a script with less. So long as you have the '#dynamic' directive at the beginning of your scripts then most script editors will find the next area of free space which can hold your script so there's no real need to worry about their size.
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                  #22487    
                Old September 2nd, 2012 (1:28 AM).
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                  i still dont get it. so i just put #dynamic then i just press enter? also how do you make the free space finder for xse work? i tried pressing alt f but nothing happend.
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                    #22488    
                  Old September 2nd, 2012 (5:10 AM).
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                    How can I hack Pokemon Black/white that for example on Route 16 stands an Arceus and when I'm talking to it I can fight against it and can catch it?
                      #22489    
                    Old September 2nd, 2012 (5:45 AM).
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                      Does anyone know how to download Advanced Text I've tried to download it but every time I try to run it an error comes up saying that a component it missing.
                        #22490    
                      Old September 2nd, 2012 (6:35 AM).
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                      Quote:
                      Originally Posted by PokemonMasters View Post
                      i still dont get it. so i just put #dynamic then i just press enter? also how do you make the free space finder for xse work? i tried pressing alt f but nothing happend.
                      No, you need to search for a free space, either manually with a hex editor, or through a free space finder.
                      But you can also use a uniform type of dynamic offset, since XSE will automatically search for free space for your script.
                      Code:
                      #dynamic 0x800000
                      Dynamic will tell XSE the offset of where XSE will begin searching for free space in your ROM.
                      Example, if ever there's already data stored from 0x800000 to 0x802000, then XSE will start writing your script in 0x802001.
                      Just make sure you copy the starting offset XSE provides you after you compile your script.
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                        #22491    
                      Old September 2nd, 2012 (9:17 AM).
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                        Quote:
                        Meowing Mewtwo:

                        Hey, don't feel bad! It's a perfectly legitimate request.

                        Click these words to download the most recent version of A-Trainer
                        Aw, thanks! That helped a TON.
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                          #22492    
                        Old September 2nd, 2012 (6:12 PM).
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                          oh , ok thanks :) . how do you edit the names of tms/hms? I want to De-capitalize it.
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                            #22493    
                          Old September 3rd, 2012 (12:54 AM).
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                          Quote:
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                          oh , ok thanks :) . how do you edit the names of tms/hms? I want to De-capitalize it.
                          You need to use programs that edit attacks, A-Tack is probably the best bet.
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                            #22494    
                          Old September 3rd, 2012 (4:45 AM).
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                            Does anyone know what number the intro picachu (the one above the message in the intro)
                            ears are in unLZ-GBA? I know that the rest of the pikachu can be found at 341 and 342.
                              #22495    
                            Old September 3rd, 2012 (5:04 AM).
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                              Quote:
                              Originally Posted by MrSandman64 View Post
                              Does anyone know how to download Advanced Text I've tried to download it but every time I try to run it an error comes up saying that a component it missing.
                              Yes, it is comctl32.dll the missing element! If you want to, you can download Advance Text from my website (Go on my account contact info, I can't post links). These .dll are included in the download. You go on Hack Rom Tools (it's in italian, but it's not very difficult, I'm translating it)->Click on Hack Tools->Click on the Game Boy Advance->You search in the list Advance Text and you download it!
                              Then you unzip it and it's ready to use!
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                                #22496    
                              Old September 3rd, 2012 (10:54 AM).
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                                How do you hex edit dp map images
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                                  #22497    
                                Old September 3rd, 2012 (5:31 PM).
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                                Quote:
                                Originally Posted by MrSandman64 View Post
                                Does anyone know what number the intro picachu (the one above the message in the intro)
                                ears are in unLZ-GBA? I know that the rest of the pikachu can be found at 341 and 342.
                                You can find the ears at 2028 in an untouched FR ROM.
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                                  #22498    
                                Old September 3rd, 2012 (7:38 PM). Edited September 3rd, 2012 by SpadeEdge16.
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                                  So, I've been looking into this tutorial, and it's worked out very well so far, but after finishing with the image inserting, it goes on to show how to give an item an ability to do something by giving it a script, but in my case, I'm making stones for evolution.
                                  My question is if I have to do this step for stones? Because I feel that I can just ggo into Yape and say that a pokemon evolves with the stone I made, and then when the player uses the stone, it shows that the pokemon can evolve with it, and then they click on the pokemon, it evolves, and the item goes away. Would that be how it works? Or do I have to do the last few steps of this as well?
                                  Here's the tutorial: http://www.pokecommunity.com/showthread.php?t=258426
                                  It seems I've also run into another problem. How do I make it appear in Yape so it can actually be used for evolution?
                                    #22499    
                                  Old September 3rd, 2012 (10:22 PM).
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                                    is there another way to edit the titlescreen on a touched rom? (for ruby)
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                                      #22500    
                                    Old September 4th, 2012 (4:28 AM).
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                                      Can someone direct me to a link to a tutorial where I can find out how to change the sprite of Oak when he's giving that long speech at the beginning?

                                      Or tell me the number/offset it comes up in on unLZ GBA, well assuming that's how you change it.

                                      Oh I'm hacking fire red if that helps

                                      Thanks in advance :)
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