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  #22726    
Old September 12th, 2012 (10:29 PM).
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    is it possible to make a bank like feature in ruby where you can deposit money and withdraw money? does that require asm or something?
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      #22727    
    Old September 13th, 2012 (12:52 PM).
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      Quote:
      Originally Posted by PokemonMasters View Post
      is it possible to make a bank like feature in ruby where you can deposit money and withdraw money? does that require asm or something?
      No, it's fairly easy. Store the money in a variable, so use addvar and subvar to add and subtract from it. Use buffernumber to show how much money there is, and then you just need to make it realistic like make multichoice boxes and stuff. Use the script help thread for more help cause this isnt the place, but don't request one
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        #22728    
      Old September 14th, 2012 (11:11 AM). Edited September 15th, 2012 by Sark.
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        Hi! I resolved the sprite inserting problem, but another popped out D:

        So, I recolored Zangoose to make it looks like Linoone's evolution.


        The front is perfectly fine in-game.


        But the back becomes crappy : Even in-game.


        Importing my sprite


        Writing to rom, size error. Finding the size in Free Space Finder...


        Here's the offset. Normally, everything's fine. I saved. Let's open unlz again to see if it correctly worked.


        Nope, still screwed sprite. D:

        It is also screwed in game, so...

        Help? D:
          #22729    
        Old September 14th, 2012 (3:54 PM).
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          Quote:
          Originally Posted by Sark View Post
          Hi! I resolved the sprite inserting problem, but another popped out D:

          So, I recolored Zangoose to make it looks like Linoone's evolution.

          i.imgur.com/bC5N5.png
          The front is perfectly fine in-game.

          i.imgur.com/Eq6mE.png
          But the back becomes crappy D: Even in-game

          i.imgur.com/tRQxu.png
          Importing my sprite

          i.imgur.com/EET5I.png
          Writing to rom, size error. Finding the size in Free Space Finder...

          i.imgur.com/Geqnd.png
          Here's the offset. Normally, everything's fine. I saved. Let's open unlz again to see if it correctly worked.

          i.imgur.com/O9zd5.png
          Nope, still screwed sprite. D:

          It is also screwed in game, so...

          Help? D:
          So when you insert a new sprite, the back sprite you insert into unlz (assuming you're hacking gen III) should be the shiny pallette. That's a probable cause, however more than likely it's something else. Could you fix your links maybe?
            #22730    
          Old September 15th, 2012 (1:10 AM).
          Sark Sark is offline
             
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            No, that's not the problem. '

            In fact, I don't want to fix every colour in the shiny palette sprite to have the normal palette not screwed: the back and the front have the same palettes so the shiny and normal sprites are the same. Oh, and I'll fix the screenshots '
              #22731    
            Old September 15th, 2012 (5:13 AM).
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              anybody know a tutorial link to door manager?
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                #22732    
              Old September 15th, 2012 (12:18 PM).
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                Quote:
                Originally Posted by Sark View Post
                Hi! I resolved the sprite inserting problem, but another popped out D:

                So, I recolored Zangoose to make it looks like Linoone's evolution.


                The front is perfectly fine in-game.


                But the back becomes crappy : Even in-game.


                Importing my sprite


                Writing to rom, size error. Finding the size in Free Space Finder...


                Here's the offset. Normally, everything's fine. I saved. Let's open unlz again to see if it correctly worked.


                Nope, still screwed sprite. D:

                It is also screwed in game, so...

                Help? D:
                I don't know if it's just me but the before and after look exactly the same. What exactly is wrong? maybe an in game screenshot?

                Quote:
                Originally Posted by PokemonMasters View Post
                anybody know a tutorial link to door manager?
                I believe ZodiacTheGreat, the creator had a readme file of a tutorial of how to use door manager in the original download link. Try to find his thread and download it there, or maybe his website (I think he has one, pretty sure, Just google it.)
                  #22733    
                Old September 15th, 2012 (1:38 PM).
                collidingkiss collidingkiss is offline
                   
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                  I only have one question - is there a way I could hack a rom to simply increase odds of finding a shiny? I'd love to play the games naturally, just with chances increased to something such as 1/100, but I don't know if that's a value possible to edit, or how I would go about it.
                    #22734    
                  Old September 15th, 2012 (3:06 PM).
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                    Quote:
                    Originally Posted by collidingkiss View Post
                    I only have one question - is there a way I could hack a rom to simply increase odds of finding a shiny? I'd love to play the games naturally, just with chances increased to something such as 1/100, but I don't know if that's a value possible to edit, or how I would go about it.
                    This requires something called ASM. There are however tools that make your next encouter shiny. That being said there isn't anything you could do to increase the amount of shinies you encounter (in terms of existing tools/research done).

                    It's sorta complicated and I wouldn't even bother unless you're an experienced/knowledgeable hacker.
                      #22735    
                    Old September 15th, 2012 (6:02 PM).
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                      Guys, I've been researching here on the forums and googling around, yet I couldn't find info on this.

                      Is there a tool that allows me to change a pokémon's location?

                      As in: A pokémon that used to caught in route 21 to now appear at route 2 (example)

                      Thanks in advance :D
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                        #22736    
                      Old September 15th, 2012 (6:24 PM).
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                      Quote:
                      Originally Posted by Southueki View Post
                      Guys, I've been researching here on the forums and googling around, yet I couldn't find info on this.

                      Is there a tool that allows me to change a pokémon's location?

                      As in: A pokémon that used to caught in route 21 to now appear at route 2 (example)

                      Thanks in advance :D
                      Um...
                      Advance Map can do that... :\
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                        #22737    
                      Old September 16th, 2012 (1:30 AM).
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                        What the sprite normally looks like.


                        What the front looks like.


                        What the back looks like in game.


                        The two sprites compared.
                          #22738    
                        Old September 16th, 2012 (3:49 AM).
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                          Quote:
                          Originally Posted by Sark View Post
                          Blah blah, images.
                          Oh I see, the darker brown is being replaced by a light brown. That's the first time I've actually seen the problem before. Theoretically it should've stayed darkbrown unless you didn't index properly(which I think you did). I don't suppose you know how to hex edit palettes do you? If you don't there's a good tutorial by Blitz.
                          http://www.pokecommunity.com/showthread.php?t=200670

                          There are some risks involved though :)
                            #22739    
                          Old September 16th, 2012 (4:15 AM). Edited September 16th, 2012 by JerichoMadness.
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                            G'Day people, n00b here.

                            I'm getting pretty annoyed.
                            Started XSE tutorials yesterday, all I want to do is insert a few things in a FR Rom in my own room at the start who talk to me. So far, so good.
                            If I'm unlucky and insert a new script in Advance Map, the whole room is sometimes "broken". It happens from time to time, scripts are correct.
                            => My new script can't be seen, all other warps/scripts that were there before don't work anymore (e.g. the PC/TV, stair warp). Even if I delete the new event that make all that happen.

                            That again means I can rewrite the rom over again.

                            What the hell am I doing wrong? o...o
                              #22740    
                            Old September 16th, 2012 (6:24 AM).
                            surfer treecko surfer treecko is offline
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                              @JerichoMadness

                              If I understand correctly, the problem might be that you're loading the ROM while still in the room you've edited. Make a savestate outside the room and load that one when checking it.
                                #22741    
                              Old September 16th, 2012 (6:55 AM). Edited September 16th, 2012 by JerichoMadness.
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                                Tried it, it still happens. Waiting with Mum. Put up a Person in my room who talks to me => works

                                Set up a statue (Sign) => Person gone, all other scripts in the room don't work
                                  #22742    
                                Old September 16th, 2012 (7:42 AM).
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                                  I have 2 questions to ask:

                                  1) Does your XSE script ever reset itself? I was editing the script in fire red where oak stops you from going in the grass. The only thing I have changed was the movement but when I try to change the movemnt, complite it, close it, and open the script up again it goes back to the way it was before. i don't get why this happens =(

                                  2) How would I make an in game trade? Like when a NPC says "I'll trade my geodude for your onix". I made one but it was really bad, you couldn't see the trade screen yeah =(

                                  If you know how to do any of these, PM me please!
                                    #22743    
                                  Old September 16th, 2012 (8:11 AM). Edited September 16th, 2012 by JonnyPhoenyx.
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                                    Wow, hate to break the XSE and Mod theme here, but here it goes:

                                    If a basic pokemon learns a move at LvX, and it's evolved form also learns a move at the same level, when it evolves, does it learn both moves?
                                    Example: Eevee learns Baton Pass at Lv36. Umbreon learns Faint Attack at Lv36 as well (HGSS). If Eevee evolved at Lv36, would it lean Baton Pass > Evolve > then learn Faint Attack once it's Umbreon?
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                                    Old September 16th, 2012 (8:22 AM).
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                                      Quote:
                                      Originally Posted by JonnyPhoenyx View Post
                                      Wow, hate to break the XSE and Mod theme here, but here it goes:

                                      If a basic pokemon learns a move at LvX, and it's evolved form also learn a moves at the same level, when it evolves, does it learn both moves?
                                      Example: Eevee learns Baton Pass at Lv36. Umbreon learns Faint Attack at Lv36 as well (HGSS). If Eevee evolved at Lv36, would it lean Baton Pass > Evolve > then learn Faint Attack once it's Umbreon?
                                      It could do. I remember in Ruby evolving Torchic into Combusken at Lv. 16 made it learn Double Kick after evolving. I think it would, as if it levels up in battle, in learns the new move, then after battle, evolves and learns new move.
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                                        #22745    
                                      Old September 16th, 2012 (8:28 AM).
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                                        For JPAN's OW switch, a warp is needed to make the switch actually happen. I made a level script at the beginning of the game (right after the intro ends) and in it, I set the variable to make the switch, and then a warp which was made to warp you to the same exact spot on the same map, as a way of "resetting it". The idea was this was supposed to happen before the screen showed, like how the player looks up in the original game as soon as the map shows up.

                                        Instead, the screen showed, then it faded in and out (the warp happened after the screen loaded) and the OW didn't switch. can anyone shed some light on this, if there's a reason it didn't work or something I can do differently?
                                          #22746    
                                        Old September 16th, 2012 (8:30 AM).
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                                        Let's say Pikachu evolves into Raichu at Level 5. At Level 5, Pikachu learns Move A, and at Level 5, Raichu learns Move B. When Pikachu levels up, it tries to learn Move A. Then, after the battle ends/you've used the Rare Candy, Pikachu evolves into Raichu, and Raichu tries to learn Move B.
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                                          #22747    
                                        Old September 16th, 2012 (1:53 PM).
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                                          Does anyone know a simple ASM routine to change the value of an offset of your choice within the RAM?

                                          For instance, let's say I wanted to change the value at 0x02023BE4. How would I go about doing that?
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                                            #22748    
                                          Old September 16th, 2012 (2:47 PM).
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                                            Quote:
                                            Originally Posted by Chaos Rush View Post
                                            Does anyone know a simple ASM routine to change the value of an offset of your choice within the RAM?

                                            For instance, let's say I wanted to change the value at 0x02023BE4. How would I go about doing that?
                                            I'm not very certain, but what you do is you find out how the value was obtained then you can branch the routine and make your own subroutine to modify the outcome.

                                            I'm not very sure, but I think that's the way you do it
                                              #22749    
                                            Old September 17th, 2012 (2:06 AM).
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                                              Quote:
                                              Originally Posted by JerichoMadness View Post
                                              G'Day people, n00b here.

                                              I'm getting pretty annoyed.
                                              Started XSE tutorials yesterday, all I want to do is insert a few things in a FR Rom in my own room at the start who talk to me. So far, so good.
                                              If I'm unlucky and insert a new script in Advance Map, the whole room is sometimes "broken". It happens from time to time, scripts are correct.
                                              => My new script can't be seen, all other warps/scripts that were there before don't work anymore (e.g. the PC/TV, stair warp). Even if I delete the new event that make all that happen.

                                              That again means I can rewrite the rom over again.

                                              What the hell am I doing wrong? o...o
                                              I'd like to re-roll my problem.

                                              Till now I've tried about 10 times to insert simple small events in my starter room. I even managed to set up 3 working scripts in my room. I set up a fourth one and the room was broken (Black screen).
                                              I tried setting things up in the kitchen where Mum is, same thing happened. I've used different ROMs (Another FR Rom/Ruby Rom), the same thing always happens.
                                              Using Advance Map 1.92, XSE 1.1 and FSF. Can anyone maybe send me a message with thoughts or try to help me out in any way? I'm tending to give up on this _._
                                                #22750    
                                              Old September 17th, 2012 (4:14 AM).
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                                                Quote:
                                                Originally Posted by Chaos Rush View Post
                                                Does anyone know a simple ASM routine to change the value of an offset of your choice within the RAM?

                                                For instance, let's say I wanted to change the value at 0x02023BE4. How would I go about doing that?
                                                What do you mean actually? Like an WriteByteToOffset?
                                                Or a value that changes constantly?

                                                If the first one, it's as simple as this:

                                                Code:
                                                .align 2
                                                .thumb
                                                
                                                push {r0-r1,lr}
                                                ldr r0, =0xOFFSET
                                                ldr r1, =0xValue
                                                str r1, [r0]
                                                pop {r0-r1, lr}
                                                You must change That STR to STRB if the value is only 1 byte or to STRH if it's 2 bytes. Otherwise, it's 4 bytes and you leave it like it is.

                                                ~Sonic1
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