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  #22951    
Old October 14th, 2012 (12:48 PM).
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HackandBack HackandBack is offline
     
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    I have been using unLZ to add Victini's sprite (from the 64x64 sprite resource here) to the game. While the normal sprite looks fine, the back sprite's palette looks off. Help?

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      #22952    
    Old October 14th, 2012 (12:51 PM).
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    Lugia_Da_Boss Lugia_Da_Boss is offline
       
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      @HackandBack: The backsprite that you import has to be the shiny one. Don't ask me why.
        #22953    
      Old October 14th, 2012 (1:29 PM).
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      flaredragon00 flaredragon00 is offline
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        Hello, I have a question about how to edit Egg Moves.

        I have Gengar in the Fairy Egg Group now, and I want Clefairy to learn Night Shade as an Egg move.

        Thank you for your time.
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          #22954    
        Old October 14th, 2012 (3:06 PM).
        poisonhearts628 poisonhearts628 is offline
           
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          I am pretty sure my problem is tied into the warp animation. Does anyone know if there is an offset for the animation or something? I am kinda new to this.
            #22955    
          Old October 15th, 2012 (4:01 PM).
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          DrFuji DrFuji is offline
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          Quote:
          Originally Posted by Lugia_Da_Boss View Post
          How do I delete text in Advanced Text without leaving a blank textbox in game where the text used to be?
          You can't do that through A-Text alone - You will have to use a script editor to open the script and remove that particular msgbox command entirely.

          Quote:
          Originally Posted by xoax View Post
          What's the palette offset for this box in the battle screen [in Emerald]?

          Also, is there a different way to change the regional Dex in Emerald and Fire Red than changing the National Dex? It makes the descriptions switch up.
          No answer for your second question, but you can find the palette at 0xC004E5.

          Quote:
          Originally Posted by flaredragon00 View Post
          Hello, I have a question about how to edit Egg Moves.

          I have Gengar in the Fairy Egg Group now, and I want Clefairy to learn Night Shade as an Egg move.

          Thank you for your time.
          Hopefully this tool will help you out (If you're using a third gen ROM).

          Quote:
          Originally Posted by poisonhearts628 View Post
          Alright. First time post here. I am having a few problems but I am pretty sure they are linked to the same cause, I just don't know how to go about fixing it. 1) When you enter cycling road entrance arrows appear between my character. 2) When exiting buildings a portion of my character's head appears at the bottom of the door instead of the arrow. 3) When surfing/flying my character's sprite splits when entering/exiting the surf/fly animation. Any Ideas?
          Quote:
          Originally Posted by poisonhearts628 View Post
          I am pretty sure my problem is tied into the warp animation. Does anyone know if there is an offset for the animation or something? I am kinda new to this.
          Have you checked how those frames look in a OW editor like NSE or Overworld Editor Rebirth?

          If you have and they seem fine then somewhere in your editing you've modified the code which tells the game how to load in sprites. Your player sprite's location within the RAM when loaded has been changed somehow, which is resulting in it overwriting other sprites that pop up (which is clearly shown in your second example). You can try to change that part of the code in your ROM to the way it was originally (but I have no idea how to do that), so a more realistic solution is to go back to an earlier backup file which doesn't have those problems if you have one and restart your progress from there.
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            #22956    
          Old October 15th, 2012 (4:12 PM).
          PunsAreFun PunsAreFun is offline
             
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            Hey all, I'm having 2 problems (Gen 3 Hacking).
            How do I stop a title from showing when I enter a cave?
            Why is it that I can run in one cave but not another when their map options are identical?
              #22957    
            Old October 15th, 2012 (7:08 PM).
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              Is there a way to create new routes in advanced map?
              I have routes 1-25 but when I create a new map and give it a new route, it will just change the name of the map that I originally used.
              Can someone give me very detailed instructions on how to create a new route. Please and thank you.
                #22958    
              Old October 16th, 2012 (3:04 AM).
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                This'll sound noob-ish, but here goes.

                How can I see all the raw data of the 1st gen games for myself? Just like you have Crystal Tile 2, which opens DS games and displays every hex in their respective offsets, is there a way to see the data and offsets in R/B/Y? I want to mess around with it myself instead of using tools but don't understand how to manually edit single data bits.(I think they're called bits...? Sorry.)
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                  #22959    
                Old October 16th, 2012 (7:36 AM).
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                miksy91 miksy91 is offline
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                  Quote:
                  Originally Posted by Sensui View Post
                  This'll sound noob-ish, but here goes.

                  How can I see all the raw data of the 1st gen games for myself? Just like you have Crystal Tile 2, which opens DS games and displays every hex in their respective offsets, is there a way to see the data and offsets in R/B/Y? I want to mess around with it myself instead of using tools but don't understand how to manually edit single data bits.(I think they're called bits...? Sorry.)
                  I don't know how DS roms work exactly but I believe the rom structure is organized into smaller parts. This is not the case in GB and GBA rom files so you're going to have to "play with" 1MB roms (that R/B/Y are) as their own.

                  A hex and an assembly editor would be the tools you're mostly looking for. See Skeetendo Inc. for more documentation on R/B/Y.
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                    #22960    
                  Old October 16th, 2012 (2:17 PM).
                  MrMasterMrDoom MrMasterMrDoom is offline
                     
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                    Where is the data for mixed records stored in RSE?
                    I want to add the secret bases from my physical copy into my ROM save, and there's no real convenient way to do this, as far as I know.
                      #22961    
                    Old October 16th, 2012 (4:00 PM).
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                    TheOrangePichu TheOrangePichu is offline
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                      I think I worded it wrong and I really need an answer. Is there a way to change the Y coordinate where you start out in Pokemon Fire Red? It is always at 06 and I wish to make it something else (SMCA does not edit the Y coordinate by the way.
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                        #22962    
                      Old October 16th, 2012 (4:41 PM).
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                      FirEmerald FirEmerald is offline
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                        Ok, I know this is probably not a response to any question, but I have an as-far-as-I-know complete LZ77 compressed data offset list that I made that could help some people looking for answers. would it be O.K. if I posted it here?
                          #22963    
                        Old October 16th, 2012 (4:56 PM).
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                          Quote:
                          Originally Posted by FirEmerald View Post
                          Ok, I know this is probably not a response to any question, but I have an as-far-as-I-know complete LZ77 compressed data offset list that I made that could help some people looking for answers. would it be O.K. if I posted it here?
                          First, which game is it for, and what is the language? Second, I think it would probably be best suited to this thread here: http://www.pokecommunity.com/showthread.php?t=196265
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                            #22964    
                          Old October 17th, 2012 (7:11 AM).
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                          LugiaMZ LugiaMZ is offline
                             
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                            Hi everyone, I having two question to ask hope have everyone can answer me.

                            First question, I want to make a script for example player battle with a Mew, after battle and check player have catched Mew or not, if uncatched going to rebattle or etc. How to scripting it? Can everyone give me an example script and explain for me? I played Pokemon Ash Gray battle with Bulbasaur's it used this script, and I need it too. ><

                            Another question, how to make a uncatchable Pokemon?

                            Thanks.
                              #22965    
                            Old October 17th, 2012 (7:12 AM).
                            poisonhearts628 poisonhearts628 is offline
                               
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                              Yeah, I checked out everything in the OW editor and everything checked out so I went back to a previous version and everything works the way it is supposed to now with one exception. My character's sprite is spot on color wise in NSE but when I load up my game the character is really bright. How do I fix this?
                                #22966    
                              Old October 17th, 2012 (4:00 PM).
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                              FirEmerald FirEmerald is offline
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                                I already had it on that thread, yes it's for emerald, and I was just asking because some people might not look there or in other places before here.
                                  #22967    
                                Old October 17th, 2012 (4:31 PM).
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                                  Quote:
                                  Originally Posted by FirEmerald View Post
                                  I already had it on that thread, yes it's for emerald, and I was just asking because some people might not look there or in other places before here.
                                  Na, there's really no point. If it's already on the Pokecommunity somewhere then there's no reason to post it again.
                                    #22968    
                                  Old October 17th, 2012 (5:49 PM).
                                  PunsAreFun PunsAreFun is offline
                                     
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                                    For example, lets say I have a cave in Pewter City that warps to the Rock Tunnel map. Now if I look at the Pokedex area map it'll tell me they're in Rock Tunnel when really you get there from Pewter (obviously). So I guess what I'm asking is, is there a way for me to tell the Pokedex where a Pokemon is without it really being there? And vise versa?
                                      #22969    
                                    Old October 18th, 2012 (1:43 AM).
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                                    borisjo borisjo is offline
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                                      I have a question about levelscripts. I've been searching but I can't seem to find an answer , my question is: do levelscripts work if you get back to the map after a wild pokemon battle? Some sort of a safari type, when you catch a pokemon, the script detects it with special2 command and you get warped out of there. Can levelscripts work after a battle and if they can, how do I make it to work? Thanks in advance!
                                        #22970    
                                      Old October 18th, 2012 (3:46 AM).
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                                      Jambo51 Jambo51 is offline
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                                        Quote:
                                        Originally Posted by PunsAreFun View Post
                                        For example, lets say I have a cave in Pewter City that warps to the Rock Tunnel map. Now if I look at the Pokedex area map it'll tell me they're in Rock Tunnel when really you get there from Pewter (obviously). So I guess what I'm asking is, is there a way for me to tell the Pokedex where a Pokemon is without it really being there? And vise versa?
                                        There isn't yet, but I'm working on this very thing for roaming legendaries. If I work it out, I'll post something in R&D, so keep an eye on R&D.

                                        Quote:
                                        Originally Posted by borisjo View Post
                                        I have a question about levelscripts. I've been searching but I can't seem to find an answer , my question is: do levelscripts work if you get back to the map after a wild pokemon battle? Some sort of a safari type, when you catch a pokemon, the script detects it with special2 command and you get warped out of there. Can levelscripts work after a battle and if they can, how do I make it to work? Thanks in advance!
                                        Level script type 5 triggers every time you refresh the OW screen (with, perhaps the exception of special 0x8E). There isn't one which only triggers after battle, but if you write your script well, that won't matter too much.
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                                          #22971    
                                        Old October 18th, 2012 (12:25 PM).
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                                        borisjo borisjo is offline
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                                          Quote:
                                          Originally Posted by Jambo51 View Post
                                          Level script type 5 triggers every time you refresh the OW screen (with, perhaps the exception of special 0x8E). There isn't one which only triggers after battle, but if you write your script well, that won't matter too much.
                                          Thank you for replying! But I have no idea how to make this levelscript type 5 to work, I've tried many things but the screen stays black when I come back to the map after a battle. I hope you know how I can solve this? I have added the script here:

                                          Spoiler:
                                          #dynamic 0x3C9E86

                                          #org @start
                                          setvar 0x7001 0x1
                                          setvar 0x8004 0xEC
                                          special2 0x800D 0x17C
                                          compare 0x800D 0x1
                                          if 0x1 goto @have
                                          setvar 0x8004 0xCC
                                          special2 0x800D 0x17C
                                          compare 0x800D 0x1
                                          if 0x1 goto @have
                                          setvar 0x8004 0xD7
                                          special2 0x800D 0x17C
                                          compare 0x800D 0x1
                                          if 0x1 goto @have
                                          release
                                          end

                                          #org @have
                                          lock
                                          msgbox @1 0x2
                                          fadescreen 0x1
                                          fadescreen 0x0
                                          warp 0x0 0x05 0xFF 0x1A 0x0E
                                          applymovement 0xFF @move

                                          #org @1
                                          = Attention! We have our\nlast member: \vh01!

                                          #org @move
                                          #raw 0x12
                                          #raw 0x12
                                          #raw 0x12
                                          #raw 0x12
                                          #raw 0x12
                                          #raw 0x12
                                          #raw 0x12
                                          #raw 0x12
                                          #raw 0xFE
                                            #22972    
                                          Old October 18th, 2012 (12:59 PM).
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                                          Jambo51 Jambo51 is offline
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                                            Quote:
                                            Originally Posted by borisjo View Post
                                            Thank you for replying! But I have no idea how to make this levelscript type 5 to work, I've tried many things but the screen stays black when I come back to the map after a battle. I hope you know how I can solve this? I have added the script here:

                                            Script removed for brevity.
                                            You can't execute scripts like that using type 5 level scripts. It explicity requires type 2, which in turn, is variable reliant.

                                            Try setting a variable you haven't used inside the type 5 script:
                                            Spoiler:
                                            #dynamic 0x800000

                                            #org @main
                                            [Checks for caught Pokémon]
                                            [If not caught, branch to @alt]
                                            setvar 0x40F0 0x1
                                            end

                                            #org @alt
                                            end


                                            And then putting the "exit" script in the type 2 level script slot, using (in my example) var 0x40F0 as the control value, and set the "value" to 1.

                                            Your script requires some modification, because you can't warp and then continue execution of the script, so it needs split up into 2 parts.

                                            Type 2 level script (Map 1, same map as type 5 script from above):
                                            Spoiler:
                                            lock
                                            msgbox @1 0x2
                                            warp 0x0 0x05 0xFF 0x1A 0x0E
                                            waitstate
                                            setvar 0x40F0 0x2
                                            release
                                            end

                                            #org @1
                                            = Attention! We have our\nlast member: \vh01!


                                            Finally, you need to (in the map you warp back to) add yet another type 2 level script which contains the remaining movement part. The var is still 0x40F0, but the value is now 2:
                                            Spoiler:
                                            lock
                                            applymovement 0xFF @move
                                            waitmovement 0x0
                                            setvar 0x40F0 0x3
                                            release
                                            end

                                            #org @move
                                            #raw 0x12
                                            #raw 0x12
                                            #raw 0x12
                                            #raw 0x12
                                            #raw 0x12
                                            #raw 0x12
                                            #raw 0x12
                                            #raw 0x12
                                            #raw 0xFE


                                            I know for a fact that the last 2 parts will work, but I'm not sure about the type 5 level script part. It's worth a try. If it doesn't work, you're looking at ASM hacking to get your desired result, and that's not fun.
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                                              #22973    
                                            Old October 18th, 2012 (1:31 PM).
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                                            borisjo borisjo is offline
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                                              Quote:
                                              Originally Posted by Jambo51 View Post
                                              You can't execute scripts like that using type 5 level scripts. It explicity requires type 2, which in turn, is variable reliant.

                                              Try setting a variable you haven't used inside the type 5 script:
                                              Spoiler:
                                              #dynamic 0x800000

                                              #org @main
                                              [Checks for caught Pokémon]
                                              [If not caught, branch to @alt]
                                              setvar 0x40F0 0x1
                                              end

                                              #org @alt
                                              end


                                              And then putting the "exit" script in the type 2 level script slot, using (in my example) var 0x40F0 as the control value, and set the "value" to 1.

                                              Your script requires some modification, because you can't warp and then continue execution of the script, so it needs split up into 2 parts.

                                              Type 2 level script (Map 1, same map as type 5 script from above):
                                              Spoiler:
                                              lock
                                              msgbox @1 0x2
                                              warp 0x0 0x05 0xFF 0x1A 0x0E
                                              waitstate
                                              setvar 0x40F0 0x2
                                              release
                                              end

                                              #org @1
                                              = Attention! We have our\nlast member: \vh01!


                                              Finally, you need to (in the map you warp back to) add yet another type 2 level script which contains the remaining movement part. The var is still 0x40F0, but the value is now 2:
                                              Spoiler:
                                              lock
                                              applymovement 0xFF @move
                                              waitmovement 0x0
                                              setvar 0x40F0 0x3
                                              release
                                              end

                                              #org @move
                                              #raw 0x12
                                              #raw 0x12
                                              #raw 0x12
                                              #raw 0x12
                                              #raw 0x12
                                              #raw 0x12
                                              #raw 0x12
                                              #raw 0x12
                                              #raw 0xFE


                                              I know for a fact that the last 2 parts will work, but I'm not sure about the type 5 level script part. It's worth a try. If it doesn't work, you're looking at ASM hacking to get your desired result, and that's not fun.
                                              It's been a while since I scripted XSE so I need to get back into it also I'm dutch and learning a scripting language in English is not the easiest for me so I hope you can explain some more about this.

                                              I understand I need to make 3 scripts, 1 type 5 levelscript that detects that I caught(or that I didn't caught) a specific pokemon.
                                              1 type 2 levelscript that warps me to a certain point and 1 typ2 levelscript that makes me move.
                                              But I don't quite understand how these scripts follow up to each other.
                                              I can't follow the 0x40F0 part, when it's set to 1 does the next script sees it because it is going to set the variable to value 2? Sorry if my grammar isn't good, I'm trying my best!

                                              I hope you will take time to explain this to me, again thanks in advance!
                                                #22974    
                                              Old October 18th, 2012 (2:33 PM).
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                                                I have a question. Hope someone can answer

                                                My question is this: How can I make the "BF1" titles go away in Pokemon Fire Red? What I mean is, in the Team Rocket hideout, when you go from place to place, the map title that pops up every time you go into a new map is something like "ROCKET HIDEOUT" but then there is another string of text that says "BF1" or "BF2", which stands for bottom floor. How would I go about getting rid of these strings of text?

                                                Thank you for your time in advanced.
                                                  #22975    
                                                Old October 18th, 2012 (4:14 PM). Edited October 18th, 2012 by PunsAreFun.
                                                PunsAreFun PunsAreFun is offline
                                                   
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                                                  Quote:
                                                  Originally Posted by CrystalStatic View Post
                                                  I have a question. Hope someone can answer

                                                  My question is this: How can I make the "BF1" titles go away in Pokemon Fire Red? What I mean is, in the Team Rocket hideout, when you go from place to place, the map title that pops up every time you go into a new map is something like "ROCKET HIDEOUT" but then there is another string of text that says "BF1" or "BF2", which stands for bottom floor. How would I go about getting rid of these strings of text?

                                                  Thank you for your time in advanced.
                                                  In the Advnace Map Header go to "Show Name on Entering" and change it to 02??
                                                  That should do the trick.

                                                  I wrote a level script that will show certain sprites if certain flags are set. The first time I visited it set the sprites correctly. But now when I go back there, nothing shows up! Why is that? Is there a way to write a level script to make sprites appear/disappear every time you enter?
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