ROM Hacking Need a helping hand? You can get help on any ROM Hacking-related problems or questions you have here.

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  #23476    
Old January 13th, 2013 (9:03 AM).
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wierddude22 wierddude22 is offline
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    Spoiler:


    Yeah, I made a trainer script added it in but then that happens when i am a step away from said trainer. (It happens on all trainers)
    This only happens if the trainer box is ticked. The script works fine if you talk to them.
    Also if you battle them then they notice you again (By talking to the side then walking in front of them)

    Is this fixable or am i going to have to start again?

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      #23477    
    Old January 13th, 2013 (9:48 AM).
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    karatekid552 karatekid552 is offline
    What happens if I push it?....
       
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      Quote:
      Originally Posted by Moridin View Post
      I want a trainer to "reactivate" when you leave and reenter an area, but have not found a way to actually make a trainer challenge you a second time. This is not a VS. Seeker rematch, nor someone you speak to. I simply want the trainer to act as if you had not defeated them the first time, seeing and challenging you as usual.

      Unfortunately, I don't know what offset the flag for this is at: the trainerbattle command handles this automatically.

      Does anyone know how to do this?
      Okay, just make a level script that has this in it:

      setrainerflag 0x(trainer #)

      Now, everytime you enter the map, it should set the flag and allow you to battle them. Trainers have their own set of flags and it is simply just their number.

      I know what you're thinking, shouldn't the flag be clear to battle? Just for anyone seeing this, trainer flags work oposite of regular flags. I saw a post once that explained why, and it's not really backwards, but I can't remember exactly how he put it. So, it's easiest just to remember it as backwards.
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        #23478    
      Old January 13th, 2013 (12:48 PM).
      YogiBerra YogiBerra is offline
         
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        Does anyone know how I would go about writing a script to return the player to the title screen?
          #23479    
        Old January 13th, 2013 (3:35 PM).
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        karatekid552 karatekid552 is offline
        What happens if I push it?....
           
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          I know that there are a few specials that are "corrupt" and will reset the game to just after gameboy introduction when the copyright comes up. Are you looking for this effect, like after the credits finish rolling, or directly to the titlescreen?
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            #23480    
          Old January 13th, 2013 (4:12 PM).
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          Darthatron Darthatron is offline
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          Quote:
          Originally Posted by YogiBerra View Post
          Does anyone know how I would go about writing a script to return the player to the title screen?
          Code:
          callasm 0x800000
          That will restart the game.
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            #23481    
          Old January 13th, 2013 (4:53 PM).
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          Quote:
          Originally Posted by tajaros View Post
          Ok, I got a question...

          So I have succesfully replaced the FireRed Battle Background! Yay! ^_^



          Now here's the problem when I enter the battle it looks like this.



          So anyone having the same problem and have a way to fix this? I think this is something with the raw pallete map right? Or maybe something to do with the palletes.
          It looks like you've only partially set which palette your background should use, rather than all of it. If you open your tileset/ tilemap combo in NTME, scroll down and switch to the palette view there should be a large section of the tilemap which has a different palette to the one you want. Reassign the palette used by these tiles, reinsert the tilemap and everything should look okay in-game.


          It also looks like the white tiles are repeating over and over again, so I'm assuming that you haven't edited the lower half of the tilemap at all. You're going to have to do this as well if you want a seamless transition in the opening battlescreen.
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            #23482    
          Old January 13th, 2013 (5:52 PM).
          YogiBerra YogiBerra is offline
             
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            Quote:
            Originally Posted by Darthatron View Post
            Code:
            callasm 0x800000
            That will restart the game.
            Thank you very much, Darthatron.
              #23483    
            Old January 14th, 2013 (5:46 AM).
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            Ok i know this questions already been answered quite a few times but whenever i open up my XSE 1.1.1 it crashes when i try to batch my compiler, i've already set the Autoupdatecheck to =0.
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              #23484    
            Old January 14th, 2013 (9:49 AM).
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            CrystalRose CrystalRose is offline
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              I know this might sound like a noob question since I'm new to the community and all..... and I've tried to search already before asking, especially on some mapping tutorials, but still no luck.

              I'd like to know where can I get "custom graphics resources" to input on my own hack. I mean:





              Like on those hacks. Stuff like the snow graphics, the "swamp like trees", the spider thing..... etc.

              I'd be glad if someone could link me to a place so I can get them.
                #23485    
              Old January 14th, 2013 (10:21 AM).
              klemniops klemniops is offline
                 
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                I have some questions about person events:
                1. If I use a script to move a person event from one place to another, how can I have that event stay in the place when I warp away from and back to that map?
                2. How can I have an event start hidden? I have a map with many rock smash person events, but I don't want them to be visible until a level script is run.
                Thanks.
                  #23486    
                Old January 14th, 2013 (12:09 PM).
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                karatekid552 karatekid552 is offline
                What happens if I push it?....
                   
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                  Quote:
                  Originally Posted by CrystalRose View Post
                  I know this might sound like a noob question since I'm new to the community and all..... and I've tried to search already before asking, especially on some mapping tutorials, but still no luck.

                  I'd like to know where can I get "custom graphics resources" to input on my own hack. I mean:





                  Like on those hacks. Stuff like the snow graphics, the "swamp like trees", the spider thing..... etc.

                  I'd be glad if someone could link me to a place so I can get them.
                  If there is anything, it will be in the rom hack resouces thread stickied just below this one. Most of those tilesets you see in hacks are drawn by the creater of the hack, specifically for their hack. So, if you're not an artist, and you can't find a rom base, you'll need to enlist an artist. Its a very sought after thing.

                  Quote:
                  Originally Posted by klemniops View Post
                  I have some questions about person events:
                  1. If I use a script to move a person event from one place to another, how can I have that event stay in the place when I warp away from and back to that map?
                  2. How can I have an event start hidden? I have a map with many rock smash person events, but I don't want them to be visible until a level script is run.
                  Thanks.
                  For the first one, use the comand movesprite2 after the movement. It is set up like this:

                  movesprite2 0x(person ID) 0x(x-coordinate) 0x(y-coordinate)



                  The second one is a little bit tougher. Different people have different opinions and I've done it more than one way. One option is to set their person ID as a flag number you are going to use. Then have that flag be set before the player enters the map. This will make them dissapear. Then, in the level script, clear the flag and the use the showsprite command inbetween two fadescreens to show them.

                  -If the player is not in view of the rocks when the level script is called, you may not need the fadescreens.


                  The other way I know only works for small objects, so it should work for rocks. Set their behavior in Amap as te second (or is it third?) hidden option. Yes, there is a differnce between them. This should make them appear invisible and unfeelable. Then, you can call a showsprite inbetween two fadescreen commands to show them, please note that with this methood, the rocks will dissappear if the player leaves the view of the rocks. I think there may be a permant showsprite command, but I'm not sure. Look into the command database built into XSE and see.
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                    #23487    
                  Old January 14th, 2013 (12:29 PM).
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                  CrystalRose CrystalRose is offline
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                    Quote:
                    Originally Posted by karatekid552 View Post
                    If there is anything, it will be in the rom hack resouces thread stickied just below this one. Most of those tilesets you see in hacks are drawn by the creater of the hack, specifically for their hack. So, if you're not an artist, and you can't find a rom base, you'll need to enlist an artist. Its a very sought after thing.
                    Aaaah, I see now. Thanks a lot for the answer. But since I'm still a noob, I don't really know exactly what are rom bases for. So, could you make things more clear to me, especially on how to use them?
                      #23488    
                    Old January 14th, 2013 (12:35 PM).
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                    karatekid552 karatekid552 is offline
                    What happens if I push it?....
                       
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                      Quote:
                      Originally Posted by CrystalRose View Post
                      Aaaah, I see now. Thanks a lot for the answer. But since I'm still a noob, I don't really know exactly what are rom bases for. So, could you make things more clear to me, especially on how to use them?
                      Rom bases are just .ips or .ups patches containing things like tilesets, 649 pokemon, lowercase everything, etc. You can apply them, just like you would a hack that you downloaded. I don't know if you have ever downloaded a hack, but .ips patches can be done with Luner IPS.

                      In general, a rom base is anything you use to build a hack on top of. Sometimes it's a clean rom, other times it's like JPAN's hacked engine. What you are looking for is a tileset rombase, and remember, they are specific to each game.

                      edit: Here is the thread: http://www.pokecommunity.com/showthread.php?t=193327

                      There are several Firered rom bases right in the first post.
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                        #23489    
                      Old January 14th, 2013 (4:43 PM).
                      YogiBerra YogiBerra is offline
                         
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                        Does anyone know where the code for Professor Oak's intro is located in FireRed?
                          #23490    
                        Old January 15th, 2013 (12:31 PM).
                        wierddude22's Avatar
                        wierddude22 wierddude22 is offline
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                          Well, i changed rom. Used a new rombase anc checked with an actual rom.
                          But guess what

                          http://www.youtube.com/watch?v=ufkm1OOH46c
                          This happens and I'm starting to think that, maybe it's me.

                          Spoiler:
                          Picture of how i have it all set

                          Spoiler:

                          //---------------
                          #org 0x800F8A
                          lock
                          trainerbattle 0x0 0x4 0x0 0x8800FA4 0x8800FAB
                          msgbox 0x8800FBA MSG_NORMAL //"stage 2 pass. Trainers are okay"
                          release
                          end


                          //---------
                          // Strings
                          //---------
                          #org 0x800FA4
                          = test

                          #org 0x800FAB
                          = stage 1 pass

                          #org 0x800FBA
                          = stage 2 pass. Trainers are okay
                          And the script


                          Is it me, or is it something else. Thanks in advance.

                          Edit; It was done with no pokemon in my party and the trainer is 004 on A-Trainer (Dunno if this helps or not)
                            #23491    
                          Old January 15th, 2013 (1:06 PM).
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                          Noossab Blue Noossab Blue is offline
                             
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                            Quote:
                            Originally Posted by karatekid552 View Post
                            Rom bases are just .ips or .ups patches containing things like tilesets, 649 pokemon, lowercase everything, etc. You can apply them, just like you would a hack that you downloaded. I don't know if you have ever downloaded a hack, but .ips patches can be done with Luner IPS.

                            In general, a rom base is anything you use to build a hack on top of. Sometimes it's a clean rom, other times it's like JPAN's hacked engine. What you are looking for is a tileset rombase, and remember, they are specific to each game.

                            edit: Here is the thread: http://www.pokecommunity.com/showthread.php?t=193327

                            There are several Firered rom bases right in the first post.
                            Are the rom bases, specifically the new tile sets, compatible with hacks that are already in progress?
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                              #23492    
                            Old January 15th, 2013 (1:08 PM). Edited January 15th, 2013 by karatekid552.
                            karatekid552's Avatar
                            karatekid552 karatekid552 is offline
                            What happens if I push it?....
                               
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                              Quote:
                              Originally Posted by wierddude22 View Post
                              Well, i changed rom. Used a new rombase anc checked with an actual rom.
                              But guess what

                              http://www.youtube.com/watch?v=ufkm1OOH46c
                              This happens and I'm starting to think that, maybe it's me.

                              Spoiler:
                              Picture of how i have it all set

                              Spoiler:

                              //---------------
                              #org 0x800F8A
                              lock
                              trainerbattle 0x0 0x4 0x0 0x8800FA4 0x8800FAB
                              msgbox 0x8800FBA MSG_NORMAL //"stage 2 pass. Trainers are okay"
                              release
                              end


                              //---------
                              // Strings
                              //---------
                              #org 0x800FA4
                              = test

                              #org 0x800FAB
                              = stage 1 pass

                              #org 0x800FBA
                              = stage 2 pass. Trainers are okay
                              And the script


                              Is it me, or is it something else. Thanks in advance.

                              Edit; It was done with no pokemon in my party and the trainer is 004 on A-Trainer (Dunno if this helps or not)
                              For the script, don't use the lock and release comands for a trainerbattle. Also, on your msgbox, get rid of MSG_NORMAL and instead use "callstd 0x6" on the next line. It works much better.

                              The kids trainer class is what is making gary pop up before the battle. So, if you don't want him their, change it. Also, try it with pokemon on both sides. If you don't have pokemon, it doesn't matter what you do, you won't see stage 1 or 2.

                              Give all of these things a test and let me know how you fair.



                              Quote:
                              Originally Posted by Noossab Blue View Post
                              Quote:
                              Originally Posted by karatekid552 View Post
                              Rom bases are just .ips or .ups patches containing things like tilesets, 649 pokemon, lowercase everything, etc. You can apply them, just like you would a hack that you downloaded. I don't know if you have ever downloaded a hack, but .ips patches can be done with Luner IPS.

                              In general, a rom base is anything you use to build a hack on top of. Sometimes it's a clean rom, other times it's like JPAN's hacked engine. What you are looking for is a tileset rombase, and remember, they are specific to each game.

                              edit: Here is the thread: http://www.pokecommunity.com/showthread.php?t=193327

                              There are several Firered rom bases right in the first post.
                              Are the rom bases, specifically the new tile sets, compatible with hacks that are already in progress?
                              Sorry, you posted while I was posting.
                              Depends on what you've done to your hack. If you haven't changed any tileset data, you might be okay, but the rom bases might also have extra tilesets or expanded ones that take up more space than the origional ones. What I would do is just make a copy of your hack and apply the patch to the hack and then go through every single one of your tilesets and see how things were affected.

                              Also, placement of tiles most likely will be changed so you would have to redraw many of your maps.

                              All in all, it's not a good idea. Unless you know for sure that the person who made them only redrew exsisting tiles and didn't change the order or expand anything. You can still give it a try but it most likely will not work out well.
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                                #23493    
                              Old January 15th, 2013 (1:26 PM).
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                              wierddude22 wierddude22 is offline
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                                Quote:
                                Originally Posted by karatekid552 View Post
                                For the script, don't use the lock and release comands for a trainerbattle. Also, on your msgbox, get rid of MSG_NORMAL and instead use "callstd 0x6" on the next line. It works much better.

                                The kids trainer class is what is making gary pop up before the battle. So, if you don't want him their, change it. Also, try it with pokemon on both sides. If you don't have pokemon, it doesn't matter what you do, you won't see stage 1 or 2.

                                Give all of these things a test and let me know how you fair.
                                Well, i tried but nothing happened. So i decided to use a different rom. And nothing messed up. I guess something i did may have messed something up.
                                Although it was useful knowing that you didn't need to use lock/release.
                                Thanks
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                                  #23494    
                                Old January 15th, 2013 (6:46 PM).
                                Psychokick Psychokick is offline
                                   
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                                  Hi there people. I hope I'm not being a bother by asking, because I seriously just made a profile here specifically for asking this one question.

                                  I've been looking all over the internet for overworld/environment/building tilesets for Black and White. I've tried looking for some on here, but I can't find any, though I didn't look very hard, and this forum is an enormous place.

                                  It's not for a game hack or anything. Just something I want for an amateur project thing that I'm doing in MS Paint. So if you could help me it would be so appreciated.
                                    #23495    
                                  Old January 15th, 2013 (7:50 PM).
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                                  Lucho K Lucho K is offline
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                                    Hi !
                                    I was searching but found nothing... So...
                                    I have a problem with Dive/Emerge on a map in Emerald Version
                                    I selected the appropriate option on Connection (Dive on water, Emerge in underwater) and I already made the Dive option work but when underwater, I can't emerge
                                    What can I do? Can you please help me?!
                                    Thanx


                                    Posted from Pokecommunity.com App for Android
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                                      #23496    
                                    Old January 15th, 2013 (10:51 PM).
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                                    tajaros tajaros is offline
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                                      Quote:
                                      Originally Posted by DrFuji View Post
                                      It looks like you've only partially set which palette your background should use, rather than all of it. If you open your tileset/ tilemap combo in NTME, scroll down and switch to the palette view there should be a large section of the tilemap which has a different palette to the one you want. Reassign the palette used by these tiles, reinsert the tilemap and everything should look okay in-game.


                                      It also looks like the white tiles are repeating over and over again, so I'm assuming that you haven't edited the lower half of the tilemap at all. You're going to have to do this as well if you want a seamless transition in the opening battlescreen.
                                      Ok, so I followed you but it didn't worked out I edited the lower half but it keeps on repeating the very first tile on my tilemap.

                                      And I used pallete #2 for all of the tiles but those just won't work right... :/
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                                        #23497    
                                      Old January 15th, 2013 (11:54 PM).
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                                      DrFuji DrFuji is offline
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                                      Quote:
                                      Originally Posted by tajaros View Post
                                      Ok, so I followed you but it didn't worked out I edited the lower half but it keeps on repeating the very first tile on my tilemap.

                                      And I used pallete #2 for all of the tiles but those just won't work right... :/
                                      Hmm, I can't really offer any more advice without seeing what you've done so far for myself. Could you PM me your tileset, tilemap and palette data?
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                                        #23498    
                                      Old January 16th, 2013 (12:02 AM).
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                                      Manganum Manganum is offline
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                                        A couple of things using XSE in conjunction with Advance Map - all I want to be able to do is edit existing game dialogue, but A-text is far too buggy. Anyway:
                                        Why can't I save existing scripts that I've changed one or two words in? I can only click Save As; I can't save the actual ROM.
                                        I'm fairly new to this, despite having an interest in ROM hacking for a few years, but it's only recently that I've actually had the incentive...
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                                          #23499    
                                        Old January 16th, 2013 (12:04 AM).
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                                        Jambo51 Jambo51 is offline
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                                          Quote:
                                          Originally Posted by karatekid552 View Post
                                          For the script, don't use the lock and release comands for a trainerbattle. Also, on your msgbox, get rid of MSG_NORMAL and instead use "callstd 0x6" on the next line. It works much better.
                                          Actually, XSE compiles msgbox to several less obvious commands that, when chained together, produce the desired message on screen, so it makes no difference whatsoever whether s/he uses MSG_NORMAL as an inline parameter, or if s/he follows it with a callstd 0x6.

                                          Although, I believe that XSE doesn't like the older style of message followed by callstd, correct me if I'm wrong.

                                          For the record, I think it's loadpointer, followed by callstd (Message Type).
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                                            #23500    
                                          Old January 16th, 2013 (2:59 AM).
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                                          I need help with this:
                                          Ok, so i created my own midi for my hack it loops and everything it's perfect!
                                          When i play it in sappy it's got the right speed that i like
                                          But when i play the game with the song in it the game speeds up the song and makes
                                          it sound bad, does anyone know what's wrong with it?
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