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  #23576    
Old January 20th, 2013 (4:31 PM).
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Code:
#dynamic 0x800000
#org @start
trainerbattle 0x0 0x74 0x0 @start @defeat
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 goto @rematch
msgbox @after '"You shouldn't be staring if you\ndo..."
callstd 0x6
end

'-----------------------
#org @rematch
trainerbattle 0x5 0x74 0x0 @rematchStart @defeat
msgbox @after '"You shouldn't be staring if you\ndo..."
callstd 0x6
end


'---------
' Strings
'---------
#org @start
= Excuse me!\nYou looked at me, didn't you?

#org @defeat
= You're mean!

#org @rematchStart
= You shouldn't be staring if you\ndon't want to battle!

#org @after
= Excuse me!\nYou keep looking at me, don't you?
I just changed up the offsets for you. Take notice at which ones I changed and that I added #dynamic and changed that #org 0xmessOfNumbers into #org @start. Now you should be able to add custom text, compile it, and put it into Amap.
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  #23577    
Old January 20th, 2013 (7:26 PM).
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Nara567 Nara567 is offline
     
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    Well, I've got some connection problems. I have two maps that I want to connect, so I connected them together. However, when I checked in-game, one map connected with the other, but not the other way around.

    I went back into AMap to check, and both were still connected.. Not sure what happened.
      #23578    
    Old January 20th, 2013 (9:26 PM).
    Enso Enso is offline
       
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      Quote:
      Originally Posted by karatekid552 View Post
      You can deduce it on your own, or you could let A-map tell you a general location. Go into A-map and hit ctrl+H, this will switch you to professional header view. From there, go under header and all of your offsets for the starting locations of the tables and such will be laid out.
      AWESOME this will help a lot, thanks!
        #23579    
      Old January 21st, 2013 (12:27 AM).
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      ShyRayq ShyRayq is offline
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        Hello fellow hackers.

        So, I'm trying to create a new rival battle, so I create the new trainer, making his name TERRY, to fit with the others.
        But when I battle him, he is still "TERRY".
        Does anyone know how to change it so that a trainer's name becomes the rival's name?

        Thanks
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          #23580    
        Old January 21st, 2013 (3:20 AM).
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        Quote:
        Originally Posted by Nara567 View Post
        Well, I've got some connection problems. I have two maps that I want to connect, so I connected them together. However, when I checked in-game, one map connected with the other, but not the other way around.

        I went back into AMap to check, and both were still connected.. Not sure what happened.
        Go to your second map in Amap and connect that to the first map :D
        Also make sure your second map and first map are connected solely to eachother (in the direction). For example is X-map is connected to B-map up, then B-map must be connected to X-map down (and only X-map down).

        Quote:
        Originally Posted by Dragoon View Post
        Hello fellow hackers.

        So, I'm trying to create a new rival battle, so I create the new trainer, making his name TERRY, to fit with the others.
        But when I battle him, he is still "TERRY".
        Does anyone know how to change it so that a trainer's name becomes the rival's name?

        Thanks
        I actually wanna know this too. I have never tried. Whenever I wanted a rival battle I always used an existing rival battle ID-thing for it.
          #23581    
        Old January 21st, 2013 (3:41 AM).
        QuartierGenerale QuartierGenerale is offline
           
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          Quote:
          Originally Posted by FBI agent View Post
          I'm not sure which properties effect what when it comes to fishing, but in advance map there are two things that all "fishable" water tiles have in common. If you open the block editor and hover over a certain water tile (not the puddle), you'll find they all share these two things:

          Behaviour Byte of: 15 04
          Background Byte of: 00 22

          Match your custom tiles to have these values (found in the block editor of Advance Map) and it should work (I hope ).
          In truth those bytes are not as you say; for example the lake bytes are:

          Behaviour: 10 00
          Background: 00 10

          Infact the second of behaviour and the first of background isn't changeable from AdvanceMap. I've still reproduced that bytes on my new block, but nothing happens.

          So i think the way is another, but thanks for reply

          If anyone have another idea, i'm here
            #23582    
          Old January 21st, 2013 (6:34 AM).
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          Nara567 Nara567 is offline
             
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            Quote:
            Originally Posted by FBI agent View Post
            Go to your second map in Amap and connect that to the first map :D
            Also make sure your second map and first map are connected solely to eachother (in the direction). For example is X-map is connected to B-map up, then B-map must be connected to X-map down (and only X-map down).
            That's the problem, they're both connected.
              #23583    
            Old January 21st, 2013 (7:55 AM). Edited January 21st, 2013 by karatekid552.
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            karatekid552 karatekid552 is offline
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              Quote:
              Originally Posted by Nara567 View Post
              That's the problem, they're both connected.
              Everyone in a while this happens to me. Go into map connections and write down all of the connections for each map. Then delete them all. Now, reinsert them in a different order. Now, make sure that you can, using opposite arrow buttons, click back and forth between each map. Just like FBI agent said, if you click up to go to one, click down to go to the other. This should solve your problem by essentially resetting everything.
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                #23584    
              Old January 21st, 2013 (8:58 AM).
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              Jambo51 Jambo51 is offline
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                Quote:
                Originally Posted by FBI agent View Post
                I actually wanna know this too. I have never tried. Whenever I wanted a rival battle I always used an existing rival battle ID-thing for it.
                Quote:
                Originally Posted by Dragoon View Post
                Hello fellow hackers.

                So, I'm trying to create a new rival battle, so I create the new trainer, making his name TERRY, to fit with the others.
                But when I battle him, he is still "TERRY".
                Does anyone know how to change it so that a trainer's name becomes the rival's name?

                Thanks
                You're using the wrong RIVAL class. There are 2 in FR/LG, the first (nearest the top of the class list) is a clone of RSE's one, making it useless in this circumstance. You need to use the second, later, one to get the desired behaviour.
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                  #23585    
                Old January 21st, 2013 (4:25 PM).
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                  Quote:
                  Originally Posted by Jambo51 View Post
                  You're using the wrong RIVAL class. There are 2 in FR/LG, the first (nearest the top of the class list) is a clone of RSE's one, making it useless in this circumstance. You need to use the second, later, one to get the desired behaviour.
                  Okay, it worked. Thanks Jambo
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                    #23586    
                  Old January 21st, 2013 (6:41 PM).
                  deathsnipex deathsnipex is offline
                     
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                    I am having a similar problem to Nara567.

                    I've created 2 custom maps (I am making a game including all 3 regions, Kanto, Johto, Hoenn)
                    I have place the 2 maps in a separate (new) bank under the bank no. 43.0 (New bark Town) and 43.1 (route 29)
                    I joined the maps using the reciprocal offsets and the correct bank number and map numbers.
                    In Adv Map they show they're connected and you can go between them flawlessly.
                    Although in game I cannot access either and they're surrounded by their border blocks.
                    If it's any help. I've used a warp access New bark town from Pallet Town
                    Rom: Fire-red
                      #23587    
                    Old January 21st, 2013 (7:24 PM).
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                    karatekid552 karatekid552 is offline
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                      Quote:
                      Originally Posted by deathsnipex View Post
                      I am having a similar problem to Nara567.

                      I've created 2 custom maps (I am making a game including all 3 regions, Kanto, Johto, Hoenn)
                      I have place the 2 maps in a separate (new) bank under the bank no. 43.0 (New bark Town) and 43.1 (route 29)
                      I joined the maps using the reciprocal offsets and the correct bank number and map numbers.
                      In Adv Map they show they're connected and you can go between them flawlessly.
                      Although in game I cannot access either and they're surrounded by their border blocks.
                      If it's any help. I've used a warp access New bark town from Pallet Town
                      Rom: Fire-red
                      My response is exactly what I said to Nara567, unless I can see the problem first hand. I wouldn't mind if you sent me the .ips to look at. I've had many a hard time with map connections before but I can usally fix them if I play around enough.
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                        #23588    
                      Old January 21st, 2013 (7:53 PM).
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                      Quote:
                      Originally Posted by QuartierGenerale View Post
                      In truth those bytes are not as you say; for example the lake bytes are:

                      Behaviour: 10 00
                      Background: 00 10

                      Infact the second of behaviour and the first of background isn't changeable from AdvanceMap. I've still reproduced that bytes on my new block, but nothing happens.

                      So i think the way is another, but thanks for reply

                      If anyone have another idea, i'm here
                      Damn, sorry. I sorta jumped to conclusions over a possible solution, hell I think I was looking at a Leaf Green ROM too. That being said, I'm pretty sure it has to do with that behavior/background byte stuff.
                        #23589    
                      Old January 21st, 2013 (11:20 PM).
                      deathsnipex deathsnipex is offline
                         
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                        Quote:
                        Originally Posted by karatekid552 View Post
                        My response is exactly what I said to Nara567, unless I can see the problem first hand. I wouldn't mind if you sent me the .ips to look at. I've had many a hard time with map connections before but I can usally fix them if I play around enough.
                        I've removed the warp to the map which has fixed the problem. Must have something to do with linking as if it was inside a building to an outside area.
                        Works fine now.. just have to join the lands by a different method.
                          #23590    
                        Old January 22nd, 2013 (3:40 AM).
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                        karatekid552 karatekid552 is offline
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                          Quote:
                          Originally Posted by deathsnipex View Post
                          I've removed the warp to the map which has fixed the problem. Must have something to do with linking as if it was inside a building to an outside area.
                          Works fine now.. just have to join the lands by a different method.
                          Okay, good. Why not have a long ocean path to join them? Makes sense.
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                            #23591    
                          Old January 22nd, 2013 (6:24 AM).
                          QuartierGenerale QuartierGenerale is offline
                             
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                            Quote:
                            Originally Posted by FBI agent View Post
                            Damn, sorry. I sorta jumped to conclusions over a possible solution, hell I think I was looking at a Leaf Green ROM too. That being said, I'm pretty sure it has to do with that behavior/background byte stuff.
                            Sorry but i'm very stupid...the problem was only i try to fish from an height of 3 instead of 2

                            But now i've another question lol.

                            Anyone known a good tutorial for editing the world map from Advance Map? I know that Advance Map don't edit the graphic, but i wanna understand how to edit the place of towns. I've tried to change the X/Y position, and when i open my map the hero sprite is effectivelly moved in the new position and the name of the city is displayed. But when i move cursor, if i return to started point, no name is dysplayed and if i go to the original point, the town name appear.

                            Thanks a lot
                              #23592    
                            Old January 22nd, 2013 (4:24 PM).
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                            Nara567 Nara567 is offline
                               
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                              It didn't seem to be working, but I was trying to connect two interior maps when I could've just added them together. So I did that.

                              However, I have a new connection problem. I'm trying to connect two routes now, but when I tried to add connections to them via AMap, it gave me an error saying that it could only search between 2 and 200000 bites or something like that. So I opened up the older version of AMap and now, whenever I click onto the map, it says,

                              "Access violation at address 004C15A7 in module 'AdvanceMap.exe'. Read of address 00000324."
                                #23593    
                              Old January 22nd, 2013 (7:52 PM).
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                                I can't seem to index any sprites. I've followed multiple tutorials to the letter, but when I attempt to load the indexed sprite into NSE, I get an error. Here's a step-by-step rundown of what I'm doing, maybe someone can point out an error:

                                First I open the 64x64 sprite in MS Paint and change the background to a colour not present in the sprite (in this case, bright blue). Then I save as "unindexed.png" (not that the filename matters; it's just because I'll be referring back to certain things in order to explain what I'm doing).

                                Next I open "unindexed.png" with IrfanView and decrease the colour depth to 16 (I've tried with Steinberg dithering on AND off, not sure if it makes any difference).

                                Then I click Edit Palette and take note of the RGB values of the first colour AND the colour I set the background to. Then I swap them over and save as "indexed.png".

                                Next I open both the original unindexed.png and indexed.png in MS Paint, copy the sprite from unindexed.png, and paste it into indexed.png. Then I save (still as a .png).

                                Now, this is exactly what every tutorial I've looked at has told me to do. Here's where it gets annoying:

                                I open NSE, load up my ROM, and navigate to the trainer sprite I want to replace. Then I click File > Import > Import Sprite Data > Load Sprite.

                                I select "indexed.png", and get the following error:

                                Code:
                                The image loaded was not indexed or used an undefined alpha channel.
                                Now, I'm not sure if this is something to do with me running Windows 7 (since most tutorials I've seen seem to be running XP or older) and it has a different way of saving image data, or if I'm just completely missing some vital detail.

                                Does anybody have any clue what the issue might be? I'll upload the unindexed image; maybe someone will be able to get it working.

                                Spoiler:
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                                  #23594    
                                Old January 22nd, 2013 (7:54 PM).
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                                  Quote:
                                  Originally Posted by Manganum View Post
                                  I can't seem to index any sprites. I've followed multiple tutorials to the letter, but when I attempt to load the indexed sprite into NSE, I get an error. Here's a step-by-step rundown of what I'm doing, maybe someone can point out an error:

                                  First I open the 64x64 sprite in MS Paint and change the background to a colour not present in the sprite (in this case, bright blue). Then I save as "unindexed.png" (not that the filename matters; it's just because I'll be referring back to certain things in order to explain what I'm doing).

                                  Next I open "unindexed.png" with IrfanView and decrease the colour depth to 16 (I've tried with Steinberg dithering on AND off, not sure if it makes any difference).

                                  Then I click Edit Palette and take note of the RGB values of the first colour AND the colour I set the background to. Then I swap them over and save as "indexed.png".

                                  Next I open both the original unindexed.png and indexed.png in MS Paint, copy the sprite from unindexed.png, and paste it into indexed.png. Then I save (still as a .png).

                                  Now, this is exactly what every tutorial I've looked at has told me to do. Here's where it gets annoying:

                                  I open NSE, load up my ROM, and navigate to the trainer sprite I want to replace. Then I click File > Import > Import Sprite Data > Load Sprite.

                                  I select "indexed.png", and get the following error:

                                  Code:
                                  The image loaded was not indexed or used an undefined alpha channel.
                                  Now, I'm not sure if this is something to do with me running Windows 7 (since most tutorials I've seen seem to be running XP or older) and it has a different way of saving image data, or if I'm just completely missing some vital detail.

                                  Does anybody have any clue what the issue might be? I'll upload the unindexed image; maybe someone will be able to get it working.

                                  Spoiler:
                                  http://www.youtube.com/watch?v=IT7-EedW7Dg
                                    #23595    
                                  Old January 22nd, 2013 (8:39 PM).
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                                  Manganum Manganum is offline
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                                    Quote:
                                    Originally Posted by CrystalStatic View Post
                                    Thanks, it worked! I think it must have been an issue with Paint; I had to go and download GIMP, but it worked a charm.
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                                    Danny Byrd - Ill Behavior
                                    Netsky - Love Has Gone

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                                    Composition for rehearsals

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                                      #23596    
                                    Old January 22nd, 2013 (11:20 PM).
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                                    DrFuji DrFuji is offline
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                                    Quote:
                                    Originally Posted by Manganum View Post
                                    I can't seem to index any sprites. I've followed multiple tutorials to the letter, but when I attempt to load the indexed sprite into NSE, I get an error. Here's a step-by-step rundown of what I'm doing, maybe someone can point out an error:

                                    First I open the 64x64 sprite in MS Paint and change the background to a colour not present in the sprite (in this case, bright blue). Then I save as "unindexed.png" (not that the filename matters; it's just because I'll be referring back to certain things in order to explain what I'm doing).

                                    Next I open "unindexed.png" with IrfanView and decrease the colour depth to 16 (I've tried with Steinberg dithering on AND off, not sure if it makes any difference).

                                    Then I click Edit Palette and take note of the RGB values of the first colour AND the colour I set the background to. Then I swap them over and save as "indexed.png".

                                    Next I open both the original unindexed.png and indexed.png in MS Paint, copy the sprite from unindexed.png, and paste it into indexed.png. Then I save (still as a .png).

                                    Now, this is exactly what every tutorial I've looked at has told me to do. Here's where it gets annoying:

                                    I open NSE, load up my ROM, and navigate to the trainer sprite I want to replace. Then I click File > Import > Import Sprite Data > Load Sprite.

                                    I select "indexed.png", and get the following error:

                                    Code:
                                    The image loaded was not indexed or used an undefined alpha channel.
                                    Now, I'm not sure if this is something to do with me running Windows 7 (since most tutorials I've seen seem to be running XP or older) and it has a different way of saving image data, or if I'm just completely missing some vital detail.

                                    Does anybody have any clue what the issue might be? I'll upload the unindexed image; maybe someone will be able to get it working.

                                    Spoiler:
                                    While you've already found a way around your problem, I can confirm that you were experiencing this because you were using the Windows 7 version of Paint. It doesn't support the saving of indexed images so it loses the colour palette if you begin working on it. While it can be okay as a really basic thing to doodle around in I've find it to also be pretty bad for sprite editing for other reasons in addition to the palette thing. If you ever want to downgrade from 7 Paint to the superior XP Paint like I've done then this link should help you out.
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                                      #23597    
                                    Old January 23rd, 2013 (10:47 AM).
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                                    Yoshimad123 Yoshimad123 is offline
                                     
                                       
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                                      Is there a tool available that lets you change the attack animations of 3rd gen games?
                                        #23598    
                                      Old January 23rd, 2013 (10:49 AM).
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                                        Does anyone know if a flag is set after beating the elite 4 with their buffed levels in FR? And if so, which one is it? And which is set for the first time you beat them, for that matter...
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                                          #23599    
                                        Old January 23rd, 2013 (11:58 AM).
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                                        SpadeEdge16 SpadeEdge16 is offline
                                           
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                                          How do I edit the intro for FR using XSE? Is there a place where the script is located where I can just click on it and edit it? Or can I just simply make the intro script and insert it somewhere? I would prefer the first just because I want all of the sprites and everything to show in the original start of the game. I ask this because I've seen people say that when they take out certain parts of the text with A-text, it leaves blank boxes and gets glitchy at times. Thanks.
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                                            #23600    
                                          Old January 23rd, 2013 (12:17 PM).
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                                          karatekid552 karatekid552 is offline
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                                            Quote:
                                            Originally Posted by Yoshimad123 View Post
                                            Is there a tool available that lets you change the attack animations of 3rd gen games?
                                            No, there is no tool. There is this thread however: http://www.pokecommunity.com/showthread.php?t=281520, where you can learn about the animations and possibly how to edit them. This will require hex editing however.

                                            Eventually, we should have a tool, but we have to know enough first. I am currently learning Visual Basic and hopefully, I'll be able make some tools someday. Maybe, one for animations.
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