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  #23626    
Old January 28th, 2013 (3:18 AM).
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    So, I've got a few questions here, any help is appreciated

    1. I'm attempting to change the pokemon logo on the title screen of emerald. The image goes across fine but the palette I'm changing in APE does not seem to do anything. I'm using this offset in APE 00DDE258, does anyone have any ideas what's wrong?

    2. I was wondering whether it would be possible to make it that rather than having a choice of boy/girl in the beginning of the game whether it would work to have it so you have multiple characters to choose from? Or is there a script function to change the characters OW? or does it require ASM?

    Thanks
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      #23627    
    Old January 28th, 2013 (5:28 AM).
    ~Anbuja's Avatar
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      Well i wouldn't ask without searchign first but, the answer didn't help me 100%

      After i tried to resize a map in A-map 1.95 Im getting this "Invalid pointer to map header" error.
      S
      earched if someone else had this problem before and giradialkia did, and they told him to re-download a new version of A-map, did that but im still getting this error.

      I hope theres a solution to his or im screwed

      Or if someone can PM me his A-map version if that is allowed and possible.
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        #23628    
      Old January 28th, 2013 (8:00 AM).
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      Quote:
      Originally Posted by Anbuja's_BlooDY View Post
      Well i wouldn't ask without searchign first but, the answer didn't help me 100%

      After i tried to resize a map in A-map 1.95 Im getting this "Invalid pointer to map header" error.
      S
      earched if someone else had this problem before and giradialkia did, and they told him to re-download a new version of A-map, did that but im still getting this error.

      I hope theres a solution to his or im screwed

      Or if someone can PM me his A-map version if that is allowed and possible.
      Yeah, I just use Amap 1.92 for mapping and 1.91 for inserting maps. I haven't downloaded the new version yet, but I've never had any errors using those two. "Invalid pointer to map header" -- What is your map header? Change it to the default in FireRed/whatever rom you're using. See if that fixes it.
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        #23629    
      Old January 28th, 2013 (10:59 AM).
      ~Anbuja's Avatar
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        Quote:
        Originally Posted by FBI agent View Post
        "Invalid pointer to map header" -- What is your map header? Change it to the default in FireRed/whatever rom you're using. See if that fixes it.
        Unfurtunately my A-map doesn't let me have acess on that certain map anymore(which is pallett town), since it gives me that error and no map shows up anymore

        Well I was thinking if i could skip that map entirely and don't use it, or even delete it entirely and create a new map on some other free space, idk if that could be a solution?

        Thanks for the reply though :>
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          #23630    
        Old January 28th, 2013 (11:55 AM).
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          Quote:
          Originally Posted by stocko View Post
          So, I've got a few questions here, any help is appreciated

          1. I'm attempting to change the pokemon logo on the title screen of emerald. The image goes across fine but the palette I'm changing in APE does not seem to do anything. I'm using this offset in APE 00DDE258, does anyone have any ideas what's wrong?

          2. I was wondering whether it would be possible to make it that rather than having a choice of boy/girl in the beginning of the game whether it would work to have it so you have multiple characters to choose from? Or is there a script function to change the characters OW? or does it require ASM?

          Thanks
          1. I searched using the Pallet editor in VBA on my BPEE rom and found the offset of the Rayquaza's pallet in the title screen to be 0x00DDE418 and the pallet for the glow on its body to be at 0x00D8BA54.

          2. You can change the character in FireRed using JPAN's hacked engine. To make the change at the beginning in the selection area will require ASM or a very, very fancy script with lots of variables and picture boxes.

          Look in the spoiler for a past post on removing the intro. From their, if you know what flags and stuff to write, you could try writing your own ASM or script to make it work:
          Spoiler:

          Quote:
          Originally Posted by SpadeEdge16 View Post
          So, I got this idea for my game that I really want to do, but I'm not sure how, or if I even can, but would it be possible to have gameplay before the actual intro of the game? This is what im thinking of doing: The game starts right away, youre playing as a little boy, you do a small pre mission kinda deal, then it fast forwards to the present, and thats where the game starts, you tell the prof your name, and so on. Because my character will be living in pallet town and I want to show some background like where he was before then, because i want it to make sense as to why hes there now. How could I do this? And how difficult would it be if possible?

          Quote:
          Originally Posted by wwmb View Post
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            #23631    
          Old January 28th, 2013 (1:56 PM).
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          Quote:
          Originally Posted by Anbuja's_BlooDY View Post
          Unfurtunately my A-map doesn't let me have acess on that certain map anymore(which is pallett town), since it gives me that error and no map shows up anymore

          Well I was thinking if i could skip that map entirely and don't use it, or even delete it entirely and create a new map on some other free space, idk if that could be a solution?

          Thanks for the reply though :>
          I wouldn't ignore it, it could come back and mess things up in future (what if it happens to other maps?). Try HackMew's patching method (in his tutorial thread). That thing has never failed me lol.
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            #23632    
          Old January 28th, 2013 (2:13 PM).
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            Quote:
            Originally Posted by FBI agent View Post
            Fade? You mean like disappear?

            It's disappear 0xPersonEventNumber
            set a flag after that if you want it to be permanent (and change the person ID on A-map to that flag #)
            Yes disappear like the rocket grunt after you help bill in fire red and i'm using pksv by the way and this is my script

            '-----------------------
            #org 0x740001
            trainerbattle 0x0 0x1 0x0 0x8740018 0x8740051
            msgbox 0x8740069 '"I came from Kanto to test a Hoenn C..."
            callstd 0x6
            end


            '---------
            ' Strings
            '---------
            #org 0x740018
            = I hope you're ready to end all battles cause here I come

            #org 0x740051
            = You were ready afterall

            #org 0x740069
            = I came from Kanto to test a Hoenn Champion

            When i put disappear 0x1 or whatever after callstd 0x6 it says Unknown keyword "disappear" at line 6 what do I do I have no clue what to do? if you can help thanks
              #23633    
            Old January 28th, 2013 (2:31 PM).
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            karatekid552 karatekid552 is offline
            What happens if I push it?....
               
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              Quote:
              Originally Posted by Flame999 View Post
              Yes disappear like the rocket grunt after you help bill in fire red and i'm using pksv by the way and this is my script

              '-----------------------
              #org 0x740001
              trainerbattle 0x0 0x1 0x0 0x8740018 0x8740051
              msgbox 0x8740069 '"I came from Kanto to test a Hoenn C..."
              callstd 0x6
              end


              '---------
              ' Strings
              '---------
              #org 0x740018
              = I hope you're ready to end all battles cause here I come

              #org 0x740051
              = You were ready afterall

              #org 0x740069
              = I came from Kanto to test a Hoenn Champion

              When i put disappear 0x1 or whatever after callstd 0x6 it says Unknown keyword "disappear" at line 6 what do I do I have no clue what to do? if you can help thanks
              "Disappear" is PKSVUI talk for "hidesprite" in XSE. It is the same command (in terms of hex numbers) just different names.

              If you want him to stay gone, make sure you set it up like this:

              fadescreen 0x____
              hidesprite 0x______
              setflag 0xflag#
              fadescreen 0x_____

              Then, take the flag# and set it as the Person I.D. in A-map.
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                #23634    
              Old January 28th, 2013 (2:31 PM). Edited January 28th, 2013 by FBI.
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              Quote:
              Originally Posted by Flame999 View Post
              Yes disappear like the rocket grunt after you help bill in fire red and i'm using pksv by the way and this is my script

              '-----------------------
              #org 0x740001
              trainerbattle 0x0 0x1 0x0 0x8740018 0x8740051
              msgbox 0x8740069 '"I came from Kanto to test a Hoenn C..."
              callstd 0x6
              end


              '---------
              ' Strings
              '---------
              #org 0x740018
              = I hope you're ready to end all battles cause here I come

              #org 0x740051
              = You were ready afterall

              #org 0x740069
              = I came from Kanto to test a Hoenn Champion

              When i put disappear 0x1 or whatever after callstd 0x6 it says Unknown keyword "disappear" at line 6 what do I do I have no clue what to do? if you can help thanks
              For this, you want him to disappear as fast as you finish talking to him? If that's the case you need to add the line:
              disappear LASTTALKED
              after the callstd, then set a flag to keep him disappeared. Make sure you change his Person ID
              to whatever flag you used (found in A-Map).

              EDIT:
              Try it out yourself first. If it doesn't work look at this as reference:
              Spoiler:

              #dyn 0x740000
              #org @start
              trainerbattle 0x0 0x1 0x0 @begin @defeat
              msgbox @afterwards
              callstd MSG_NORMAL
              disappear LASTTALKED
              setflag 0x560
              release
              end

              'I'm too lazy to add newline charachters, you get the idea

              #org @begin
              = I hope you're ready to end all battles cause here I come

              #org @defeat
              = You were ready afterall

              #org @afterwards
              = I came from Kanto to test a Hoenn Champion.
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                #23635    
              Old January 29th, 2013 (12:42 AM).
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                Quote:
                Originally Posted by karatekid552 View Post
                1. I searched using the Pallet editor in VBA on my BPEE rom and found the offset of the Rayquaza's pallet in the title screen to be 0x00DDE418 and the pallet for the glow on its body to be at 0x00D8BA54.

                2. You can change the character in FireRed using JPAN's hacked engine. To make the change at the beginning in the selection area will require ASM or a very, very fancy script with lots of variables and picture boxes.

                Look in the spoiler for a past post on removing the intro. From their, if you know what flags and stuff to write, you could try writing your own ASM or script to make it work:
                Spoiler:




                For the answer to question one I think you may have been confused. I was after the actual Pokemon logo's palette if it was the incorrect palette I was using. If not, any suggestions as to why the palette was not changing correctly. But thanks for the answer nonetheless

                Thanks heaps for question 2's answer, I think you might be sending me along the right track there. I'll look into it further and come up with some more ideas

                Thanks a lot for your answers.
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                  #23636    
                Old January 29th, 2013 (9:10 AM).
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                  Is it possible to implement Emerald style double battles in Fire Red?
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                  Quote:
                  Originally Posted by anonymous
                  Florges
                  It's a forest guardian that pities how bad a type Grass is, so it gets moves to help out Grass-types, but is smart enough not to be Grass-type itself. The appearance is simply mimicry to hide from humans.
                    #23637    
                  Old January 29th, 2013 (12:00 PM).
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                  What happens if I push it?....
                     
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                    Quote:
                    Originally Posted by xoax View Post
                    Is it possible to implement Emerald style double battles in Fire Red?
                    Anything can be done. However, it would require an exteme amount of ASM knowledge and understanding of how to break apart everything and isolate the routines you need. For anyone without a "masters degree" in rom hacking, yeah, it's impossible. Sorry to be the bearer of bad news.
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                      #23638    
                    Old January 29th, 2013 (2:26 PM).
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                      Okay question to A-map users:

                      Let's say I want to map a bridge over a canyon, I need the behavior byte "Block is covered by Hero", so that when I cross it I'll be on it.

                      But what if I make it possible to go to the lowerest level of the canyon, and walk under the bridge , and since the behavior byte is "block is covered by Hero" i will be on it again.

                      How'd I do it that when i acess the bridge from down, that the hero is covered by the bridge, as it would be irl too, and that when I acess it from the high level that Im on it.

                      I hope I explained it kind off well, if not I'll post screenshots to be more clear.
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                        #23639    
                      Old January 29th, 2013 (2:31 PM).
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                      karatekid552 karatekid552 is offline
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                        Quote:
                        Originally Posted by Anbuja's_BlooDY View Post
                        Okay question to A-map users:

                        Let's say I want to map a bridge over a canyon, I need the behavior byte "Block is covered by Hero", so that when I cross it I'll be on it.

                        But what if I make it possible to go to the lowerest level of the canyon, and walk under the bridge , and since the behavior byte is "block is covered by Hero" i will be on it again.

                        How'd I do it that when i acess the bridge from down, that the hero is covered by the bridge, as it would be irl too, and that when I acess it from the high level that Im on it.

                        I hope I explained it kind off well, if not I'll post screenshots to be more clear.
                        http://www.pokecommunity.com/showthread.php?t=161616

                        Nice big section near the end of this tutorial^
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                          #23640    
                        Old January 29th, 2013 (2:45 PM). Edited January 29th, 2013 by ~Anbuja.
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                          Quote:
                          Originally Posted by karatekid552 View Post
                          http://www.pokecommunity.com/showthread.php?t=161616

                          Nice big section near the end of this tutorial^
                          Figured that out in a sec lol ty, but new problem lol

                          Since I don't use a bridge type like that but another one, this:


                          I need now to get it right so that I'am able to walk under it when I come from the green path, but when I walk on the red path, that the 2 ledges(red bubbles) are unwalkable, if i set a 1, I wont be able to get under it if i come from the green path.

                          Any ideas?
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                            #23641    
                          Old January 29th, 2013 (3:18 PM).
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                          karatekid552 karatekid552 is offline
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                            Quote:
                            Originally Posted by Anbuja's_BlooDY View Post
                            Figured that out in a sec lol ty, but new problem lol

                            Since I don't use a bridge type like that but another one, this:


                            I need now to get it right so that I'am able to walk under it when I come from the green path, but when I walk on the red path, that the 2 ledges(red bubbles) are unwalkable, if i set a 1, I wont be able to get under it if i come from the green path.

                            Any ideas?
                            Just follow the tutorial. C's on the green path, 0's at the ends of the bridge, and 3C's on the bridge. Also, make sure that the behavior bytes are correct.

                            Lastly, if you drew bridge yourself, make sure in the block editor that the block is set up to pass under. So, the left frame of the block should be the ground or a background color, while the right frame is the actual bridge.
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                              #23642    
                            Old January 29th, 2013 (3:35 PM).
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                            DrFuji DrFuji is offline
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                            Quote:
                            Originally Posted by Anbuja's_BlooDY View Post
                            Figured that out in a sec lol ty, but new problem lol

                            Since I don't use a bridge type like that but another one, this:


                            I need now to get it right so that I'am able to walk under it when I come from the green path, but when I walk on the red path, that the 2 ledges(red bubbles) are unwalkable, if i set a 1, I wont be able to get under it if i come from the green path.

                            Any ideas?
                            Have the all of the railing's behaviour and background bytes set to 00. Then once you've made your bridge in A-Map set their movement permission to 0xC or whatever movement permission you've set to go under the bridge. This way while the tiles may look like they're connected to the bridge from the player's perspective they will have the behaviour blocks which are underneath (i.e be covered by/ impassable to the player when on top of the bridge and the oposite when underneath). You could kind of liken it to an optical illusion :P
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                              #23643    
                            Old January 30th, 2013 (2:17 PM).
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                            Jim Boob Jim Boob is offline
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                              I am looking to start a new hack, and want to use a ROM base, however I all ready have a very good title screen inserted on another rom. Is there a way to harvest the title screen from the old rom and insert into onto the new rom base?
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                                #23644    
                              Old January 30th, 2013 (2:26 PM).
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                              Quote:
                              Originally Posted by Jim Boob View Post
                              I am looking to start a new hack, and want to use a ROM base, however I all ready have a very good title screen inserted on another rom. Is there a way to harvest the title screen from the old rom and insert into onto the new rom base?
                              I think it's easier/safer to re-insert, now that you have the tile map and stuff already done. Though if you're really keen in transferring it over you could just patch the ROM Base over the ROM with the Titlescreen. I think that method is not very safe though, so make a backup.

                              Tell me what happens, I'm using you as my guinea pig for knowledge on possible future references :P.
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                                #23645    
                              Old January 31st, 2013 (10:06 AM).
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                              Noossab Blue Noossab Blue is offline
                                 
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                                I believe this question has been asked before, but I can't find it...

                                Is it possible to "expand" the regional dex instead of giving the national dex in fire red? I mostly mean for the sake of looking at the pokedex.

                                In other words, I would like to receive the regional dex at the beginning of the game, open it up and see all 386 pokemon slots (or at least have that potential when you fill it) instead of 151. But still use the national dex special as a trigger for all the late-game stuff, even if it doesn't directly add capabilities to your pokedex.

                                Is this possible?
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                                  #23646    
                                Old January 31st, 2013 (12:16 PM).
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                                  Quote:
                                  Originally Posted by Noossab Blue View Post
                                  I believe this question has been asked before, but I can't find it...

                                  Is it possible to "expand" the regional dex instead of giving the national dex in fire red? I mostly mean for the sake of looking at the pokedex.

                                  In other words, I would like to receive the regional dex at the beginning of the game, open it up and see all 386 pokemon slots (or at least have that potential when you fill it) instead of 151. But still use the national dex special as a trigger for all the late-game stuff, even if it doesn't directly add capabilities to your pokedex.

                                  Is this possible?
                                  Several people have done it, so you should be able to find some information or someone who did it.

                                  You could also just give the player the national dex in the beginning, and 'fake' it later.
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                                    #23647    
                                  Old January 31st, 2013 (8:33 PM).
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                                    So i saved some maps that ive been making, then moved them to a clean rom, but when i uploaded the maps and inserted them, this happened...it wont let me access the next route, even though both routes are open at this point, and i've checked and saved the connections on both maps. Why is this happening? Im sure it had something to do with the process of inserting the new maps, because these worked fine on my test rom.
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                                      #23648    
                                    Old January 31st, 2013 (8:55 PM).
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                                    Quote:
                                    Originally Posted by SpadeEdge16 View Post
                                    So i saved some maps that ive been making, then moved them to a clean rom, but when i uploaded the maps and inserted them, this happened...it wont let me access the next route, even though both routes are open at this point, and i've checked and saved the connections on both maps. Why is this happening? Im sure it had something to do with the process of inserting the new maps, because these worked fine on my test rom.
                                    Check the movement permissions in those portions of the map. Is it set to "0" or "C"?
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                                      #23649    
                                    Old February 1st, 2013 (3:37 AM).
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                                      Quote:
                                      Originally Posted by SpadeEdge16 View Post
                                      So i saved some maps that ive been making, then moved them to a clean rom, but when i uploaded the maps and inserted them, this happened...it wont let me access the next route, even though both routes are open at this point, and i've checked and saved the connections on both maps. Why is this happening? Im sure it had something to do with the process of inserting the new maps, because these worked fine on my test rom.
                                      One of the map connections may need to be the "-" version of what you set it as. Try putting one of the values as negative and seeing, if not, try the other way around.
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                                        #23650    
                                      Old February 1st, 2013 (6:24 AM). Edited February 1st, 2013 by Flame999.
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                                        one question how would i go about getting a pokemon roaming in fire red if there's a thread the put a link to it I'm just wondering as r/s/e has lati twins and Fire red has Legendary dog based on your starter but is it possible to add one or two?
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