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  #23901    
Old February 19th, 2013 (3:07 PM). Edited February 19th, 2013 by LocksmithArmy.
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    Quote:
    Originally Posted by karatekid552 View Post
    All three, i noticed that JPAN changed them all in his hack, so you should too.
    yeah I got (see update)

    I may have to download his hack just to see what else he changed... I know his has room for like 256 palettes.. so he woulda put an FF in the palette limit byte... so ill just have to hunt FFs that are not in mine... (in that general area)

    OK
    http://www.pokecommunity.com/showthread.php?t=275160
    that thread has some good info
    it explains why my sprites messed with eachother... and my main character... and as long as I dont put em on the same map I shouldnt have any issues...
    it gave a good fix that made my last 2 palettes show up..

    but I still cant keep my first palette from jacking up my main character...
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      #23902    
    Old February 19th, 2013 (5:12 PM).
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      Quote:
      Originally Posted by LocksmithArmy View Post
      yeah I got (see update)

      I may have to download his hack just to see what else he changed... I know his has room for like 256 palettes.. so he woulda put an FF in the palette limit byte... so ill just have to hunt FFs that are not in mine... (in that general area)

      OK
      http://www.pokecommunity.com/showthread.php?t=275160
      that thread has some good info
      it explains why my sprites messed with eachother... and my main character... and as long as I dont put em on the same map I shouldnt have any issues...
      it gave a good fix that made my last 2 palettes show up..

      but I still cant keep my first palette from jacking up my main character...
      What do you mean? I know that there is a max on the amount of ow pallets you can have on screen at once. But pallete 00 shouldn't be affected if that sprite isn't on screen.
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        #23903    
      Old February 19th, 2013 (5:29 PM).
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      LocksmithArmy LocksmithArmy is offline
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        Quote:
        Originally Posted by karatekid552 View Post
        What do you mean? I know that there is a max on the amount of ow pallets you can have on screen at once. But pallete 00 shouldn't be affected if that sprite isn't on screen.
        I agree... it shouldnt...

        but Palette 20 or 26 or whatever palette I have on my jirachi sprite turns pallet 00 to match it... so the player has jirachi colors...

        but only when im on that map... it goes back to regular 00 colors after I warp...

        But insteade of trying to resolve the issue... and since its only jurachi... Im going to play it into my story... im going to make the player go into a surreal room to catch jurachi (probably just a black room, black floor black walls, nothing but a door and a jirachi and the player all funny colored.... itll be odd... like earthbound
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          #23904    
        Old February 19th, 2013 (5:29 PM).
        The Legacy of The Legends Creator :D's Avatar
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          I changed the Script to where it will Accept it, and i get an offset with free space but when i paste the offset code, in plave of the 0s in the "0x00000..." it changes, and it wont stick to the one i chose.
          In Advacned map.

          And i was also asking,lets say i distrubte the rom for free like planned. And other people download just the GBA file im editing straight through instead of a patch, Would i have to keep the Saved RBC files with the scripts or does hitting compile in XSE save them into the rom without needing the external RBC files?

          And thank you on the last question :3
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            #23905    
          Old February 19th, 2013 (6:41 PM).
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            How do I get these hacks on my psp? I am aware some people do it, but there is not a turtorial on how to do it in the turtorial section. Can who knows how make a tutorial on it or post a link to were this question has been answered? I'm am aware google is my friend btw, but this is a toughie!
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              #23906    
            Old February 19th, 2013 (7:36 PM). Edited February 19th, 2013 by karatekid552.
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            What happens if I push it?....
               
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              Quote:
              Originally Posted by LocksmithArmy View Post
              I agree... it shouldnt...

              but Palette 20 or 26 or whatever palette I have on my jirachi sprite turns pallet 00 to match it... so the player has jirachi colors...

              but only when im on that map... it goes back to regular 00 colors after I warp...

              But insteade of trying to resolve the issue... and since its only jurachi... Im going to play it into my story... im going to make the player go into a surreal room to catch jurachi (probably just a black room, black floor black walls, nothing but a door and a jirachi and the player all funny colored.... itll be odd... like earthbound
              That is weird. But incase you want to know, I have a theory. I think both pallets are the same, they are in the same location, just two different headers that point to the same thing. That's my theory. ButI like how you are improvising, that is key to having a good life. MacGyver all the way!!!!

              Quote:
              Originally Posted by Well Alright View Post
              How do I get these hacks on my psp? I am aware some people do it, but there is not a turtorial on how to do it in the turtorial section. Can who knows how make a tutorial on it or post a link to were this question has been answered? I'm am aware google is my friend btw, but this is a toughie!
              Learn how to create the game by patching a rom. It is super simple. Then, find an emulator for your psp, install it, and put the games on it from your computer. I personally play hacks on my iPod, so it shouldn't be too different.
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                #23907    
              Old February 19th, 2013 (7:51 PM). Edited February 19th, 2013 by The Legacy of The Legends Creator :D.
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                Could KarateKid look at my post ? O:?

                And how would you make a Map on Paint and upload onto Advanced map? if you can?
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                  #23908    
                Old February 19th, 2013 (8:52 PM).
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                Quote:
                Originally Posted by The Legacy of The Legends Creator :D View Post
                Could KarateKid look at my post ? O:?

                And how would you make a Map on Paint and upload onto Advanced map? if you can?
                You can't do that. Also making a map in A-MAP would be much easier than in paint.
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                  #23909    
                Old February 19th, 2013 (9:34 PM).
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                  well then how would you add more tilesets? if you can..
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                    #23910    
                  Old February 19th, 2013 (9:43 PM).
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                  karatekid552 karatekid552 is offline
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                    Quote:
                    Originally Posted by The Legacy of The Legends Creator :D View Post
                    Could KarateKid look at my post ? O:?

                    And how would you make a Map on Paint and upload onto Advanced map? if you can?
                    I did, just haven't had time to reply. I had my wisdom teeth out over 10 hrs ago and the novicane still hasn't worn off and I'm on vikadin (spelling?) so I want to make sure I'm completely coherent before I get to your question. The other questions were super easy.
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                      #23911    
                    Old February 19th, 2013 (9:43 PM).
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                    Quote:
                    Originally Posted by The Legacy of The Legends Creator :D View Post
                    well then how would you add more tilesets? if you can..
                    That's not really something I can answer in a few words. You're best off reading a tutorial on the subject, they can be found in the tutorial section. Use the forum search feature and search, "Tile inserting". I'm sure you will get tons of hits, just pick your favorite method :)
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                      #23912    
                    Old February 19th, 2013 (9:45 PM). Edited February 19th, 2013 by karatekid552.
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                    What happens if I push it?....
                       
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                      Quote:
                      Originally Posted by The Legacy of The Legends Creator :D View Post
                      well then how would you add more tilesets? if you can..
                      There is a tut in the archives for adding excess titlesets. You can also draw tilesets in paint and over write current ones by importing them in A-maps block editor. I'll dig up the old tut if i can.
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                        #23913    
                      Old February 19th, 2013 (9:48 PM).
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                        Quote:
                        Originally Posted by karatekid552 View Post
                        I did, just haven't had time to reply. I had my wisdom teeth out over 10 hrs ago and the novicane still hasn't worn off and I'm on vikadin (spelling?) so I want to make sure I'm completely coherent before I get to your question. The other questions were super easy.
                        lol i completely understand and im sorry bout the teeth xD good luck man, i can wait :3
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                          #23914    
                        Old February 19th, 2013 (10:15 PM). Edited February 19th, 2013 by karatekid552.
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                          Quote:
                          Originally Posted by 95gemello7 View Post
                          I'm trying to do a new animation for Giga Impact and I would like to know a thing: can I use the animation that in battle show the Pokémon when eating a berry? And where can I find it?
                          I'm not quite sure.... I can't quite remember what it looks like in FR, but in Ruby, it just looks like synthesis. So why not just use synthesis as part of your attack? Just a thought.

                          Quote:
                          Originally Posted by Shubunkus View Post
                          How would I go about starting off a hack with a black screen. Can I do this with XSE?
                          Have your starting map be all black tiles and hide your character in a script (level script) as soon as you start. There is probably a better way, but this is easiest. Then, when you want the lights to go, just have that script warp and show the player. Movement commands for hide and show, I believe are 0x54 and 0x55 respectively.

                          Quote:
                          Originally Posted by The Legacy of The Legends Creator :D View Post
                          I changed the Script to where it will Accept it, and i get an offset with free space but when i paste the offset code, in plave of the 0s in the "0x00000..." it changes, and it wont stick to the one i chose.
                          In Advacned map.

                          And i was also asking,lets say i distrubte the rom for free like planned. And other people download just the GBA file im editing straight through instead of a patch, Would i have to keep the Saved RBC files with the scripts or does hitting compile in XSE save them into the rom without needing the external RBC files?

                          And thank you on the last question :3
                          When you hit compile, it turns all of your words into numbers and adds them to the rom. So, you do not need the rbc files, but they are good to keep as many scripts are similar. Therefore, you maybe able to use old ones as reference points or templates. I do this A LOT!

                          A-map doesn't use 0xXXXXXX, it uses the $XXXXXX instead. Then, you must click save:p.

                          When you distribute the patch, also include the game code (AXVE, BPEJ, BPRE) so that they know exactly which game and language to patch. Also include the version number (1.0 or 1.1) for FR.


                          Here is Lu-Ho's tut on how to add (not replace) new tilesets: http://www.pokecommunity.com/showthread.php?t=156018

                          Here is a tutorial on adding tilesets in general: http://www.pokecommunity.com/showthread.php?t=186982
                          Like FBI said, just type in tile sets and hit search!:D

                          And another good tutorial, (I hope...): http://www.pokecommunity.com/showthread.php?t=193377

                          For animating tiles, this should be useful: http://www.pokecommunity.com/showthread.php?t=260619

                          Now I am just going to use a spoiler:


                          As you can tell, this Vicodin is making feel really good so I didn't mind finding all of there tutorials. I'm also pretty bored too.:D
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                            #23915    
                          Old February 19th, 2013 (10:46 PM).
                          The Legacy of The Legends Creator :D's Avatar
                          The Legacy of The Legends Creator :D The Legacy of The Legends Creator :D is offline
                             
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                            but the script offset for a new one is $00000000 as a default to be switch,so how would i create a working script and instert it correctly? and thank you so much for your answers XD you do not know how much of a help you are being
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                              #23916    
                            Old February 19th, 2013 (10:54 PM).
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                            karatekid552 karatekid552 is offline
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                              Quote:
                              Originally Posted by The Legacy of The Legends Creator :D View Post
                              but the script offset for a new one is $00000000 as a default to be switch,so how would i create a working script and instert it correctly? and thank you so much for your answers XD you do not know how much of a help you are being
                              I added some links for tile insertion


                              First of all, it should only be 6 0's not 8 in A-map. Trust me, that makes a big difference. Now, when you compile something, your script should begin with #Dynamic 0x740000 (or any offset with free space) and then the next line should be #org @start. When you compile (click the gear button) it will show you a log and all of the offsets that it placed your script at. Take the offset for @start and copy it. Then, put it in the script offset box, preceded by the "$", so it comes out in the format $XXXXXX. You are going to replace the $000000 with this new offset.
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                                #23917    
                              Old February 19th, 2013 (10:58 PM). Edited February 19th, 2013 by The Legacy of The Legends Creator :D.
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                                lol trust me ima check em all out XD too
                                Whenever i add the 6,i am apparently diong that part correctly, but when i add the offest of the 6 cuz i always take out the 0x to avoid the red text xD, it usualy moves the text around and adds some to fill the other 2 digits

                                and is there a specific way to go about adding different map tiles instead of coloring them to another palette, like say change a tree or what id like to do is put certain types of pokemon sprites as tiles? or new buildings
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                                  #23918    
                                Old February 19th, 2013 (11:09 PM). Edited February 19th, 2013 by karatekid552.
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                                  Quote:
                                  Originally Posted by The Legacy of The Legends Creator :D View Post
                                  lol trust me ima check em all out XD too
                                  Whenever i add the 6,i am apparently diong that part correctly, but when i add the offest of the 6 cuz i always take out the 0x to avoid the red text xD, it usualy moves the text around and adds some to fill the other 2 digits
                                  When you write a script, never actually put in offsets by yourself, as you can easily break it if there aren't enough bytes in between two offsets. Always use unique @_____ labels and let XSE do it for you.

                                  Consult diegoisawesome's XSE tutorial for more information on writing scripts.

                                  I can tell you this however. The 7th and 8th digits in an pointer and offset, tell the location of the data as being in a part of the rom or of the ram. The 8 that is added before most script offsets and the 08 that are at the end of each pointer specify that the data is in the rom. The other numbers are in the ram.

                                  For example, 01 is BIOS, 02 is External Working RAM, 03 Internal Working RAM, 04 is register memory/IO, 05 is Pallete Memory, 06 is Video RAM, 07 is Object Attribute Memory, 08 is the ROM, and 0E is the back-up memory. You don't need to know what all of that means, but it explains why rom offsets are preceded by an 8 and pointers are followed by a 08. This is not needed in A-map sinceit knows it is pulling from the rom.

                                  Also, if you forget the "$" in A-map, it switches from hex mode to decimal mode, so don't forget it.

                                  Quote:
                                  Originally Posted by The Legacy of The Legends Creator :D View Post
                                  and is there a specific way to go about adding different map tiles instead of coloring them to another palette, like say change a tree or what id like to do is put certain types of pokemon sprites as tiles? or new buildings
                                  Just read the tutorials, the most I've ever done is change the shape of the rocks and pull in new trees.

                                  I'm a scripter, beginner ASMer (is that a phrase? haha), and data manipulator. I like working with numbers much better than images.:D
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                                    #23919    
                                  Old February 19th, 2013 (11:15 PM). Edited February 19th, 2013 by The Legacy of The Legends Creator :D.
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                                    you kno what idt i always kept the $ but ill keep it in mind

                                    lol ima spriter xD that palette on the darkrai in my sig i made it :3 <3

                                    Just a question, whats a good english hex editor i dont seem to have one, night! ill check later XD
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                                      #23920    
                                    Old February 20th, 2013 (2:21 AM).
                                    QuartierGenerale QuartierGenerale is offline
                                       
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                                      Hello,

                                      i'm trying to edit Birch's Bag (Ruby)...i've exported image from unzl, after i've exported palette from VBA, ad i've applied my palette to the exported image. what has happened is that the bag is correctly recolour, while the grass not.

                                      This is the result image:



                                      how can i do for seeing the correct palette also in the grass?

                                      thanks a lot
                                        #23921    
                                      Old February 20th, 2013 (2:34 AM).
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                                        How can I change LOW HP ALARM from Signal to Music like in Pokemon Black/White into pokemon ruby Rom?
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                                          #23922    
                                        Old February 20th, 2013 (7:13 AM).
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                                        LocksmithArmy LocksmithArmy is offline
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                                          Im having mapping issues...

                                          in every map I make... if I want to make a solid BLACK tile... I take the first black square from the block list and I place it where I want the black square to be in the game... makes since right... (works the same for the boarder tiles too)

                                          but in game it comes out like this:


                                          all those blue squiggleys should be black... how can I fix this (its like this for all my maps, not the nintendo maps)
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                                            #23923    
                                          Old February 20th, 2013 (7:29 AM). Edited February 20th, 2013 by karatekid552.
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                                            Quote:
                                            Originally Posted by LocksmithArmy View Post
                                            Im having mapping issues...

                                            in every map I make... if I want to make a solid BLACK tile... I take the first black square from the block list and I place it where I want the black square to be in the game... makes since right... (works the same for the boarder tiles too)

                                            but in game it comes out like this:


                                            all those blue squiggleys should be black... how can I fix this (its like this for all my maps, not the nintendo maps)

                                            That first tile is not indeed black, but rather empty. Transparent. If you want a black tile, you will have to find a tileset like the ones inside of houses which have actual black tiles in them that you can use.

                                            Quote:
                                            Originally Posted by The Legacy of The Legends Creator :D View Post
                                            you kno what idt i always kept the $ but ill keep it in mind

                                            lol ima spriter xD that palette on the darkrai in my sig i made it :3 <3

                                            Just a question, whats a good english hex editor i dont seem to have one, night! ill check later XD
                                            HxD and GoldFinger. HxD is the best, however it doesn't support .tbl files which GoldFinger does. So, you can do everything you normally do for hex editing on HxD, and use GoldFinger just for any text editing need.

                                            Quote:
                                            Originally Posted by Ksiazek Bartlomiej View Post
                                            How can I change LOW HP ALARM from Signal to Music like in Pokemon Black/White into pokemon ruby Rom?
                                            Wasn't this just answered a page or two ago by shinyquagsire?

                                            Edit: My bad... It was answered in Research and Development by shinyquagsire not long ago.

                                            Quote:
                                            Originally Posted by QuartierGenerale View Post
                                            Hello,

                                            i'm trying to edit Birch's Bag (Ruby)...i've exported image from unzl, after i've exported palette from VBA, ad i've applied my palette to the exported image. what has happened is that the bag is correctly recolour, while the grass not.

                                            This is the result image:



                                            how can i do for seeing the correct palette also in the grass?

                                            thanks a lot
                                            My guess is that there isa second pallete. Keep looking in VBA's pallete editor as there is probobly one pallete for the bag and one for the grass.
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                                              #23924    
                                            Old February 20th, 2013 (7:46 AM).
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                                              Quote:
                                              Originally Posted by karatekid552 View Post
                                              That first tile is not indeed black, but rather empty. Transparent. If you want a black tile, you will have to find a tileset like the ones inside of houses which have actual black tiles in them that you can use.
                                              thanks... here is another simple one...

                                              do yes no questions HAVE to have a yes and no answer... could I just have a no answer and if its not no it was obviously yes...

                                              instead of:
                                              Spoiler:
                                              callstd MSG_YESNO ' Yes/No message
                                              compare LASTRESULT YES
                                              if == jump 0x8800190 ' Equal To
                                              compare LASTRESULT 0x0
                                              if == jump 0x8800160 ' Equal To


                                              I use something like:
                                              Spoiler:
                                              callstd MSG_YESNO ' Yes/No message
                                              compare LASTRESULT 0x0
                                              if == jump 0x8800160 ' Equal To
                                              jump 0x8800190
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                                                #23925    
                                              Old February 20th, 2013 (7:53 AM).
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                                              karatekid552 karatekid552 is offline
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                                                Quote:
                                                Originally Posted by LocksmithArmy View Post
                                                thanks... here is another simple one...

                                                do yes no questions HAVE to have a yes and no answer... could I just have a no answer and if its not no it was obviously yes...

                                                instead of:
                                                Spoiler:
                                                callstd MSG_YESNO ' Yes/No message
                                                compare LASTRESULT YES
                                                if == jump 0x8800190 ' Equal To
                                                compare LASTRESULT 0x0
                                                if == jump 0x8800160 ' Equal To


                                                I use something like:
                                                Spoiler:
                                                callstd MSG_YESNO ' Yes/No message
                                                compare LASTRESULT 0x0
                                                if == jump 0x8800160 ' Equal To
                                                jump 0x8800190
                                                Exactly. If it doesn't jump for yes, then the answer was obviously no. Unless you use call and return, then you would need to have a second compare command since it is returning back to the script.
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