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  #23751    
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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      #23752    
    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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      #23753    
    Old February 19th, 2013 (9:34 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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      well then how would you add more tilesets? if you can..
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        #23754    
      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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          #23755    
        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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          #23756    
        Old February 19th, 2013 (9:45 PM). Edited February 19th, 2013 by karatekid552.
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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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            #23757    
          Old February 19th, 2013 (9:48 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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            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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              #23758    
            Old February 19th, 2013 (10:15 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 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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                #23759    
              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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                  #23760    
                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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                    #23761    
                  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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                      #23762    
                    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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                        #23763    
                      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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                          #23764    
                        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
                            #23765    
                          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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                              #23766    
                            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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                                #23767    
                              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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                                  #23768    
                                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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                                    #23769    
                                  Old February 20th, 2013 (7:53 AM).
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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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                                      #23770    
                                    Old February 20th, 2013 (7:57 AM).
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                                      awesome... thanks... makes life much easier
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                                        #23771    
                                      Old February 20th, 2013 (11:14 AM).
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                                        Yo, currently hacking Pokemon Emerald and I'd like to do the following: change Wallace's battle theme (which is currently the champion theme) to the Regi's encounter theme. I'm not sure which tool I'm supposed to use for this. Help?
                                          #23772    
                                        Old February 20th, 2013 (11:18 AM).
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                                          Quote:
                                          Originally Posted by Doom Chaos View Post
                                          Yo, currently hacking Pokemon Emerald and I'd like to do the following: change Wallace's battle theme (which is currently the champion theme) to the Regi's encounter theme. I'm not sure which tool I'm supposed to use for this. Help?
                                          Most likely, a hex editor. Battle themes are not fun things to play with. You should find someone who knows a lot about music hacking.
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                                            #23773    
                                          Old February 20th, 2013 (12:03 PM).
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                                            I have a problem... How can I repeat the start of Dragon Claw's animation?
                                            This is the animation's code i would repeat:
                                            Spoiler:
                                            002D 27 00 37 27 19 8F 00 C0 03 F9 A7 0B 08 0A 05 02 00 04 00 00 00 08 00 7F 0203 F9 89 09 08 05 05 00 00 00 00 02 00 0F 00 01 00 0E AD 31 1D 08 0E AD 31 1D08 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07


                                            According to what I found in the tutorial of Chaos Rush, when the attack crashes you can end its animation and put another after it... But I can't repeat twice that animation!
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                                              #23774    
                                            Old February 20th, 2013 (2:34 PM). Edited February 20th, 2013 by iDowngrade.
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                                              Please help!

                                              When i import my front pokemon sprite with unlz.gba, it goes alright.
                                              But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?

                                              Please help!

                                              When i import my front pokemon sprite with unlz.gba, it goes alright.
                                              But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?
                                                #23775    
                                              Old February 20th, 2013 (3:55 PM).
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                                              Teh Blazer Teh Blazer is offline
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                                                Quote:
                                                Originally Posted by iDowngrade View Post
                                                Please help!

                                                When i import my front pokemon sprite with unlz.gba, it goes alright.
                                                But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?

                                                Please help!

                                                When i import my front pokemon sprite with unlz.gba, it goes alright.
                                                But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?
                                                The front sprite uses normal palettes and the backsprite (in unlz.gba) uses the shiny palette. When you import a new sprite, you are changing the palette (even if it's the same image, you're changing around which color goes first in the palette order) so instead of "blue green orange yellow" it becomes "yellow orange green blue"-- all of the blues in the original become yellow, all of the green's become orange, etc. even if the same colors were used.

                                                There are other tools out there that specifically specialize in inserting front and back sprites (Wichu's Advance Sprite Editor, for example) and unlz.gba tends to mess up people when it comes to palettes.
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