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  #24451    
Old April 1st, 2013 (7:56 AM).
Reygok's Avatar
Reygok Reygok is offline
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    Hello, I have e small problem regarding tiles. They are all default, I did not mess around with tile editing yet, I'm not a very good painter

    I changed the weather in one of my maps to "Sunny with clouds in water". It does what it says, there are clouds in the water. BUT these clouds are also reflected by some other tiles, namely flowers, bushes , parts of houses and so on.

    I checked the Block Editor, and it seems to have nothing to do with the behaviour byte, they all have different ones, and some are the same as grass, and grass does not reflect the colouds.

    Anyone had this problem before?
    Thanks for all answers,

    Reygok

    PS: I'm working with A-Map, in case someone did not notice.

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      #24452    
    Old April 1st, 2013 (9:19 AM).
    Spherical Ice's Avatar
    Spherical Ice Spherical Ice is offline
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    Quote:
    Originally Posted by Reygok View Post
    Hello, I have e small problem regarding tiles. They are all default, I did not mess around with tile editing yet, I'm not a very good painter :P

    I changed the weather in one of my maps to "Sunny with clouds in water". It does what it says, there are clouds in the water. BUT these clouds are also reflected by some other tiles, namely flowers, bushes , parts of houses and so on.

    I checked the Block Editor, and it seems to have nothing to do with the behaviour byte, they all have different ones, and some are the same as grass, and grass does not reflect the colouds.

    Anyone had this problem before?
    Thanks for all answers,

    Reygok

    PS: I'm working with A-Map, in case someone did not notice.
    It's just a glitchy weather type. It was leftover from RSE, and it wasn't fully implemented by Game Freak in FireRed/LeafGreen.
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      #24453    
    Old April 1st, 2013 (12:37 PM).
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    Golden Warrior Golden Warrior is offline
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      Hrm. I phrased my questions wrong it seems, let me try again.

      Where can I find the Team Aqua pre-battle logo that shows up? I can't find it in UNZL.GBA so I can assume it's in Tile Molester.

      Professor Birch isn't in UNZL.GBA either, so where can I find him in Tile Molester?

      Again, both for Sapphire, thanks in advance.
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        #24454    
      Old April 1st, 2013 (2:46 PM).
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      BlackWhiteRobin BlackWhiteRobin is offline
         
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        Quote:
        Originally Posted by Golden Warrior View Post
        Hrm. I phrased my questions wrong it seems, let me try again.

        Where can I find the Team Aqua pre-battle logo that shows up? I can't find it in UNZL.GBA so I can assume it's in Tile Molester.

        Professor Birch isn't in UNZL.GBA either, so where can I find him in Tile Molester?

        Again, both for Sapphire, thanks in advance.
        I don't know about the Team Aqua Logo but you know NSE 2.X? If not Google it.
        Prof. Birch Sprite in Ruby is 39DA00 just uncheck "LZ77 Compressed" checkbox in the NAVIGATE Section. I think it is the same with Sapphire but, why hack Sapphire? There are so lot of resources for Ruby and opposite for Sapphire.
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          #24455    
        Old April 1st, 2013 (3:50 PM). Edited April 1st, 2013 by karatekid552.
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        karatekid552 karatekid552 is offline
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          Quote:
          Originally Posted by Crykura View Post
          Well when I enter a warp that goes to a new warp that I set up the screen goes black but when i point the warp to one pre made it works.
          There is a good chance you map is corrupted. Try inserting it into another map bank/slot and then try again.

          Quote:
          Originally Posted by U_Flame View Post
          All right, here's the patch for my hack of Pokemon Sapphire, the one with the customizable basement. As you can see, I've also been busy with other (un)finished maps before I'm going to start scripting, so bear with the weirdness in the beginning. Just go with it 'till you're free to roam. You'll want to use the decoration cheats here: http://www.supercheats.com/gameboyadvance/pokemon-sapphire/8692/Gameshark-Cheats-VBA-Cheats/
          I was planning on just using my save file:p. Either way, I will try and give it a look right now.


          Edit: So, I am playing with this and I have no idea what it wrong. My best guess, since no matter how much I play with the tiles, is that you forced a secret base open and you are missing the command which allows decorations that use tiles. What I mean, is when I changed the outside staircase, not the one in the basement, into the secret base hole thing that you use secret power on, and then I pack up the base, it doesn't close. I can still enter the base as if I made one, even after I packed it up. I believe it is the initial script which opens the base in the first place that is preventing the decorations from being placed properly.

          Edit2: the script which opens a secret base in Sapphire is located at 0x1A2BE1. It uses a lot of specials which we have no clue what they do. Take a look at it.
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            #24456    
          Old April 1st, 2013 (5:56 PM). Edited April 1st, 2013 by BlackWhiteRobin.
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          BlackWhiteRobin BlackWhiteRobin is offline
             
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            Okay so I tried to do Jambo51's Overworld Rival Naming ASM Hack. It's about this paragraph he posted:
            Quote:
            Explanation: It's what it says on the tin, it lets you name your rival from the in game overworld, allowing for Silver like naming, or indeed, any other possibility you can come up with. The rivalname: .word 0x08FFFFFF is for if the player leaves the name box blank. It will fill it with a standard name instead. This standard name is up to you to create. Simply compile a name with XSE, and point that pointer to it.
            Now here's the question, how do I compile the names? At what format?

            Another question! Is there a way to make a force egg hatching script without glitches?
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              #24457    
            Old April 1st, 2013 (6:36 PM).
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            tajaros tajaros is offline
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              Quote:
              Originally Posted by robin22gongon View Post
              Okay so I tried to do Jambo51's Overworld Rival Naming ASM Hack. It's about this paragraph he posted:

              Now here's the question, how do I compile the names? At what format?
              What do you mean format?

              Ok, first open XSE then load your rom. And make a script that would look something like this.

              #dynamic 0x800000

              #org @1
              = Gary

              Compile it and take note of the offset and that should be the compiled string.
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                #24458    
              Old April 1st, 2013 (6:54 PM). Edited April 1st, 2013 by BlackWhiteRobin.
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              BlackWhiteRobin BlackWhiteRobin is offline
                 
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                Quote:
                Originally Posted by tajaros View Post
                What do you mean format?

                Ok, first open XSE then load your rom. And make a script that would look something like this.

                #dynamic 0x800000

                #org @1
                = Gary

                Compile it and take note of the offset and that should be the compiled string.
                Oh okay! What about this one?
                Quote:
                Originally Posted by robin22gongon
                Another question! Is there a way to make a force egg hatching script without glitches?
                And another one, would it be possible to port the R/S/E Pokedex to FR? Just the appearance and functions not the main Pokedex content. I'm curious since I discovered that the Ruins of Alph was ported to FR so I thought it would be possible to do the same with a Pokedex.
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                  #24459    
                Old April 2nd, 2013 (1:36 AM).
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                Quote:
                Originally Posted by robin22gongon View Post
                Oh okay! What about this one?


                And another one, would it be possible to port the R/S/E Pokedex to FR? Just the appearance and functions not the main Pokedex content. I'm curious since I discovered that the Ruins of Alph was ported to FR so I thought it would be possible to do the same with a Pokedex.
                special 0xc2 hatches an egg in your party, and hatches it to the Pokémon in the slot defined by the variable 0x8004. This special affects non-eggs too: it will reset them to level 5, make them have no evs, and changes the met location.
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                  #24460    
                Old April 2nd, 2013 (2:22 AM).
                U.Flame's Avatar
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                  Hmm, it seems that no matter what map I use, giving any map the tilesets of 14(1), 45(2), and dimensions of 17 width and 9 height will always make that map crash. It isn't just May's house, it seems anything I try it with crashes.
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                  Hacks I'm working on:
                  Pokemon Sapphire Hoenn's Rebirth - My own hack, making progress whenever possible.
                  3rd Gen Multiplayer Project - Research and development, occasionally testing, sometimes with support.
                  Pokemon Cursed/Creepy White - Group project, on hiatus for now with plans to return eventually.
                  Animal Crossing Wild World playing as an animal - experimental, messing with models and textures

                  Hacks I've worked on in the past:
                  Pokemon Ruby Destiny Broken Timeline (pre-reboot) - Assisted with maps
                  Pokemon HeartGold Prince Boo Edition - Experimental project with three small changes. Made at the request of YouTube LPer PrinceBoo21.

                  Been super busy with work, life, and laptop problems. Hopefully I can get back into it soon, I fear I'm already rusty. Meanwhile I'm considering writing some of my hacks as a series of fanfics.

                  Times I've been ninja'd: 18
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                    #24461    
                  Old April 2nd, 2013 (2:38 AM).
                  Banjora Marxvile's Avatar
                  Banjora Marxvile Banjora Marxvile is offline
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                    Quote:
                    Originally Posted by U_Flame View Post
                    Hmm, it seems that no matter what map I use, giving any map the tilesets of 14(1), 45(2), and dimensions of 17 width and 9 height will always make that map crash. It isn't just May's house, it seems anything I try it with crashes.
                    That is strange... But any other dimension works fine? Just make the width one more and see what happens, as then you can just leave the extra space blank, but it shouldn't be happening anyway...
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                      #24462    
                    Old April 2nd, 2013 (3:18 AM).
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                    U.Flame U.Flame is offline
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                      Quote:
                      Originally Posted by Banjora Marxvile View Post
                      That is strange... But any other dimension works fine? Just make the width one more and see what happens, as then you can just leave the extra space blank, but it shouldn't be happening anyway...
                      Good point. I tested that tileset on a large map that I no longer use, and began to shrink it. It still worked with a dimension of 20 width and 10 height. Then it crashed when I tried to give it 17 width and 9 height. So I can still have a bigger map. As long as it looks the same, there won't be a difference. I'm just curious as to why that specific tileset crashes on certain dimensions. It's not even a size issue, it still works with larger dimensions! Anyone else tried this?
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                      Hacks I'm working on:
                      Pokemon Sapphire Hoenn's Rebirth - My own hack, making progress whenever possible.
                      3rd Gen Multiplayer Project - Research and development, occasionally testing, sometimes with support.
                      Pokemon Cursed/Creepy White - Group project, on hiatus for now with plans to return eventually.
                      Animal Crossing Wild World playing as an animal - experimental, messing with models and textures

                      Hacks I've worked on in the past:
                      Pokemon Ruby Destiny Broken Timeline (pre-reboot) - Assisted with maps
                      Pokemon HeartGold Prince Boo Edition - Experimental project with three small changes. Made at the request of YouTube LPer PrinceBoo21.

                      Been super busy with work, life, and laptop problems. Hopefully I can get back into it soon, I fear I'm already rusty. Meanwhile I'm considering writing some of my hacks as a series of fanfics.

                      Times I've been ninja'd: 18
                      Times I've ninja'd people: 3
                        #24463    
                      Old April 2nd, 2013 (3:21 AM).
                      Banjora Marxvile's Avatar
                      Banjora Marxvile Banjora Marxvile is offline
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                        Quote:
                        Originally Posted by U_Flame View Post
                        Good point. I tested that tileset on a large map that I no longer use, and began to shrink it. It still worked with a dimension of 20 width and 10 height. Then it crashed when I tried to give it 17 width and 9 height. So I can still have a bigger map. As long as it looks the same, there won't be a difference. I'm just curious as to why that specific tileset crashes on certain dimensions. It's not even a size issue, it still works with larger dimensions! Anyone else tried this?
                        All the ROM's I used I remember never crashed for May's Room and the like at the default dimension (assuming by default it is 17x9), so it could be the ROM I guess, or something you did. Though, it is strange...
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                        awwAwa cute!! (pets u)

                        OMG!! humans TOO CUTE (dies)

                        can't blame a BARK for tryin'...

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                          #24464    
                        Old April 2nd, 2013 (3:40 AM).
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                        U.Flame U.Flame is offline
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                          Actually, May's house has a default dimension of 11 width, 9 height. I expanded the room just as I had Brandan's then gave it the tileset of 14 and 45. Brendan's room didn't crash at expanding it, but then again I kept it's tileset of 14, 40. Like I said, I've tested this on different maps, so it seems the problem lies with the tileset, not the specific map.
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                          Hacks I'm working on:
                          Pokemon Sapphire Hoenn's Rebirth - My own hack, making progress whenever possible.
                          3rd Gen Multiplayer Project - Research and development, occasionally testing, sometimes with support.
                          Pokemon Cursed/Creepy White - Group project, on hiatus for now with plans to return eventually.
                          Animal Crossing Wild World playing as an animal - experimental, messing with models and textures

                          Hacks I've worked on in the past:
                          Pokemon Ruby Destiny Broken Timeline (pre-reboot) - Assisted with maps
                          Pokemon HeartGold Prince Boo Edition - Experimental project with three small changes. Made at the request of YouTube LPer PrinceBoo21.

                          Been super busy with work, life, and laptop problems. Hopefully I can get back into it soon, I fear I'm already rusty. Meanwhile I'm considering writing some of my hacks as a series of fanfics.

                          Times I've been ninja'd: 18
                          Times I've ninja'd people: 3
                            #24465    
                          Old April 2nd, 2013 (4:01 AM). Edited April 2nd, 2013 by Banjora Marxvile.
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                          Banjora Marxvile Banjora Marxvile is offline
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                            Quote:
                            Originally Posted by U_Flame View Post
                            Actually, May's house has a default dimension of 11 width, 9 height. I expanded the room just as I had Brandan's then gave it the tileset of 14 and 45. Brendan's room didn't crash at expanding it, but then again I kept it's tileset of 14, 40. Like I said, I've tested this on different maps, so it seems the problem lies with the tileset, not the specific map.
                            Interesting,I will try it on one of my ROM's and report back and see if it crashes.

                            EDIT: That is so interesting, I see exactly what you mean. I think the only course is to make the dimensions bigger and fill with blank space.
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                            awwAwa cute!! (pets u)

                            OMG!! humans TOO CUTE (dies)

                            can't blame a BARK for tryin'...

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                              #24466    
                            Old April 2nd, 2013 (5:59 AM).
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                            karatekid552 karatekid552 is offline
                            What happens if I push it?....
                               
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                              Quote:
                              Originally Posted by Banjora Marxvile View Post
                              Interesting,I will try it on one of my ROM's and report back and see if it crashes.

                              EDIT: That is so interesting, I see exactly what you mean. I think the only course is to make the dimensions bigger and fill with blank space.
                              I have run into these problems before with maps expanding and then crashing. Just take the map and insert it into another slot and change all of the warps. It should work then.
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                                #24467    
                              Old April 2nd, 2013 (9:26 AM).
                              U.Flame's Avatar
                              U.Flame U.Flame is offline
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                                Quote:
                                Originally Posted by karatekid552 View Post
                                I have run into these problems before with maps expanding and then crashing. Just take the map and insert it into another slot and change all of the warps. It should work then.
                                That's the weird part though. The problem isn't in just that map, it's in any of them. It isn't even about expanding, since the maps can work with bigger dimensions. As Banjora Marxvile pointed out, the unneeded space can be filled with the same tiles as the border, and it won't look any different. Thanks to that, it's not causing any problems. But it's certainly strange that it crashes with only certain dimensions, yet won't have a problem with bigger ones so the problem lies with that tileset, not expanding.
                                __________________
                                Hacks I'm working on:
                                Pokemon Sapphire Hoenn's Rebirth - My own hack, making progress whenever possible.
                                3rd Gen Multiplayer Project - Research and development, occasionally testing, sometimes with support.
                                Pokemon Cursed/Creepy White - Group project, on hiatus for now with plans to return eventually.
                                Animal Crossing Wild World playing as an animal - experimental, messing with models and textures

                                Hacks I've worked on in the past:
                                Pokemon Ruby Destiny Broken Timeline (pre-reboot) - Assisted with maps
                                Pokemon HeartGold Prince Boo Edition - Experimental project with three small changes. Made at the request of YouTube LPer PrinceBoo21.

                                Been super busy with work, life, and laptop problems. Hopefully I can get back into it soon, I fear I'm already rusty. Meanwhile I'm considering writing some of my hacks as a series of fanfics.

                                Times I've been ninja'd: 18
                                Times I've ninja'd people: 3
                                  #24468    
                                Old April 2nd, 2013 (12:55 PM).
                                Mickey` Mickey` is offline
                                   
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                                  Hello (I'm French and I'm only fifteen, so I'm sorry about my bad English ! :s)

                                  I've got two questions.

                                  First, is it possible to activate an ASM script just pressing a button (without use a XSE script) ?

                                  And then, is it possible, with ASM, to appear pictures on the screen, such as our first Pokémon's sprite ?

                                  Thanks a lot

                                  Mickey`
                                    #24469    
                                  Old April 2nd, 2013 (3:42 PM). Edited April 2nd, 2013 by karatekid552.
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                                  karatekid552 karatekid552 is offline
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                                    Quote:
                                    Originally Posted by U_Flame View Post
                                    That's the weird part though. The problem isn't in just that map, it's in any of them. It isn't even about expanding, since the maps can work with bigger dimensions. As Banjora Marxvile pointed out, the unneeded space can be filled with the same tiles as the border, and it won't look any different. Thanks to that, it's not causing any problems. But it's certainly strange that it crashes with only certain dimensions, yet won't have a problem with bigger ones so the problem lies with that tileset, not expanding.
                                    Hmmmm, I really don't have anything to say.

                                    Quote:
                                    Originally Posted by Mickey` View Post
                                    Hello (I'm French and I'm only fifteen, so I'm sorry about my bad English ! :s)

                                    I've got two questions.

                                    First, is it possible to activate an ASM script just pressing a button (without use a XSE script) ?

                                    And then, is it possible, with ASM, to appear pictures on the screen, such as our first Pokémon's sprite ?

                                    Thanks a lot

                                    Mickey`
                                    1) I believe that JPAN's engine allows the running of a script based upon the press of a button, so it could run a script that just says, "callasm 0x[routine+1]".

                                    2) You don't need ASM, there are scripting commands for that. Something like showpokepic and hidepokepic.
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                                      #24470    
                                    Old April 2nd, 2013 (5:23 PM).
                                    TurrableTrevor TurrableTrevor is offline
                                       
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                                      I'm having some trouble in Advanced Pallet Editor (APE). I've been following Khaos Knight's tutorial on how to hack the emerald title screen, and everything was going smooth up until it was time to change the pallet. When I import my pallet, it says "Invalid Pallet" or something along those lines. When I try again it appears to load the pallet but says "Runtime Error 13" and then crashes. Any adive?
                                        #24471    
                                      Old April 2nd, 2013 (5:27 PM).
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                                      LocksmithArmy LocksmithArmy is offline
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                                        lol yes... it will always do that for a .pal

                                        when you get the error message you should notice the palette is loaded in the boxes (below the error message)

                                        simply screenshot that, or write down the values for each color.

                                        then reopen the APE and manually type in each Value...

                                        yes, time consuming and annoying... but it works.
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                                          #24472    
                                        Old April 2nd, 2013 (7:54 PM).
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                                        shinyabsol1 shinyabsol1 is offline
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                                          Quote:
                                          Originally Posted by LocksmithArmy
                                          lol yes... it will always do that for a .pal

                                          when you get the error message you should notice the palette is loaded in the boxes (below the error message)

                                          simply screenshot that, or write down the values for each color.

                                          then reopen the APE and manually type in each Value...

                                          yes, time consuming and annoying... but it works.
                                          Not if the .pal is 256 colors. You can index your image down to 16 colors, then increase the color depth to 256 and export. Then when you import the palette in APE it will load correctly. No need to do any manual copying
                                            #24473    
                                          Old April 3rd, 2013 (12:11 AM).
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                                          BlackWhiteRobin BlackWhiteRobin is offline
                                             
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                                            Hey guys! I tried putting the offsets I found here at the FontGFX and Font Width Part of the Pokeroms.ini of Fonted but it gives me "Run-time error '380': Invalid property value". Any idea on how to fix this?
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                                              #24474    
                                            Old April 3rd, 2013 (5:43 AM).
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                                            miksy91 miksy91 is offline
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                                              Quote:
                                              Originally Posted by robin22gongon View Post
                                              Hey guys! I tried putting the offsets I found here at the FontGFX and Font Width Part of the Pokeroms.ini of Fonted but it gives me "Run-time error '380': Invalid property value". Any idea on how to fix this?
                                              Well, there could be many reasons behind the error. But, it sounds like this is just a typical error behind the program not recognizing a value due to the format it's being written at.

                                              If you're using hexadecimal numbers to mark the addresses, the prefix of the values could for example be one of these: "$", "0x", "x", or, the value might not need a prefix at all. It all depends on how the programmer of the tool wanted to create it. Also, the ini-file might also not be able to deal with hexadecimal at all, and you'd have to convert the values into decimal first to be able to load data at those addresses (or the other way around).

                                              On the other hand, by what I picked up from diego's thread there, editing the font can be achieved really easily just by using Tile Molester (although it may not sound like that because you can't see images of the process there), so you don't really even need this additional font editing tool for the job.

                                              Pretty much everytime the graphics aren't compressed (just like you can compress data inside zip-archives, graphics data can also be compressed inside the rom with a certain compression routine, to make the images/sprites fit in smaller space), you can edit them with a tile layer editor, like Tile Molester, without having an additional program "making the job easier".
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                                                #24475    
                                              Old April 3rd, 2013 (5:48 AM).
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                                              BlackWhiteRobin BlackWhiteRobin is offline
                                                 
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                                                Quote:
                                                Originally Posted by miksy91 View Post
                                                Well, there could be many reasons behind the error. But, it sounds like this is just a typical error behind the program not recognizing a value due to the format it's being written at.

                                                If you're using hexadecimal numbers to mark the addresses, the prefix of the values could for example be one of these: "$", "0x", "x", or, the value might not need a prefix at all. It all depends on how the programmer of the tool wanted to create it. Also, the ini-file might also not be able to deal with hexadecimal at all, and you'll have to convert the values into decimal first to be able to load data at those addresses.

                                                On the other hand, by what I picked up from diego's thread there, editing the font can be achieved really easily just by using Tile Molester (although it may not sound like that because you can't see images of the process there), so you don't really even need this additional font editing tool for the job.
                                                Well, about the tool not recognizing the offsets written in the ini, if you put the offset of the FontGFX alone, it will give you "ROM supported but Fontwidths not specified." But once you put in the Fontwidths offset, it will have the "Run-time error". But thanks for helping, its just that it can be a pain in the neck manually going to the offset, export image, edit with paint, import, save, go to another offset etc. But never mind, I'll do it the hard way.
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