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  #25226    
Old May 26th, 2013 (9:04 PM).
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Heck yes. The thrill is like no other. Plus a few people got jobs or are studying to get jobs in game development companies from doing this kind of thing.
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  #25227    
Old May 26th, 2013 (9:26 PM).
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Quote:
Originally Posted by giradialkia View Post
Yeah, tried that. I'm generally unlucky with tutorials- this is one of those cases, it just hasn't worked for me and doesn't look like it's going to. I have a method to change the instruments (within the song, not the ROM) that works absolutely fine, I just want to know exactly what instruments can be worked with in Ruby so I know how to compose around that; it's an odd way to go about it, but it works for me (so long as I know, again, what instruments I'm working with).
Not sure if your question has been answered, but here goes anyway.

So, basically you just want to know which voicegroups in Ruby play which instruments? There's a few documents around PC that Magnius wrote a while back that I still use to this very day. Here's a link to the RSE one:

http://www.pokecommunity.com/showthread.php?t=158512&highlight=document+voicegroup

You can also go in sappy, go to a battle song (where most of the good instruments are played like Trumpet, Strings, accordion and so forth) and note the voicegroup offset, and search for it in this document. There you will find all of the instruments that the voicegroup consists of. But, you could always just look through the document and find a voicegroup that suits your needs (whether you're composing a town/city theme, victory theme, battle theme etc.).

But just keep in mind that there can only be a certain amount of DirectSound instruments playing at once (I can't remember how many in Ruby though... I think it's like 4 or 5 or something?) and I think you need a certain amount of Square sounds/Wave sounds. But anyway, see how you go.

Hope that answers your question :)
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  #25228    
Old May 27th, 2013 (3:15 AM).
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Ruby naturally plays five but following my tutorial you can make it play seven.
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  #25229    
Old May 27th, 2013 (4:23 AM).
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    Hi guys, If I have a map of 40x80 dimensions, I am aware increasing this to 40x100 will overwrite the next bytes and cause map glitches BUT can I safely change the dimensions to 60x60 (same area) without it glitches?

    Or do I have to repoint the whole map? -.-

    Thanks
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      #25230    
    Old May 27th, 2013 (4:29 AM).
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    Repointing has always been safer. Theres no loss obviously.
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      #25231    
    Old May 27th, 2013 (5:54 AM).
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      Quote:
      Originally Posted by gogojjtech View Post
      Repointing has always been safer. Theres no loss obviously.
      Thanks, I will do this!

      Also I edited overlds (15 and 76 to be exact) and place their correct frames in the right place... But when ever I use them in scripts or applymovements specifically the move but their frame does not. Even if I set the overworld to look up they always have frame 0 applied to them.

      Any reason for this or how to fix it?
        #25232    
      Old May 27th, 2013 (6:43 AM).
      885ertd 885ertd is offline
         
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        For some reason, Advance Map is not saving events. If I try to go to a different map, a box pops up that asks me to save. If I hit "Save" or "Cancel," nothing happens, while "No" takes me to the other map, without saving the first. What's going wrong?
          #25233    
        Old May 27th, 2013 (7:08 AM).
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        @kearnsneyboy6
        It happens when you import an ow without repointing. Just importing and saving corrupts the frame loader.

        @885ertd
        There is a save button at the top left of the program.
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          #25234    
        Old May 27th, 2013 (7:27 AM).
        885ertd 885ertd is offline
           
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          That one is the one not working.
            #25235    
          Old May 27th, 2013 (9:22 AM).
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          karatekid552 karatekid552 is offline
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            Quote:
            Originally Posted by 885ertd View Post
            That one is the one not working.
            What version of A-map do you have?
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              #25236    
            Old May 27th, 2013 (9:27 AM).
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              Hey, I was wondering if there was a way to change a type in Fire Red from being a physically-attacking type to a specially-attacking type or vise versa. Any info is helpful.

              Thanks!
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                #25237    
              Old May 27th, 2013 (11:38 AM).
              Wewillburythem Wewillburythem is offline
                 
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                Might anyone be as to so kind to tell me how to edit a sprite pallet in overworld editor (Rebirth)? And if it is impossible to do it in (Rebirth), then is there another possible way to edit a sprite palette? I have been searching for about 3 weeks now, so I joined this site to hope for an answer.
                  #25238    
                Old May 27th, 2013 (12:02 PM).
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                use nse classic. it is better and does way more than your OWeditor program.
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                  #25239    
                Old May 27th, 2013 (2:24 PM).
                885ertd 885ertd is offline
                   
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                  Quote:
                  Originally Posted by karatekid552 View Post
                  What version of A-map do you have?
                  I have version 1.95 and I'm using a Leaf Green rom.
                    #25240    
                  Old May 27th, 2013 (2:33 PM).
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                  Quote:
                  Originally Posted by kearnseyboy6 View Post
                  Hi guys, If I have a map of 40x80 dimensions, I am aware increasing this to 40x100 will overwrite the next bytes and cause map glitches BUT can I safely change the dimensions to 60x60 (same area) without it glitches?

                  Or do I have to repoint the whole map? -.-

                  Thanks
                  Well, you could do it under certain circumstances. The way map data is programmed in GBA games is like HTML, with <tr> and <td>, so what you have to worry about is the actual size of the data. In your case, 40x80=3200, while 60x60=3600, causing an overwrite, as long as another map's data is within 400 tiledata bytesets of your map.
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                    #25241    
                  Old May 27th, 2013 (3:09 PM).
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                    this is more of a pc problem than a hack problem, but i cant use advancedtext because mcafee detects it as a virus and deletes the executable. my mom is the admin of my computer, and i doubt she will give me the password to remove the only antivirus this computer has. and thingy32 is too tedious. what do???
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                      #25242    
                    Old May 27th, 2013 (3:20 PM).
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                    karatekid552 karatekid552 is offline
                    What happens if I push it?....
                       
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                      Quote:
                      Originally Posted by milkymew View Post
                      this is more of a pc problem than a hack problem, but i cant use advancedtext because mcafee detects it as a virus and deletes the executable. my mom is the admin of my computer, and i doubt she will give me the password to remove the only antivirus this computer has. and thingy32 is too tedious. what do???
                      I always turn of McFee for the period I use programs it likes to delete. I have never needed a password to do a temporary turn off. Unfortunately, there is no "safe-list" that you can put files on that you don't want deleted (which is quite unfortunate). Over the summer, I built my own PC from spare parts of my friend's computer building and run all of my hacking stuff offline on it. The PC itself cost me 20 bucks and runs like the Flash:p. So, if you are decent with technology, that is an option.

                      Another option is to try and use XSE. Use a hex editor, like thingy, to find your text, and then go to the offset of said text and you may be able to edit it in XSE. Never tried it myself, but it could work.
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                        #25243    
                      Old May 27th, 2013 (4:27 PM).
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                      Yeah i do it in xse all the time. Just type
                      = message.

                      Then compile and boom! You inserted text without the need of a whole script.
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                        #25244    
                      Old May 27th, 2013 (5:13 PM).
                      lala0629 lala0629 is offline
                         
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                        When I use NTME for my indexed sprite, when I open it it says "Run Time Error" and a bunch of numbers. Then it closes my NTME. Can somebody tell me how to fix this?
                          #25245    
                        Old May 27th, 2013 (6:48 PM).
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                          I have a new error arising in my hack - I removed the truck animation at the beginning of Emerald, but now when I warp out of the truck, all of my movements, as well as many oddly background animations, are slowed to something like half or quarter speed.

                          Oddly enough, putting any sort of level script in the warped-to map fixes the problem on that map, but as soon as I enter a map which has no level scripts again, everything slows down.
                          Thoughts?
                            #25246    
                          Old May 27th, 2013 (8:06 PM).
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                            Quote:
                            Originally Posted by gogojjtech View Post
                            @kearnsneyboy6
                            It happens when you import an ow without repointing. Just importing and saving corrupts the frame loader.
                            I repointed each of the frame images to 900000 for frame 0, 900100 for frame 1 etc for all 9 frames. I changes the pointers at the images location. But it still has the same problem with scripts. Or was repointing the images not the problem?
                              #25247    
                            Old May 27th, 2013 (9:02 PM).
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                              Okay I have some questions!

                              1) We all know that Mastermind_X made an ASM Code to create unlimited shinies but, how do we make it so that the Player will NEVER EVER encounter a shiny?

                              1.5) On a side note, how do I use the Shinyzer? I already inserted the ASM it gives on an Emerald ROM and the tool said "ROM patched successfully." but after it and testing out the game, Surprise, Surprise! No shinies. Am I missing something here? Do I have to compile a script or something?

                              2) I'm trying to compile this script:
                              Code:
                              #dynamic 0x750000
                              
                              #org @start
                              lock
                              checkflag 0x1
                              if 0x1 goto @ka
                              checkflag 0x2
                              if 0x1 goto @fuu
                              checkflag 0x3
                              if 0x1 goto @rai
                              checkflag 0x4
                              if 0x1 goto @do
                              checkflag 0x5
                              if 0x1 goto @sui
                              release
                              end
                              
                              #org @ka
                              warp 0x3 0x1 0x1 0xC 0xC
                              release
                              end
                              
                              #org @fuu
                              warp 0x3 0x2 0x1 0xC 0xC
                              release
                              end
                              
                              #org @rai
                              warp 0x3 0x3 0x1 0xC 0xC
                              release
                              end
                              
                              #org @do
                              warp 0x3 0x4 0x1 0xC 0xC
                              release
                              end
                              
                              #org @sui
                              warp 0x3 0x5 0x1 0xC 0xC
                              release
                              end
                              It should warp to a map according to the flag set but it doesn't work. That is originally made for a Signpost event but it didn't work. I tried setting it on a Script Event, didn't work, again. (Note: Of course I set the Var Thingies on the Script Event!) And I tried it on a Person Event but it didn't work either. What's wrong?
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                                #25248    
                              Old May 27th, 2013 (9:26 PM).
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                              destinedjagold destinedjagold is offline
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                              Quote:
                              Originally Posted by robin22gongon View Post
                              Okay I have some questions!

                              1) We all know that Mastermind_X made an ASM Code to create unlimited shinies but, how do we make it so that the Player will NEVER EVER encounter a shiny?

                              1.5) On a side note, how do I use the Shinyzer? I already inserted the ASM it gives on an Emerald ROM and the tool said "ROM patched successfully." but after it and testing out the game, Surprise, Surprise! No shinies. Am I missing something here? Do I have to compile a script or something?

                              2) I'm trying to compile this script:
                              Spoiler:
                              Code:
                              #dynamic 0x750000
                              
                              #org @start
                              lock
                              checkflag 0x1
                              if 0x1 goto @ka
                              checkflag 0x2
                              if 0x1 goto @fuu
                              checkflag 0x3
                              if 0x1 goto @rai
                              checkflag 0x4
                              if 0x1 goto @do
                              checkflag 0x5
                              if 0x1 goto @sui
                              release
                              end
                              
                              #org @ka
                              warp 0x3 0x1 0x1 0xC 0xC
                              release
                              end
                              
                              #org @fuu
                              warp 0x3 0x2 0x1 0xC 0xC
                              release
                              end
                              
                              #org @rai
                              warp 0x3 0x3 0x1 0xC 0xC
                              release
                              end
                              
                              #org @do
                              warp 0x3 0x4 0x1 0xC 0xC
                              release
                              end
                              
                              #org @sui
                              warp 0x3 0x5 0x1 0xC 0xC
                              release
                              end


                              It should warp to a map according to the flag set but it doesn't work. That is originally made for a Signpost event but it didn't work. I tried setting it on a Script Event, didn't work, again. (Note: Of course I set the Var Thingies on the Script Event!) And I tried it on a Person Event but it didn't work either. What's wrong?
                              1. No idea.
                              1.5. Make a script to activate it.
                              Spoiler:

                              2. Try changing the flags that you are checking. I believe those flags you are using are automatically being restarted by the ROM.
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                                #25249    
                              Old May 27th, 2013 (9:46 PM). Edited May 27th, 2013 by ZangoMango.
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                                Having problems with unLZ, I've got my sprites indexed 64x64 with 16 colors, but when I try to write to ROM they don't transfer over and it just messed up the palette of the ingame sprite it was supposed to overwrite instead, like so. I even tried just saving default sprites like Venusaur and then overwriting another sprite with it, but it did the same thing. Pretty common problem I assume. Tips?
                                  #25250    
                                Old May 27th, 2013 (9:54 PM). Edited May 27th, 2013 by BlackWhiteRobin.
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                                BlackWhiteRobin BlackWhiteRobin is offline
                                   
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                                  Quote:
                                  Originally Posted by destinedjagold View Post
                                  1. No idea.
                                  1.5. Make a script to activate it.
                                  Spoiler:

                                  2. Try changing the flags that you are checking. I believe those flags you are using are automatically being restarted by the ROM.
                                  1) Okay.
                                  1.5) Okay.
                                  2) What?! Even if I'm using JPAN's Engine?!

                                  Quote:
                                  Originally Posted by ZangoMango View Post
                                  Having problems with unLZ, I've got my sprites indexed 64x64 with 16 colors, but when I try to write to ROM they don't transfer over and it just messed up the palette of the ingame sprite it was supposed to overwrite instead, like so. I even tried just saving default sprites like Venusaur and then overwriting another sprite with it, but it did the same thing. Tips?
                                  Like what I said to the other guy who asked that, use Wichu's Sprite Editor Instead, it automatically indexes and fixes everything for you.

                                  And since a page has passed, I would like to "re-ask" my questions.

                                  Quote:
                                  1) We all know that Mastermind_X made an ASM Code to create unlimited shinies but, how do we make it so that the Player will NEVER EVER encounter a shiny?
                                  2) I'm trying to compile this script:

                                  Code:
                                  #dynamic 0x750000
                                  
                                  #org @start
                                  lock
                                  checkflag 0x1
                                  if 0x1 goto @ka
                                  checkflag 0x2
                                  if 0x1 goto @fuu
                                  checkflag 0x3
                                  if 0x1 goto @rai
                                  checkflag 0x4
                                  if 0x1 goto @do
                                  checkflag 0x5
                                  if 0x1 goto @sui
                                  release
                                  end
                                  
                                  #org @ka
                                  warp 0x3 0x1 0x1 0xC 0xC
                                  release
                                  end
                                  
                                  #org @fuu
                                  warp 0x3 0x2 0x1 0xC 0xC
                                  release
                                  end
                                  
                                  #org @rai
                                  warp 0x3 0x3 0x1 0xC 0xC
                                  release
                                  end
                                  
                                  #org @do
                                  warp 0x3 0x4 0x1 0xC 0xC
                                  release
                                  end
                                  
                                  #org @sui
                                  warp 0x3 0x5 0x1 0xC 0xC
                                  release
                                  end
                                  It should warp to a map according to the flag set but it doesn't work. That is originally made for a Signpost event but it didn't work. I tried setting it on a Script Event, didn't work, again. (Note: Of course I set the Var Thingies on the Script Event!) And I tried it on a Person Event but it didn't work either. What's wrong?
                                  Destinedjagold said the game auto-resets the flags I used but, I was like "Really?!" Even if I use JPAN's Engine.
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