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  #25251    
Old May 28th, 2013 (3:35 AM).
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Jambo51 Jambo51 is offline
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    Quote:
    Originally Posted by robin22gongon View Post
    Is this the patch you guys are talking about? Which flags and vars does it make safe to use and how many are they?
    That patch doesn't make it safe in and of itself to use vars/flags, but it's the first step in a few of getting safe vars and flags.

    I have code made to take advantage of the newly freed up save space and make new variables and flags which are safe to use. I haven't released it and I was wondering if I should. It's not easy to use (albeit easier than JPAN's code).
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      #25252    
    Old May 28th, 2013 (3:43 AM).
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    Quote:
    Originally Posted by robin22gongon View Post
    Sorry for the late reply. So what's a very ideal and easy to remember flag that is safe to use? Can I use 0x300 and up? Because I'm gonna use a straight set of 250 flags and I don't wanna overlap anything. And also sorry, I thought removing the 0x(00)1 would affect it. :P Heheheh... And I've been quite forgetful these days. Oh and at one point of time, I made a setflag 0x1 in one map then a checkflag 0x1 in another map but it worked so I thought it would be safe now...

    Flags 0x200-0x2FF are safe I'm pretty sure. In that space, you have 255 flags to use which is enough for what you wanted. I think Karatekid told me that so blame him if something goes wrong ;D
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      #25253    
    Old May 28th, 2013 (3:49 AM). Edited May 28th, 2013 by BlackWhiteRobin.
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    BlackWhiteRobin BlackWhiteRobin is offline
       
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      Quote:
      Originally Posted by Jambo51 View Post
      That patch doesn't make it safe in and of itself to use vars/flags, but it's the first step in a few of getting safe vars and flags.

      I have code made to take advantage of the newly freed up save space and make new variables and flags which are safe to use. I haven't released it and I was wondering if I should. It's not easy to use (albeit easier than JPAN's code).
      But can it be used on the engine?

      Quote:
      Originally Posted by hinkage View Post
      Flags 0x200-0x2FF are safe I'm pretty sure. In that space, you have 255 flags to use which is enough for what you wanted. I think Karatekid told me that so blame him if something goes wrong ;D
      Actually, no. One is used:

      Quote:
      Originally Posted by DavidJCobb View Post
      Flag 0x266 appears to be directly manipulated by the game engine. If set, there is an EGG waiting for you in the Four Island Daycare Center. It is unset manually by scripts if you choose to discard the egg.
      I have to use a straight list.

      EDIT: Also another question. Does this only make the images appear or does it also apply the Physical/Special Split?

      If it doesn't, Can someone link me to a patch that apply the Physical/Special Split? The one Doesntknowhowtoplay made makes moves deal like 3HP damage just like that. I think it went overboard or is it really supposed to be like that?
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        #25254    
      Old May 28th, 2013 (4:03 AM).
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      karatekid552 karatekid552 is offline
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        Quote:
        Originally Posted by robin22gongon View Post
        But can it be used on the engine?



        Actually, no. One is used:



        I have to use a straight list.
        Yes it can be. JPAN's engine and his save block hack should be compatible, seeing as he made both and they affect different things.

        Aww you have to check the list:p.
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          #25255    
        Old May 28th, 2013 (4:26 AM).
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          Quote:
          Originally Posted by karatekid552 View Post
          Yes it can be. JPAN's engine and his save block hack should be compatible, seeing as he made both and they affect different things.

          Aww you have to check the list:p.
          Then Jambo should release the code which makes some flags and vars safe.

          Oh. I. Am. So. Dumb.
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            #25256    
          Old May 28th, 2013 (5:01 AM).
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            Sorry for asking the same question again but how do I repoint the overworlds so the frames load correctly? I have repointed the frames images so I don't think they are the problem...
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              #25257    
            Old May 28th, 2013 (5:53 AM).
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              Any thoughts on getting around these unhandled exception errors in APSE? I am but a Vulpix's hair away from realizing my dream of changing an Oddish into a Venusaur.
                #25258    
              Old May 28th, 2013 (6:10 AM).
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              BlackWhiteRobin BlackWhiteRobin is offline
                 
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                Quote:
                Originally Posted by ZangoMango View Post
                Any thoughts on getting around these unhandled exception errors in APSE? I am but a Vulpix's hair away from realizing my dream of changing an Oddish into a Venusaur.
                Your Front Sprite has more than 16 colors. Check it in either Photoshop or Irfanview.
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                  #25259    
                Old May 28th, 2013 (6:10 AM).
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                karatekid552 karatekid552 is offline
                What happens if I push it?....
                   
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                  Quote:
                  Originally Posted by kearnseyboy6 View Post
                  Sorry for asking the same question again but how do I repoint the overworlds so the frames load correctly? I have repointed the frames images so I don't think they are the problem...
                  Use NSE. It will repoint and do all of that for you.
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                    #25260    
                  Old May 28th, 2013 (6:45 AM).
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                  ZangoMango ZangoMango is offline
                     
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                    Quote:
                    Originally Posted by robin22gongon View Post
                    Your Front Sprite has more than 16 colors. Check it in either Photoshop or Irfanview.
                    Sometimes that does the trick, but once I've cleared getting the sprite into APSE, I get an unhandled exception error when I click Write to ROM. Never gotten past that point so far.

                    Is the error happening because the shiny sprite is messed up? http://i.imgur.com/roSUHjg.png
                      #25261    
                    Old May 28th, 2013 (6:49 AM).
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                    BlackWhiteRobin BlackWhiteRobin is offline
                       
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                      Quote:
                      Originally Posted by ZangoMango View Post
                      Sometimes that does the trick, but once I've cleared getting the sprite into APSE, I get an unhandled exception error when I click Write to ROM. Never gotten past that point so far.
                      Can you press the Details Button, scroll to the bottom and post a screenshot or at least write what it says there?
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                        #25262    
                      Old May 28th, 2013 (6:52 AM). Edited May 28th, 2013 by ZangoMango.
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                        Sure. Here's the Details log:
                        Spoiler:
                        See the end of this message for details on invoking
                        just-in-time (JIT) debugging instead of this dialog box.

                        ************** Exception Text **************
                        System.OverflowException: Arithmetic operation resulted in an overflow.
                        at Sprite_Editor.RomFunctions.ConvertStringToByteArray(String& str)
                        at Sprite_Editor.SpriteData.GetCompressedData(Int32 species)
                        at Sprite_Editor.Form1.WriteToROMButton_Click(Object sender, EventArgs e)
                        at System.Windows.Forms.Control.OnClick(EventArgs e)
                        at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
                        at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
                        at System.Windows.Forms.Control.WndProc(Message& m)
                        at System.Windows.Forms.ButtonBase.WndProc(Message& m)
                        at System.Windows.Forms.Button.WndProc(Message& m)
                        at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
                        at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


                        ************** Loaded Assemblies **************
                        mscorlib
                        Assembly Version: 2.0.0.0
                        Win32 Version: 2.0.50727.5466 (Win7SP1GDR.050727-5400)
                        CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
                        ----------------------------------------
                        Advanced Pokémon Sprite Editor
                        Assembly Version: 1.0.0.0
                        Win32 Version: 1.0.0.0
                        CodeBase: file:///C:/Users/HP/Desktop/ROM%20Hackin/advanced%20series/Advanced%20Pok%E9mon%20Sprite%20Editor.exe
                        ----------------------------------------
                        Microsoft.VisualBasic
                        Assembly Version: 8.0.0.0
                        Win32 Version: 8.0.50727.5420 (Win7SP1.050727-5400)
                        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
                        ----------------------------------------
                        System
                        Assembly Version: 2.0.0.0
                        Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
                        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
                        ----------------------------------------
                        System.Windows.Forms
                        Assembly Version: 2.0.0.0
                        Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
                        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
                        ----------------------------------------
                        System.Drawing
                        Assembly Version: 2.0.0.0
                        Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
                        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
                        ----------------------------------------
                        System.Runtime.Remoting
                        Assembly Version: 2.0.0.0
                        Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
                        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
                        ----------------------------------------
                        System.Core
                        Assembly Version: 3.5.0.0
                        Win32 Version: 3.5.30729.5420 built by: Win7SP1
                        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
                        ----------------------------------------
                        System.Xml
                        Assembly Version: 2.0.0.0
                        Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
                        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
                        ----------------------------------------

                        ************** JIT Debugging **************
                        To enable just-in-time (JIT) debugging, the .config file for this
                        application or computer (machine.config) must have the
                        jitDebugging value set in the system.windows.forms section.
                        The application must also be compiled with debugging
                        enabled.

                        For example:



                        When JIT debugging is enabled, any unhandled exception
                        will be sent to the JIT debugger registered on the computer
                        rather than be handled by this dialog box.



                        And here's what my shiny sprite looks like, if you think it may be causing the error:
                        Spoiler:


                        Edit: I just made the shiny look the same as the normal sprite, just to put an okay looking sprite in there, but same error. Hm
                          #25263    
                        Old May 28th, 2013 (7:14 AM).
                        kablam kablam is offline
                           
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                          Possible reasons for a warp not working even if you have the correct map bank and warp numbers? For some reason the exit warp for my cave just refuses to work. The other entrance/exit work fine and this entrance works as well. Just this particular exit for some reason does not work in game.
                            #25264    
                          Old May 28th, 2013 (7:27 AM).
                          BlackWhiteRobin's Avatar
                          BlackWhiteRobin BlackWhiteRobin is offline
                             
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                            Quote:
                            Originally Posted by ZangoMango View Post
                            Sure. Here's the Details log:
                            Spoiler:
                            See the end of this message for details on invoking
                            just-in-time (JIT) debugging instead of this dialog box.

                            ************** Exception Text **************
                            System.OverflowException: Arithmetic operation resulted in an overflow.
                            at Sprite_Editor.RomFunctions.ConvertStringToByteArray(String& str)
                            at Sprite_Editor.SpriteData.GetCompressedData(Int32 species)
                            at Sprite_Editor.Form1.WriteToROMButton_Click(Object sender, EventArgs e)
                            at System.Windows.Forms.Control.OnClick(EventArgs e)
                            at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
                            at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
                            at System.Windows.Forms.Control.WndProc(Message& m)
                            at System.Windows.Forms.ButtonBase.WndProc(Message& m)
                            at System.Windows.Forms.Button.WndProc(Message& m)
                            at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
                            at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


                            ************** Loaded Assemblies **************
                            mscorlib
                            Assembly Version: 2.0.0.0
                            Win32 Version: 2.0.50727.5466 (Win7SP1GDR.050727-5400)
                            CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
                            ----------------------------------------
                            Advanced Pokémon Sprite Editor
                            Assembly Version: 1.0.0.0
                            Win32 Version: 1.0.0.0
                            CodeBase: file:///C:/Users/HP/Desktop/ROM%20Hackin/advanced%20series/Advanced%20Pok%E9mon%20Sprite%20Editor.exe
                            ----------------------------------------
                            Microsoft.VisualBasic
                            Assembly Version: 8.0.0.0
                            Win32 Version: 8.0.50727.5420 (Win7SP1.050727-5400)
                            CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
                            ----------------------------------------
                            System
                            Assembly Version: 2.0.0.0
                            Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
                            CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
                            ----------------------------------------
                            System.Windows.Forms
                            Assembly Version: 2.0.0.0
                            Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
                            CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
                            ----------------------------------------
                            System.Drawing
                            Assembly Version: 2.0.0.0
                            Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
                            CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
                            ----------------------------------------
                            System.Runtime.Remoting
                            Assembly Version: 2.0.0.0
                            Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
                            CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
                            ----------------------------------------
                            System.Core
                            Assembly Version: 3.5.0.0
                            Win32 Version: 3.5.30729.5420 built by: Win7SP1
                            CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
                            ----------------------------------------
                            System.Xml
                            Assembly Version: 2.0.0.0
                            Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
                            CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
                            ----------------------------------------

                            ************** JIT Debugging **************
                            To enable just-in-time (JIT) debugging, the .config file for this
                            application or computer (machine.config) must have the
                            jitDebugging value set in the system.windows.forms section.
                            The application must also be compiled with debugging
                            enabled.

                            For example:



                            When JIT debugging is enabled, any unhandled exception
                            will be sent to the JIT debugger registered on the computer
                            rather than be handled by this dialog box.



                            And here's what my shiny sprite looks like, if you think it may be causing the error:
                            Spoiler:


                            Edit: I just made the shiny look the same as the normal sprite, just to put an okay looking sprite in there, but same error. Hm
                            Are you still getting the "Index was outside the bounds of the array" in this one?

                            Or is it just an error when Saving it/Writing to ROM/ctrl+s?

                            And is that the original sprite or did you edit it?

                            Try importing it one by one not import all. (Do it this way; Import Normal Front Sprite, Import Shiny Back Sprite/Import the Normal Back Sprite and edit the shiny palette yourself.)
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                              #25265    
                            Old May 28th, 2013 (8:11 AM).
                            karatekid552's Avatar
                            karatekid552 karatekid552 is offline
                            What happens if I push it?....
                               
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                              Quote:
                              Originally Posted by kablam View Post
                              Possible reasons for a warp not working even if you have the correct map bank and warp numbers? For some reason the exit warp for my cave just refuses to work. The other entrance/exit work fine and this entrance works as well. Just this particular exit for some reason does not work in game.
                              Does it warp you to a black screen? That could mean the next map is corrupted. If it isn't doing anything at all, then it is probably the tile you are standing on. A tile will only let you warp if it has warp properties. Check out the tile you are using in the Block Editor to see if it does have those properties.
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                                #25266    
                              Old May 28th, 2013 (8:37 AM).
                              ZangoMango's Avatar
                              ZangoMango ZangoMango is offline
                                 
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                                Quote:
                                Originally Posted by robin22gongon View Post
                                Are you still getting the "Index was outside the bounds of the array" in this one?

                                Or is it just an error when Saving it/Writing to ROM/ctrl+s?

                                And is that the original sprite or did you edit it?

                                Try importing it one by one not import all. (Do it this way; Import Normal Front Sprite, Import Shiny Back Sprite/Import the Normal Back Sprite and edit the shiny palette yourself.)
                                It's just that "unhandled exception" error when Writing to ROM.

                                It's the original Venusaur sprite, I just saved it from unLZ and imported it without messing with it. One thing is, when I import Venusaur into APSE and Synchronize Palettes, the colors are a little messed up, but then I just import it again right after and it clears up all the imperfections. Don't really understand why that is but ok.

                                I've been importing it one by one thus far.

                                I've tried changing the most minor things (like changing a light purple color in a shiny palette to white) and it still gives me that unhandled exception error when I Write to ROM.

                                (thanks for the extensive help btw)
                                  #25267    
                                Old May 28th, 2013 (12:11 PM).
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                                Akiba Akiba is offline
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                                I'll write a thread about this...
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                                  #25268    
                                Old May 28th, 2013 (4:14 PM).
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                                BlackWhiteRobin BlackWhiteRobin is offline
                                   
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                                  Quote:
                                  Originally Posted by ZangoMango View Post
                                  It's just that "unhandled exception" error when Writing to ROM.

                                  It's the original Venusaur sprite, I just saved it from unLZ and imported it without messing with it. One thing is, when I import Venusaur into APSE and Synchronize Palettes, the colors are a little messed up, but then I just import it again right after and it clears up all the imperfections. Don't really understand why that is but ok.

                                  I've been importing it one by one thus far.

                                  I've tried changing the most minor things (like changing a light purple color in a shiny palette to white) and it still gives me that unhandled exception error when I Write to ROM.

                                  (thanks for the extensive help btw)
                                  Aha! Now I know what the problem is! (Sorry for the late reply. I had to sleep too.) What you should do is take a clean FR ROM, Open it with APSE, export the Venusaur sprite (File>Export) Then open the ROM you are using and import the Venusaur sprite you exported earlier. Hope it helps. It works for me always.
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                                    #25269    
                                  Old May 28th, 2013 (5:02 PM).
                                  buckeyestilidie buckeyestilidie is offline
                                     
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                                    Is there anyway to not allow people to enter cheats in the game? I'm making a game or switching some things around in my FR and plan on having a little competition with my friends and wanna make sure no one cheats to win lol is there a particular script or setting?
                                      #25270    
                                    Old May 28th, 2013 (5:03 PM). Edited May 28th, 2013 by karatekid552.
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                                    karatekid552 karatekid552 is offline
                                    What happens if I push it?....
                                       
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                                      Quote:
                                      Originally Posted by kearnseyboy6 View Post
                                      Aaaah, i use NSE Classic for overworlds and 2.0 for sprites. Now, I spent ages figuring what is wrong and it was the PALETTE! I used 0x13 (from deoxys triangle overworld) and that caused the glitch...

                                      I know theres only a few palettes to use in overworlds, and its too late for me to apply JPAN's engine, so which palettes can I use? Just the overworld (people ones?)
                                      The ones that work in game. Those you can use:p.

                                      Quote:
                                      Originally Posted by buckeyestilidie View Post
                                      Is there anyway to not allow people to enter cheats in the game? I'm making a game or switching some things around in my FR and plan on having a little competition with my friends and wanna make sure no one cheats to win lol is there a particular script or setting?
                                      Well, cheats (I'll assume GameShark or AR type) work by "hooking" into the ram and then altering it. So, in order to prevent cheating, you would need to use ASM and rewirte all of the RAM storage to shift it around. This would be quite difficult. My advice is to put something at stake for cheating. Like anyone caught cheating has to pay each of the other guys $20. Cheating is fairly easy to note, excessive shinies, high stats, more than one of a single legendary, more than one master ball, and pokemon not found in FR. So, I would say put up a little punishment for cheating and hope you can trust them:p.
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                                        #25271    
                                      Old May 28th, 2013 (6:41 PM).
                                      Renegade's Avatar
                                      Renegade Renegade is offline
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                                        Does anyone know where I can find an overworld sprite of Snorunt? I've been looking for a LONG time now... With no success
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                                          #25272    
                                        Old May 28th, 2013 (6:57 PM). Edited May 28th, 2013 by BlackWhiteRobin.
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                                        BlackWhiteRobin BlackWhiteRobin is offline
                                           
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                                          Quote:
                                          Originally Posted by CrystalStatic View Post
                                          Does anyone know where I can find an overworld sprite of Snorunt? I've been looking for a LONG time now... With no success
                                          Oh really? Were you looking so hard you never used Google and didn't click the second result?

                                          http://www.psypokes.com/dex/psydex/361/picdex
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                                            #25273    
                                          Old May 28th, 2013 (7:10 PM).
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                                          Renegade Renegade is offline
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                                            Quote:
                                            Originally Posted by robin22gongon View Post
                                            Oh really? Were you looking so hard you never used Google and didn't click the second result?

                                            http://www.psypokes.com/dex/psydex/361/picdex
                                            I meant an overworld sprite that I can download and insert into a ROM.
                                              #25274    
                                            Old May 28th, 2013 (7:23 PM).
                                            BlackWhiteRobin's Avatar
                                            BlackWhiteRobin BlackWhiteRobin is offline
                                               
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                                              Quote:
                                              Originally Posted by CrystalStatic View Post
                                              I meant an overworld sprite that I can download and insert into a ROM.
                                              Why don't you just make them? There's the sprite you can use all that's left is giving it a 16x32 resolution, coloring it's background and either index it and insert it to your ROM or redraw it using an OW editor.
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                                                #25275    
                                              Old May 28th, 2013 (7:47 PM).
                                              885ertd 885ertd is offline
                                                 
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                                                Whenever I try to make a new person event in Advance Map say something, the message box doesn't happen, even though I can hit "Open Script" and see that the script should work. The person will still face me, but it won't talk. What's gone wrong?
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