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  #26251    
Old August 21st, 2013 (2:17 PM).
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Try downloading this version: https://www.dropbox.com/s/wqy6hog3ardn2re/NSE%201.7.5.0.zip
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  #26252    
Old August 21st, 2013 (2:22 PM).
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    Quote:
    Originally Posted by gogojjtech View Post
    Thanks a lot, it worked! Do you happen to know if it has to do with windows 8, or I just had to redownload it?
      #26253    
    Old August 21st, 2013 (2:23 PM).
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    You had a very old version, and it had not yet supported it.
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      #26254    
    Old August 21st, 2013 (2:50 PM).
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      Okay, so now im stuck again...I follow the tut, the only thing I don't do is uncheck the box in the preferences at the beginning, because im editing the hero sprite and it doesn't have 9 frames. so I go through and edit each frame to a new offset and overwrite it, but then after that and I go to import my sprite, it looks good on the first frame, but then on all of the next frames, this kind of thing happens. What did I do wrong? :/
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        #26255    
      Old August 21st, 2013 (2:54 PM).
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        Quote:
        Originally Posted by SpadeEdge16 View Post
        Okay, so now im stuck again...I follow the tut, the only thing I don't do is uncheck the box in the preferences at the beginning, because im editing the hero sprite and it doesn't have 9 frames. so I go through and edit each frame to a new offset and overwrite it, but then after that and I go to import my sprite, it looks good on the first frame, but then on all of the next frames, this kind of thing happens. What did I do wrong? :/
        I'm not expert at this kind of thing, but If I were to guess, I would say maybe your picture doesn't have the correct dimensions? So it's not 32x32.
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          #26256    
        Old August 21st, 2013 (3:05 PM).
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        It is 32 x 32, I see. Maybe you need to import to a new offset. Also, the hero must have more than just 9 frames
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          #26257    
        Old August 21st, 2013 (3:08 PM).
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          Quote:
          Originally Posted by gogojjtech View Post
          It is 32 x 32, I see. Maybe you need to import to a new offset. Also, the hero must have more than just 9 frames
          how would I do that? and yeah, that's why I didn't uncheck the box, cause I thought it said that you uncheck the box if the sprite has 9 frames, but mine has more, so I didn't uncheck the box.
            #26258    
          Old August 21st, 2013 (3:09 PM).
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          In the preferences screen, go to frame, then offset. That's the offset for the specified frame.
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            #26259    
          Old August 21st, 2013 (3:19 PM).
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            Quote:
            Originally Posted by gogojjtech View Post
            In the preferences screen, go to frame, then offset. That's the offset for the specified frame.
            Yeah, in the tutorial it says to get a new offset and replace it, which I end up doing. So i give each frame a new offset. at first they all had the same offset, o when i would import 1 sprite, it would be the same on all frames, but then when i gave each a new offset, that didn't happen, but it still doesn't answer why it get scrambled.
              #26260    
            Old August 21st, 2013 (3:21 PM).
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            It should not get scrambled if you click import... That's weird
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              #26261    
            Old August 21st, 2013 (6:17 PM).
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              Quote:
              Originally Posted by SpadeEdge16 View Post
              Yeah, in the tutorial it says to get a new offset and replace it, which I end up doing. So i give each frame a new offset. at first they all had the same offset, o when i would import 1 sprite, it would be the same on all frames, but then when i gave each a new offset, that didn't happen, but it still doesn't answer why it get scrambled.
              What version exactly? I have an issue with a custom version of 1.7.2.2 where this happens. On 1.7.5.X, this is not an issue.
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                #26262    
              Old August 21st, 2013 (7:17 PM).
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              Question time~

              I am currently following a tutorial on adding new attacks into a Ruby ROM.
              I am following Jambo's tutorial.
              Things are going smoothly but, a question suddenly popped in my head.


              Quote:
              Originally Posted by Jambo51 View Post
              Now, navigate back to 0x250C04 and copy (12 * number of new attacks) worth of data. This should ensure that the new attacks you add inherit some sensible data which PGE can work with.
              Since I am adding 157 new attacks, this step asks me to copy 1884 bytes of data (12 * 157).

              And now my question: how can one actually know they copied 1884 bytes of data?

              Do I need to...
              (1)navigate to the address (e.g. 0x250C04) and just simply add 1884 to it (result would be 0x252488), and then copy the data from the address (e.g. 0x250C04) to the result (0x252488) or...

              (2)do I first have to convert the address (e.g. 0x250C04) into decimal (result would be 2427908) and then add 1884 to it (result would be 2429792), and then convert back to hex (result would be 0x251360), and then copy the data from the address (e.g. 0x250C04) to the result (0x251360)?

              Thankies~
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                #26263    
              Old August 21st, 2013 (8:09 PM).
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                The latter. Another way would be to convert 1884 into hex (you'd get 0x75C) and add that to x250C04. Never add decimal and hexadecimal values together without converting one of them if you want results that make any sense.
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                  #26264    
                Old August 21st, 2013 (9:39 PM).
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                  Quote:
                  Originally Posted by karatekid552 View Post
                  What version exactly? I have an issue with a custom version of 1.7.2.2 where this happens. On 1.7.5.X, this is not an issue.
                  Where can I get 175X? I haven't been able to find it...
                    #26265    
                  Old August 22nd, 2013 (5:06 AM).
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                    Quote:
                    Originally Posted by SpadeEdge16 View Post
                    Where can I get 175X? I haven't been able to find it...
                    http://www.pokecommunity.com/attachment.php?attachmentid=58090&d=1292194929

                    That is the absolute latest version.
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                      #26266    
                    Old August 22nd, 2013 (12:48 PM).
                    zacharianinja zacharianinja is offline
                       
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                      ok quick question. anyone know what this means?
                      "invalid pointer to map footer"
                      it appears when i try to load a map i have edited in advmap.
                        #26267    
                      Old August 22nd, 2013 (12:54 PM).
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                        Is it possible to make pokemon follow you like in HG/SS in FireRed? Also, is it possible to put something similar to poke amie from X/Y in FireRed? (I'm thinking no, but one of us really wants to know)
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                          #26268    
                        Old August 22nd, 2013 (1:37 PM).
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                        Quote:
                        Originally Posted by zacharianinja View Post
                        ok quick question. anyone know what this means?
                        "invalid pointer to map footer"
                        it appears when i try to load a map i have edited in advmap.
                        This means that you have corrupted data. Do not use Advance map 1.95 since it's an unfinished beta and is extremely buggy. Use 1.92
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                          #26269    
                        Old August 22nd, 2013 (2:30 PM).
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                          Kind of a quick question for Fire Red here:

                          Is there a trainer battle number where even if you lose the script continues like normal? The closest I have found was the one below, but that has that whole little bit with Prof. Oak teaching you how to fight even though you've been playing the series for years now and I don't really want that.

                          Code:
                           trainerbattle 0x9 0x(trainer number) 0x3 0x(pointers) 0x(more pointers)
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                            #26270    
                          Old August 22nd, 2013 (2:42 PM).
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                          Quote:
                          Originally Posted by TheTorraRegion View Post
                          Is it possible to make pokemon follow you like in HG/SS in FireRed? Also, is it possible to put something similar to poke amie from X/Y in FireRed? (I'm thinking no, but one of us really wants to know)

                          Mmmm.

                          sssshhhh.....
                          Le pug is talking.

                          I'm thinking no unless Copy Player [35] or something of the Movement Type in AdvanceMap can be implemented and even then it would look bad.

                          ...okay le pug is done.
                          still sssshhhh.....
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                            #26271    
                          Old August 22nd, 2013 (3:03 PM). Edited August 22nd, 2013 by GoGoJJTech.
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                          Quote:
                          Originally Posted by TheTorraRegion View Post
                          Is it possible to make pokemon follow you like in HG/SS in FireRed? Also, is it possible to put something similar to poke amie from X/Y in FireRed? (I'm thinking no, but one of us really wants to know)
                          Use ASM, and you get a good result like Jambo51.

                          Quote:
                          Originally Posted by Teh Blazer View Post
                          Kind of a quick question for Fire Red here:

                          Is there a trainer battle number where even if you lose the script continues like normal? The closest I have found was the one below, but that has that whole little bit with Prof. Oak teaching you how to fight even though you've been playing the series for years now and I don't really want that.

                          Code:
                           trainerbattle 0x9 0x(trainer number) 0x3 0x(pointers) 0x(more pointers)
                          There's a research and development thread on this: http://www.pokecommunity.com/showthread.php?t=204875
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                            #26272    
                          Old August 22nd, 2013 (5:53 PM).
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                          karatekid552 karatekid552 is offline
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                            Quote:
                            Originally Posted by TheTorraRegion View Post
                            Is it possible to make pokemon follow you like in HG/SS in FireRed? Also, is it possible to put something similar to poke amie from X/Y in FireRed? (I'm thinking no, but one of us really wants to know)
                            I can tell you that it involves writing directly to the OAMT states. That is all Jambo51 told me.
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                              #26273    
                            Old August 22nd, 2013 (6:28 PM).
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                              I was wondering how I would insert a new font in to a game? Fire Red in specific. I would like to do a translation for Pashto speakers (native to Afghanistan). It's an Arabic script language with 8 more letters to the alphabet. Any idea how this would be done? Any attempt in the Advance Text Editor just gives me question marks instead of letters.

                              Thank you very much!
                                #26274    
                              Old August 22nd, 2013 (6:33 PM).
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                                One more quick question: what is ASM (sorry. New. Ugh....)
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                                  #26275    
                                Old August 22nd, 2013 (7:08 PM). Edited August 22nd, 2013 by awipe1.
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                                  Quote:
                                  Originally Posted by TheTorraRegion View Post
                                  One more quick question: what is ASM (sorry. New. Ugh....)
                                  I'm sure this can answer all your questions about ASM (except for actually doing it )
                                  http://www.pokecommunity.com/showthread.php?t=299696
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