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  #26301    
Old August 23rd, 2013 (8:45 AM).
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Yeah, or in a hex editor. either way, you're searching for FFs. and yeah, every frame since you need a new offset for each.
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  #26302    
Old August 23rd, 2013 (8:54 AM).
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SpadeEdge16 SpadeEdge16 is offline
     
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    Quote:
    Originally Posted by gogojjtech View Post
    Yeah, or in a hex editor. either way, you're searching for FFs. and yeah, every frame since you need a new offset for each.
    Finally...got it to work. Thanks so much. You too KarateKid. I can finally move forward now haha.
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      #26303    
    Old August 23rd, 2013 (9:24 AM). Edited August 23rd, 2013 by GoGoJJTech.
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    Now I myself have a question. How could I check if the player is on a bike?
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      #26304    
    Old August 23rd, 2013 (1:00 PM).
    Jamlpr Jamlpr is offline
       
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      I hate to re-post, but it seems as if my post was unnoticed. I know there was another question being answered while I asked. I was just hoping if anyone had an answer for it? Arabic/Pashto/Persion Farsi font in Pokemon Fire Red? Anyway to do it?
        #26305    
      Old August 23rd, 2013 (1:08 PM).
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      Quote:
      Originally Posted by Jamlpr View Post
      I hate to re-post, but it seems as if my post was unnoticed. I know there was another question being answered while I asked. I was just hoping if anyone had an answer for it? Arabic/Pashto/Persion Farsi font in Pokemon Fire Red? Anyway to do it?
      I don't think so. There are other languages of gen 3 ROMs, but it's advised to stay in U.S versions. To make your own Font, you might need to ask others who know how.
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        #26306    
      Old August 23rd, 2013 (3:27 PM).
      ArmoredGuns ArmoredGuns is offline
         
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        Hello,

        What hex values would I need to change to make the charcoal, mystic water, twistedspoon etc from 10% boost to 20%, like in Gen IV? Thanks a lot!
          #26307    
        Old August 23rd, 2013 (6:15 PM).
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        karatekid552 karatekid552 is offline
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          Quote:
          Originally Posted by gogojjtech View Post
          Now I myself have a question. How could I check if the player is on a bike?
          This is in the walkrun states, which is at 0x2037078. I think it is +1 for bike. See how that byte changes in the memory viewer.
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            #26308    
          Old August 23rd, 2013 (6:36 PM).
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            I'm new here so please dont brutalize me if I do something wrong ._.


            Okay, I'm ROM hacking for the first time, Pokemon FireRed. I cant post my links to the pics of the problem because apparently I cant post links until I've posted 15 times :l So I will try to make the problem as clear as possible using words.

            Basically, in the intro with OAK, I am replacing the sprites for both the male trainer and the rival.

            I get the into the game fine, all is good, they look nice and pretty and all looks right.

            That is, BEFORE I name them.

            My male trainers problem is a small one, he looks fine, but again, once I name him (custom name, he stays looking fine if I choose a preset name, not giving the screen the opportunity to do the black transition) his colors change. His shirt is fine, his pants, hair, headband, all fine. MOST of his skin is fine as well, but the dark shading on the skin changes to a...dark green color. Again, this is ONLY if I go to the "name your character" screen. I just ignored this and changed the text so oak says "you seem sick" to just play off the glitch.

            The rivals is MUCH worse. Exact same as above, but...all of the skin changes to blood red. All of it, not just the dark shading. Only does it if I go to the naming screen, but this ones a little...hard to play off. "Oh your rival seems to be bleeding profusely from EVERYWHERE"

            Yeah no...

            If anyone has an answer as to how to fix this odd coloring problem it would be greatly appreciated... I'll try and go post 15 times so I can put up images of this weird issue..
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              #26309    
            Old August 23rd, 2013 (7:57 PM).
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              How would one go about changing what HM's can be used depending on the badge you earned?
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                #26310    
              Old August 23rd, 2013 (8:11 PM).
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                Quote:
                Originally Posted by Henakuo View Post
                I'm new here so please dont brutalize me if I do something wrong ._.


                Okay, I'm ROM hacking for the first time, Pokemon FireRed. I cant post my links to the pics of the problem because apparently I cant post links until I've posted 15 times :l So I will try to make the problem as clear as possible using words.

                Basically, in the intro with OAK, I am replacing the sprites for both the male trainer and the rival.

                I get the into the game fine, all is good, they look nice and pretty and all looks right.

                That is, BEFORE I name them.

                My male trainers problem is a small one, he looks fine, but again, once I name him (custom name, he stays looking fine if I choose a preset name, not giving the screen the opportunity to do the black transition) his colors change. His shirt is fine, his pants, hair, headband, all fine. MOST of his skin is fine as well, but the dark shading on the skin changes to a...dark green color. Again, this is ONLY if I go to the "name your character" screen. I just ignored this and changed the text so oak says "you seem sick" to just play off the glitch.

                The rivals is MUCH worse. Exact same as above, but...all of the skin changes to blood red. All of it, not just the dark shading. Only does it if I go to the naming screen, but this ones a little...hard to play off. "Oh your rival seems to be bleeding profusely from EVERYWHERE"

                Yeah no...

                If anyone has an answer as to how to fix this odd coloring problem it would be greatly appreciated... I'll try and go post 15 times so I can put up images of this weird issue..
                I honestly have never heard of an issue like this before, but I will try my best to help you.

                First off what I could recommend is to use JPANs hack applier, it makes it possible to create new OWs so you don't have to replace other ones.

                This might be able to fix your issue with your rivals palette. Because instead of changing your rivals OW, you can just make a new OW and make that OW your rival.

                As for the player, I would assume it would be something to do with ASM. Where the palette want's to stay at 0, and you have changed your palette to 3 or something like that.

                The person I would ask about this issue would be karatekid552, i'm pretty sure he would understand exactly what is happening here and give you the direction to fix the problem.

                However, I just HIGHLY recommend using JPANs hack applier for the rival, so you can make a brand new OW. For a guide to insert new OWs, use this.

                http://www.pokecommunity.com/showthread.php?t=211535

                and a link for the actual hack applier is here.

                http://www.pokecommunity.com/showthread.php?t=194241
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                  #26311    
                Old August 23rd, 2013 (8:23 PM). Edited August 23rd, 2013 by GoGoJJTech.
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                Quote:
                Originally Posted by Teh Blazer View Post
                How would one go about changing what HM's can be used depending on the badge you earned?
                You could search for the script for each move, and change the checkflag, or you could just set a different flag for each gym.

                Quote:
                Originally Posted by ArmoredGuns View Post
                Hello,

                What hex values would I need to change to make the charcoal, mystic water, twistedspoon etc from 10% boost to 20%, like in Gen IV? Thanks a lot!
                Fourth gen hacking is not too popular yet, and only basic things are changable. You could try gen 3 since everything is already looked into.
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                  #26312    
                Old August 23rd, 2013 (8:37 PM).
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                  Quote:
                  What hex values would I need to change to make the charcoal, mystic water, twistedspoon etc from 10% boost to 20%, like in Gen IV? Thanks a lot!
                  http://bulbapedia.bulbagarden.net/wiki/Item_data_structure_in_Generation_III

                  I forget which value it's documented as on here, but look for the one that's x0A for all the type-boosting hold items and change it to x14.
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                    #26313    
                  Old August 23rd, 2013 (9:20 PM).
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                    Quote:
                    Originally Posted by awipe1 View Post
                    I honestly have never heard of an issue like this before, but I will try my best to help you.

                    First off what I could recommend is to use JPANs hack applier, it makes it possible to create new OWs so you don't have to replace other ones.

                    This might be able to fix your issue with your rivals palette. Because instead of changing your rivals OW, you can just make a new OW and make that OW your rival.

                    As for the player, I would assume it would be something to do with ASM. Where the palette want's to stay at 0, and you have changed your palette to 3 or something like that.

                    The person I would ask about this issue would be karatekid552, i'm pretty sure he would understand exactly what is happening here and give you the direction to fix the problem.

                    However, I just HIGHLY recommend using JPANs hack applier for the rival, so you can make a brand new OW. For a guide to insert new OWs, use this.

                    http://www.pokecommunity.com/showthread.php?t=211535

                    and a link for the actual hack applier is here.

                    http://www.pokecommunity.com/showthread.php?t=194241
                    Oh thank you very much for the resources! I'll give it a shot, if all decides to blow up in my face again you can expect to see my charred face up on the threads again x3
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                      #26314    
                    Old August 24th, 2013 (7:28 AM).
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                    karatekid552 karatekid552 is offline
                    What happens if I push it?....
                       
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                      Quote:
                      Originally Posted by Henakuo View Post
                      Oh thank you very much for the resources! I'll give it a shot, if all decides to blow up in my face again you can expect to see my charred face up on the threads again x3
                      Dude, I have done soooo much work with OWs, it isn't funny. I have expanded them, made them change by var instantly, swap pallettes, everything (except make them walk diagnoaly, that may come eventually:p Jambo found the movement table had 9 slots not 4. It would seem that late in development, then diagnol movement was cut, hence the test sumo wrestler in Ruby.)

                      However, after all of that, I have no clear idea what would cause your issue. I think the same OW loader that is used in those screens is the same as the normal one. I do have a theory though: the routine which loads OW palettes here MAY have been corrupted so that it doesn't load the palettes (maybe the branch out to the decompressor was noped by accident?) What I want you to do, is get to the intro in VBA. Go Tools->Palette Viewer and check the box "automatic update". Now, go backto the game and go through the intro watching the palettes on the right. The Hero should be the first palette slot (the first row). I can't remember which palette slot the rival is (the numbers 2 and 4 stick out in my head, but I'm not sure), but by your description, it should be apparent which slot he is using. Now, look at the other palettes. Do you see the correct palettes in there? If you don't, then it is a loading issue. If you do, but the OWs aren't using them, then it is a slot issue.
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                        #26315    
                      Old August 24th, 2013 (10:46 AM).
                      LarzI LarzI is offline
                         
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                        If I want to edit some of the dialogue in the game, let's say whatever Professor Oak in FireRed says when he gives you the Pokédex, would I have to make a script and assign it to a new offset, or can I just simply edit the string in the already-existing script? (Using XSE)
                          #26316    
                        Old August 24th, 2013 (10:47 AM).
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                        Quote:
                        Originally Posted by LarzI View Post
                        If I want to edit some of the dialogue in the game, let's say whatever Professor Oak in FireRed says when he gives you the Pokédex, would I have to make a script and assign it to a new offset, or can I just simply edit the string in the already-existing script? (Using XSE)
                        Do a new offset because if you accidentally mess up and go over the original limit, then you get corrupted data, and your game dies... So always use new offsets no matter what your doing so you avoid ROM failure.
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                          #26317    
                        Old August 24th, 2013 (11:14 AM).
                        kelewele_ kelewele_ is offline
                           
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                          could someone explain to me how exactly vars work?
                          i've been searching for days bt i haven't quite found the answer
                          basically i want to make a script where this character only appears on five island after interacting with him somewhere else... vars are the way to go about this right?
                            #26318    
                          Old August 24th, 2013 (11:16 AM).
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                          GoGoJJTech GoGoJJTech is offline
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                          Quote:
                          Originally Posted by kelewele_ View Post
                          could someone explain to me how exactly vars work?
                          i've been searching for days bt i haven't quite found the answer
                          basically i want to make a script where this character only appears on five island after interacting with him somewhere else... vars are the way to go about this right?
                          Vars are (like) flags in the way that they store info. But a flag is either 0 or 1, unset and set. Vars are whatever you want them to be, from 0 to 65535, so you could use like 2 vars for a hack. More info: http://www.pokecommunity.com/showthread.php?t=302347
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                            #26319    
                          Old August 24th, 2013 (11:28 AM).
                          kelewele_ kelewele_ is offline
                             
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                            yeh i got that much, i think i understand what they are just not how to use them properly, just really need to know how to use it for this script ><... but thanks alot though
                              #26320    
                            Old August 24th, 2013 (11:31 AM).
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                            Well for the script you could have this:
                            .....
                            setvar 0x40ff 0x1
                            .....
                            So when the event finishes, var 40ff has a value of 1.
                            Then in the island, have a level script:
                            .....
                            compare 0x40ff 0x1
                            if 0x1 goto @keep_him
                            goto @hide_him
                            release
                            end

                            #org @hide_him
                            hidesprite 0xXX
                            release
                            end

                            #org @keep_him
                            release
                            end
                            .....
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                              #26321    
                            Old August 24th, 2013 (1:35 PM).
                            kelewele_ kelewele_ is offline
                               
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                              I tried using a hidesprite command earlier but i got this
                              'Warning: Unknown command "hidesprite"' in the compiler log, which is what made me think i needed vars in the first place... and i got again using your script >.< , i'm using PKSV

                              and by level script do u mean the 'setmaptile' script or one the 'on entering map...' scripts in the header view of the map
                                #26322    
                              Old August 24th, 2013 (5:07 PM).
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                              Quote:
                              Originally Posted by kelewele_ View Post
                              I tried using a hidesprite command earlier but i got this
                              'Warning: Unknown command "hidesprite"' in the compiler log, which is what made me think i needed vars in the first place... and i got again using your script >.< , i'm using PKSV

                              and by level script do u mean the 'setmaptile' script or one the 'on entering map...' scripts in the header view of the map
                              Well I thought you were using XSE... Anyway, PKSV and XSE differ in commands.
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                                #26323    
                              Old August 24th, 2013 (8:17 PM).
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                              I'm using Pokemon FireRed and I'm trying to put a Team Aqua member from Pokemon Ruby into Pokemon FireRed via Overworld Sprite Editor Rebirth Edition and I imported the sprites and it shows it normal in the program but when I am in AdvanceMap and I try to put a sprite event on the map, the sprite is like completely different colors, mostly blue like.. if you inverted the color or something. Anyone know why?
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                                #26324    
                              Old August 24th, 2013 (9:28 PM).
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                                Quote:
                                Originally Posted by Le pug View Post
                                I'm using Pokemon FireRed and I'm trying to put a Team Aqua member from Pokemon Ruby into Pokemon FireRed via Overworld Sprite Editor Rebirth Edition and I imported the sprites and it shows it normal in the program but when I am in AdvanceMap and I try to put a sprite event on the map, the sprite is like completely different colors, mostly blue like.. if you inverted the color or something. Anyone know why?
                                Because in advanced map, the palettes that go with the original sprite will always stick.

                                For example, let's say I change the first sprites palette to 3, and the original palette for that sprite is 0. When you open the sprite it Advanced map, it will have the palette of 0 and not 3. However, in game, the palette will be correct. This is only an issue for when you are editing, no one else will see this problem.
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                                  #26325    
                                Old August 24th, 2013 (9:30 PM).
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                                Quote:
                                Originally Posted by awipe1 View Post
                                Because in advanced map, the palettes that go with the original sprite will always stick.

                                For example, let's say I change the first sprites palette to 3, and the original palette for that sprite is 0. When you open the sprite it Advanced map, it will have the palette of 0 and not 3. However, in game, the palette will be correct. This is only an issue for when you are editing, no one else will see this problem.
                                just proved this, thank you
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