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  #51    
Old July 28th, 2016 (12:11 PM).
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    Quote:
    Originally Posted by waw View Post
    You illustrate making a map from scratch at the end of the video. Can you speak to the nature of over-writing existing maps? Or making new ones?

    If you save them as... new, you would need to find hex data that's free, right? I think Usually they're just over-written. If that's the case, what do you do if you wanted to rotate a route, for example, horizontal? Can you invert the Width and Height to change tall routes to be long?
    When creating new custom maps, do not add additional map banks or map numbers to AdvancedMap. This is unstable. Instead, clear an already-existing map of its tiles, shove all of the events in a corner, and start anew.

    It isn't possible to invert width and height unfortunately. The reason for this is that inverting would mean changing horizontal-looking tiles into vertical-looking ones, such as mountain ledges, and AdvancedMap has no way of knowing what tiles are what.
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      #52    
    Old July 28th, 2016 (12:14 PM).
    waw waw is offline
       
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      What about the data usage? Route X is 10 by 30. (it's long vertically, right? If I switched that to 30 x 10 when I do a new map, would it become unstable? Can the memory realize it's the same amount, just... switched?
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        #53    
      Old July 28th, 2016 (12:22 PM).
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        Quote:
        Originally Posted by waw View Post
        What about the data usage? Route X is 10 by 30. (it's long vertically, right? If I switched that to 30 x 10 when I do a new map, would it become unstable? Can the memory realize it's the same amount, just... switched?
        Oh! I see what you mean. You're talking about resizing the map under the Header tab, but not adding a completely new map bank to AdvancedMap, right? Yes, that's what you should do. You can edit the existing map sizes as much as you'd like and I don't think you'll ever run into problems. I've never heard of anyone having problems with that.
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          #54    
        Old July 29th, 2016 (9:01 AM).
        waw waw is offline
           
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          Great, thanks.

          These are really helpful, the step by step bits. The one thing I might recommend/request is putting out your bits of code you use in the game for download, like you do the info guides (pokemon number, etc). In this way, we can see your data, play with it, as you talk. Probably not necessary, just an idea.
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            #55    
          Old July 29th, 2016 (12:51 PM).
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            This tut series is great so far, but I have some nuanced questions about editing EXISTING scripts. With the way the addressing works, does adding your own lines into an existing script throw off the offsets? Is it best practice to simply copy the script, edit it to have the new behavior, then add it into free space and repoint to your stuff? If I do this, do I need to replace every instance of #org [address] with an #org @name of my own?

            Primarily, I'm concerned with editing the opening scene in FR with oak. I want to add the gen 2 starters. How it currently works, is when you pick a pokeball, it sets certain variables (which you're picking, which the rival should pick, etc) at the top, then runs some common code blocks using those variables. I'm concerned about mucking with it, but at the same time, seems a waste to not use perfectly good code.
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              #56    
            Old July 29th, 2016 (3:36 PM). Edited July 30th, 2016 by Anthroyd.
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              Quote:
              Originally Posted by InAmberClad View Post
              This tut series is great so far, but I have some nuanced questions about editing EXISTING scripts. With the way the addressing works, does adding your own lines into an existing script throw off the offsets? Is it best practice to simply copy the script, edit it to have the new behavior, then add it into free space and repoint to your stuff? If I do this, do I need to replace every instance of #org [address] with an #org @name of my own?

              Primarily, I'm concerned with editing the opening scene in FR with oak. I want to add the gen 2 starters. How it currently works, is when you pick a pokeball, it sets certain variables (which you're picking, which the rival should pick, etc) at the top, then runs some common code blocks using those variables. I'm concerned about mucking with it, but at the same time, seems a waste to not use perfectly good code.
              That's a great question! Unfortunately I'm busy kicking major ass today, but I'll make sure to answer your question thoroughly by the end of the night. I'll edit this post.

              EDIT:
              "Does adding your own lines into an existing script throw off the offsets?"
              - Yes. If you add new commands, extend stings of dialog, append new movements, or anything else that requires extra data usage in various locations in the ROM, there will be side effects. For example, if two strings of dialog are stored one after the other in the ROM and you extend the first string by a few characters, part of the second string will be overwritten.

              "Is it best practice to simply copy the script, edit it to have the new behavior, then add it into free space and repoint to your stuff? If I do this, do I need to replace every instance of #org [address] with an #org @name of my own?"
              - (1) Yes (2) No. If you insert new commands or extend anything, remember to add a #dynamic 0xXXXXXX command to the first line of the decompiled script before you recompile it. XSE will do all of the repointing for you if you use the #dynamic command; you don't have to worry about going through each and every #org 0xXXXXXX line and changing the address.

              "I want to add the gen 2 starters."
              - If you just change the hex values of givepokemon, showpokepic, etc in the decompiled script, you'll be able to recompile it without any additional data overwriting anything. There might an issue with changing the strings to display other Pokemon names because of the reason mentioned earlier, so it would be best to change what you want to change, add what you want to add, then insert a new #dynamic 0xXXXXXX command at the top.

              Copying existing code, changing it slightly, then recompiling it might seem like a waste of data in the ROM. Don't worry about this, it's not a big deal whatsoever, especially if you're hacking Fire Red. If you ever get to the point where you need more space to finish a hack, you can always just expand the file size to 32 MB! :)
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                #57    
              Old July 30th, 2016 (2:27 PM).
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                Okay, that follows what my intuition was saying. Thank you!

                Quote:
                "I want to add the gen 2 starters."
                - If you just change the hex values of givepokemon, showpokepic, etc in the decompiled script, you'll be able to recompile it without any additional data overwriting anything. There might an issue with changing the strings to display other Pokemon names because of the reason mentioned earlier, so it would be best to change what you want to change, add what you want to add, then insert a new #dynamic 0xXXXXXX command at the top.
                In response to this, though, it isn't that simple. I'm putting in 3 more balls, not replacing. Which will be pretty easy. Getting the rival to randomly pick between the two fire types (if you pick grass), et al, will be fun.
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                  #58    
                Old July 30th, 2016 (3:52 PM).
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                  Quote:
                  Originally Posted by InAmberClad
                  Getting the rival to randomly pick between the two fire types (if you pick grass), et al, will be fun.
                  I remember when I first started getting the hang of scripting, writing the exact same randomness code that you're referring to was very fun and rewarding when I finally got it to work correctly!

                  I'm updating this thread to alert that the seventeenth tutorial has been completed and released!
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                    #59    
                  Old July 31st, 2016 (1:42 PM).
                  waw waw is offline
                     
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                    Anthroyd,

                    Is possible to set up a shot for Pokemon using this same method?
                    (tutorial 17)
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                      #60    
                    Old July 31st, 2016 (4:01 PM).
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                      Quote:
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                      Anthroyd,

                      Is possible to set up a shot for Pokemon using this same method?
                      (tutorial 17)
                      I think you made a typo somewhere...
                      Do you mean a PokeCenter? If so, then you can use the command special 0x0 to heal all of the Pokemon in the player's party.
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                        #61    
                      Old August 1st, 2016 (1:57 PM).
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                        I'm updating this thread to alert that the eighteenth tutorial has been completed and released!
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                          #62    
                        Old August 3rd, 2016 (2:11 PM).
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                          I'm updating this thread to alert that the nineteenth tutorial has been completed and released!
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                            #63    
                          Old August 7th, 2016 (1:30 PM).
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                            I'm updating this thread to alert that the twentieth tutorial has been completed and released!
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                              #64    
                            Old August 13th, 2016 (10:20 AM).
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                              This is very helpful 'o', ill definitely be using this and and sharing it to some people i know who are interested in rom hacking!
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                                #65    
                              Old August 13th, 2016 (10:53 AM).
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                                Quote:
                                Originally Posted by The Legacy of The Legends Creator :D View Post
                                This is very helpful 'o', ill definitely be using this and and sharing it to some people i know who are interested in rom hacking!
                                Thanks for the support!

                                I'm updating this thread to alert that the twenty-first tutorial has been completed and released!
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                                  #66    
                                Old August 14th, 2016 (5:19 AM).
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                                  I'm updating this thread to alert that an update video has been completed and released!
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                                    #67    
                                  Old August 15th, 2016 (10:52 AM).
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                                    Quote:
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                                    I'm updating this thread to alert that an update video has been completed and released!
                                    Hi bud, thanks a lot for making all of these tutorials! I just watched #0, #1 and the second one, and they are really helpful. I will watch more of them when i can, so i can slowly learn more about romhacking.

                                    I watched your latest update video too, good luck man! These are the tutorials that will be used in later years too, videos won't dissapear.. Thank you.
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                                      #68    
                                    Old August 15th, 2016 (10:54 AM).
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                                      Quote:
                                      Originally Posted by Jiftyj View Post
                                      Hi bud, thanks a lot for making all of these tutorials! I just watched #0, #1 and the second one, and they are really helpful. I will watch more of them when i can, so i can slowly learn more about romhacking.

                                      I watched your latest update video too, good luck man! These are the tutorials that will be used in later years too, videos won't dissapear.. Thank you.
                                      Glad I could help! Thanks for the words.
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                                        #69    
                                      Old August 30th, 2016 (5:19 AM).
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                                        lam the nao vay
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                                          #70    
                                        Old September 3rd, 2016 (6:23 AM).
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                                          Nice! I find this thread very useful since I'm new to making PKMN hacks
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                                            #71    
                                          Old September 18th, 2016 (8:42 AM).
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                                            I'm updating this thread to alert that the twenty-second tutorial has been completed and released!
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                                              #72    
                                            Old September 22nd, 2016 (1:01 PM).
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                                              Thanks this is so helpful!
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                                                #73    
                                              Old October 12th, 2016 (8:00 AM).
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                                                Looking forward to more from you. Your series made getting into this incredibly approachable. If I ever release a hack, you'll be the first line on the credits, that's fore sure.
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                                                  #74    
                                                Old October 12th, 2016 (2:04 PM).
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                                                  Quote:
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                                                  Looking forward to more from you. Your series made getting into this incredibly approachable. If I ever release a hack, you'll be the first line on the credits, that's fore sure.
                                                  Thanks for your words. Always appreciated.

                                                  I'm updating this thread to alert that the twenty-third tutorial has been completed and released!
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                                                    #75    
                                                  Old December 1st, 2016 (12:55 PM).
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                                                    Excellent videos. I really wish these had been out when I first tried mapping; you were dead-on when you said we've all made some embarrassing maps. I can't even go back a year before finding ridiculously awful maps, ones I personally thought were great. Back to the drawing board every time.
                                                    Anyways, you said earlier in this thread you don't recommend adding maps to A-Map; instead, overwriting old maps. Why is that? Could you elaborate?
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