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  #21701    
Old July 5th, 2012 (5:01 AM).
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Ark_Silvanos Ark_Silvanos is offline
     
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    i was going through the threads when i saw Jambo's 649 patch where he added the new abilities and i thought it would be fun to figure out how they worked so i could make my own.

    Thing is, i want to know how abilities actually work in game. Like if u had a pokemon with lightning rod, do all electric moves make a check to see if a pokemon has the ability then target that pokemon? also i'm assuming that some, if not all, abilities call routines that are compiled in the ROM as well, where are these routines located and when are they called in battle? also, how are the abilities that are used outside of battle (like illuminate) work?
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      #21702    
    Old July 5th, 2012 (7:28 AM). Edited July 5th, 2012 by LugiaMZ.
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      Quote:
      Originally Posted by redriders180 View Post
      I don't know about the Champion Vs. screen, but the elite four vs screens are controlled under the "header" tab. Changing the "Fight Type" to one of the four Elite Four settings will make the battle have a Vs Screen, I believe. But I think it only works in certain circumstances, i.e the battler you're currently battling with is an Elite Four member, with an Elite Four sprite, and possibly only one of the original "Elite Four" trainer numbers. I have some ASM in my game, however, that lets you call the Vs Screen animation at will in any trainer battle, although I don't have the ASM on hand, and I can't find the tutorial either...I think it was either erased, or put somewhere else, or I just missed it in my pass through of the tutorial section.
      You said you have ASM in your game, then can you find the ASM code from your game? You say you can call the Vs Screen animation at will in any trainer battle mean all trainer have a own VS Screen ( Example like before battle with Brock have a big Brock face at VS Screen animation )? Or can call E4/Champion VS Screen to any trainer?

      PS: Can you give me your hacked rom? if you have uploaded. I wan to try it :). I guess it will nice to play.

      I have many question hope have someone can reply me.

      1) Have any webpage have Pokemon anime song/music at midi format?

      2) I seen a tutorial( link:http://www.pokecommunity.com/showthread.php?t=170502) It insert 80x80 pixel DP sprite to rom. I tried before but when I test at game it looks like a crashed things. But the tutorial dosen't. How do I insert 80x80 pixel Pokemon/Trainer sprite correctly?

      3) After I beat the a trainer, then I make a script to rebattle with him. But I try in game I talk to him it nothing happen. How to make a same trainer battle can battle many time(Like E4)?

      4) When I use PokecryGUI to import cry at Fire Red Rom, I use F3,F4,F5(The Raikou,Entei,Suicune Poke ID) to import a wave sound, then I test in game It no problem. After that I try to battle with Venesaur, Charizard, Blatoise, Pigeot. They cry sound is same the cry I imported early. How do I fix it?

      5) I use Advance map, I create a person in my game, when I test in game goto near the person,


      Then I open my bag,


      After that I close my bag,


      I became the npc that I created, but pallet is same with the npc, why? When I after battle also have a same problem. I don't want to be the npc, How do I fix this problem?

      PS: Sorry for my bad english :(.
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        #21703    
      Old July 5th, 2012 (7:49 AM).
      Spherical Ice's Avatar
      Spherical Ice Spherical Ice is online now
       
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      Is the NPC's movement set to Face Down? If so, change it to No Movement.
        #21704    
      Old July 5th, 2012 (9:39 AM).
      Jambo51's Avatar
      Jambo51 Jambo51 is offline
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        Quote:
        Originally Posted by redriders180 View Post
        The FR 649 Patch will probably have to be patched to a clean ROM, unless they make a similar tool.
        They? THEY!? You are right though, the 649 patch will need to be installed on a clean ROM. It's far too interlinked to be able to split it up now.
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          #21705    
        Old July 5th, 2012 (10:39 AM).
        aablmd82 aablmd82 is offline
           
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          Quote:
          Originally Posted by redriders180 View Post
          Only two tilesets can appear on the screen at a given time. The only way to remedy this problem is to use gatehouses, and remove connections between then, or places tiles that appear only in Tileset 2 either six spaces away from the top or bottom of a map, or eight spaces away from the left or right of a map (This is because the GBA's screen is wider than it is tall). If you absolutely have to have those tiles there, give both maps the same tileset 2, and transfer tiles from the original tileset 2.
          Alright cool, thanks. I switched over the tileset and that worked out great, but the sprite still moves. It moves the 7th sprite on the map, and I can't figure out how to stop it.
            #21706    
          Old July 5th, 2012 (11:34 AM).
          redriders180's Avatar
          redriders180 redriders180 is offline
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            Quote:
            Originally Posted by LugiaMZ View Post
            You said you have ASM in your game, then can you find the ASM code from your game? You say you can call the Vs Screen animation at will in any trainer battle mean all trainer have a own VS Screen ( Example like before battle with Brock have a big Brock face at VS Screen animation )? Or can call E4/Champion VS Screen to any trainer?

            PS: Can you give me your hacked rom? if you have uploaded. I wan to try it :). I guess it will nice to play.

            I have many question hope have someone can reply me.

            1) Have any webpage have Pokemon anime song/music at midi format?

            2) I seen a tutorial( link:http://www.pokecommunity.com/showthread.php?t=170502) It insert 80x80 pixel DP sprite to rom. I tried before but when I test at game it looks like a crashed things. But the tutorial dosen't. How do I insert 80x80 pixel Pokemon/Trainer sprite correctly?

            3) After I beat the a trainer, then I make a script to rebattle with him. But I try in game I talk to him it nothing happen. How to make a same trainer battle can battle many time(Like E4)?

            4) When I use PokecryGUI to import cry at Fire Red Rom, I use F3,F4,F5(The Raikou,Entei,Suicune Poke ID) to import a wave sound, then I test in game It no problem. After that I try to battle with Venesaur, Charizard, Blatoise, Pigeot. They cry sound is same the cry I imported early. How do I fix it?

            5) I use Advance map, I create a person in my game, when I test in game goto near the person,


            Then I open my bag,


            After that I close my bag,


            I became the npc that I created, but pallet is same with the npc, why? When I after battle also have a same problem. I don't want to be the npc, How do I fix this problem?

            PS: Sorry for my bad english :(.
            0. No, I can't find the ASM at all, it's hidden somewhere in the massive quantities of bytes in my hack, and I don't know how to find it. And my hack isn't released yet v.v
            1. I'm sure there are. I found a midi file of the Pokemon theme song, but it was so long ago, I don't have the site. Just try googling around for what you want.
            2. Technically speaking, that tutorial doesn't teach you how to insert 80x80 sprites...it teaches you how to resize an 80x80 sprite into a 64x64 sprite, and then insert it. Putting in ANYTHING that's 80x80 won't work, because sprites are 64x64 MAX. Just resize the 80x80 ones, and use Wichu's Sprite Editor
            3. When a battle is completed, a flag is set, saying that trainer has been battled. From that point on, if that flag is set, scripts will skip over any trainerbattle command and go straight to what's after. If you want to clear that flag, use "settrainerflag 0xtrainer_number". XSE has it backwards...settrainerflag clears the flag, while cleartrainerflag sets the flag.
            4. Can't help you there, I've never worked with cries.
            5. I believe someone else has already answered that ;)

            Quote:
            Originally Posted by Jambo51 View Post
            They? THEY!? You are right though, the 649 patch will need to be installed on a clean ROM. It's far too interlinked to be able to split it up now.
            My apologies, Jambo >_< I thought it was a group effort :(

            Quote:
            Originally Posted by aablmd82 View Post
            Alright cool, thanks. I switched over the tileset and that worked out great, but the sprite still moves. It moves the 7th sprite on the map, and I can't figure out how to stop it.
            Check any level scripts, to see if the movesprite2 command is in any of them. That's usually what's responsible for permanently moving OWs to different places in-game
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              #21707    
            Old July 5th, 2012 (2:06 PM).
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            KhaosKnight KhaosKnight is offline
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              Alright I've got a weird problem. I'm editing the intro animation in Emerald with May/Brendon on their bike, Groudon, Kyogre, and Rayquaza. After Groudon and Kyogre appear their cry is played. I searched for Groudon's cry in a hex editor (95010000) and found it at (16E0C4) then changed it without a problem. But, I can't seem to find where Kyogre's cry is, I tried searching for 94010000 and others but I can't seem to find it. Can anybody help me out?
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                #21708    
              Old July 5th, 2012 (2:21 PM).
              Narutofan9991 Narutofan9991 is offline
                 
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                Whenever I use advance map to change wild pokemon only 1 or 2 pokemon appear at the same lvl. Why?
                  #21709    
                Old July 5th, 2012 (3:19 PM).
                aablmd82 aablmd82 is offline
                   
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                  Quote:
                  Check any level scripts, to see if the movesprite2 command is in any of them. That's usually what's responsible for permanently moving OWs to different places in-game
                  I've already tried deleting all level scripts and everything, but it still moves the sprite. I don't think that that's the problem anyways because even if I change the person event number, it still moves the sprite. It also only moves the sprite when I enter the map through the north connection. If I enter through a warp, the sprite doesn't get moved there.

                  Oh, and when I move off the screen and back onto the screen, the sprite goes back to its normal location.
                    #21710    
                  Old July 5th, 2012 (4:08 PM).
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                  redriders180 redriders180 is offline
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                    Quote:
                    Originally Posted by aablmd82 View Post
                    I've already tried deleting all level scripts and everything, but it still moves the sprite. I don't think that that's the problem anyways because even if I change the person event number, it still moves the sprite. It also only moves the sprite when I enter the map through the north connection. If I enter through a warp, the sprite doesn't get moved there.

                    Oh, and when I move off the screen and back onto the screen, the sprite goes back to its normal location.
                    What map and bank is it? I'd like to take a closer look at what might be causing the problem.

                    Quote:
                    Originally Posted by Narutofan9991 View Post
                    Whenever I use advance map to change wild pokemon only 1 or 2 pokemon appear at the same lvl. Why?
                    It's possible that A-Map didn't save all the wild Pokemon data. Which version are you using?
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                      #21711    
                    Old July 5th, 2012 (4:28 PM).
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                    Epitaph93 Epitaph93 is offline
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                      So I'm having a little issue with Gary's overworld at the intro of Fire Red. When you choose your name, then Gary's name it shows your overworlds at the top left, right? Well I've inserted the new Player OW and it shows up just fine, then I inserted Gary's, and it shows up just fine when you're playing the actual game, but when you choose Gary's name the old OW still shows up. Is there a second sprite for Gary that I'm missing? I couldn't find it in NSE or unlz
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                        #21712    
                      Old July 5th, 2012 (6:06 PM).
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                      redriders180 redriders180 is offline
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                        Quote:
                        Originally Posted by Epitaph93 View Post
                        So I'm having a little issue with Gary's overworld at the intro of Fire Red. When you choose your name, then Gary's name it shows your overworlds at the top left, right? Well I've inserted the new Player OW and it shows up just fine, then I inserted Gary's, and it shows up just fine when you're playing the actual game, but when you choose Gary's name the old OW still shows up. Is there a second sprite for Gary that I'm missing? I couldn't find it in NSE or unlz
                        Gary's intro sprite is, for one reason or another, different than his OW sprite. NSE 2.X has it in bookmarks...offset is at 0x3E1980, palette at 0xE98004, and it's compressed.
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                          #21713    
                        Old July 5th, 2012 (6:32 PM). Edited July 5th, 2012 by JBawls.
                        JBawls JBawls is offline
                           
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                          Quote:
                          Originally Posted by Darkrai Lv.1000 View Post
                          do you have a checkflag/setflag command anywhere in your script? i believe you can put one at the end to prevent it from reappearing.
                          Ignore my last post please I managed to correct myself by setting flags to the correct flag and person ids. Now the sprite DOES go away but not immediately after battle... If I walk out of view then its gone for good but if I don't walk away I can still rebattle... Any ideas?
                            #21714    
                          Old July 5th, 2012 (9:06 PM).
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                          tajaros tajaros is offline
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                            Quote:
                            Originally Posted by JBawls View Post
                            Ignore my last post please I managed to correct myself by setting flags to the correct flag and person ids. Now the sprite DOES go away but not immediately after battle... If I walk out of view then its gone for good but if I don't walk away I can still rebattle... Any ideas?
                            Use a hidesprite command and then set the flag that should work....:)

                            hidesprite 0x(person event no. in hex)

                            that's it! :D
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                              #21715    
                            Old July 5th, 2012 (10:25 PM).
                            JBawls JBawls is offline
                               
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                              Quote:
                              Originally Posted by tajaros View Post


                              Use a hidesprite command and then set the flag that should work....:)

                              hidesprite 0x(person event no. in hex)

                              that's it! :D
                              It seems I am getting the same error. Here is as it appears on xse...

                              '---------------
                              #org 0x1624F5
                              special 0x187
                              compare LASTRESULT 0x2
                              if 0x1 goto 0x81A7AE0
                              special 0x188
                              lock
                              faceplayer
                              checksound
                              cry 0x96 0x2
                              preparemsg 0x8177F9F '"Mew!"
                              waitmsg
                              waitcry
                              pause 0x14
                              playsong 0x2 0x2
                              waitkeypress
                              setwildbattle 0x96 0x5 0x0
                              setflag 0x807
                              special 0x138
                              waitstate
                              clearflag 0x807
                              special2 LASTRESULT 0xB4
                              compare LASTRESULT 0x1
                              if 0x1 goto 0x8162558
                              compare LASTRESULT 0x4
                              if 0x1 goto 0x8162561
                              compare LASTRESULT 0x5
                              if 0x1 goto 0x8162561
                              setflag 0x232
                              waitfanfare
                              end

                              '---------------
                              #org 0x1A7AE0
                              release
                              end

                              '---------------
                              #org 0x162558
                              clearflag 0x232
                              goto 0x4169236

                              '---------------
                              #org 0x162561
                              setvar 0x8004 0x96
                              goto 0x81A9236

                              '---------------
                              #org 0x1A9236
                              fadescreen 0x1
                              hidesprite 0x96
                              fadescreen 0x0
                              bufferpokemon 0x0 0x8004
                              msgbox 0x81A63C4 MSG_KEEPOPEN '"The [buffer1] flew away!"
                              release
                              end


                              '---------
                              ' Strings
                              '---------
                              #org 0x177F9F
                              = Mew!

                              #org 0x1A63C4
                              = The [buffer1] flew away!
                                #21716    
                              Old July 5th, 2012 (11:04 PM).
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                              Nara567 Nara567 is offline
                                 
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                                I'm back with more questions. ^^; All of these are on a FR ROM.

                                So, I'm making maps and test them out in the game, and click the world map. However, instead of saying that I was on Four Island, where I was, it told me I was in the Tanoby Ruins. It would also explain why there's a picture of them every time I enter a map of the sort. I don't exactly know when this happened. Could someone help?

                                Another one, tying into one I asked before. I'm using JPAN's hacked engine for the walking script, but I don't know how to set the number of steps needed to activate an event. After 500 steps, I want a message to appear.

                                Third question, is there a way to split where you start depending on gender, similar to RSE?
                                  #21717    
                                Old July 6th, 2012 (1:19 AM).
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                                Jambo51 Jambo51 is offline
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                                  Quote:
                                  Originally Posted by JBawls View Post
                                  It seems I am getting the same error. Here is as it appears in XSE..

                                  Script cut for brevity
                                  The setflag 0x807 is more important than you think it is. There is a level script associated with every such legendary wild battle. Look for it in Articuno and Zapdos' locations. You'll see a script which executes when flag 0x807 is set which is after the completion of the battle.
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                                    #21718    
                                  Old July 6th, 2012 (5:05 AM).
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                                  DaleH771 DaleH771 is offline
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                                    Hey guys.

                                    Here's what is up. I want to know how to make a script run when you step on a certain tile? I want to make events that run like, when you attempt to leave a certain area a message appears, and an applymovement turns the player around and sends them back a space. Thing's like that. I want tovknow this so I can script events without the player having to talk to someone.

                                    I use Pokescript. That would be preferable please BUT XSE is also ok, although it is not my prefferred method. Thanks!
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                                      #21719    
                                    Old July 6th, 2012 (5:45 AM).
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                                      Quote:
                                      Originally Posted by DaleH771 View Post
                                      Hey guys.

                                      Here's what is up. I want to know how to make a script run when you step on a certain tile? I want to make events that run like, when you attempt to leave a certain area a message appears, and an applymovement turns the player around and sends them back a space. Thing's like that. I want tovknow this so I can script events without the player having to talk to someone.

                                      I use Pokescript. That would be preferable please BUT XSE is also ok, although it is not my prefferred method. Thanks!
                                      See how trigger events are programmed, as simple as that. Trigger events occur when stepping on a tile where the event is programmed to be and it points to a similar kind of script people events do when they're talked to.

                                      If AdvanceMap can't do what you're looking for, you're going to have to repoint the event data to blank space yourself (with a hex editor) and add the wanted trigger events in there.
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                                        #21720    
                                      Old July 6th, 2012 (6:13 AM).
                                      Narutofan9991 Narutofan9991 is offline
                                         
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                                        Quote:
                                        Originally Posted by redriders180 View Post
                                        What map and bank is it? I'd like to take a closer look at what might be causing the problem.



                                        It's possible that A-Map didn't save all the wild Pokemon data. Which version are you using?
                                        Im using version 1.0.9 I hope that answers your question due the lame character rule.
                                          #21721    
                                        Old July 6th, 2012 (6:48 AM).
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                                        SonicBlazePlatinum SonicBlazePlatinum is offline
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                                        Where can I find decapitalized Pokemon Ruby, Fire Red, and Emerald ROMs at? Also how do I edit text? Do I use Advance Text and XSE or something else?
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                                          #21722    
                                        Old July 6th, 2012 (6:50 AM).
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                                          How can I extract the sprites for an image like this? I want to extract some HG/SS sprites and I sprung over to the spriters resource but I don't know how to use them.. A little help appreciated thank you..!
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                                            #21723    
                                          Old July 6th, 2012 (7:40 AM).
                                          aablmd82 aablmd82 is offline
                                             
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                                            Quote:
                                            Originally Posted by redriders180 View Post
                                            What map and bank is it? I'd like to take a closer look at what might be causing the problem.
                                            It's just Viridian City, (3,1).
                                              #21724    
                                            Old July 6th, 2012 (8:08 AM). Edited July 6th, 2012 by LugiaMZ.
                                            LugiaMZ's Avatar
                                            LugiaMZ LugiaMZ is offline
                                               
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                                              Quote:
                                              Originally Posted by Spherical Ice View Post
                                              Is the NPC's movement set to Face Down? If so, change it to No Movement.
                                              After that I changed the NPC's movement set to No Movement, it's no problem anymore!

                                              Thanks you very much~ :)

                                              Quote:
                                              Originally Posted by redriders180 View Post
                                              0. No, I can't find the ASM at all, it's hidden somewhere in the massive quantities of bytes in my hack, and I don't know how to find it. And my hack isn't released yet v.v
                                              1. I'm sure there are. I found a midi file of the Pokemon theme song, but it was so long ago, I don't have the site. Just try googling around for what you want.
                                              2. Technically speaking, that tutorial doesn't teach you how to insert 80x80 sprites...it teaches you how to resize an 80x80 sprite into a 64x64 sprite, and then insert it. Putting in ANYTHING that's 80x80 won't work, because sprites are 64x64 MAX. Just resize the 80x80 ones, and use Wichu's Sprite Editor
                                              3. When a battle is completed, a flag is set, saying that trainer has been battled. From that point on, if that flag is set, scripts will skip over any trainerbattle command and go straight to what's after. If you want to clear that flag, use "settrainerflag 0xtrainer_number". XSE has it backwards...settrainerflag clears the flag, while cleartrainerflag sets the flag.
                                              4. Can't help you there, I've never worked with cries.
                                              5. I believe someone else has already answered that ;)
                                              0) Nevermind, do you have continue script for trainer battle / wild battle losed ASM code?

                                              2) Thanks, I knew. My PC can't run any need .net framework .exe file ( like Wichu's Sprite Editor, NSE .exe file ). If I run it will appear 0x0000007b error. I using UNLZ-gba, but I need to use UNKOWN 25 unused space to insert my Gen IV/V Pokemon/fakemon, UNLZ-gba will replace all 25 sprite form the sprite I inserted. Have a pokemon sprite editor no need .net framework and can insert 25 unused space sprite?

                                              3) Oh thanks tried it work.

                                              4) ...

                                              5) Yes, you're right. Already has someone answered that.

                                              Thanks you for answered me many question. :)
                                                #21725    
                                              Old July 6th, 2012 (9:04 AM).
                                              redriders180's Avatar
                                              redriders180 redriders180 is offline
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                                                Join Date: Jun 2010
                                                Location: Path of Victory, Tunod
                                                Gender: Male
                                                Nature: Quirky
                                                Posts: 540
                                                Quote:
                                                Originally Posted by Nara567 View Post
                                                I'm back with more questions. ^^; All of these are on a FR ROM.

                                                So, I'm making maps and test them out in the game, and click the world map. However, instead of saying that I was on Four Island, where I was, it told me I was in the Tanoby Ruins. It would also explain why there's a picture of them every time I enter a map of the sort. I don't exactly know when this happened. Could someone help?

                                                Another one, tying into one I asked before. I'm using JPAN's hacked engine for the walking script, but I don't know how to set the number of steps needed to activate an event. After 500 steps, I want a message to appear.

                                                Third question, is there a way to split where you start depending on gender, similar to RSE?
                                                The image-before-you-enter type things are all based on names. If you never modified any names, for example, naming the Tanoby Ruins something else, or changed the name of any places, then it's most likely something in the display table has been overwritten. But it seems unlikely that only a few bytes would have been overwritten. I don't know what you have and haven't changed, but I'd compare your ROM to a clean Firered one, and compare locations of names and names used. I'm assuming, since Four Island already exists in-game, that you just used it's name, instead of renaming another name "Four Island"

                                                For pedometer-type scripts, a peek in the manual will show you how to use built-in pedometers (there's five), or even a timer if you wanted some added realism. If you don't want to deal with that, make a script that first sets the variable to zero, then increments it by one every time you take a step. In the script, check if the variable equals 500, if it does, display the *ding* and warp out, otherwise, just continue on.

                                                If you wanted to do that, you'll need to use alot of checkgender commands, but aside from that, it's very easy. The only thing that can't be conventionally done is flying to two different locations, depending on boy or girl.

                                                Quote:
                                                Originally Posted by Narutofan9991 View Post
                                                Im using version 1.0.9 I hope that answers your question due the lame character rule.
                                                1.0.9?!?!? That's super out of date o-o. Versions 1.92 and 1.95 are out right now, you should try and download some.

                                                Quote:
                                                Originally Posted by dt200 View Post
                                                How can I extract the sprites for an image like this? I want to extract some HG/SS sprites and I sprung over to the spriters resource but I don't know how to use them.. A little help appreciated thank you..!
                                                You don't know how to use them in what way? Generally, you just save the image, open it in paint, crop out what you need, and put it wherever you wanted to put it in your ROM.

                                                Quote:
                                                Originally Posted by aablmd82 View Post
                                                It's just Viridian City, (3,1).
                                                The only sprite I could think of that moves at all in Viridian is the old man, which moves from laying-down to standing up after you get your Pokedex. I just did a fairly extensive test, and when I removed Viridian City's level script, I could move the old man around at will. The thing is, you said this is affecting Person No. 7, and the old man is No. 4...For my ROM, Person No. 7 is just another NPC walking around Viridian.

                                                Quote:
                                                Originally Posted by LugiaMZ View Post
                                                After that I changed the NPC's movement set to No Movement, it's no problem anymore!

                                                Thanks you very much~ :)



                                                0) Nevermind, do you have continue script for trainer battle / wild battle losed ASM code?

                                                2) Thanks, I knew. My PC can't run any need .net framework .exe file ( like Wichu's Sprite Editor, NSE .exe file ). If I run it will appear 0x0000007b error. I using UNLZ-gba, but I need to use UNKOWN 25 unused space to insert my Gen IV/V Pokemon/fakemon, UNLZ-gba will replace all 25 sprite form the sprite I inserted. Have a pokemon sprite editor no need .net framework and can insert 25 unused space sprite?

                                                3) Oh thanks tried it work.

                                                4) ...

                                                5) Yes, you're right. Already has someone answered that.

                                                Thanks you for answered me many question. :)
                                                0. You mean code that lets you continue after you've lost both? It can't be done, like we said, without extensive editing, and I haven't managed to get to that level

                                                2. If you want to replace the ?????????? sprites, you might want to check out Poke Edit Pro. All the ?????????? Pokemon point to the same sprite, so you need to edit those pointers to point to different sprites, and Poke Edit Pro can do that easily enough. Alternatively, you might want to look in getting a .net framework, if it's interfering with your hacking.

                                                A side note: The ?????????? Pokemon don't get Pokedex entries, unless Jambo would like to detail how he gave those 25 slots dex entries in his 649 Patch...
                                                __________________


                                                I think I'm done with ROM hacking. I'll still pop in and visit, though.


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