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  #21701    
Old June 24th, 2012 (2:31 AM).
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destinedjagold destinedjagold is offline
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Quote:
Originally Posted by Darthatron View Post
I had a quick look in a FireRed ROM and couldn't find anything that would change the level. Which Pokemon does it effect, specifically?
The legendary trio...
Legendary Birds, Beasts, even Groudon/Kyogre/Rayquaza...
Mew and Mewtwo were fine, Ho-oh, etc...

Also, may I add that now the error/bug has worked its way to trainerbattles as well.
Specifically, trainerbattle 1...
THe trouble is one of the trainer's PKMN is level 10... =/

I have never encountered such problems before, so I am clueless as to why this is happening... -__-
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  #21702    
Old June 24th, 2012 (4:44 AM).
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miksy91 miksy91 is offline
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    Quote:
    Originally Posted by destinedjagold View Post

    The legendary trio...
    Legendary Birds, Beasts, even Groudon/Kyogre/Rayquaza...
    Mew and Mewtwo were fine, Ho-oh, etc...

    Also, may I add that now the error/bug has worked its way to trainerbattles as well.
    Specifically, trainerbattle 1...
    THe trouble is one of the trainer's PKMN is level 10... =/

    I have never encountered such problems before, so I am clueless as to why this is happening... -__-
    In case you write most/all of the added data to the blank part of the rom (in the end of it), you should be able to find where the code for doing this is by creating an ips-patch to a file that doesn't have it and open it with a hex editor.

    Format:
    50 41 54 43 48 (PATCH in ASCII) [Offset to write to (3-byte value)] [Number of bytes to write (2-byte value)] [Bytes to write]

    Very likely, that assembly code will be straight in the beginning after "PATCH" because Lunar IPS creates ips-patches so that it goes through the datas of edited and unedited rom file from beginning (0x0) to end (0xFFFFFF). So check if some data is written before the blank part of the rom file and try changing it back to normal (see how it's written in a rom file that doesn't have the bug in it).

    Then again, if you've used programs that for example overwrite original battle sprites (change all their bytes to 00/FF), it will be more difficult to find the code for it but it wouldn't hurt looking.
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      #21703    
    Old June 24th, 2012 (8:12 AM).
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    TheOrangePichu TheOrangePichu is offline
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      Hi there, I have a complex, yet simple question. I'm trying to revamp the entire tileset of pokemon fire red. How would i go about replacing the entire tileset and not just a tile with different palletes?
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        #21704    
      Old June 24th, 2012 (12:49 PM).
      JBawls JBawls is offline
         
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        Hello, not sure if anyone read past the thank you on my last post so I'm just gonna explain my new problem here haha...

        When I leave a map via a warp or etc, and then return to said map the items all 'respawn' if you will. How do I stop this? Is it one of the unknowns on A M or a scripting problem?
          #21705    
        Old June 24th, 2012 (1:32 PM).
        Renegade's Avatar
        Renegade Renegade is offline
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          Quote:
          Originally Posted by JBawls View Post
          Hello, not sure if anyone read past the thank you on my last post so I'm just gonna explain my new problem here haha...

          When I leave a map via a warp or etc, and then return to said map the items all 'respawn' if you will. How do I stop this? Is it one of the unknowns on A M or a scripting problem?
          Did you use flags in your item scripts?
            #21706    
          Old June 24th, 2012 (1:53 PM).
          JBawls JBawls is offline
             
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            Quote:
            Originally Posted by CrystalStatic View Post
            Did you use flags in your item scripts?
            Here is the exact script generated by pokescript...

            #org 0x874015A
            '-----------------------------------
            copyvarifnotzero 0x8000 TM03
            copyvarifnotzero 0x8001 0x1
            callstd MSG_FIND ' PLAYER found one XXXXXX!
            end
              #21707    
            Old June 24th, 2012 (2:09 PM).
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            Renegade Renegade is offline
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              Quote:
              Originally Posted by JBawls View Post
              Here is the exact script generated by pokescript...

              #org 0x874015A
              '-----------------------------------
              copyvarifnotzero 0x8000 TM03
              copyvarifnotzero 0x8001 0x1
              callstd MSG_FIND ' PLAYER found one XXXXXX!
              end
              Oh, sorry, I don't use Pokescript anymore. I switched to XSE a while ago. I'm not sure what the problem is. Sorry!
                #21708    
              Old June 24th, 2012 (3:49 PM).
              JBawls JBawls is offline
                 
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                Quote:
                Originally Posted by CrystalStatic View Post
                Oh, sorry, I don't use Pokescript anymore. I switched to XSE a while ago. I'm not sure what the problem is. Sorry!
                could you provide me a link, i wouldn't mind trying that one.
                  #21709    
                Old June 24th, 2012 (4:48 PM).
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                Renegade Renegade is offline
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                  Quote:
                  Originally Posted by JBawls View Post
                  could you provide me a link, i wouldn't mind trying that one.
                  Here you go:

                  http://www.pokecommunity.com/showthread.php?t=85025

                  http://www.pokecommunity.com/showthread.php?t=164276

                  XSE is a little different from Pokescript, but it's a lot less buggier and is easier to make scripts with. Quite a few commands are different than Pokescript's commands, so I provided a link to a tutorial on XSE.
                    #21710    
                  Old June 24th, 2012 (5:09 PM).
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                  NurseBarbra NurseBarbra is offline
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                  Hey people, NurseB here.
                  I was wondering if anybody here knew the default worldmap pallet offset for pokemon firered. I'm inserting the worldmap but I don't know the pallet no, so it's currently all yellow and such.
                    #21711    
                  Old June 24th, 2012 (5:26 PM).
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                    Hello, something is really bothering me.

                    In Hackmew's "StartMapCA" tool, is it possible to change the Y Coordinate? I'm using a FireRed ROM. Also, is it possible to enter 2 digits into the start position coordinates?

                    Thanks.
                      #21712    
                    Old June 24th, 2012 (7:21 PM).
                    itman itman is offline
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                      Quote:
                      Originally Posted by CrystalStatic View Post
                      Hello, something is really bothering me.

                      In Hackmew's "StartMapCA" tool, is it possible to change the Y Coordinate? I'm using a FireRed ROM. Also, is it possible to enter 2 digits into the start position coordinates?

                      Thanks.
                      It's really meant for beginner hacks that don't change the starting room but just want the player a few spaces over...I wouldn't suggest using it really.

                      The best thing you can do is just move the map to fit where you want to start. Like grosser block the whole thing and paste the map a few spots down for the y and over for the x. Method credited to Redriders.
                        #21713    
                      Old June 24th, 2012 (7:57 PM).
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                        Quote:
                        Originally Posted by itman View Post
                        It's really meant for beginner hacks that don't change the starting room but just want the player a few spaces over...I wouldn't suggest using it really.

                        The best thing you can do is just move the map to fit where you want to start. Like grosser block the whole thing and paste the map a few spots down for the y and over for the x. Method credited to Redriders.
                        Hmm. I thought of doing that earlier. Ok then, thanks.
                          #21714    
                        Old June 25th, 2012 (12:28 AM).
                        T!M T!M is offline
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                        Using PET my ROM crashes when I try to battle YOUNGSTER TOMMY in the RUSTBORO GYM in a RUBY HACK I'm making...

                        The problem: After he does his speaking part, the battle screen blacks out and he music is heard but nothing can be seen or done beyond that. How do I fix this.
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                          #21715    
                        Old June 25th, 2012 (12:33 AM).
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                        Satoshi Ookami Satoshi Ookami is offline
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                        Quote:
                        Originally Posted by Trainer Timothy View Post
                        Using PET my ROM crashes when I try to battle YOUNGSTER TOMMY in the RUSTBORO GYM in a RUBY HACK I'm making...

                        The problem: After he does his speaking part, the battle screen blacks out and he music is heard but nothing can be seen or done beyond that. How do I fix this.
                        Use A-Trainer. PET is really buggy.
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                          #21716    
                        Old June 25th, 2012 (4:22 AM).
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                        DaleH771 DaleH771 is offline
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                          One thing I really want to is be able to give the player in a hack a random Pokemon.

                          I know the basic givepokemon script, for example, a level 5 Bulbasaur is

                          Givepokemon 1 5 0

                          However, I want to be able to give the Player a random level 35 Pokemon from ALL the Pokemon in a Firered ROM, including evolutions and legendaries. Is there such a script?
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                            #21717    
                          Old June 25th, 2012 (4:45 AM).
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                          DrFuji DrFuji is online now
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                          Quote:
                          Originally Posted by DaleH771 View Post
                          One thing I really want to is be able to give the player in a hack a random Pokemon.

                          I know the basic givepokemon script, for example, a level 5 Bulbasaur is

                          Givepokemon 1 5 0

                          However, I want to be able to give the Player a random level 35 Pokemon from ALL the Pokemon in a Firered ROM, including evolutions and legendaries. Is there such a script?
                          You can make the command utilise a variable which holds a random number and then give you the Pokemon that corresponds to it. It would look like this in XSE:

                          Code:
                          ...
                          random 0x0181
                          copyvar 0x8004 0x800D
                          addvar 0x8004 0x1 // This is to shift the variable, otherwise it will have a result of 0 at times
                          compare 0x8004 0xFB
                          if 0x2 call @HoennPokemon // Skipping the empty Pokemon slots between Celebi and Treecko
                          givepokemon 0x8004 0x23 0x0 0x0 0x0 0x0
                          ...
                          
                          #org @HoennPokemon
                          addvar 0x8004 0x1A 
                          return
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                            #21718    
                          Old June 25th, 2012 (5:45 AM).
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                          DaleH771 DaleH771 is offline
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                            Quote:
                            Originally Posted by DrFuji View Post
                            You can make the command utilise a variable which holds a random number and then give you the Pokemon that corresponds to it. It would look like this in XSE:

                            Code:
                            ...
                            random 0x0181
                            copyvar 0x8004 0x800D
                            addvar 0x8004 0x1 // This is to shift the variable, otherwise it will have a result of 0 at times
                            compare 0x8004 0xFB
                            if 0x2 call @HoennPokemon // Skipping the empty Pokemon slots between Celebi and Treecko
                            givepokemon 0x8004 0x23 0x0 0x0 0x0 0x0
                            ...
                            
                            #org @HoennPokemon
                            addvar 0x8004 0x1A 
                            return
                            Thank you!

                            My second question!

                            I have created a third of a new region for my new hack on a ROM, however as I have done a complete tile revamp I have inserted new tilesets multiple times and I believe this has bugged the ROM, crashing it whenever I goo to a different map IN GAME.

                            I saved the maps, tilesets, Block palettes and colour palettes into organised folders and transferred them over to a clean Firered ROM. Everything has gone over except when I try and load the blocks for what is currently set as Tileset 2, it instead loads the top blocks from tileset 1 (Nature tileset).

                            How dfo I do it so it actually loads tileset 2 rather than keep giving me tilesets 1 blocks? As creating the blocks all over again will take hours...
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                              #21719    
                            Old June 25th, 2012 (7:43 AM).
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                            Robert Conley Robert Conley is offline
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                              Is there a list somewhere of ALL of the specials that can be use in XSE for Fire Red? Also a tutorial that covers movement scripting in XSE? I've looked in a few of the scripting tutorials and noene seem to cover these.
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                                #21720    
                              Old June 25th, 2012 (7:54 AM).
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                              redriders180 redriders180 is offline
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                                Quote:
                                Originally Posted by DaleH771 View Post
                                Thank you!

                                My second question!

                                I have created a third of a new region for my new hack on a ROM, however as I have done a complete tile revamp I have inserted new tilesets multiple times and I believe this has bugged the ROM, crashing it whenever I goo to a different map IN GAME.

                                I saved the maps, tilesets, Block palettes and colour palettes into organised folders and transferred them over to a clean Firered ROM. Everything has gone over except when I try and load the blocks for what is currently set as Tileset 2, it instead loads the top blocks from tileset 1 (Nature tileset).

                                How dfo I do it so it actually loads tileset 2 rather than keep giving me tilesets 1 blocks? As creating the blocks all over again will take hours...
                                I believe that importing and exporting blocks from Tileset 2 accidentally imports and exports Tileset 1s blocks in A-map. It's probably a bug or something. The only thing you can do is make them by hand, or copy paste in a hex editor, but I don't know where that kind of data is stored, or even HOW it's stored. If you make the tiles as you go, it isn't so bad, at least.

                                Quote:
                                Originally Posted by Robert Conley View Post
                                Is there a list somewhere of ALL of the specials that can be use in XSE for Fire Red? Also a tutorial that covers movement scripting in XSE? I've looked in a few of the scripting tutorials and noene seem to cover these.
                                http://www.pokecommunity.com/showthread.php?t=184273 for Specials, and http://www.pokecommunity.com/showthread.php?t=164276 for Movements.
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                                  #21721    
                                Old June 25th, 2012 (7:55 AM).
                                Spherical Ice's Avatar
                                Spherical Ice Spherical Ice is online now
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                                This document covers almost all of the known specials in FireRed, and the "applymovement" section of this tutorial covers scripting movements.

                                edit: i dun got ninjad

                                @ Dale, for loading .bvd files, use AMap 1.92. 1.95 just glitches it up.
                                  #21722    
                                Old June 25th, 2012 (8:01 AM). Edited June 25th, 2012 by Robert Conley.
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                                Robert Conley Robert Conley is offline
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                                  Thanks to both of you!

                                  One more thing, how do you change the language in Amap and have it stay changed? For some reason the language it opens in isn't english, even though that's what I set it to. I try using the settings menu but every time I close and reopen it it changes back. I'm not sure what language it is but palette is called alabastia.
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                                    #21723    
                                  Old June 25th, 2012 (9:49 AM).
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                                  thanethane98 thanethane98 is offline
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                                    Hey, does anybody know where the script for the TV is at the beginning of the game in Ruby, where your mom brings you over to it and goes through a few messages? I've been trying to find the script for it on Advance Map, but I can't seem to. :/
                                      #21724    
                                    Old June 25th, 2012 (10:06 AM).
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                                    miksy91 miksy91 is offline
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                                      Quote:
                                      Originally Posted by thanethane98 View Post
                                      Hey, does anybody know where the script for the TV is at the beginning of the game in Ruby, where your mom brings you over to it and goes through a few messages? I've been trying to find the script for it on Advance Map, but I can't seem to. :/
                                      Download a table file and a hex editor.
                                      Search for the text that is displayed during that script and a pointer to that text which leads you to the script command of "msgbox @text" in which that @text displays the text that is shown during the script. The rest of that script is located before and after the msgbox code.

                                      This sounds probably quite difficult but it's much more simple than you realize. There are bound to be some text editing tutorials here so check one out and see how it's done.
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                                      ROM hacking related stuff

                                      Fixing bugs in a ROM hack


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                                      -The video set uses Pokemon Silver (U) rom for demonstrations
                                        #21725    
                                      Old June 25th, 2012 (12:26 PM).
                                      JBawls JBawls is offline
                                         
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                                        I know I am reposting this but switching to a different scripter was not helping me...

                                        Hello, not sure if anyone read past the thank you on my last post so I'm just gonna explain my new problem here haha...

                                        When I leave a map via a warp or etc, and then return to said map the items all 'respawn' if you will. How do I stop this? Is it one of the unknowns on A M or a scripting problem?

                                        Here is the exact script generated by pokescript...

                                        #org 0x874015A
                                        '-----------------------------------
                                        copyvarifnotzero 0x8000 TM03
                                        copyvarifnotzero 0x8001 0x1
                                        callstd MSG_FIND ' PLAYER found one XXXXXX!
                                        end
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