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  #22801    
Old October 15th, 2012 (7:08 PM).
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    Is there a way to create new routes in advanced map?
    I have routes 1-25 but when I create a new map and give it a new route, it will just change the name of the map that I originally used.
    Can someone give me very detailed instructions on how to create a new route. Please and thank you.
      #22802    
    Old October 16th, 2012 (3:04 AM).
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      This'll sound noob-ish, but here goes.

      How can I see all the raw data of the 1st gen games for myself? Just like you have Crystal Tile 2, which opens DS games and displays every hex in their respective offsets, is there a way to see the data and offsets in R/B/Y? I want to mess around with it myself instead of using tools but don't understand how to manually edit single data bits.(I think they're called bits...? Sorry.)
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        #22803    
      Old October 16th, 2012 (7:36 AM).
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        Quote:
        Originally Posted by Sensui View Post
        This'll sound noob-ish, but here goes.

        How can I see all the raw data of the 1st gen games for myself? Just like you have Crystal Tile 2, which opens DS games and displays every hex in their respective offsets, is there a way to see the data and offsets in R/B/Y? I want to mess around with it myself instead of using tools but don't understand how to manually edit single data bits.(I think they're called bits...? Sorry.)
        I don't know how DS roms work exactly but I believe the rom structure is organized into smaller parts. This is not the case in GB and GBA rom files so you're going to have to "play with" 1MB roms (that R/B/Y are) as their own.

        A hex and an assembly editor would be the tools you're mostly looking for. See Skeetendo Inc. for more documentation on R/B/Y.
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          #22804    
        Old October 16th, 2012 (2:17 PM).
        MrMasterMrDoom MrMasterMrDoom is offline
           
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          Where is the data for mixed records stored in RSE?
          I want to add the secret bases from my physical copy into my ROM save, and there's no real convenient way to do this, as far as I know.
            #22805    
          Old October 16th, 2012 (4:00 PM).
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            I think I worded it wrong and I really need an answer. Is there a way to change the Y coordinate where you start out in Pokemon Fire Red? It is always at 06 and I wish to make it something else (SMCA does not edit the Y coordinate by the way.
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              #22806    
            Old October 16th, 2012 (4:41 PM).
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              Ok, I know this is probably not a response to any question, but I have an as-far-as-I-know complete LZ77 compressed data offset list that I made that could help some people looking for answers. would it be O.K. if I posted it here?
                #22807    
              Old October 16th, 2012 (4:56 PM).
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                Quote:
                Originally Posted by FirEmerald View Post
                Ok, I know this is probably not a response to any question, but I have an as-far-as-I-know complete LZ77 compressed data offset list that I made that could help some people looking for answers. would it be O.K. if I posted it here?
                First, which game is it for, and what is the language? Second, I think it would probably be best suited to this thread here: http://www.pokecommunity.com/showthread.php?t=196265
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                  #22808    
                Old October 17th, 2012 (7:11 AM).
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                  Hi everyone, I having two question to ask hope have everyone can answer me.

                  First question, I want to make a script for example player battle with a Mew, after battle and check player have catched Mew or not, if uncatched going to rebattle or etc. How to scripting it? Can everyone give me an example script and explain for me? I played Pokemon Ash Gray battle with Bulbasaur's it used this script, and I need it too. ><

                  Another question, how to make a uncatchable Pokemon?

                  Thanks.
                    #22809    
                  Old October 17th, 2012 (7:12 AM).
                  poisonhearts628 poisonhearts628 is offline
                     
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                    Yeah, I checked out everything in the OW editor and everything checked out so I went back to a previous version and everything works the way it is supposed to now with one exception. My character's sprite is spot on color wise in NSE but when I load up my game the character is really bright. How do I fix this?
                      #22810    
                    Old October 17th, 2012 (4:00 PM).
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                      I already had it on that thread, yes it's for emerald, and I was just asking because some people might not look there or in other places before here.
                        #22811    
                      Old October 17th, 2012 (4:31 PM).
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                        Quote:
                        Originally Posted by FirEmerald View Post
                        I already had it on that thread, yes it's for emerald, and I was just asking because some people might not look there or in other places before here.
                        Na, there's really no point. If it's already on the Pokecommunity somewhere then there's no reason to post it again. :)
                          #22812    
                        Old October 17th, 2012 (5:49 PM).
                        PunsAreFun PunsAreFun is offline
                           
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                          For example, lets say I have a cave in Pewter City that warps to the Rock Tunnel map. Now if I look at the Pokedex area map it'll tell me they're in Rock Tunnel when really you get there from Pewter (obviously). So I guess what I'm asking is, is there a way for me to tell the Pokedex where a Pokemon is without it really being there? And vise versa?
                            #22813    
                          Old October 18th, 2012 (1:43 AM).
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                          borisjo borisjo is offline
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                            I have a question about levelscripts. I've been searching but I can't seem to find an answer , my question is: do levelscripts work if you get back to the map after a wild pokemon battle? Some sort of a safari type, when you catch a pokemon, the script detects it with special2 command and you get warped out of there. Can levelscripts work after a battle and if they can, how do I make it to work? Thanks in advance!
                              #22814    
                            Old October 18th, 2012 (3:46 AM).
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                            Jambo51 Jambo51 is offline
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                              Quote:
                              Originally Posted by PunsAreFun View Post
                              For example, lets say I have a cave in Pewter City that warps to the Rock Tunnel map. Now if I look at the Pokedex area map it'll tell me they're in Rock Tunnel when really you get there from Pewter (obviously). So I guess what I'm asking is, is there a way for me to tell the Pokedex where a Pokemon is without it really being there? And vise versa?
                              There isn't yet, but I'm working on this very thing for roaming legendaries. If I work it out, I'll post something in R&D, so keep an eye on R&D.

                              Quote:
                              Originally Posted by borisjo View Post
                              I have a question about levelscripts. I've been searching but I can't seem to find an answer , my question is: do levelscripts work if you get back to the map after a wild pokemon battle? Some sort of a safari type, when you catch a pokemon, the script detects it with special2 command and you get warped out of there. Can levelscripts work after a battle and if they can, how do I make it to work? Thanks in advance!
                              Level script type 5 triggers every time you refresh the OW screen (with, perhaps the exception of special 0x8E). There isn't one which only triggers after battle, but if you write your script well, that won't matter too much.
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                                #22815    
                              Old October 18th, 2012 (12:25 PM).
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                              borisjo borisjo is offline
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                                Quote:
                                Originally Posted by Jambo51 View Post
                                Level script type 5 triggers every time you refresh the OW screen (with, perhaps the exception of special 0x8E). There isn't one which only triggers after battle, but if you write your script well, that won't matter too much.
                                Thank you for replying! But I have no idea how to make this levelscript type 5 to work, I've tried many things but the screen stays black when I come back to the map after a battle. I hope you know how I can solve this? I have added the script here:

                                Spoiler:
                                #dynamic 0x3C9E86

                                #org @start
                                setvar 0x7001 0x1
                                setvar 0x8004 0xEC
                                special2 0x800D 0x17C
                                compare 0x800D 0x1
                                if 0x1 goto @have
                                setvar 0x8004 0xCC
                                special2 0x800D 0x17C
                                compare 0x800D 0x1
                                if 0x1 goto @have
                                setvar 0x8004 0xD7
                                special2 0x800D 0x17C
                                compare 0x800D 0x1
                                if 0x1 goto @have
                                release
                                end

                                #org @have
                                lock
                                msgbox @1 0x2
                                fadescreen 0x1
                                fadescreen 0x0
                                warp 0x0 0x05 0xFF 0x1A 0x0E
                                applymovement 0xFF @move

                                #org @1
                                = Attention! We have our\nlast member: \vh01!

                                #org @move
                                #raw 0x12
                                #raw 0x12
                                #raw 0x12
                                #raw 0x12
                                #raw 0x12
                                #raw 0x12
                                #raw 0x12
                                #raw 0x12
                                #raw 0xFE
                                  #22816    
                                Old October 18th, 2012 (12:59 PM).
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                                Jambo51 Jambo51 is offline
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                                  Quote:
                                  Originally Posted by borisjo View Post
                                  Thank you for replying! But I have no idea how to make this levelscript type 5 to work, I've tried many things but the screen stays black when I come back to the map after a battle. I hope you know how I can solve this? I have added the script here:

                                  Script removed for brevity.
                                  You can't execute scripts like that using type 5 level scripts. It explicity requires type 2, which in turn, is variable reliant.

                                  Try setting a variable you haven't used inside the type 5 script:
                                  Spoiler:
                                  #dynamic 0x800000

                                  #org @main
                                  [Checks for caught Pokémon]
                                  [If not caught, branch to @alt]
                                  setvar 0x40F0 0x1
                                  end

                                  #org @alt
                                  end


                                  And then putting the "exit" script in the type 2 level script slot, using (in my example) var 0x40F0 as the control value, and set the "value" to 1.

                                  Your script requires some modification, because you can't warp and then continue execution of the script, so it needs split up into 2 parts.

                                  Type 2 level script (Map 1, same map as type 5 script from above):
                                  Spoiler:
                                  lock
                                  msgbox @1 0x2
                                  warp 0x0 0x05 0xFF 0x1A 0x0E
                                  waitstate
                                  setvar 0x40F0 0x2
                                  release
                                  end

                                  #org @1
                                  = Attention! We have our\nlast member: \vh01!


                                  Finally, you need to (in the map you warp back to) add yet another type 2 level script which contains the remaining movement part. The var is still 0x40F0, but the value is now 2:
                                  Spoiler:
                                  lock
                                  applymovement 0xFF @move
                                  waitmovement 0x0
                                  setvar 0x40F0 0x3
                                  release
                                  end

                                  #org @move
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0xFE


                                  I know for a fact that the last 2 parts will work, but I'm not sure about the type 5 level script part. It's worth a try. If it doesn't work, you're looking at ASM hacking to get your desired result, and that's not fun.
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                                    #22817    
                                  Old October 18th, 2012 (1:31 PM).
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                                    Quote:
                                    Originally Posted by Jambo51 View Post
                                    You can't execute scripts like that using type 5 level scripts. It explicity requires type 2, which in turn, is variable reliant.

                                    Try setting a variable you haven't used inside the type 5 script:
                                    Spoiler:
                                    #dynamic 0x800000

                                    #org @main
                                    [Checks for caught Pokémon]
                                    [If not caught, branch to @alt]
                                    setvar 0x40F0 0x1
                                    end

                                    #org @alt
                                    end


                                    And then putting the "exit" script in the type 2 level script slot, using (in my example) var 0x40F0 as the control value, and set the "value" to 1.

                                    Your script requires some modification, because you can't warp and then continue execution of the script, so it needs split up into 2 parts.

                                    Type 2 level script (Map 1, same map as type 5 script from above):
                                    Spoiler:
                                    lock
                                    msgbox @1 0x2
                                    warp 0x0 0x05 0xFF 0x1A 0x0E
                                    waitstate
                                    setvar 0x40F0 0x2
                                    release
                                    end

                                    #org @1
                                    = Attention! We have our\nlast member: \vh01!


                                    Finally, you need to (in the map you warp back to) add yet another type 2 level script which contains the remaining movement part. The var is still 0x40F0, but the value is now 2:
                                    Spoiler:
                                    lock
                                    applymovement 0xFF @move
                                    waitmovement 0x0
                                    setvar 0x40F0 0x3
                                    release
                                    end

                                    #org @move
                                    #raw 0x12
                                    #raw 0x12
                                    #raw 0x12
                                    #raw 0x12
                                    #raw 0x12
                                    #raw 0x12
                                    #raw 0x12
                                    #raw 0x12
                                    #raw 0xFE


                                    I know for a fact that the last 2 parts will work, but I'm not sure about the type 5 level script part. It's worth a try. If it doesn't work, you're looking at ASM hacking to get your desired result, and that's not fun.
                                    It's been a while since I scripted XSE so I need to get back into it also I'm dutch and learning a scripting language in English is not the easiest for me so I hope you can explain some more about this.

                                    I understand I need to make 3 scripts, 1 type 5 levelscript that detects that I caught(or that I didn't caught) a specific pokemon.
                                    1 type 2 levelscript that warps me to a certain point and 1 typ2 levelscript that makes me move.
                                    But I don't quite understand how these scripts follow up to each other.
                                    I can't follow the 0x40F0 part, when it's set to 1 does the next script sees it because it is going to set the variable to value 2? Sorry if my grammar isn't good, I'm trying my best!

                                    I hope you will take time to explain this to me, again thanks in advance!
                                      #22818    
                                    Old October 18th, 2012 (2:33 PM).
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                                      I have a question. Hope someone can answer :)

                                      My question is this: How can I make the "BF1" titles go away in Pokemon Fire Red? What I mean is, in the Team Rocket hideout, when you go from place to place, the map title that pops up every time you go into a new map is something like "ROCKET HIDEOUT" but then there is another string of text that says "BF1" or "BF2", which stands for bottom floor. How would I go about getting rid of these strings of text?

                                      Thank you for your time in advanced.
                                        #22819    
                                      Old October 18th, 2012 (4:14 PM). Edited October 18th, 2012 by PunsAreFun.
                                      PunsAreFun PunsAreFun is offline
                                         
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                                        Quote:
                                        Originally Posted by CrystalStatic View Post
                                        I have a question. Hope someone can answer :)

                                        My question is this: How can I make the "BF1" titles go away in Pokemon Fire Red? What I mean is, in the Team Rocket hideout, when you go from place to place, the map title that pops up every time you go into a new map is something like "ROCKET HIDEOUT" but then there is another string of text that says "BF1" or "BF2", which stands for bottom floor. How would I go about getting rid of these strings of text?

                                        Thank you for your time in advanced.
                                        In the Advnace Map Header go to "Show Name on Entering" and change it to 02??
                                        That should do the trick.

                                        I wrote a level script that will show certain sprites if certain flags are set. The first time I visited it set the sprites correctly. But now when I go back there, nothing shows up! Why is that? Is there a way to write a level script to make sprites appear/disappear every time you enter?
                                          #22820    
                                        Old October 18th, 2012 (4:38 PM).
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                                          Quote:
                                          Originally Posted by PunsAreFun View Post
                                          In the Advnace Map Header go to "Show Name on Entering" and change it to 02??
                                          That should do the trick.

                                          I wrote a level script that will show certain sprites if certain flags are set. The first time I visited it set the sprites correctly. But now when I go back there, nothing shows up! Why is that? Is there a way to write a level script to make sprites appear/disappear every time you enter?
                                          What is the level script set to? 02 Validates Values, or what?
                                            #22821    
                                          Old October 18th, 2012 (4:41 PM).
                                          PunsAreFun PunsAreFun is offline
                                             
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                                            Quote:
                                            Originally Posted by CrystalStatic View Post
                                            What is the level script set to? 02 Validates Values, or what?
                                            My double post was combined. The level script was a separate question that I was asking. What you need to set to 02?? is in the header tab under "show name on entering".
                                              #22822    
                                            Old October 18th, 2012 (4:48 PM).
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                                              Quote:
                                              Originally Posted by PunsAreFun View Post
                                              My double post was combined. The level script was a separate question that I was asking. What you need to set to 02?? is in the header tab under "show name on entering".
                                              Yes, I know, and it worked. Thanks for that by the way. But I was asking what you set your level script to.
                                                #22823    
                                              Old October 18th, 2012 (5:04 PM).
                                              PunsAreFun PunsAreFun is offline
                                                 
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                                                Quote:
                                                Originally Posted by CrystalStatic View Post
                                                Yes, I know, and it worked. Thanks for that by the way. But I was asking what you set your level script to.
                                                Oh, my bad. I had it set to 2.
                                                  #22824    
                                                Old October 18th, 2012 (5:55 PM).
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                                                DrFuji DrFuji is offline
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                                                Quote:
                                                Originally Posted by CrystalStatic View Post
                                                I have a question. Hope someone can answer :)

                                                My question is this: How can I make the "BF1" titles go away in Pokemon Fire Red? What I mean is, in the Team Rocket hideout, when you go from place to place, the map title that pops up every time you go into a new map is something like "ROCKET HIDEOUT" but then there is another string of text that says "BF1" or "BF2", which stands for bottom floor. How would I go about getting rid of these strings of text?

                                                Thank you for your time in advanced.
                                                I know PunsAreFun answered your question, but from the sounds of this post it seemed like you wanted to retain the 'ROCKET HIDEOUT' text but get rid of the B1F part. Its an easy thing to do, but I'm also going to explain how (both types of) the floor numbers are activated in case you or anybody else ever needs to edit them/ add them back in :P

                                                The floor number is determined by the third and second last bytes in the map header - The map header can be viewed by going into the header tab of Advance Map and pressing Ctrl+H. Here is a comparison of the main Celadon City map, the first floor of the Department Store and the first floor of the Rocket Hideout respectively.



                                                The bytes in the red and blue boxes are the ones we're interested in (though more-so the red one). The blue boxes are highlighting a feature that is already present in the header setting - It is actually the 'Show name on entering' option which is available in the default header tab. I'm just highlighting it here since it needs to be set to 4, 5, 6 or 7 in order for the drop down box to be displayed.

                                                The game determines whether it should designate a floor number to the map based on the second byte. If you're climbing a tower the byte ascends in a pretty logical fashion: 0x1 = 1F, 0x2 = 2F, 0x3 = 3F etc, all the way up to 0x63 (99F) because the game can't display a third digit pushing it over into the 100's.

                                                The basement floors have another system entirely which is slightly less apparent. They begin at 0xFF and start to descend, making the pattern: 0xFF = B1F, 0xFE = B2F, 0xFD = B3F etc. Essentially, the basement floor numbering is exactly the same as regular flooring, except in reverse. It also stops at 0x9D (B99F) because once again the display would require an extra character to be displayed, causing it to glitch slightly.

                                                With this information there are two options which are now open to you: Remove the map name display entirely (by changing whether it should be displayed or not) or just get rid of the numbering. Since you want the latter, just change the byte in the red box to 00 and those pesky floor numbers should never trouble you on that map again :D

                                                Quote:
                                                Originally Posted by PunsAreFun View Post
                                                I wrote a level script that will show certain sprites if certain flags are set. The first time I visited it set the sprites correctly. But now when I go back there, nothing shows up! Why is that? Is there a way to write a level script to make sprites appear/disappear every time you enter?
                                                The 02 type of level script will only activate when the chosen variable is set to a chosen value (What you've put into the Flag and Value boxes), but simultaneously the variable's value needs to be changed within the script to prevent it from repeating forever. Essentially this means that the script will only be played once upon entering the map but the variable's value will need to be reset in order for it to activate a second time when you enter again. Its very finicky and awkward to have a type 02 script activate every time you enter a map, especially if the player can fly to that exact map.

                                                If you want a script that plays every time, you can use level script numbers 03, 05 and 07, whose descriptions are shown in A-Map. They don't need a variable/ value combination to be activated and checkflag commands should work so they're great for the kind of thing you're talking about. Hopefully this helps.
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                                                  #22825    
                                                Old October 19th, 2012 (3:55 AM). Edited October 19th, 2012 by RanQrusu.
                                                RanQrusu RanQrusu is offline
                                                   
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                                                  Hi everbody!

                                                  I didn't really know where to post my question, so i decided to post it here and hope it isn't too long.

                                                  I am currently working on a Pokemon Emerald Hack and since i'm not all that experienced, i need your help with the program "Advance Trainer".
                                                  I started off with the tool "Advance Starter" and changed the starters to Meowth, Snubbull and Whismur.
                                                  Now i'm trying to change the Rivals Starter-Pokemon directly in "Advance Trainer" to Mankey, Tyrogue and Makuhita. I first of all gave all a new offset cause of the custom moveset and item. It always works for the first Pokemon i change, but as soon as i change the second, the first one gets either reset or gets really strange movesets and items.

                                                  An example would be: I change the Rival with the Mudkip as Starter and give him a Tyrogue, i give it the moves "Fake Out" and "Tackle". Now, if i go and change the Rival with the Torchic to a Mankey, the Tyrogues Moveset changes to stuff like "Pay Day". If i go change it back, the Mankey gets reset and there's a Torchic again.

                                                  I guess it has to do with some sort of link those trainer files have to each other, does someone know how i can fix this?

                                                  Too, i'd really love to implement my own music, would be grateful if you can link me the most easy-to-understand guide in this forum!

                                                  Best regards and sorry for my bad English, i'm a foreigner.
                                                  RanQrusu
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