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  #21676    
Old July 3rd, 2012 (7:54 AM).
KhaosKnight's Avatar
KhaosKnight KhaosKnight is offline
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    Quote:
    Originally Posted by jhay21 View Post
    speaking of text editing does anyone know where i can find "TRAINER is about to use POKEMON"? you know the line when the npc is about to send its next pokemon. for fire red btw
    Should be 3FD186

    Code:
    \v[&H1C] \v[&H1D] is
    about to use [PLAYER].
    
    Will \v[&H23] change
    POKéMON?
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      #21677    
    Old July 3rd, 2012 (4:25 PM).
    Daikoru's Avatar
    Daikoru Daikoru is offline
       
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      Hello.

      I'm trying to create a new Trainer Sprite, using Nameless Sprite Editor. I've finished the first sprite, but somehow, it refuses to save. When I attempt, I get the following error:

      "842 bytes is too long for this offset, Aborting"

      The Save window says "Data Bytes: 815", so I'm supposing that's the limit. I have the option to not abort if it's too big, but I fear I may corrupt something by doing so. I tried reducing the amount of bytes, but I don't get how it's calculated.

      Any idea on what I should do?
        #21678    
      Old July 3rd, 2012 (5:54 PM).
      redriders180's Avatar
      redriders180 redriders180 is offline
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        Quote:
        Originally Posted by Daikoru View Post
        Hello.

        I'm trying to create a new Trainer Sprite, using Nameless Sprite Editor. I've finished the first sprite, but somehow, it refuses to save. When I attempt, I get the following error:

        "842 bytes is too long for this offset, Aborting"

        The Save window says "Data Bytes: 815", so I'm supposing that's the limit. I have the option to not abort if it's too big, but I fear I may corrupt something by doing so. I tried reducing the amount of bytes, but I don't get how it's calculated.

        Any idea on what I should do?
        The way compressed images work is, instead of mapping each byte out one by one, it maps out how long one of each color is. For example, if you had a single line of red pixels, uncompressed, the data would read "red, red, red, red, red, red...", while compressed would read "red sixteen times".

        But that's beside the point. To save the picture somewhere else, you need to repoint it, basically, put it in free space and tell the game to look there instead of the original sprite. Both the Classic version and the 2.X version do repointing, although the error message usually reads something like "X bytes is too long. Would you like to repoint to $YYYYYY?" Which version are you using?
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          #21679    
        Old July 3rd, 2012 (6:38 PM).
        Nara567's Avatar
        Nara567 Nara567 is offline
           
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          This is getting ridiculous.

          AdvanceMap 1.95, almost all of the time when I make a map, it asks if I want to save. I click yes, and try to go to a different map, but it asks if I want to save again, over and over. Closing out of the program bugs the map, not letting me see it. Any help?
            #21680    
          Old July 3rd, 2012 (6:41 PM).
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          amcolash amcolash is offline
             
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            Quote:
            Originally Posted by Darkrai Lv.1000 View Post
            ...
            i forgot about the ???-type. xD
            i'll just replace that. nobody will miss Curse, right?

            ok, i think this next predicament will be the last one... for now. :P
            is there any way i can put the underwater tileset from R/S/E into FireRed successfully? i've tried, but it always ends up looking horrible, off-colored, and with many tiles missing. is there a tutorial for this i can be directed to?
            Well, I have had relatively good success with it. I actually hated the purple colored tiles that ruby had, so I decided to make them a blue instead. I'll attach a youtube video of mine, and it also shows a dive system. My system is actually quite simple and cheating a bit, it just fades, moves the player on the map to another part, and unfades :) I only need 1/2 dive spots at max and it was working better than other solutions I came across. If you would like to use my tiles, just let me know - I don't have too many right now, but I just colored them differently.

            (Since I don't have 15 posts yet...) youtube dot com/watch?v=hLiK1SsmexA
              #21681    
            Old July 3rd, 2012 (8:19 PM).
            Darkrai Lv.1000's Avatar
            Darkrai Lv.1000 Darkrai Lv.1000 is offline
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              oh, i see, so it is possible...
              let me see if i understand it now: in order to get the tiles into the game properly, i would have to recolor them to colors that exist in one of FireRed's palettes?

              also, nice video! i hope to be doing something like that in the project i'm starting soon.
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                #21682    
              Old July 3rd, 2012 (8:36 PM).
              Daikoru's Avatar
              Daikoru Daikoru is offline
                 
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                Quote:
                Originally Posted by redriders180 View Post
                The way compressed images work is, instead of mapping each byte out one by one, it maps out how long one of each color is. For example, if you had a single line of red pixels, uncompressed, the data would read "red, red, red, red, red, red...", while compressed would read "red sixteen times".

                But that's beside the point. To save the picture somewhere else, you need to repoint it, basically, put it in free space and tell the game to look there instead of the original sprite. Both the Classic version and the 2.X version do repointing, although the error message usually reads something like "X bytes is too long. Would you like to repoint to $YYYYYY?" Which version are you using?
                I'm using version 2.X. I just tried saving without the option "Auto-abort if data is too big", thinking it would ask me to repoint. However, it didn't ask anything, and afterwards, I've had problems: the Palette somehow broke (I saved sprite as Bitmap before, in case something would happen). I just struggle to unglitch it, and I'm not sure how I managed to do it.

                I'm not sure what exactly I've done wrong. Any idea?
                  #21683    
                Old July 3rd, 2012 (8:58 PM).
                itman itman is offline
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                  Quote:
                  Originally Posted by Nara567 View Post
                  This is getting ridiculous.

                  AdvanceMap 1.95, almost all of the time when I make a map, it asks if I want to save. I click yes, and try to go to a different map, but it asks if I want to save again, over and over. Closing out of the program bugs the map, not letting me see it. Any help?
                  Just use 1.92, since 1.95 is currently a beta. Make sure to report that to LU-HO though so he can fix that, that used to happen to me sometimes.
                    #21684    
                  Old July 3rd, 2012 (9:32 PM).
                  redriders180's Avatar
                  redriders180 redriders180 is offline
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                    Quote:
                    Originally Posted by Daikoru View Post
                    I'm using version 2.X. I just tried saving without the option "Auto-abort if data is too big", thinking it would ask me to repoint. However, it didn't ask anything, and afterwards, I've had problems: the Palette somehow broke (I saved sprite as Bitmap before, in case something would happen). I just struggle to unglitch it, and I'm not sure how I managed to do it.

                    I'm not sure what exactly I've done wrong. Any idea?
                    By turning off auto-abort, it'll just write the image wherever it started...even if it was bigger than the original. That means the data immediately after the game was overwritten, messing up things. By your post, I assume it messed up the palette, and possibly some more images. At this point, you'll need to boot up a backup, since you've already done damage. Also, check under "Options" and see if the last two options are checked.
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                      #21685    
                    Old July 3rd, 2012 (9:43 PM).
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                    Nara567 Nara567 is offline
                       
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                      Quote:
                      Originally Posted by itman View Post
                      Just use 1.92, since 1.95 is currently a beta. Make sure to report that to LU-HO though so he can fix that, that used to happen to me sometimes.
                      Made the switch, no errors so far. Thanks.

                      Two more questions.
                      The starting town I'm setting is Four Island. What storyline issues does this come up with? Just so I know what to watch out for. I attempted to remove Gary and that script, but it crashed my ROM last time, so I'm hesitant to do it again.
                      Is there a way to create a script that will activate after a certain amount of steps? Something like the Safari Zone.
                        #21686    
                      Old July 3rd, 2012 (10:07 PM).
                      MSeiz5 MSeiz5 is offline
                         
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                        How can i change the pokemons of a trainer battle?

                        Note: Pokemon Ruby
                          #21687    
                        Old July 3rd, 2012 (10:51 PM).
                        itman itman is offline
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                          Quote:
                          Originally Posted by Nara567 View Post
                          Made the switch, no errors so far. Thanks.

                          Two more questions.
                          The starting town I'm setting is Four Island. What storyline issues does this come up with? Just so I know what to watch out for. I attempted to remove Gary and that script, but it crashed my ROM last time, so I'm hesitant to do it again.
                          Is there a way to create a script that will activate after a certain amount of steps? Something like the Safari Zone.
                          Hmm...I would suggest just removing all the scripts on the map. Just click the even and press delete event on the right hand column that comes up when you click an event. To delete level scripts (if there are any on four island), you need to go to headerview and press "remove map scripts" until they're all gone.

                          As for the steps thing...yes it's possible. It can be done by putting a script tile on every space. The first tile sets a variable. Then every tile after that adds a number to the variable until the number you want is hit. Then, when it's hit, the script will do something else and deactivate the rest. The better way, however, would be to make an ASM routine that counts steps...I'm not sure how the safari zone works though, sorry. My method works, although its definitely not ideal or the best way to do it.
                            #21688    
                          Old July 3rd, 2012 (10:54 PM).
                          Darkrai Lv.1000's Avatar
                          Darkrai Lv.1000 Darkrai Lv.1000 is offline
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                            Quote:
                            Originally Posted by Nara567 View Post
                            Made the switch, no errors so far. Thanks.

                            Two more questions.
                            The starting town I'm setting is Four Island. What storyline issues does this come up with? Just so I know what to watch out for. I attempted to remove Gary and that script, but it crashed my ROM last time, so I'm hesitant to do it again.
                            Is there a way to create a script that will activate after a certain amount of steps? Something like the Safari Zone.
                            i believe something like that can be done using the FR Hacked Engine.
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                              #21689    
                            Old July 3rd, 2012 (11:23 PM).
                            KhaosKnight's Avatar
                            KhaosKnight KhaosKnight is offline
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                              Quote:
                              Originally Posted by Nara567 View Post
                              Made the switch, no errors so far. Thanks.

                              Two more questions.
                              The starting town I'm setting is Four Island. What storyline issues does this come up with? Just so I know what to watch out for. I attempted to remove Gary and that script, but it crashed my ROM last time, so I'm hesitant to do it again.
                              Is there a way to create a script that will activate after a certain amount of steps? Something like the Safari Zone.
                              I think the commands to start a Safari Game in FireRed and Ruby are "special 0xCD" and "special 0xCE" and for Emerald they are "special 0xD0" and "special 0xD1". One is for the Safari Balls and the other is for the steps I think. You can play around with those specials to make something work.
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                                #21690    
                              Old July 4th, 2012 (12:44 AM).
                              Lugia_Da_Boss's Avatar
                              Lugia_Da_Boss Lugia_Da_Boss is offline
                                 
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                                How do I change the sprites for the people you see just before the Pokémon come out in battles? All I know is how to change overworld sprites.
                                  #21691    
                                Old July 4th, 2012 (12:51 AM).
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                                tajaros tajaros is offline
                                Hi I'm dawg
                                   
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                                  Quote:
                                  Originally Posted by Lugia_Da_Boss View Post
                                  How do I change the sprites for the people you see just before the Pokémon come out in battles? All I know is how to change overworld sprites.
                                  You can edit those in UNLZ they're usually after the pokemon sprites...

                                  They're the same as the pokemon sprites they have to be in 64x64 and indexed
                                  you can edit those at paint or view them in either UNLZ or NSE 2.X...

                                  If you want to learn how to insert sprites try going to the tutorials section... :D
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                                    #21692    
                                  Old July 4th, 2012 (6:23 AM).
                                  boslerk2 boslerk2 is offline
                                     
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                                    Hi there! For a while now, I have been searching for a GSC evolution editor. I finally found one from Poke Hack Masterz called EVOEDIT (on website, link says Evolution Editor).

                                    I am having problems running the program, as I get compatibility errors when it attempts to execute. My OS is a 64-bit Windows 7 and I have tried running the program in compatibility mode for Windows XP (Service packs 2 and 3), Vista, and even 98/ME modes to no avail.

                                    For anyone on here who uses this program, how can I make it work? Thanks!
                                      #21693    
                                    Old July 4th, 2012 (9:18 AM).
                                    Daikoru's Avatar
                                    Daikoru Daikoru is offline
                                       
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                                      Quote:
                                      Originally Posted by redriders180 View Post
                                      By turning off auto-abort, it'll just write the image wherever it started...even if it was bigger than the original. That means the data immediately after the game was overwritten, messing up things. By your post, I assume it messed up the palette, and possibly some more images. At this point, you'll need to boot up a backup, since you've already done damage. Also, check under "Options" and see if the last two options are checked.
                                      I see. That's what I thought, but none of the other Trainer Sprites were damaged (I reckon they're all next to each other in the data). Also, at one point, it wasn't the palette but the picture that broke (only on the bottom). I don't know if I somehow I got it fixed because I managed to relocate it.

                                      Also, yes, the two last options are checked. I've let every option on default.
                                        #21694    
                                      Old July 4th, 2012 (2:34 PM).
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                                      Nara567 Nara567 is offline
                                         
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                                        Thanks for the answers. But I still have more questions. :cer_confused:

                                        -Regarding JPAN's patch, is there a way to patch it without removing all of the scripts?
                                        -Regarding the FR 649 patch, when finished, would it have to be patched to a clean ROM?

                                        -More mapping stuff; I've created several maps and set the border block to the black tile, but when I see it ingame, it's a different tile. How would I fix this?
                                          #21695    
                                        Old July 4th, 2012 (5:17 PM).
                                        JBawls JBawls is offline
                                           
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                                          Can someone assist me with inserting a pokemon battle onto a custom map. By battle i do mean like when you find mewtwo, moltres, etc etc. I have it working up to where running away or beating it or losing all make the pokemon go away but if I catch it I can battle it again. Anybody got a quick fix?
                                            #21696    
                                          Old July 4th, 2012 (6:31 PM).
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                                          thanethane98 thanethane98 is offline
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                                            Hey everyone, looks like I'm back with yet another question! While going through and test my rom, I noticed that whenever I step into tall grass the animation for it uses the old tall grass. Is there a way that I can edit this? If so, how?
                                              #21697    
                                            Old July 4th, 2012 (7:34 PM).
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                                            Scorpiopt Scorpiopt is offline
                                               
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                                              Is it possible to edit and make new types of Pokemon ?

                                              i was thinking of bring back ??? type arceus to Pokemon black and giving it a proper name
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                                                #21698    
                                              Old July 4th, 2012 (11:13 PM).
                                              aablmd82 aablmd82 is offline
                                                 
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                                                I need some help with mapping. I changed up Veridian City a bit and everything was fine. I made it so that the connection to Route 2 was more to the right, but it was working out fine, as were the other two connections. However, when I entered the city from either the north or south entrances, some of the map tiles would mess up and change to a different tile.

                                                (I can't link in pictures yet, but I'll attach it, so refer to that picture.

                                                That's the northern entrance. For the southern entrance I just redrew the map tiles, and it fixed the problem. The same thing worked for the northern entrance as well, but map tiles that I drew from the secondary map tile set (tile set 7) still glitch out. Then for some reason one of the sprites gets moved to where that one is. I got rid of all the map scripts, then just added some person sprites, and it only moves the sprite over when I have 9 or more sprites.

                                                Anyone have any ideas what's wrong?
                                                Attached Images
                                                File Type: png Untitled.png‎ (97.4 KB, 14 views) (Save to Dropbox)
                                                  #21699    
                                                Old July 5th, 2012 (1:38 AM).
                                                Darkrai Lv.1000's Avatar
                                                Darkrai Lv.1000 Darkrai Lv.1000 is offline
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                                                  Quote:
                                                  Originally Posted by JBawls View Post
                                                  Can someone assist me with inserting a pokemon battle onto a custom map. By battle i do mean like when you find mewtwo, moltres, etc etc. I have it working up to where running away or beating it or losing all make the pokemon go away but if I catch it I can battle it again. Anybody got a quick fix?
                                                  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.


                                                  Quote:
                                                  Originally Posted by Scorpiopt View Post
                                                  Is it possible to edit and make new types of Pokemon ?

                                                  i was thinking of bring back ??? type arceus to Pokemon black and giving it a proper name
                                                  this question was answered for me a page back, i think.
                                                  iirc, you can't add completely new types without some form of ASM, unless you want to overwrite another existing type.
                                                  but i believe the ???-type still exists in BW (at least through the move Curse), so maybe there's an editor tool that will let you "bring out" the type for using.
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                                                    #21700    
                                                  Old July 5th, 2012 (4:32 AM).
                                                  redriders180's Avatar
                                                  redriders180 redriders180 is offline
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                                                    Quote:
                                                    Originally Posted by Nara567 View Post
                                                    Thanks for the answers. But I still have more questions. :cer_confused:

                                                    -Regarding JPAN's patch, is there a way to patch it without removing all of the scripts?
                                                    -Regarding the FR 649 patch, when finished, would it have to be patched to a clean ROM?

                                                    -More mapping stuff; I've created several maps and set the border block to the black tile, but when I see it ingame, it's a different tile. How would I fix this?
                                                    JPANs patch also includes a special tool that adds the ASM into a ROM hack that's already been extensively modified. The FR 649 Patch will probably have to be patched to a clean ROM, unless they make a similar tool. Most black tiles, especially in the outdoor tileset, aren't actually black, but transparent. You need to make a palette have a completely black color that isn't in the first slot to make black border blocks. Indoor Palette 5 is what Indoor maps use to make black border blocks.

                                                    Quote:
                                                    Originally Posted by thanethane98 View Post
                                                    Hey everyone, looks like I'm back with yet another question! While going through and test my rom, I noticed that whenever I step into tall grass the animation for it uses the old tall grass. Is there a way that I can edit this? If so, how?
                                                    Open up NSE Classic, go to Tools>Bookmarks, and one of the bookmarks contains all in-game grass animations. NSE Classic also has Ruby's, while NSE 2.X doesn't, so if you're hacking Firered, NSE 2.X can be used instead. The frames are somewhat out of whack, and mixed with others, so just use your intuition on which order the go in.

                                                    Quote:
                                                    Originally Posted by Scorpiopt View Post
                                                    Is it possible to edit and make new types of Pokemon ?

                                                    i was thinking of bring back ??? type arceus to Pokemon black and giving it a proper name
                                                    The ??? Type no longer exists, as of BW. It isn't even programmed anywhere. Curse is now a Ghost-type move. To add the ??? Type to your game, you'll need extensive ASM.

                                                    Quote:
                                                    Originally Posted by aablmd82 View Post
                                                    I need some help with mapping. I changed up Veridian City a bit and everything was fine. I made it so that the connection to Route 2 was more to the right, but it was working out fine, as were the other two connections. However, when I entered the city from either the north or south entrances, some of the map tiles would mess up and change to a different tile.

                                                    (I can't link in pictures yet, but I'll attach it, so refer to that picture.

                                                    That's the northern entrance. For the southern entrance I just redrew the map tiles, and it fixed the problem. The same thing worked for the northern entrance as well, but map tiles that I drew from the secondary map tile set (tile set 7) still glitch out. Then for some reason one of the sprites gets moved to where that one is. I got rid of all the map scripts, then just added some person sprites, and it only moves the sprite over when I have 9 or more sprites.

                                                    Anyone have any ideas what's wrong?
                                                    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.
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