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  #24201    
Old March 14th, 2013 (3:08 AM).
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karatekid552 karatekid552 is offline
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    Here is some stuff for working with tilesets:

    Quote:
    Here is Lu-Ho's tut on how to add (not replace) new tilesets: http://www.pokecommunity.com/showthread.php?t=156018

    Here is a tutorial on adding tilesets in general: http://www.pokecommunity.com/showthread.php?t=186982
    Like FBI said, just type in tile sets and hit search!:D

    And another good tutorial, (I hope...): http://www.pokecommunity.com/showthread.php?t=193377

    For animating tiles, this should be useful: http://www.pokecommunity.com/showthread.php?t=260619

    Now I am just going to use a spoiler:
    And here is a link to the best A-map tutorial out there (that I have found): http://www.pokecommunity.com/showthread.php?t=161616

    If you still have problems, come back and ask.
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      #24202    
    Old March 14th, 2013 (8:24 AM).
    iDowngrade iDowngrade is offline
       
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      Quote:
      Originally Posted by karatekid552 View Post
      Here is some stuff for working with tilesets:



      And here is a link to the best A-map tutorial out there (that I have found): http://www.pokecommunity.com/showthread.php?t=161616

      If you still have problems, come back and ask.
      Thanks, ill try them inmediatelly when i have time.
        #24203    
      Old March 14th, 2013 (9:15 AM).
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      Quote:
      Originally Posted by karatekid552 View Post
      Yes, it would appear that the regional and hoenn pokedex's are tied together. You are changing the ???? Pokedex, right? I found that the changes made in that are not reflected in the Hoenn pokedex. Only changing the national one changes things. It is quite wierd.
      Yep. Still not working for me in the slightest bit. Is it possible that there's something wrong with my version of Emerald I'm using? I'm really running out of ideas here for what the problem could be.
        #24204    
      Old March 14th, 2013 (10:08 AM).
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      karatekid552 karatekid552 is offline
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        Quote:
        Originally Posted by Alby4t5 View Post
        Yep. Still not working for me in the slightest bit. Is it possible that there's something wrong with my version of Emerald I'm using? I'm really running out of ideas here for what the problem could be.
        Yeah, I played with it some more and I can't figure out how to change the reginal without changing the national. It appears that the numbers in the ???? Dex line up perfectly with those in the regional, but have no effect when changed. I also found that by changeing the national dex, it also changed the regional dex. This doesn't make sense, becuase it isn't like they are both in the same order, (just hoenn first in the regional). There are kanto and jhoto mixed in. I am going to playwith it a little more and ask around. Maybe I can find something.
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          #24205    
        Old March 14th, 2013 (10:29 AM).
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        Quote:
        Originally Posted by karatekid552 View Post
        Yeah, I played with it some more and I can't figure out how to change the reginal without changing the national. It appears that the numbers in the ???? Dex line up perfectly with those in the regional, but have no effect when changed. I also found that by changeing the national dex, it also changed the regional dex. This doesn't make sense, becuase it isn't like they are both in the same order, (just hoenn first in the regional). There are kanto and jhoto mixed in. I am going to playwith it a little more and ask around. Maybe I can find something.
        Okay... Well, I hope you can help me find the solution soon. I appreciate anything you can figure out. Sorry for the trouble this is causing.
          #24206    
        Old March 14th, 2013 (8:52 PM). Edited March 14th, 2013 by BlackWhiteRobin.
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          Hey guys! How can I remove the Gengar - Nidorino intro in Fire Red? Like after the "GAMFREAK Presents" Logo, it will just skip that intro and go on to the titlescreen without the push of a button? Is it ASM? How? I'm just sick of that intro.

          Also how do I edit the font in Fire Red? Palette offset?

          Hey guys! How can I remove the Gengar - Nidorino intro in Fire Red? Like after the "GAMFREAK Presents" Logo, it will just skip that intro and go on to the titlescreen without the push of a button? Is it ASM? How? I'm just sick of that intro.

          Also how do I edit the font in Fire Red? Palette offset?
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            #24207    
          Old March 15th, 2013 (2:41 AM).
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          karatekid552 karatekid552 is offline
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            Quote:
            Originally Posted by robin22gongon View Post
            Hey guys! How can I remove the Gengar - Nidorino intro in Fire Red? Like after the "GAMFREAK Presents" Logo, it will just skip that intro and go on to the titlescreen without the push of a button? Is it ASM? How? I'm just sick of that intro.

            Also how do I edit the font in Fire Red? Palette offset?

            Hey guys! How can I remove the Gengar - Nidorino intro in Fire Red? Like after the "GAMFREAK Presents" Logo, it will just skip that intro and go on to the titlescreen without the push of a button? Is it ASM? How? I'm just sick of that intro.

            Also how do I edit the font in Fire Red? Palette offset?
            You edit the font the same way way you did for Ruby. The palette is easy to find. Go to a screen where some regular text in visible. Make sure you are using VBA (I believe No$ works too, but I haven't played with it). In the Tools menu, select "Map View". In the window, find some text and click on it. Slightly to the left, it should list a few facts about the tile you just clicked on them. One of them is the palette (pal). Take the number it gives you and open up the "Palette Viewer" from the tools menu. Under Background palettes, count down the left hand side until you reach that palette number (start at 0). Click on the first color and on the bottom of the window, make note of the offset. Now, open up the "Memory Viewer". Click the "Save" button in the window that pops up and type in the offset and then "20" for the number of bytes. Save. Take the .dmp file it created, open it up in HxD and hit "Select all" and "Copy". Now, search for it in HxD in your rom. The offset of that data is the offset of you palette. (If there is more than one entry, we may have a small problem.)

            I have no clue about the intro, sorry. Though, it is probobly a little bit of ASM to skip it. You may be able to edit Gengar and Nidorino in UnLz, if you wanted to make something else out of it.
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              #24208    
            Old March 15th, 2013 (3:48 AM). Edited March 15th, 2013 by BlackWhiteRobin.
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              Quote:
              Originally Posted by karatekid552 View Post
              You edit the font the same way way you did for Ruby. The palette is easy to find. Go to a screen where some regular text in visible. Make sure you are using VBA (I believe No$ works too, but I haven't played with it). In the Tools menu, select "Map View". In the window, find some text and click on it. Slightly to the left, it should list a few facts about the tile you just clicked on them. One of them is the palette (pal). Take the number it gives you and open up the "Palette Viewer" from the tools menu. Under Background palettes, count down the left hand side until you reach that palette number (start at 0). Click on the first color and on the bottom of the window, make note of the offset. Now, open up the "Memory Viewer". Click the "Save" button in the window that pops up and type in the offset and then "20" for the number of bytes. Save. Take the .dmp file it created, open it up in HxD and hit "Select all" and "Copy". Now, search for it in HxD in your rom. The offset of that data is the offset of you palette. (If there is more than one entry, we may have a small problem.)

              I have no clue about the intro, sorry. Though, it is probobly a little bit of ASM to skip it. You may be able to edit Gengar and Nidorino in UnLz, if you wanted to make something else out of it.
              Thanks your a lot of help. BTW I just want to skip the intro not change it since I'm doing an un-Pokemon Game. Thanks anyways.

              EDIT: I tried it in Fonted. It says "ROM is currently supported but font graphics offset not specified." Does anyone know the offset?
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                #24209    
              Old March 15th, 2013 (6:04 AM).
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              karatekid552 karatekid552 is offline
              What happens if I push it?....
                 
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                Quote:
                Originally Posted by robin22gongon View Post
                Thanks your a lot of help. BTW I just want to skip the intro not change it since I'm doing an un-Pokemon Game. Thanks anyways.

                EDIT: I tried it in Fonted. It says "ROM is currently supported but font graphics offset not specified." Does anyone know the offset?
                http://174.133.255.180/showthread.php?t=266885 <- this tut has the offsets for the fonts.
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                  #24210    
                Old March 15th, 2013 (6:39 AM).
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                  Quote:
                  Originally Posted by karatekid552 View Post
                  http://174.133.255.180/showthread.php?t=266885 <- this tut has the offsets for the fonts.
                  This is the Pokeroms.ini record for BPRE
                  Code:
                  [BPRE]
                  Name            = Pokémon Fire Red (E)
                  Language        = 0 'English! WOO!
                  TrainerData     = &H23EAF1
                  TrainerClasses  = &H23E558
                  MonsterNames	= &H144
                  ItemNames       = &H3DB028
                  AttackNames     = &H247092 
                  TrainerPics     = &H23957C
                  TrainerPals     = &H239A1C
                  TrainerPicCount = 147
                  MonsterPics     = &H2350AC
                  MonsterPals     = &H23730C
                  MonsterPicCount = 440
                  MapHeaders      = &H5524C
                  Maps            = &H55194
                  MapLabels       = &H3F1CAC
                  RomType         = 1
                  WorldMap        = kantomap.bmp
                  HomeLevel       = &H0300
                  AttackTable     = &H25D7B4
                  AttackNameList  = &H2470A1
                  SpriteBase      = &H3A3BB0
                  SpriteColors    = &H36D828
                  SpriteNormalSet = &H3A379C
                  SpriteSmallSet  = &H3A3748
                  SpriteLargeSet  = &H3A37F0
                  FontGFX         = ???       <--- I need THE Tut doesn't specify
                  FontWidths      = ???       <--- I need
                  MusicList       = fr_songs.txt
                  The tut doesn't specify which is FontGFX and which is FontWidths.
                  I can't do the method in the tut because I dont know how to fix the image I exported.
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                    #24211    
                  Old March 15th, 2013 (8:58 AM).
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                    Quick Question- I know there is only a curtain amount of "map allocation" in the gen 3 rom. But i want to know- What is the max tile limit of one route and how many routes can be made? is this based on the size of the routes or can there only be a set amount of routes regardless of size?
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                      #24212    
                    Old March 15th, 2013 (9:25 AM).
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                    Quote:
                    Originally Posted by Wendle View Post
                    Quick Question- I know there is only a curtain amount of "map allocation" in the gen 3 rom. But i want to know- What is the max tile limit of one route and how many routes can be made? is this based on the size of the routes or can there only be a set amount of routes regardless of size?

                    I think the biggest a map can be is 160 tiles -- e.g., 80x80, 100x60, 20x140, etc.
                    In FR/LG, each bank holds around 120 maps. Dunno if the sizes of the maps make a difference.


                    This info is all from my personal experience, so yea.
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                      #24213    
                    Old March 15th, 2013 (12:40 PM).
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                    karatekid552 karatekid552 is offline
                    What happens if I push it?....
                       
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                      Quote:
                      Originally Posted by robin22gongon View Post
                      This is the Pokeroms.ini record for BPRE
                      Code:
                      [BPRE]
                      Name            = Pokémon Fire Red (E)
                      Language        = 0 'English! WOO!
                      TrainerData     = &H23EAF1
                      TrainerClasses  = &H23E558
                      MonsterNames	= &H144
                      ItemNames       = &H3DB028
                      AttackNames     = &H247092 
                      TrainerPics     = &H23957C
                      TrainerPals     = &H239A1C
                      TrainerPicCount = 147
                      MonsterPics     = &H2350AC
                      MonsterPals     = &H23730C
                      MonsterPicCount = 440
                      MapHeaders      = &H5524C
                      Maps            = &H55194
                      MapLabels       = &H3F1CAC
                      RomType         = 1
                      WorldMap        = kantomap.bmp
                      HomeLevel       = &H0300
                      AttackTable     = &H25D7B4
                      AttackNameList  = &H2470A1
                      SpriteBase      = &H3A3BB0
                      SpriteColors    = &H36D828
                      SpriteNormalSet = &H3A379C
                      SpriteSmallSet  = &H3A3748
                      SpriteLargeSet  = &H3A37F0
                      FontGFX         = ???       <--- I need THE Tut doesn't specify
                      FontWidths      = ???       <--- I need
                      MusicList       = fr_songs.txt
                      The tut doesn't specify which is FontGFX and which is FontWidths.
                      I can't do the method in the tut because I dont know how to fix the image I exported.
                      Okay, well the FontGFX would just be the location of the graphics for the fonts.

                      Quote:
                      Originally Posted by Hackrex
                      1F5DF0, 201FF0, 212308, 222620

                      One Offset for Help Menu
                      One for Ingame
                      One for Intro
                      One for Town Names, I think
                      Now, I don't know about font width. This is either how many pixels wide a letter is, or how long the entire font is in total.

                      The largest letter I can see is the arrow and it has a width of 8 px. Try putting in 8 for the FontWidths. If that doesn't work, look at another game's ini sections and try what is labeled there. If it is an offset, find out what that offset is and find an equivilant one in FireRed.

                      By the way, in the tut, he is fixing the image simply by moveing the two halves of the letters together. The top and bottoms are split apart, so it makes it easier to edit if you out them back together.

                      Just checking on the intro thing; you did see Knizz's post in R&D, correct?

                      Edit: Also give 12 a try for the width. I just saw somthing that said GBA 12x12 font, might be what you are looking for.
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                        #24214    
                      Old March 15th, 2013 (2:39 PM).
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                        Quote:
                        Originally Posted by karatekid552 View Post
                        Okay, well the FontGFX would just be the location of the graphics for the fonts.



                        Now, I don't know about font width. This is either how many pixels wide a letter is, or how long the entire font is in total.

                        The largest letter I can see is the arrow and it has a width of 8 px. Try putting in 8 for the FontWidths. If that doesn't work, look at another game's ini sections and try what is labeled there. If it is an offset, find out what that offset is and find an equivilant one in FireRed.

                        By the way, in the tut, he is fixing the image simply by moveing the two halves of the letters together. The top and bottoms are split apart, so it makes it easier to edit if you out them back together.

                        Just checking on the intro thing; you did see Knizz's post in R&D, correct?

                        Edit: Also give 12 a try for the width. I just saw somthing that said GBA 12x12 font, might be what you are looking for.
                        Awww.... Looks like it need an offset. By the way, how do I look for the offset's equivalent in FireRed? The actual FontWidth offset is from Ruby: &H1E6594.
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                          #24215    
                        Old March 15th, 2013 (4:42 PM).
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                        Sorry for not being around for a few days. It seems that the Pokedex Location editor in Pokemon Game Editor does not support Emerald, but does support FireRed and Ruby. So no harm done. What I now have a question is changing other things with in the Pokedex. Like the Region Name from Kanto to something else. Would you have any experience or know how in this matter? I know it probably involves Hex Editing, but do you know where about to go changing that?
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                          #24216    
                        Old March 15th, 2013 (5:34 PM).
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                          Quote:
                          Originally Posted by Alby4t5 View Post
                          Sorry for not being around for a few days. It seems that the Pokedex Location editor in Pokemon Game Editor does not support Emerald, but does support FireRed and Ruby. So no harm done. What I now have a question is changing other things with in the Pokedex. Like the Region Name from Kanto to something else. Would you have any experience or know how in this matter? I know it probably involves Hex Editing, but do you know where about to go changing that?
                          Where are you talking? Like on the map or regular speech? Regular speech can be done fairly easily (though buggy) with A-text.
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                            #24217    
                          Old March 15th, 2013 (5:47 PM).
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                          Quote:
                          Originally Posted by karatekid552 View Post
                          Where are you talking? Like on the map or regular speech? Regular speech can be done fairly easily (though buggy) with A-text.
                          I'm talking on the Map and inside the Pokedex.
                            #24218    
                          Old March 15th, 2013 (6:04 PM).
                          iDowngrade iDowngrade is offline
                             
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                            I still dont get the Map thingy, when i instert my tiles it's always buggy
                              #24219    
                            Old March 15th, 2013 (6:26 PM). Edited March 15th, 2013 by karatekid552.
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                            karatekid552 karatekid552 is offline
                            What happens if I push it?....
                               
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                              Quote:
                              Originally Posted by Alby4t5 View Post
                              I'm talking on the Map and inside the Pokedex.
                              Well then, see if you can figure out if they are text or images. With images, all we will have to do is redraw them (the most likely choice) but if they're text, then we will might have to do some hex editing.

                              Quote:
                              Originally Posted by robin22gongon View Post
                              Awww.... Looks like it need an offset. By the way, how do I look for the offset's equivalent in FireRed? The actual FontWidth offset is from Ruby: &H1E6594.
                              I have no clue how to find it. I looked at it in a hex editor for Ruby and it appears to be a set of 255 numbers, all in a row. These numbers are mostly 6's. I believe it is just the width of each character, all in a row. Try and match these numbers up to the letters in FontEd. When you find out how they correlate, try and create a list that would go with FR's font set and see if you can find that list.
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                              Old March 15th, 2013 (6:54 PM).
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                                Quote:
                                Originally Posted by karatekid552 View Post
                                Well then, see if you can figure out if they are text or images. With images, all we will have to do is redraw them (the most likely choice) but if they're text, then we will might have to do some hex editing.



                                I have no clue how to find it. I looked at it in a hex editor for Ruby and it appears to be a set of 255 numbers, all in a row. These numbers are mostly 6's. I believe it is just the width of each character, all in a row. Try and match these numbers up to the letters in FontEd. When you find out how they correlate, try and create a list that would go with FR's font set and see if you can find that list.
                                Okay thanks, I'll try it later.
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                                  #24221    
                                Old March 16th, 2013 (12:20 AM).
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                                  Well, one possibility is to copy the bytes that are located the offset of Ruby and try with the "search and replace" function to search these bytes in firered.

                                  If its not found, make 2 screenshots, one of Ruby text and one of Firered text (take oaks intro for it or so) and compare the width.
                                  If smaller, try to replace the 6's with 5's and so on..
                                    #24222    
                                  Old March 16th, 2013 (5:50 AM).
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                                    Hi I'm trying to insert a self-made Pokémon into a US Version of FireRed, but all the tutorials I can find on this forum replace existing Pokémon, but I want to have all the 386 originals in my game, too.
                                    The only optioun I found is to replace one of the 26 ?????? after Celebi, but how do I implement those in the ROM? Like with the givepokemon command, do I have to take 0x252 then? Because Celebi is 0x251 and Treecko is 0x277?
                                      #24223    
                                    Old March 16th, 2013 (6:50 AM).
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                                    karatekid552 karatekid552 is offline
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                                      Quote:
                                      Originally Posted by Reygok View Post
                                      Hi I'm trying to insert a self-made Pokémon into a US Version of FireRed, but all the tutorials I can find on this forum replace existing Pokémon, but I want to have all the 386 originals in my game, too.
                                      The only optioun I found is to replace one of the 26 ?????? after Celebi, but how do I implement those in the ROM? Like with the givepokemon command, do I have to take 0x252 then? Because Celebi is 0x251 and Treecko is 0x277?
                                      Exactly, the only problem is the only way to obtain them is through evolution, breeding, the givepokemon command. Any other way and the game will crash due to them not having Pokédex entries.

                                      By the way, there is a way to expand the number of Pokémon. Jambo51 is doing it on 649 base. However it requires a lot of knowledge and experience, deffinately not for a beginnier or even intermediete. I haven't even attempted it yet because it is so intimidating.
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                                        #24224    
                                      Old March 16th, 2013 (7:11 AM).
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                                        Thanks for your answer, but I think i'm doing something wrong, because when I want to see the stats of my new pokémon, the screen fades to black and stay there. In Nameless Sprite Editor, it shows the sprite correctly.
                                          #24225    
                                        Old March 16th, 2013 (7:31 AM).
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                                        karatekid552 karatekid552 is offline
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                                          Quote:
                                          Originally Posted by Reygok View Post
                                          Thanks for your answer, but I think i'm doing something wrong, because when I want to see the stats of my new pokémon, the screen fades to black and stay there. In Nameless Sprite Editor, it shows the sprite correctly.
                                          Don't use Nameless for Pokémon sprites, Wichu's Advance Series is much better for those particular ones. Also, make sure you have done everything in YAPE too. Lastly, repoint all of the sprites for those whenever possible, including the icons.
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