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  #21976    
Old July 21st, 2012 (8:04 AM). Edited July 21st, 2012 by MissDigitalis.
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MissDigitalis MissDigitalis is offline
     
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    Quote:
    Originally Posted by Ark_Silvanos View Post
    I just tried it and it worked for me... did u try clicking synchronize palette and update palette?
    Yes I tried both of those however when I do that the chest of the shiny front view turns dark pink instead of yellow and the belly of the shiny back view turns dark pink instead of yellow. Also the shadow turns yellow on the edge along with various other miscolorings.

    When I attempt to correct these colors by double clicking the palettes it messes up other colors on the pokemon's body.

    Edit:

    Here's a screenshot of the pokemon after syncing and updating the palettes.

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      #21977    
    Old July 21st, 2012 (9:00 AM).
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    Ark_Silvanos Ark_Silvanos is offline
       
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      ah... thats because its the way you've saved the pictures. The shiny palette should synchronize with the normal palette in the places that are colored. Like for example:
      Suppose you had a green color you wanted to change to blue. Then it should be like this

      Normal Palette:
      X X X X G1 G2 G3 G4 X X X X X X X X

      Shiny Palette:
      X X X X B1 B2 B3 B4 X X X X X X X X

      The X's are the other colors that remain constant. The colors you want to change should be in the exact corresponding spot as the normal palette.

      I think its because the belly uses the same color as the tail flower. Since there's only one instance of the yellow in the palette, the game changes the belly to pink along with the flower center. I'd suggest either changing the yellow on the flower to a slightly different color or changing the palette to include another instance of the yellow.
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        #21978    
      Old July 21st, 2012 (10:06 AM).
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        Quote:
        Originally Posted by Ark_Silvanos View Post
        ah... thats because its the way you've saved the pictures. The shiny palette should synchronize with the normal palette in the places that are colored. Like for example:
        Suppose you had a green color you wanted to change to blue. Then it should be like this

        Normal Palette:
        X X X X G1 G2 G3 G4 X X X X X X X X

        Shiny Palette:
        X X X X B1 B2 B3 B4 X X X X X X X X

        The X's are the other colors that remain constant. The colors you want to change should be in the exact corresponding spot as the normal palette.

        I think its because the belly uses the same color as the tail flower. Since there's only one instance of the yellow in the palette, the game changes the belly to pink along with the flower center. I'd suggest either changing the yellow on the flower to a slightly different color or changing the palette to include another instance of the yellow.
        Hmm.. ok if I include another instance of yellow, would it be on the shiny, nonshiny or both versions?
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          #21979    
        Old July 21st, 2012 (10:20 AM).
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          Both Versions. And you'd have to make sure that that color is only for the belly and not for the flower. (i.e. if u change that color on the palette, only one the belly should change)
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            #21980    
          Old July 21st, 2012 (1:20 PM).
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          MissDigitalis MissDigitalis is offline
             
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            Quote:
            Originally Posted by Ark_Silvanos View Post
            Both Versions. And you'd have to make sure that that color is only for the belly and not for the flower. (i.e. if u change that color on the palette, only one the belly should change)
            Thanks for trying to help but I couldn't get it to work. I think that having that many yellows exceeded my palette's color limit. Instead I just made it more consistently pink which is kind of weird but I guess it's ok.
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              #21981    
            Old July 21st, 2012 (1:49 PM).
            Vandette Vandette is offline
               
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              I'm new to scripting, but not new to programming.
              I wrote a pretty basic script with some messages and movement and I tried putting it into a script tile on a map in AdvanceMap after I complied it. The script does not activate upon stepping on the tile. I set the unknown value for the tile to 0003 (I tried 0300 too) and the Var number to 4050 as instructed, but to no avail. I know the issue is not with the script itself, because I checked it by assigning it to a Person Event, and it ran as intended.

              Any idea what I'm doing wrong?
                #21982    
              Old July 21st, 2012 (2:16 PM).
              Renegade's Avatar
              Renegade Renegade is offline
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                Quote:
                Originally Posted by Vandette View Post
                I'm new to scripting, but not new to programming.
                I wrote a pretty basic script with some messages and movement and I tried putting it into a script tile on a map in AdvanceMap after I complied it. The script does not activate upon stepping on the tile. I set the unknown value for the tile to 0003 (I tried 0300 too) and the Var number to 4050 as instructed, but to no avail. I know the issue is not with the script itself, because I checked it by assigning it to a Person Event, and it ran as intended.

                Any idea what I'm doing wrong?
                Could you please post the script? (Just so I know what is supposed to happen)
                Also, do you want the script to activate the instant the player walks into a new map?
                  #21983    
                Old July 21st, 2012 (3:08 PM).
                Vandette Vandette is offline
                   
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                  Thanks for your response! Here's a copy of the script I'm using. I realize that it does have errors (which I noticed when I ran it out of the person event, but I'd like to get the script tile to work before I do that.)

                  Spoiler:

                  '---------------
                  #org 0x71A400
                  goto 0x871A47A

                  '---------------
                  #org 0x71A47A
                  textcolor 0x0
                  pause 0x1E
                  playsong 0x12E 0x0
                  msgbox 0x871A4F0 MSG_KEEPOPEN '"???: Hey you!"
                  closeonkeypress
                  applymovement 0x2 0x871A68F
                  waitmovement 0x0
                  msgbox 0x871A501 MSG_KEEPOPEN '"ALEKO: I'm glad that\nI ran into y..."
                  closeonkeypress
                  givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
                  fanfare 0x13E
                  msgbox 0x871A589 MSG_KEEPOPEN '"ALEKO gives you an EEVEE!"
                  waitfanfare
                  closeonkeypress
                  setflag 0x828
                  msgbox 0x871A5A5 MSG_YESNO '"Would you like to give a\nnickname..."
                  compare LASTRESULT 0x1
                  if 0x1 call 0x871A4E9
                  msgbox 0x871A5D3 MSG_NORMAL '"ALEKO: I know that you've\nalways ..."
                  applymovement 0x2 0x871A69B
                  waitmovement 0x0
                  releaseall
                  end

                  '---------------
                  #org 0x71A4E9
                  call 0x81A74EB
                  return

                  '---------------
                  #org 0x1A74EB
                  showbox 0x1A 0x8 0x9 0x4
                  goto 0x81A7507

                  '---------------
                  #org 0x1A7507
                  special 0x17F
                  return


                  '---------
                  ' Strings
                  '---------
                  #org 0x71A4F0
                  = ???: Hey you!

                  #org 0x71A501
                  = ALEKO: I'm glad that\nI ran into you before\nI head off to the Pokemon\nLeague for my internship.\nI got you something to\nremember me by.

                  #org 0x71A589
                  = ALEKO gives you an EEVEE!

                  #org 0x71A5A5
                  = Would you like to give a\nnickname to EEVEE?

                  #org 0x71A5D3
                  = ALEKO: I know that you've\nalways wanted a Glaceon,\nbut Ice Stones are\nreally hard to come by\nthese days.\nI'm going to be late\nif I don't leave now\nso I gotta run.\n


                  '-----------
                  ' Movements
                  '-----------
                  #org 0x71A68F
                  #raw 0x13 'Step Right (Normal)
                  #raw 0x13 'Step Right (Normal)
                  #raw 0x13 'Step Right (Normal)
                  #raw 0x13 'Step Right (Normal)
                  #raw 0x13 'Step Right (Normal)
                  #raw 0x13 'Step Right (Normal)
                  #raw 0x13 'Step Right (Normal)
                  #raw 0x10 'Step Down (Normal)
                  #raw 0x10 'Step Down (Normal)
                  #raw 0x66 'Happy (^_^)
                  #raw 0xFE 'End of Movements

                  #org 0x71A69B
                  #raw 0x11 'Step Up (Normal)
                  #raw 0x11 'Step Up (Normal)
                  #raw 0x12 'Step Left (Normal)
                  #raw 0x12 'Step Left (Normal)
                  #raw 0x12 'Step Left (Normal)
                  #raw 0x12 'Step Left (Normal)
                  #raw 0x12 'Step Left (Normal)
                  #raw 0x12 'Step Left (Normal)
                  #raw 0x12 'Step Left (Normal)
                  #raw 0x60 'Hide
                  #raw 0xFE 'End of Movements


                  So that's it. The script event tile is on the Route 1 map, so it's not activating as soon as I enter a new map, no. I just want it to activate once this particular tile is stepped on, and that's not happening.
                    #21984    
                  Old July 21st, 2012 (3:37 PM).
                  Matheus290's Avatar
                  Matheus290 Matheus290 is offline
                     
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                    Guys, I need help with two problems.

                    First: I created a new map, 1.123. I connected it with the existing map 1.113 (both are inside the folder "ICEFALL CAVE"). Done correctly, the 1.123 with 1.113 and 1.113 with 1.123. Went to test in VBA. When I move the map 1.113 to 1.123, the character goes through normally. However, when I went over 1.123 for 1.113, he did not return. It is as if the map were not connected. Tried to turn the maps by Advance 1.92 and 1.95 Map and none worked. How to solve this problem?

                    Second: This second map that I created, the character does not run. Just walk or use the bike. But if I press the B button (GBA) the character does not run. How to resolve?

                    Thank you!
                      #21985    
                    Old July 21st, 2012 (3:40 PM). Edited July 21st, 2012 by Renegade.
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                      Quote:
                      Originally Posted by Vandette View Post
                      Thanks for your response! Here's a copy of the script I'm using. I realize that it does have errors (which I noticed when I ran it out of the person event, but I'd like to get the script tile to work before I do that.)

                      Spoiler:

                      '---------------
                      #org 0x71A400
                      goto 0x871A47A

                      '---------------
                      #org 0x71A47A
                      textcolor 0x0
                      pause 0x1E
                      playsong 0x12E 0x0
                      msgbox 0x871A4F0 MSG_KEEPOPEN '"???: Hey you!"
                      closeonkeypress
                      applymovement 0x2 0x871A68F
                      waitmovement 0x0
                      msgbox 0x871A501 MSG_KEEPOPEN '"ALEKO: I'm glad that\nI ran into y..."
                      closeonkeypress
                      givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
                      fanfare 0x13E
                      msgbox 0x871A589 MSG_KEEPOPEN '"ALEKO gives you an EEVEE!"
                      waitfanfare
                      closeonkeypress
                      setflag 0x828
                      msgbox 0x871A5A5 MSG_YESNO '"Would you like to give a\nnickname..."
                      compare LASTRESULT 0x1
                      if 0x1 call 0x871A4E9
                      msgbox 0x871A5D3 MSG_NORMAL '"ALEKO: I know that you've\nalways ..."
                      applymovement 0x2 0x871A69B
                      waitmovement 0x0
                      releaseall
                      end

                      '---------------
                      #org 0x71A4E9
                      call 0x81A74EB
                      return

                      '---------------
                      #org 0x1A74EB
                      showbox 0x1A 0x8 0x9 0x4
                      goto 0x81A7507

                      '---------------
                      #org 0x1A7507
                      special 0x17F
                      return


                      '---------
                      ' Strings
                      '---------
                      #org 0x71A4F0
                      = ???: Hey you!

                      #org 0x71A501
                      = ALEKO: I'm glad that\nI ran into you before\nI head off to the Pokemon\nLeague for my internship.\nI got you something to\nremember me by.

                      #org 0x71A589
                      = ALEKO gives you an EEVEE!

                      #org 0x71A5A5
                      = Would you like to give a\nnickname to EEVEE?

                      #org 0x71A5D3
                      = ALEKO: I know that you've\nalways wanted a Glaceon,\nbut Ice Stones are\nreally hard to come by\nthese days.\nI'm going to be late\nif I don't leave now\nso I gotta run.\n


                      '-----------
                      ' Movements
                      '-----------
                      #org 0x71A68F
                      #raw 0x13 'Step Right (Normal)
                      #raw 0x13 'Step Right (Normal)
                      #raw 0x13 'Step Right (Normal)
                      #raw 0x13 'Step Right (Normal)
                      #raw 0x13 'Step Right (Normal)
                      #raw 0x13 'Step Right (Normal)
                      #raw 0x13 'Step Right (Normal)
                      #raw 0x10 'Step Down (Normal)
                      #raw 0x10 'Step Down (Normal)
                      #raw 0x66 'Happy (^_^)
                      #raw 0xFE 'End of Movements

                      #org 0x71A69B
                      #raw 0x11 'Step Up (Normal)
                      #raw 0x11 'Step Up (Normal)
                      #raw 0x12 'Step Left (Normal)
                      #raw 0x12 'Step Left (Normal)
                      #raw 0x12 'Step Left (Normal)
                      #raw 0x12 'Step Left (Normal)
                      #raw 0x12 'Step Left (Normal)
                      #raw 0x12 'Step Left (Normal)
                      #raw 0x12 'Step Left (Normal)
                      #raw 0x60 'Hide
                      #raw 0xFE 'End of Movements


                      So that's it. The script event tile is on the Route 1 map, so it's not activating as soon as I enter a new map, no. I just want it to activate once this particular tile is stepped on, and that's not happening.
                      Okay, try this:

                      You need a "lockall" command at the beginning of your script. (Just before "textcolor 0x0") Also, there needs to be a "setvar 0x4050 0x1" command just before your "releaseall" command at the end of your script.

                      Your AdvancedMap settings are correct, but since you used 4050 for the var number, you also need to insert a "setvar 0x4050 0x1" command at the end of your script. This will make it so that when the script ends, it will be removed from the game forever.

                      Quote:
                      Originally Posted by Matheus290 View Post
                      Guys, I need help with two problems.

                      First: I created a new map, 1.123. I connected it with the existing map 1.113 (both are inside the folder "ICEFALL CAVE"). Done correctly, the 1.123 with 1.113 and 1.113 with 1.123. Went to test in VBA. When I move the map 1.113 to 1.123, the character goes through normally. However, when I went over 1.123 for 1.113, he did not return. It is as if the map were not connected. Tried to turn the maps by Advance 1.92 and 1.95 Map and none worked. How to solve this problem?

                      Second: This second map that I created, the character does not run. Just walk or use the bike. But if I press the B button (GBA) the character does not run. How to resolve?

                      Thank you!
                      For the first problem:

                      Where exactly does the player end up after they go from 1.123 to 1.113? Does the game freeze or does the player get warped to a random map or something?

                      For the second problem:

                      Go to the second map's header. Under "Map Options" and "Type", what does it say? If it says "Inside", change it to something else. Any map with an "Inside" typing will disable the run feature for that specific map.
                        #21986    
                      Old July 21st, 2012 (4:05 PM). Edited July 21st, 2012 by Matheus290.
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                      Matheus290 Matheus290 is offline
                         
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                        Thank you for answering me. Well, I linked the maps. I'll show a image so that you understand what's going on... (open the Spoiler to see the prints)

                        Spoiler:












                        It was not to have problems ...

                        ---------

                        On the second problem, the character cannot run. No, is set to "Underground" instead of "Inside". See:

                        Spoiler:




                        Why this is happening?


                        ------------


                        EDIT: The second problem I fix changing set the "Show name on entering" to "??? [07]". But the first problem persists.
                          #21987    
                        Old July 21st, 2012 (4:09 PM).
                        Vandette Vandette is offline
                           
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                          Thanks for the help! I had another script using the same variable which would explain why this one wasn't triggering.

                          I appreciate the explanation, it really helped!
                            #21988    
                          Old July 21st, 2012 (4:31 PM).
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                          mewmasterify mewmasterify is offline
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                            how do i insert an item that does a different effect like a Life orb into a gba rom?
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                              #21989    
                            Old July 21st, 2012 (4:40 PM).
                            Renegade's Avatar
                            Renegade Renegade is offline
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                              Quote:
                              Originally Posted by mewmasterify View Post
                              how do i insert an item that does a different effect like a Life orb into a gba rom?
                              Try this tutorial:

                              http://www.pokecommunity.com/showthread.php?t=258426&highlight=Item+creation
                                #21990    
                              Old July 21st, 2012 (4:45 PM).
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                                Quote:
                                Originally Posted by Matheus290 View Post
                                Thank you for answering me. Well, I linked the maps. I'll show a image so that you understand what's going on... (open the Spoiler to see the prints)

                                Spoiler:












                                It was not to have problems ...

                                ---------

                                On the second problem, the character cannot run. No, is set to "Underground" instead of "Inside". See:

                                Spoiler:




                                Why this is happening?


                                ------------


                                EDIT: The second problem I fix changing set the "Show name on entering" to "??? [07]". But the first problem persists.
                                This might be a complete hunch, but it might be that your offset is an odd number. The game seems finnicky about odd numbers as an offset...if you look in the original games, I don't think any map has an odd number as an offset. I've had a few in my game that cause problems, and a few that don't. I can't think of anything else, though :\
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                                I think I'm done with ROM hacking. I'll still pop in and visit, though.


                                  #21991    
                                Old July 21st, 2012 (6:50 PM). Edited July 21st, 2012 by FrozenInfernoZX.
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                                  Is it safe to use Advance Map 1.92 and 1.95 interchangeably? Due to me having to use the World Map editor.

                                  Edit - I also want to remake my map as a DPPt map. How do I get the correct palettes for inserting into the game? It was easier for a FRLG map since the maps uses the original palettes.
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                                    #21992    
                                  Old July 21st, 2012 (10:55 PM).
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                                    Quote:
                                    Originally Posted by dragonluver449 View Post
                                    I'm curious, would it be possible at all to script this:
                                    In my hack I would like to do something like, you get a glitch pokemon however it can be 'disinfected' (remove the glitch turn it back into a normal pokemon, while retaining nicknames, moveset, held items, level ect.). Upon 'disinfecting' a roaming legendary would spring up but what legendary it is would be determined by the starter you chose. I was wondering if there could be a way to do that??? If not I'll just leave that feature out of the game.

                                    Thanks in advance!
                                    Not trying to be pushy or seem impatient but my scripter was bugging me about this and saying that it's impossible, so I'd really like to know. Thanks~
                                      #21993    
                                    Old July 22nd, 2012 (3:54 AM).
                                    Ark_Silvanos's Avatar
                                    Ark_Silvanos Ark_Silvanos is offline
                                       
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                                      Quote:
                                      Originally Posted by dragonluver449 View Post
                                      Not trying to be pushy or seem impatient but my scripter was bugging me about this and saying that it's impossible, so I'd really like to know. Thanks~
                                      nope its possible... though not to the extent your hoping for... but it requires some asm routines + good knowledge of scripts + a little imagination.

                                      encryption/decryption routines.
                                      Changing Pokemon Species.

                                      Those plus clever use of flags and scripts and you've got urself atleast something similar to what you want.
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                                        #21994    
                                      Old July 22nd, 2012 (5:28 AM).
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                                        Hello, guys can anyone please help me. I just started editing Pokemon Wild Encounters in LeafGreen using Advance Map 1.95 and everything worked great i tried it in the game. So then i looked in the folder where ROM is located and i have Pokemon - Leaf Green Version (USA).bak extension. How can i combine or patch this extension so it can stay attached to the ROM, so i can only have Pokemon - Leaf Green Version (USA).gba ROM.
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                                          #21995    
                                        Old July 22nd, 2012 (5:36 AM).
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                                          Quote:
                                          Originally Posted by Jasmin88 View Post
                                          Hello, guys can anyone please help me. I just started editing Pokemon Wild Encounters in LeafGreen using Advance Map 1.95 and everything worked great i tried it in the game. So then i looked in the folder where ROM is located and i have Pokemon - Leaf Green Version (USA).bak extension. How can i combine or patch this extension so it can stay attached to the ROM, so i can only have Pokemon - Leaf Green Version (USA).gba ROM.
                                          As far as I know, you can't, that .bak file serves as a save file for the ROM (something like that) but it's not needed anyway why bother....
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                                            #21996    
                                          Old July 22nd, 2012 (5:38 AM).
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                                            Quote:
                                            Originally Posted by tajaros View Post


                                            As far as I know, you can't, that .bak file serves as a save file for the ROM (something like that) but it's not needed anyway why bother....
                                            Thanks for answering. So if i delete the bak extension will the stuff i edited be lost?
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                                              #21997    
                                            Old July 22nd, 2012 (5:43 AM).
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                                            Banjora Marxvile Banjora Marxvile is offline
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                                              Quote:
                                              Originally Posted by Jasmin88 View Post
                                              Thanks for answering. So if i delete the bak extension will the stuff i edited be lost?
                                              No, it shouldn't, but do not delete it yet, as it is a backup version of your ROM. Basically, if something does now go wrong, you can change the extension to GBA, and you'll have the ROM as it was before the next edit, or that edit... One or the other, either way, it's a handy backup of your ROM.
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                                                #21998    
                                              Old July 22nd, 2012 (6:20 AM).
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                                                Quote:
                                                Originally Posted by Banjora Marxvile View Post
                                                No, it shouldn't, but do not delete it yet, as it is a backup version of your ROM. Basically, if something does now go wrong, you can change the extension to GBA, and you'll have the ROM as it was before the next edit, or that edit... One or the other, either way, it's a handy backup of your ROM.
                                                Thank you that makes sense. I was also wandering in the A-Trainer tool, is there easier way to find trainers, like by IDs or is there some kind of list of IDs for trainers.
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                                                  #21999    
                                                Old July 22nd, 2012 (8:20 AM).
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                                                  Hello everybody, I have a question here. How to edit grass animation tile?
                                                    #22000    
                                                  Old July 22nd, 2012 (2:32 PM).
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                                                  Matheus290 Matheus290 is offline
                                                     
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                                                    I managed to fix the first problem, the connections of the maps.

                                                    What I did to fix? I connected random maps on 4 directions (up, down, left and right) in the "rebellious map".

                                                    After I connect the 4, I removed all. So I connected just the map needed to be connected. Voila, problem solved. Thank you! :D
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