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  #25951    
Old August 9th, 2013 (9:40 PM).
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    Quote:
    Originally Posted by karatekid552 View Post
    As you can see, I fixed the overworld. I also just found the check for ALL badges in the menu, so let me find a fix for that.

    ANNNNNNNNNNNNNNNNND, to remove badge checks from ALL HMs on the POKEMON MENU:

    Go to 0x124620 and paste-write "01 20 00 00 00 00 00 00 00 00 00". And that is all.:D
    Thank you! Thank you!
    You're a life saver!
      #25952    
    Old August 10th, 2013 (6:37 AM).
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      Is there a way to use daily flags in Firered?
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        #25953    
      Old August 10th, 2013 (7:30 AM).
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      Quote:
      Originally Posted by SacredMurathJohn View Post
      Is there a way to use daily flags in Firered?
      What do you mean by daily flags?
      If you mean day events, then you need Day & Night System for that.
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        #25954    
      Old August 10th, 2013 (7:34 AM).
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      SacredMurathJohn SacredMurathJohn is offline
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        Quote:
        Originally Posted by Ash493 View Post
        What do you mean by daily flags?
        If you mean day events, then you need Day & Night System for that.
        I mean the events happening once-a-day like lottery in R/S/E.
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          #25955    
        Old August 10th, 2013 (8:03 AM).
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          hey guys, im trying to edit the background for my hack, and ive been following the tutorial, but when i get to the part where you have to load the two pallets into APE keeps saying theres a runtime error and then crashing every time i try to load my new pallet. How do i fix this?
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            #25956    
          Old August 10th, 2013 (8:11 AM). Edited August 10th, 2013 by karatekid552.
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            Quote:
            Originally Posted by SpadeEdge16 View Post
            hey guys, im trying to edit the background for my hack, and ive been following the tutorial, but when i get to the part where you have to load the two pallets into APE keeps saying theres a runtime error and then crashing every time i try to load my new pallet. How do i fix this?
            The one that you save in VBA? Save it as a paintstop palette, not a windows palette. That will fix it.

            Quote:
            Originally Posted by SacredMurathJohn View Post
            I mean the events happening once-a-day like lottery in R/S/E.
            FRLG don't have native RTC, so there aren't any daily flags. You have to create new one manually using ASM and an RTC for FR.
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              #25957    
            Old August 10th, 2013 (10:13 AM).
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              How fix broken Attack Table in Pokemon Ruby? I have strange failure. Some Attacks when I use them restaring my game. Someone can help me slove that problem?
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                #25958    
              Old August 10th, 2013 (10:17 AM).
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              karatekid552 karatekid552 is offline
              What happens if I push it?....
                 
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                Quote:
                Originally Posted by Ksiazek Bartlomiej View Post
                How fix broken Attack Table in Pokemon Ruby? I have strange failure. Some Attacks when I use them restaring my game. Someone can help me slove that problem?
                Most likely broken attack images. Find an Unlz list and look through the attack animation sections and compare them to a clean rom.
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                  #25959    
                Old August 10th, 2013 (10:20 AM).
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                  Ok. I have also Another Question. Somewhere here I heard about Program to changing TYPES <Effectivnese, Weaknese and also> Someone know they name?

                  1. One small.... Someone know where is located Prof.Birch sprite?
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                    #25960    
                  Old August 10th, 2013 (10:28 AM).
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                  What happens if I push it?....
                     
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                    Quote:
                    Originally Posted by Ksiazek Bartlomiej View Post
                    Ok. I have also Another Question. Somewhere here I heard about Program to changing TYPES <Effectivnese, Weaknese and also> Someone know they name?

                    1. One small.... Someone know where is located Prof.Birch sprite?
                    Type Resistances Editor

                    1. I told you HOW to find it, which is far more useful then its actual location.
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                      #25961    
                    Old August 10th, 2013 (10:28 AM).
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                      Quote:
                      FRLG don't have native RTC, so there aren't any daily flags. You have to create new one manually using ASM and an RTC for FR.
                      I know nothing about ASM, any threads about Firered RTC in forum?
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                        #25962    
                      Old August 10th, 2013 (10:53 AM).
                      designmadman designmadman is offline
                         
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                        So I have done quite a bit of work on a hack ive been playing around with...dreadfully worked with lots of music and then imported it, did asm routines, sprites, palettes; I did a lot of mapping and scripting yada yada a lot of time you know. Anyway I had someone test it out and it was all compliments until they tried to buy something at the mart. Every time they/I try to do a transaction but/sell once the clerk says here you go or something like that the game will freeze and at every mart. I must of overwritten some offset or something but I have no idea. Has anyone experienced this problem or has any suggestions? It would be greatly appreciated. PS I also have a back up of my game before I inserted a bunch of ASM routines and the mart worked at that point so my opinion is that those ASM routines might be where this all happened
                          #25963    
                        Old August 10th, 2013 (11:01 AM). Edited August 10th, 2013 by A Sunny Moo.
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                        A Sunny Moo A Sunny Moo is offline
                           
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                          Hello, I'm sorry I was unable to find an answer to this question before. I feel like it's quite basic.

                          Right now, I'm trying to insert maps. However, before I insert the maps, I change the name of the maps. For example, the map I was trying to insert was NEW BARK TOWN. However, when I enter this as the name, then insert the map in bank 0 map 1, it changes the name of the PALLET TOWN maps to NEW BARK TOWN. I want to keep the PALLET TOWN maps intact, so how do I do so without naming the PALLET TOWN maps? I know it will probably require me adding in a new string somehow, or pointer.

                          Thanks in advance.

                          ALSO: I was working on my ROM and all of the sudden, Advance Map decided it could not read the rom or ANY of the past 6 backups that I had made that had worked before. However, they work in the emulator fine. Any reason why this would happen?
                          EDIT: It looks like my Advance Map suddenly decided not to recognize roms anymore, i re-downloaded it, now it's fine.
                            #25964    
                          Old August 10th, 2013 (11:20 AM).
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                            Quote:
                            Originally Posted by karatekid552 View Post
                            The one that you save in VBA? Save it as a paintstop palette, not a windows palette. That will fix it.
                            I dont think so, the one you save from ifran, the pallet of the background im inserting. Cause when i save the pallet from ifran it already saves as .pal
                              #25965    
                            Old August 10th, 2013 (12:15 PM). Edited August 10th, 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 SpadeEdge16 View Post
                              I dont think so, the one you save from ifran, the pallet of the background im inserting. Cause when i save the pallet from ifran it already saves as .pal
                              There's the issue. APE can only import 256 color palettes, not 16. You have to increase color depth to 256 first, then save.

                              Also, windows palettes and paintshop palettes both use .pal.-_- So, be careful when saving palettes in the palette viewer of VBA.

                              Quote:
                              Originally Posted by A Sunny Moo View Post
                              Hello, I'm sorry I was unable to find an answer to this question before. I feel like it's quite basic.

                              Right now, I'm trying to insert maps. However, before I insert the maps, I change the name of the maps. For example, the map I was trying to insert was NEW BARK TOWN. However, when I enter this as the name, then insert the map in bank 0 map 1, it changes the name of the PALLET TOWN maps to NEW BARK TOWN. I want to keep the PALLET TOWN maps intact, so how do I do so without naming the PALLET TOWN maps? I know it will probably require me adding in a new string somehow, or pointer.

                              Thanks in advance.

                              ALSO: I was working on my ROM and all of the sudden, Advance Map decided it could not read the rom or ANY of the past 6 backups that I had made that had worked before. However, they work in the emulator fine. Any reason why this would happen?
                              EDIT: It looks like my Advance Map suddenly decided not to recognize roms anymore, i re-downloaded it, now it's fine.
                              To add new names, read this thread: http://174.133.255.180/showthread.php?t=212492

                              You must have deleted the ini.

                              Quote:
                              Originally Posted by designmadman View Post
                              So I have done quite a bit of work on a hack ive been playing around with...dreadfully worked with lots of music and then imported it, did asm routines, sprites, palettes; I did a lot of mapping and scripting yada yada a lot of time you know. Anyway I had someone test it out and it was all compliments until they tried to buy something at the mart. Every time they/I try to do a transaction but/sell once the clerk says here you go or something like that the game will freeze and at every mart. I must of overwritten some offset or something but I have no idea. Has anyone experienced this problem or has any suggestions? It would be greatly appreciated. PS I also have a back up of my game before I inserted a bunch of ASM routines and the mart worked at that point so my opinion is that those ASM routines might be where this all happened
                              What were your ASM routines?

                              Quote:
                              Originally Posted by SacredMurathJohn View Post
                              I know nothing about ASM, any threads about Firered RTC in forum?
                              The RTC comes with Prime Dialga's DNS and why not try to learn ASM? Start here: http://www.pokecommunity.com/showthread.php?t=299696
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                                #25966    
                              Old August 10th, 2013 (5:42 PM).
                              designmadman designmadman is offline
                                 
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                                Well I only documented the offset of one of my asm routines; the trainer class based music one, in case I wanted to go back and add more music specific battles. That asm was at 0x850150. I had two other routines but I don't remember where I inserted them specifically. One was to make your player face the trainer before every battle like in liquid crystal, and the other was to show the face of both the player and the trainer he;s battling like when you battle the champ. Both were inserted in free space for sure though
                                  #25967    
                                Old August 10th, 2013 (6:05 PM).
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                                  Quote:
                                  Originally Posted by designmadman View Post
                                  Well I only documented the offset of one of my asm routines; the trainer class based music one, in case I wanted to go back and add more music specific battles. That asm was at 0x850150. I had two other routines but I don't remember where I inserted them specifically. One was to make your player face the trainer before every battle like in liquid crystal, and the other was to show the face of both the player and the trainer he;s battling like when you battle the champ. Both were inserted in free space for sure though
                                  Surely they all had to have branches to them somewhere in the heart of the rom? I think that is where you went wrong. Did all of the routines work?
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                                    #25968    
                                  Old August 10th, 2013 (7:39 PM).
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                                    How can I edit the trainer icon that appears on the world map:

                                    Like the face seen here:

                                    http://i1.ytimg.com/vi/X_bsHWZCEDI/hqdefault.jpg
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                                      #25969    
                                    Old August 10th, 2013 (10:02 PM).
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                                      Quote:
                                      Originally Posted by karatekid552 View Post
                                      There's the issue. APE can only import 256 color palettes, not 16. You have to increase color depth to 256 first, then save.

                                      Also, windows palettes and paintshop palettes both use .pal.-_- So, be careful when saving palettes in the palette viewer of VBA.
                                      Right on, it worked, thanks! Now ive looked at two different tutorials and they both have little blocks of color at the bottom left corner of the screen,and apparently its an issue or something. Would you happen to know how to get rid of that?
                                        #25970    
                                      Old August 11th, 2013 (1:19 AM). Edited August 11th, 2013 by zardmelion123.
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                                        i have a question can anyone tell me if what is the gameshark code of walk through walls???for my dark rising version beacause i cant pass in the the dark hideout there is no correct path in the floor???

                                        is anybody there to help me???
                                          #25971    
                                        Old August 11th, 2013 (4:50 AM).
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                                          Quote:
                                          Originally Posted by zardmelion123 View Post
                                          i have a question can anyone tell me if what is the gameshark code of walk through walls???for my dark rising version beacause i cant pass in the the dark hideout there is no correct path in the floor???

                                          is anybody there to help me???
                                          Ask how to pass the Dark Hideout at the Dark Rising thread. There may not be a (known) walk through walls code anyways.
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                                            #25972    
                                          Old August 11th, 2013 (5:37 AM).
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                                          karatekid552 karatekid552 is offline
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                                            Quote:
                                            Originally Posted by SpadeEdge16 View Post
                                            Right on, it worked, thanks! Now ive looked at two different tutorials and they both have little blocks of color at the bottom left corner of the screen,and apparently its an issue or something. Would you happen to know how to get rid of that?
                                            Yes, there are unused tiles in your tileset.

                                            What exactly are you changing? Battle backgrounds? or Titlescreens?
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                                              #25973    
                                            Old August 11th, 2013 (7:18 AM).
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                                              Can someone help me find out how to change the reflected overworlds in pokemon Sapphire? By that I mean the reflections you see when the player is standing next to the light-blue water, e.g. the ponds in Petalburg

                                              I've scrolled through all 217 available sprites in the Overworld Editor (Hackmew's Rebirth Edition) and I have yet to see them. Anyone know the overworld number or know of a way to change them?
                                                #25974    
                                              Old August 11th, 2013 (3:10 PM).
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                                                Quote:
                                                Originally Posted by SacredMurathJohn View Post
                                                Is there a way to use daily flags in Firered?
                                                Once you have installed DNS by PrimeDiagla locate the byte which states the day (0-6).

                                                So you might have something located like this:

                                                20 13 08 12 08 56 32 (YY YY MM DD HR MIN SEC obviously not in dec)

                                                We will need 2 bytes anywhere free in the ram : 00 00

                                                Copy the DD byte using 'copybyte' in XSE and copy it to the first byte. (12 00)

                                                Now use XSE's 'comparefarbytes' to compare these bytes (12 00)

                                                then I assume it gets stored in 0x800D or LAST_RESULT so say 'compare 0x800D 0x1'

                                                'if 0x1 goto @same_day'. From that pointer end the script.

                                                TO continue write copybyte to the second byte so now you have (12 12).

                                                then you can have your event. Now if you try and redo that event the bytes are EQUAL, making the script jump to @same_day.

                                                eg:
                                                Spoiler:
                                                #dynamic 0x800000

                                                #org @daily
                                                lock
                                                copybyte (Pointer location) 0x03000000
                                                comparefarbytes 0x3000000 0x3000001
                                                compare 0x800D 0x1
                                                if 0x1 goto @same_day
                                                msgbox @today 0x6
                                                copybyte (Pointer location) 0x3000001
                                                release
                                                end


                                                So as you can see you don't even need a flag in a way...
                                                  #25975    
                                                Old August 11th, 2013 (3:43 PM).
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                                                  Quote:
                                                  Originally Posted by kearnseyboy6 View Post
                                                  Once you have installed DNS by PrimeDiagla locate the byte which states the day (0-6).

                                                  So you might have something located like this:

                                                  20 13 08 12 08 56 32 (YY YY MM DD HR MIN SEC obviously not in dec)

                                                  We will need 2 bytes anywhere free in the ram : 00 00

                                                  Copy the DD byte using 'copybyte' in XSE and copy it to the first byte. (12 00)

                                                  Now use XSE's 'comparefarbytes' to compare these bytes (12 00)

                                                  then I assume it gets stored in 0x800D or LAST_RESULT so say 'compare 0x800D 0x1'

                                                  'if 0x1 goto @same_day'. From that pointer end the script.

                                                  TO continue write copybyte to the second byte so now you have (12 12).

                                                  then you can have your event. Now if you try and redo that event the bytes are EQUAL, making the script jump to @same_day.

                                                  eg:
                                                  Spoiler:
                                                  #dynamic 0x800000

                                                  #org @daily
                                                  lock
                                                  copybyte (Pointer location) 0x03000000
                                                  comparefarbytes 0x3000000 0x3000001
                                                  compare 0x800D 0x1
                                                  if 0x1 goto @same_day
                                                  msgbox @today 0x6
                                                  copybyte (Pointer location) 0x3000001
                                                  release
                                                  end


                                                  So as you can see you don't even need a flag in a way...
                                                  For your two bytes of RAM, use a var, like 0x40F8. That can hold two bytes, and the commands are easier.
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