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  #24151    
Old March 25th, 2013 (2:33 PM).
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The Pikachu sprites are:

0x8462D34: The two frames for the animated ears.
0x8462E18: The two frames for the animated eyes.
0x8462B74: The base sprite of the whole body.

I have no idea about the little Poké Ball icons though, sorry.
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  #24152    
Old March 25th, 2013 (3:06 PM).
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    Quote:
    Originally Posted by Spherical Ice View Post
    The Pikachu sprites are:

    0x8462D34: The two frames for the animated ears.
    0x8462E18: The two frames for the animated eyes.
    0x8462B74: The base sprite of the whole body.

    I have no idea about the little Poké Ball icons though, sorry.
    Okay! Thanks! You're a great dude!
      #24153    
    Old March 25th, 2013 (3:16 PM).
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    karatekid552 karatekid552 is offline
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      Quote:
      Originally Posted by inthenameofDT View Post
      Hi. Is there a list anywhere of 100% completed rom hacks? I'm interesting in finding some new ones to play. If it helps, I could even provide a list of hacks I've played to make answering this easier. I tried searching several key words, but was unable to find what I was looking for. Any help would be appreciated. Thanks.
      Go into the Hacks Showcase sections of Emulation. Most of these hacks are complete or at least close enough for you to enjoy them. (I'm guessing you are not one of the beta tester types) Good luck!
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        #24154    
      Old March 25th, 2013 (4:31 PM).
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      bwrobin bwrobin is offline
         
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        Hey guys, another question. For example, I would put a Lugia event where you battle him and because of the hidesprite command, he will disappear after the battle. My question is, how do I make it respawn like after beating it, the sprite will disappear, I leave the map and go back again and he will be there again. Is there a possible way to do this? How?
          #24155    
        Old March 25th, 2013 (4:34 PM).
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        Make a level script on the maps outside where Lugia spawns and clear the flag that you set for his Person ID.
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          #24156    
        Old March 25th, 2013 (4:39 PM).
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          Quote:
          Originally Posted by Spherical Ice View Post
          Make a level script on the maps outside where Lugia spawns and clear the flag that you set for his Person ID.
          Umm.... Can you make it a bit simpler?....
            #24157    
          Old March 25th, 2013 (5:04 PM).
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          karatekid552 karatekid552 is offline
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            Quote:
            Originally Posted by robin22gongon View Post
            Umm.... Can you make it a bit simpler?....
            When you made Lugia disappear, you set a flag that was the same as its person ID in A-map, correct? Now, create a map script outside of that room which clears that flag. This will make Lugia show up again the next time you go back into the room which Lugia resides in. This will be infinate unless you set another flag to prevent this script from happening again, or changing the var whcih is attached to the map script.
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              #24158    
            Old March 25th, 2013 (5:48 PM).
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            bwrobin bwrobin is offline
               
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              Quote:
              Originally Posted by karatekid552 View Post
              When you made Lugia disappear, you set a flag that was the same as its person ID in A-map, correct? Now, create a map script outside of that room which clears that flag. This will make Lugia show up again the next time you go back into the room which Lugia resides in. This will be infinate unless you set another flag to prevent this script from happening again, or changing the var whcih is attached to the map script.
              What command do I use in A-map for the level script?
              How about a sample? Not specifically for it. I just want to see its structure.
                #24159    
              Old March 25th, 2013 (6:22 PM).
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              karatekid552 karatekid552 is offline
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                Quote:
                Originally Posted by robin22gongon View Post
                What command do I use in A-map for the level script?
                How about a sample? Not specifically for it. I just want to see its structure.
                It is really this simple:

                #Dynamic 0x800000
                #org @start
                clearflag 0x[Person ID of Lugia]
                end


                This will make lugia infinately appear in that cave. If you want to make it only reapear once:

                #Dynamic 0x800000
                #org @start
                checkflag 0x[a flag]
                if 0x0 goto @Lugia
                end

                #org @Lugia
                clearflag 0x[Person ID of Lugia]
                setflag 0x[a flag]
                end

                Since this script only messes with flags, it will work best under map script type 03 in A-Map.
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                  #24160    
                Old March 25th, 2013 (7:19 PM). Edited March 25th, 2013 by bwrobin.
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                  Quote:
                  Originally Posted by karatekid552 View Post
                  It is really this simple:

                  #Dynamic 0x800000
                  #org @start
                  clearflag 0x[Person ID of Lugia]
                  end


                  This will make lugia infinately appear in that cave. If you want to make it only reapear once:

                  #Dynamic 0x800000
                  #org @start
                  checkflag 0x[a flag]
                  if 0x0 goto @Lugia
                  end

                  #org @Lugia
                  clearflag 0x[Person ID of Lugia]
                  setflag 0x[a flag]
                  end

                  Since this script only messes with flags, it will work best under map script type 03 in A-Map.
                  So if Lugia's person ID is 1, I put 0x001?
                  And the flag is any fromm 0x1 to 0x8C2 right?

                  Also, if I want multiple of them, do I make one for each of them?
                    #24161    
                  Old March 26th, 2013 (2:00 AM).
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                    Quote:
                    Originally Posted by robin22gongon View Post
                    So if Lugia's person ID is 1, I put 0x001?
                    And the flag is any fromm 0x1 to 0x8C2 right?

                    Also, if I want multiple of them, do I make one for each of them?
                    Yes! you want to use flags between those values, any higher and you will mess with the games processing data I think, giving game glitches.

                    You can find a list of used flags in the game in DIEGOISAWESOME's MEGA HUGE SCRIPTING TUTORIAL so I suggest that so you don't accidently pick a flag like 0x820 (the boulderbadge). I would link but I can't yet! (Low post count)

                    You can have as many Lugia events as you want, as long as you have a seperate flag for each.
                      #24162    
                    Old March 26th, 2013 (2:02 AM).
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                    Spherical Ice Spherical Ice is offline
                     
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                    I believe flags from the 200 - 2FF range are perfectly usable, and Poké Ball events tend to use the flags in the 100 area so I'm guessing they might be safe too. But yeah, just use, say, flag 200 and flag 201 for the flags that karatekid gave you.
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                      #24163    
                    Old March 26th, 2013 (2:46 AM).
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                    karatekid552 karatekid552 is offline
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                      Quote:
                      Originally Posted by Spherical Ice View Post
                      I believe flags from the 200 - 2FF range are perfectly usable, and Poké Ball events tend to use the flags in the 100 area so I'm guessing they might be safe too. But yeah, just use, say, flag 200 and flag 201 for the flags that karatekid gave you.
                      Almost every flag is unuseable. The only guarenteed good ones are in the 200s. DavidJCobb did a lot of research on flags and vars.

                      I have posted these links faaar to many times:


                      They contain exactly what every flag does. You can tell by what they do whether they are temporary or not. (If they control cut trees and the like = temporary)


                      -------------
                      This Wario on my screen. It confuses me.....
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                        #24164    
                      Old March 26th, 2013 (9:27 AM).
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                      Spherical Ice Spherical Ice is offline
                       
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                      Is it safe to use the two Saffron City maps for two separate maps?
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                        #24165    
                      Old March 26th, 2013 (5:24 PM).
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                      karatekid552 karatekid552 is offline
                      What happens if I push it?....
                         
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                        Quote:
                        Originally Posted by Spherical Ice View Post
                        Is it safe to use the two Saffron City maps for two separate maps?
                        As long as you remove all map connections and shared scripts, you should be fine.
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                          #24166    
                        Old March 26th, 2013 (8:24 PM).
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                        kearnseyboy6 kearnseyboy6 is offline
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                          Why are there extra map header banks for ROUTE 4 and ROUTE 10? I cant open the second copies of the map and if I edit them, will this mess with the game?

                          Also why are they there anyway? Is it the Pokecentres and flight spots maybe?
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                            #24167    
                          Old March 27th, 2013 (2:03 AM).
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                          Spherical Ice Spherical Ice is offline
                           
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                          Quote:
                          Originally Posted by kearnseyboy6 View Post
                          Why are there extra map header banks for ROUTE 4 and ROUTE 10? I cant open the second copies of the map and if I edit them, will this mess with the game?

                          Also why are they there anyway? Is it the Pokecentres and flight spots maybe?
                          Yup! Both maps have flight positions so they got an extra header. It's safe to change their names.
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                            #24168    
                          Old March 27th, 2013 (4:45 AM).
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                          bwrobin bwrobin is offline
                             
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                            I have three questions:

                            1. What is the palette for this:

                            I have tried to find it using the VBA BG Map Palette Memory Technique but its palette is in the OBJ window.

                            2. This one:
                            Spoiler:
                            Code:
                            Code:
                            #dynamic 0x800000
                            
                            #org @start
                            lock
                            faceplayer
                            msgbox @monster 0x6
                            random 0x5
                            compare 0x800D 0x0
                            if 0x1 goto @level1
                            compare 0x800D 0x1
                            if 0x1 goto @level2
                            compare 0x800D 0x2
                            if 0x1 goto @level3
                            compare 0x800D 0x3
                            if 0x1 goto @level4
                            compare 0x800D 0x4
                            if 0x1 goto @level5
                            end
                            
                            #org @monster
                            = Im'ma troll you!
                            
                            #org @level1
                            wildbattle 0x1 0x1 0x1
                            random 0x2
                            compare 0x800D 0x0
                            if 0x1 goto @WIN
                            compare 0x800D 0x1
                            if 0x1 goto @LOSE
                            end
                            
                            #org @level2
                            wildbattle 0x1 0x2 0x1
                            random 0x2
                            compare 0x800D 0x0
                            if 0x1 goto @WIN
                            compare 0x800D 0x1
                            if 0x1 goto @LOSE
                            end
                            
                            #org @level3
                            wildbattle 0x1 0x3 0x1
                            random 0x2
                            compare 0x800D 0x0
                            if 0x1 goto @WIN
                            compare 0x800D 0x1
                            if 0x1 goto @LOSE
                            end
                            
                            #org @level4
                            wildbattle 0x1 0x4 0x1
                            random 0x2
                            compare 0x800D 0x0
                            if 0x1 goto @WIN
                            compare 0x800D 0x1
                            if 0x1 goto @LOSE
                            end
                            
                            #org @level5
                            wildbattle 0x1 0x5 0x1
                            random 0x2
                            compare 0x800D 0x0
                            if 0x1 goto @WIN
                            compare 0x800D 0x1
                            if 0x1 goto @LOSE
                            end
                            
                            #org @WIN
                            giveitem 0x8B 0x1 0x1
                            hidesprite 0x1
                            setflag 0x200
                            end
                            
                            #org @LOSE
                            hidesprite 0x1
                            setflag 0x200
                            end

                            Whenever I compile this, it works well except for the hidesprite section. When I finish the battle and it's supposed to hidesprite, it hides, but when I take 1 STEP, the sprite reappears. I don't know what has gone wrong.

                            BTW, I made that script myself so sorry if it looks lame.

                            3. How to make a script for a FireRed ROM installed with RTC that for example, I want a certain building open from 6:00 to 19:00 and closed from 19:01 to 5:99?
                              #24169    
                            Old March 27th, 2013 (4:48 AM).
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                            Spherical Ice Spherical Ice is offline
                             
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                            I don't know about your first and third questions, but for the second one you need to set a flag (see karatekid's link for safe flags) in the script and then assign that same flag to the Person ID of the Person Event you want to hide in Advance Map.
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                              #24170    
                            Old March 27th, 2013 (4:57 AM). Edited March 27th, 2013 by bwrobin.
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                            bwrobin bwrobin is offline
                               
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                              Quote:
                              Originally Posted by Spherical Ice View Post
                              I don't know about your first and third questions, but for the second one you need to set a flag (see karatekid's link for safe flags) in the script and then assign that same flag to the Person ID of the Person Event you want to hide in Advance Map.
                              I did set a flag, that's
                              Code:
                              hidepsrite 0x1
                              setflag 0x200
                              Are there any other errors in the script?

                              Also how do I assign that flag? If 0x200 is the flag, I put 0200 on the person ID number right?


                              Fixed it.

                              I hope someone can answer my other questions.

                              I've got questions left:

                              I have two questions:

                              1. What is the palette for this:

                              I have tried to find it using the VBA BG Map Palette Memory Technique but its palette is in the OBJ window.

                              2. How to make a script for a FireRed ROM installed with RTC that for example, I want a certain building open from 6:00 to 19:00 and closed from 19:01 to 5:99?
                                #24171    
                              Old March 27th, 2013 (7:44 AM).
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                              karatekid552 karatekid552 is offline
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                                Quote:
                                Originally Posted by robin22gongon View Post
                                I have three questions:

                                1. What is the palette for this:

                                I have tried to find it using the VBA BG Map Palette Memory Technique but its palette is in the OBJ window.

                                2. This one:
                                Spoiler:
                                Code:
                                Code:
                                #dynamic 0x800000
                                
                                #org @start
                                lock
                                faceplayer
                                msgbox @monster 0x6
                                random 0x5
                                compare 0x800D 0x0
                                if 0x1 goto @level1
                                compare 0x800D 0x1
                                if 0x1 goto @level2
                                compare 0x800D 0x2
                                if 0x1 goto @level3
                                compare 0x800D 0x3
                                if 0x1 goto @level4
                                compare 0x800D 0x4
                                if 0x1 goto @level5
                                end
                                
                                #org @monster
                                = Im'ma troll you!
                                
                                #org @level1
                                wildbattle 0x1 0x1 0x1
                                random 0x2
                                compare 0x800D 0x0
                                if 0x1 goto @WIN
                                compare 0x800D 0x1
                                if 0x1 goto @LOSE
                                end
                                
                                #org @level2
                                wildbattle 0x1 0x2 0x1
                                random 0x2
                                compare 0x800D 0x0
                                if 0x1 goto @WIN
                                compare 0x800D 0x1
                                if 0x1 goto @LOSE
                                end
                                
                                #org @level3
                                wildbattle 0x1 0x3 0x1
                                random 0x2
                                compare 0x800D 0x0
                                if 0x1 goto @WIN
                                compare 0x800D 0x1
                                if 0x1 goto @LOSE
                                end
                                
                                #org @level4
                                wildbattle 0x1 0x4 0x1
                                random 0x2
                                compare 0x800D 0x0
                                if 0x1 goto @WIN
                                compare 0x800D 0x1
                                if 0x1 goto @LOSE
                                end
                                
                                #org @level5
                                wildbattle 0x1 0x5 0x1
                                random 0x2
                                compare 0x800D 0x0
                                if 0x1 goto @WIN
                                compare 0x800D 0x1
                                if 0x1 goto @LOSE
                                end
                                
                                #org @WIN
                                giveitem 0x8B 0x1 0x1
                                hidesprite 0x1
                                setflag 0x200
                                end
                                
                                #org @LOSE
                                hidesprite 0x1
                                setflag 0x200
                                end

                                Whenever I compile this, it works well except for the hidesprite section. When I finish the battle and it's supposed to hidesprite, it hides, but when I take 1 STEP, the sprite reappears. I don't know what has gone wrong.

                                BTW, I made that script myself so sorry if it looks lame.

                                3. How to make a script for a FireRed ROM installed with RTC that for example, I want a certain building open from 6:00 to 19:00 and closed from 19:01 to 5:99?
                                1) Find the pal in the OBJ view and make it in APE using the info given about each color. Then compress and insert into the rom and search for what you inserted. Basically, recreate the palette and search for the recreation which should be the same as the original.

                                2) You solved

                                3) DNS tells you where it writes the time to in the RAM. Using the comparefarbyte commands, you can read the time and manipulate it. I would suggest loading the hour into one var and the minutes into another and comparing them to values to calculate the time.
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                                  #24172    
                                Old March 27th, 2013 (8:02 AM).
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                                  Quote:
                                  Originally Posted by karatekid552 View Post
                                  1) Find the pal in the OBJ view and make it in APE using the info given about each color. Then compress and insert into the rom and search for what you inserted. Basically, recreate the palette and search for the recreation which should be the same as the original.

                                  2) You solved

                                  3) DNS tells you where it writes the time to in the RAM. Using the comparefarbyte commands, you can read the time and manipulate it. I would suggest loading the hour into one var and the minutes into another and comparing them to values to calculate the time.
                                  1. I tried doing that and its says "Palette not found." When I searched again it found 00000000 as the same and then when you play it, it crashes.

                                  3. Would it be long? Because from what I know I will have to do a command for each hour, time or day. Is it really possible to do this and have a specific time e.g 19:59? I'll research on it.
                                    #24173    
                                  Old March 27th, 2013 (8:38 AM).
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                                  karatekid552 karatekid552 is offline
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                                    Quote:
                                    Originally Posted by robin22gongon View Post
                                    1. I tried doing that and its says "Palette not found." When I searched again it found 00000000 as the same and then when you play it, it crashes.

                                    3. Would it be long? Because from what I know I will have to do a command for each hour, time or day. Is it really possible to do this and have a specific time e.g 19:59? I'll research on it.
                                    1) Are you searching for compressed palettes?

                                    3)It will have to be fairly long, but you can make it shorter by using the if greater than and less than commands.

                                    I would say load the hours into 800D, and the minutes into 8007 and then have series of compares for the time.
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                                      #24174    
                                    Old March 27th, 2013 (8:42 AM). Edited March 27th, 2013 by hanswurst1999.
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                                    hanswurst1999 hanswurst1999 is offline
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                                      Is there a resource of FR-styled OWs which contains the missing frames of the gym leaders (like blaine) & co?
                                      (missing frames = the walking frames)
                                        #24175    
                                      Old March 27th, 2013 (3:48 PM). Edited March 27th, 2013 by bwrobin.
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                                      bwrobin bwrobin is offline
                                         
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                                        Quote:
                                        Originally Posted by hanswurst1999 View Post
                                        Is there a resource of FR-styled OWs which contains the missing frames of the gym leaders (like blaine) & co?
                                        (missing frames = the walking frames)
                                        If I were you, I would try to do it myself. It will become perfect for your taste at the same time, improving your spriting abilities.

                                        Quote:
                                        Originally Posted by karatekid552 View Post
                                        1) Are you searching for compressed palettes?

                                        3)It will have to be fairly long, but you can make it shorter by using the if greater than and less than commands.

                                        I would say load the hours into 800D, and the minutes into 8007 and then have series of compares for the time.
                                        1. Yes I was searching for both compressed and not.

                                        3. I think it would be similar to the script I posted which does "Today is [DATE], [HOURS]:[MINUTES]" is that right?
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