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  #23726    
Old February 19th, 2013 (11:09 PM). Edited February 19th, 2013 by karatekid552.
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What happens if I push it?....
     
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    Quote:
    Originally Posted by The Legacy of The Legends Creator :D View Post
    lol trust me ima check em all out XD too
    Whenever i add the 6,i am apparently diong that part correctly, but when i add the offest of the 6 cuz i always take out the 0x to avoid the red text xD, it usualy moves the text around and adds some to fill the other 2 digits
    When you write a script, never actually put in offsets by yourself, as you can easily break it if there aren't enough bytes in between two offsets. Always use unique @_____ labels and let XSE do it for you.

    Consult diegoisawesome's XSE tutorial for more information on writing scripts.

    I can tell you this however. The 7th and 8th digits in an pointer and offset, tell the location of the data as being in a part of the rom or of the ram. The 8 that is added before most script offsets and the 08 that are at the end of each pointer specify that the data is in the rom. The other numbers are in the ram.

    For example, 01 is BIOS, 02 is External Working RAM, 03 Internal Working RAM, 04 is register memory/IO, 05 is Pallete Memory, 06 is Video RAM, 07 is Object Attribute Memory, 08 is the ROM, and 0E is the back-up memory. You don't need to know what all of that means, but it explains why rom offsets are preceded by an 8 and pointers are followed by a 08. This is not needed in A-map sinceit knows it is pulling from the rom.

    Also, if you forget the "$" in A-map, it switches from hex mode to decimal mode, so don't forget it.

    Quote:
    Originally Posted by The Legacy of The Legends Creator :D View Post
    and is there a specific way to go about adding different map tiles instead of coloring them to another palette, like say change a tree or what id like to do is put certain types of pokemon sprites as tiles? or new buildings
    Just read the tutorials, the most I've ever done is change the shape of the rocks and pull in new trees.:)

    I'm a scripter, beginner ASMer (is that a phrase? haha), and data manipulator. I like working with numbers much better than images.:D
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      #23727    
    Old February 19th, 2013 (11:15 PM). Edited February 19th, 2013 by The Legacy of The Legends Creator :D.
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    The Legacy of The Legends Creator :D The Legacy of The Legends Creator :D is offline
       
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      you kno what idt i always kept the $ but ill keep it in mind

      lol ima spriter xD that palette on the darkrai in my sig i made it :3 <3

      Just a question, whats a good english hex editor i dont seem to have one, night! ill check later XD
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        #23728    
      Old February 20th, 2013 (2:21 AM).
      QuartierGenerale QuartierGenerale is offline
         
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        Hello,

        i'm trying to edit Birch's Bag (Ruby)...i've exported image from unzl, after i've exported palette from VBA, ad i've applied my palette to the exported image. what has happened is that the bag is correctly recolour, while the grass not.

        This is the result image:



        how can i do for seeing the correct palette also in the grass?

        thanks a lot
          #23729    
        Old February 20th, 2013 (2:34 AM).
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          How can I change LOW HP ALARM from Signal to Music like in Pokemon Black/White into pokemon ruby Rom?
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            #23730    
          Old February 20th, 2013 (7:13 AM).
          LocksmithArmy's Avatar
          LocksmithArmy LocksmithArmy is offline
          Mew!
             
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            Im having mapping issues...

            in every map I make... if I want to make a solid BLACK tile... I take the first black square from the block list and I place it where I want the black square to be in the game... makes since right... (works the same for the boarder tiles too)

            but in game it comes out like this:


            all those blue squiggleys should be black... how can I fix this (its like this for all my maps, not the nintendo maps)
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              #23731    
            Old February 20th, 2013 (7:29 AM). Edited February 20th, 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 LocksmithArmy View Post
              Im having mapping issues...

              in every map I make... if I want to make a solid BLACK tile... I take the first black square from the block list and I place it where I want the black square to be in the game... makes since right... (works the same for the boarder tiles too)

              but in game it comes out like this:


              all those blue squiggleys should be black... how can I fix this (its like this for all my maps, not the nintendo maps)

              That first tile is not indeed black, but rather empty. Transparent. If you want a black tile, you will have to find a tileset like the ones inside of houses which have actual black tiles in them that you can use.

              Quote:
              Originally Posted by The Legacy of The Legends Creator :D View Post
              you kno what idt i always kept the $ but ill keep it in mind

              lol ima spriter xD that palette on the darkrai in my sig i made it :3 <3

              Just a question, whats a good english hex editor i dont seem to have one, night! ill check later XD
              HxD and GoldFinger. HxD is the best, however it doesn't support .tbl files which GoldFinger does. So, you can do everything you normally do for hex editing on HxD, and use GoldFinger just for any text editing need.

              Quote:
              Originally Posted by Ksiazek Bartlomiej View Post
              How can I change LOW HP ALARM from Signal to Music like in Pokemon Black/White into pokemon ruby Rom?
              Wasn't this just answered a page or two ago by shinyquagsire?

              Edit: My bad... It was answered in Research and Development by shinyquagsire not long ago.

              Quote:
              Originally Posted by QuartierGenerale View Post
              Hello,

              i'm trying to edit Birch's Bag (Ruby)...i've exported image from unzl, after i've exported palette from VBA, ad i've applied my palette to the exported image. what has happened is that the bag is correctly recolour, while the grass not.

              This is the result image:



              how can i do for seeing the correct palette also in the grass?

              thanks a lot
              My guess is that there isa second pallete. Keep looking in VBA's pallete editor as there is probobly one pallete for the bag and one for the grass.
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                #23732    
              Old February 20th, 2013 (7:46 AM).
              LocksmithArmy's Avatar
              LocksmithArmy LocksmithArmy is offline
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                Quote:
                Originally Posted by karatekid552 View Post
                That first tile is not indeed black, but rather empty. Transparent. If you want a black tile, you will have to find a tileset like the ones inside of houses which have actual black tiles in them that you can use.
                thanks... here is another simple one...

                do yes no questions HAVE to have a yes and no answer... could I just have a no answer and if its not no it was obviously yes...

                instead of:
                Spoiler:
                callstd MSG_YESNO ' Yes/No message
                compare LASTRESULT YES
                if == jump 0x8800190 ' Equal To
                compare LASTRESULT 0x0
                if == jump 0x8800160 ' Equal To


                I use something like:
                Spoiler:
                callstd MSG_YESNO ' Yes/No message
                compare LASTRESULT 0x0
                if == jump 0x8800160 ' Equal To
                jump 0x8800190
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                  #23733    
                Old February 20th, 2013 (7:53 AM).
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                karatekid552 karatekid552 is offline
                What happens if I push it?....
                   
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                  Quote:
                  Originally Posted by LocksmithArmy View Post
                  thanks... here is another simple one...

                  do yes no questions HAVE to have a yes and no answer... could I just have a no answer and if its not no it was obviously yes...

                  instead of:
                  Spoiler:
                  callstd MSG_YESNO ' Yes/No message
                  compare LASTRESULT YES
                  if == jump 0x8800190 ' Equal To
                  compare LASTRESULT 0x0
                  if == jump 0x8800160 ' Equal To


                  I use something like:
                  Spoiler:
                  callstd MSG_YESNO ' Yes/No message
                  compare LASTRESULT 0x0
                  if == jump 0x8800160 ' Equal To
                  jump 0x8800190
                  Exactly. If it doesn't jump for yes, then the answer was obviously no. Unless you use call and return, then you would need to have a second compare command since it is returning back to the script.
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                    #23734    
                  Old February 20th, 2013 (7:57 AM).
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                  LocksmithArmy LocksmithArmy is offline
                  Mew!
                     
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                    awesome... thanks... makes life much easier
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                      #23735    
                    Old February 20th, 2013 (11:14 AM).
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                      Yo, currently hacking Pokemon Emerald and I'd like to do the following: change Wallace's battle theme (which is currently the champion theme) to the Regi's encounter theme. I'm not sure which tool I'm supposed to use for this. Help?
                        #23736    
                      Old February 20th, 2013 (11:18 AM).
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                      karatekid552 karatekid552 is offline
                      What happens if I push it?....
                         
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                        Quote:
                        Originally Posted by Doom Chaos View Post
                        Yo, currently hacking Pokemon Emerald and I'd like to do the following: change Wallace's battle theme (which is currently the champion theme) to the Regi's encounter theme. I'm not sure which tool I'm supposed to use for this. Help?
                        Most likely, a hex editor. Battle themes are not fun things to play with. You should find someone who knows a lot about music hacking.
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                          #23737    
                        Old February 20th, 2013 (12:03 PM).
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                        95gemello7 95gemello7 is offline
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                          I have a problem... How can I repeat the start of Dragon Claw's animation?
                          This is the animation's code i would repeat:
                          Spoiler:
                          002D 27 00 37 27 19 8F 00 C0 03 F9 A7 0B 08 0A 05 02 00 04 00 00 00 08 00 7F 0203 F9 89 09 08 05 05 00 00 00 00 02 00 0F 00 01 00 0E AD 31 1D 08 0E AD 31 1D08 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07


                          According to what I found in the tutorial of Chaos Rush, when the attack crashes you can end its animation and put another after it... But I can't repeat twice that animation!
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                            #23738    
                          Old February 20th, 2013 (2:34 PM). Edited February 20th, 2013 by iDowngrade.
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                            Please help!

                            When i import my front pokemon sprite with unlz.gba, it goes alright.
                            But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?

                            Please help!

                            When i import my front pokemon sprite with unlz.gba, it goes alright.
                            But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?
                              #23739    
                            Old February 20th, 2013 (3:55 PM).
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                            Teh Blazer Teh Blazer is offline
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                              Quote:
                              Originally Posted by iDowngrade View Post
                              Please help!

                              When i import my front pokemon sprite with unlz.gba, it goes alright.
                              But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?

                              Please help!

                              When i import my front pokemon sprite with unlz.gba, it goes alright.
                              But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?
                              The front sprite uses normal palettes and the backsprite (in unlz.gba) uses the shiny palette. When you import a new sprite, you are changing the palette (even if it's the same image, you're changing around which color goes first in the palette order) so instead of "blue green orange yellow" it becomes "yellow orange green blue"-- all of the blues in the original become yellow, all of the green's become orange, etc. even if the same colors were used.

                              There are other tools out there that specifically specialize in inserting front and back sprites (Wichu's Advance Sprite Editor, for example) and unlz.gba tends to mess up people when it comes to palettes.
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                                #23740    
                              Old February 20th, 2013 (4:11 PM).
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                              karatekid552 karatekid552 is offline
                              What happens if I push it?....
                                 
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                                Quote:
                                Originally Posted by 95gemello7 View Post
                                I have a problem... How can I repeat the start of Dragon Claw's animation?
                                This is the animation's code i would repeat:
                                Spoiler:
                                002D 27 00 37 27 19 8F 00 C0 03 F9 A7 0B 08 0A 05 02 00 04 00 00 00 08 00 7F 0203 F9 89 09 08 05 05 00 00 00 00 02 00 0F 00 01 00 0E AD 31 1D 08 0E AD 31 1D08 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07


                                According to what I found in the tutorial of Chaos Rush, when the attack crashes you can end its animation and put another after it... But I can't repeat twice that animation!
                                So, you cut the animation out to the point that it crashes. Now, did you remove the byte that caused it to crash? That could be your problem. Remove that byte and then duplicate the animation and see how it goes.
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                                  #23741    
                                Old February 21st, 2013 (8:21 AM).
                                QuartierGenerale QuartierGenerale is offline
                                   
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                                  Quote:
                                  Originally Posted by karatekid552 View Post
                                  My guess is that there isa second pallete. Keep looking in VBA's pallete editor as there is probobly one pallete for the bag and one for the grass.
                                  Yes, probably there's a second palette...but neither bg nor obj are good for grass...where can i find a third palette?
                                    #23742    
                                  Old February 21st, 2013 (8:32 AM). Edited February 21st, 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 QuartierGenerale View Post
                                    Yes, probably there's a second palette...but neither bg nor obj are good for grass...where can i find a third palette?
                                    Go into the tile viewer and find the grass. Then look and see if it gives a number for "pal". Hopefully, this will be shown and it is the pallet row (if the top row is 0) in VBA. I'll give it a look also.

                                    Edit:
                                    Never mind, it doesn't tell which pallet. However, I believe it to be pal #1 (if the top row is 0) in the bg pallets. So, open up the memory viewer to the location of the pallet and search for those bytes in a hex editor.
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                                      #23743    
                                    Old February 21st, 2013 (9:30 AM).
                                    QuartierGenerale QuartierGenerale is offline
                                       
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                                      It's a terrible palette with 8 identical yellow ad a couple of green :(

                                      is there a way to change it?
                                        #23744    
                                      Old February 21st, 2013 (10:08 AM).
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                                      95gemello7 95gemello7 is offline
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                                        For this question I have to do an example...
                                        I have Dragon Claw's animation code:
                                        Spoiler:
                                        00 2D 27 00 37 27 19 8F 00 C0 03 F9 A7 0B 08 0A 05 02 00 04 00 00 00 08 00 7F 0203 F9 89 09 08 05 05 00 00 00 00 02 00 0F 00 01 00 0E AD 31 1D 08 0E AD 31 1D08 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E00 0D 00 32 00 00 00 04 02 03 DD D3 0D 08 05 02 81 00 3F 00 02 E8 79 3E 08 8203 F6 FF F6 FF 00 00 02 E8 79 3E 08 82 03 F6 FF 0A 00 00 00 02 88 7B 3E 08 0205 FC FF 01 00 0A 00 03 00 01 00 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 0010 00 D2 FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A00 00 00 04 02 02 38 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 0004 02 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07 00 00 1C 00 00 0219 00 10 00 2E 00 00 00 04 02 03 DD D3 0D 08 05 02 81 00 3F 00 02 E8 79 3E 0882 03 0A 00 F6 FF 01 00 02 E8 79 3E 08 82 03 0A 00 0A 00 01 00 02 88 7B 3E 0802 05 FC FF 01 00 0A 00 03 00 01 00 02 38 74 3E 08 02 07 00 00 21 00 D0 01 1E00 0F 00 CE FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E 00 0D 0032 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 0000 04 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A 00 00 00 04 0202 38 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 00 04 02 02 38 743E 08 02 07 00 00 1C 00 00 02 19 00 10 00 2E 00 00 00 04 02 02 38 74 3E 08 0207 00 00 21 00 D0 01 1E 00 0F 00 CE FF 00 00 03 F9 A7 0B 08 0A 05 02 00 04 00 08 00 00 00 7F 02 05 08 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E 00 0D 00 3200 00 00 04 02 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 00 0004 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A 00 00 00 04 02 0238 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 00 04 02 02 38 74 3E 0802 07 00 00 1C 00 00 02 19 00 10 00 2E 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 21 00 D0 01 1E 00 0F 00 CE FF 00 00 04 02 0F 08 00


                                        How can I remove the claw's animation, that is the same of crush claw? I tried to find the same code of crush claw, but there isn't... How can I do this...?
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                                          #23745    
                                        Old February 21st, 2013 (10:23 AM). Edited February 21st, 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 QuartierGenerale View Post
                                          It's a terrible palette with 8 identical yellow ad a couple of green :(

                                          is there a way to change it?
                                          Here is how you change a pallette that you see in VBA. Each color is two bytes. So, make note of the memory location of the first pallet. In this case, it is 0x05000020. Now, open up the VBA memory viewer and go to that offset. Type the next 0x20 (32 dec) bytes you see in the memory viewer into the search function in HxD and search for them. Sorry, no copy amd paste in the memory viewer. Then, the location of the first byte of your pallet is the location of pallette in APE.

                                          I just found the pallette myself, however I will put it in a spoiler so you can cross check it yourself. Find it on your own, don't cheat!
                                          Spoiler:
                                          0x3F630C


                                          Now, open up that location in APE and edit it!

                                          Quote:
                                          Originally Posted by 95gemello7 View Post
                                          For this question I have to do an example...
                                          I have Dragon Claw's animation code:
                                          Spoiler:
                                          00 2D 27 00 37 27 19 8F 00 C0 03 F9 A7 0B 08 0A 05 02 00 04 00 00 00 08 00 7F 0203 F9 89 09 08 05 05 00 00 00 00 02 00 0F 00 01 00 0E AD 31 1D 08 0E AD 31 1D08 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E00 0D 00 32 00 00 00 04 02 03 DD D3 0D 08 05 02 81 00 3F 00 02 E8 79 3E 08 8203 F6 FF F6 FF 00 00 02 E8 79 3E 08 82 03 F6 FF 0A 00 00 00 02 88 7B 3E 08 0205 FC FF 01 00 0A 00 03 00 01 00 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 0010 00 D2 FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A00 00 00 04 02 02 38 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 0004 02 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07 00 00 1C 00 00 0219 00 10 00 2E 00 00 00 04 02 03 DD D3 0D 08 05 02 81 00 3F 00 02 E8 79 3E 0882 03 0A 00 F6 FF 01 00 02 E8 79 3E 08 82 03 0A 00 0A 00 01 00 02 88 7B 3E 0802 05 FC FF 01 00 0A 00 03 00 01 00 02 38 74 3E 08 02 07 00 00 21 00 D0 01 1E00 0F 00 CE FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E 00 0D 0032 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 0000 04 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A 00 00 00 04 0202 38 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 00 04 02 02 38 743E 08 02 07 00 00 1C 00 00 02 19 00 10 00 2E 00 00 00 04 02 02 38 74 3E 08 0207 00 00 21 00 D0 01 1E 00 0F 00 CE FF 00 00 03 F9 A7 0B 08 0A 05 02 00 04 00 08 00 00 00 7F 02 05 08 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E 00 0D 00 3200 00 00 04 02 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 00 0004 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A 00 00 00 04 02 0238 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 00 04 02 02 38 74 3E 0802 07 00 00 1C 00 00 02 19 00 10 00 2E 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 21 00 D0 01 1E 00 0F 00 CE FF 00 00 04 02 0F 08 00


                                          How can I remove the claw's animation, that is the same of crush claw? I tried to find the same code of crush claw, but there isn't... How can I do this...?
                                          Well, from what I have seen, we don't know a ton about graphic movement on the screen. However, my best guess would be to find the graphic for the claw in unLz and make note of the offset. Take that offset and turn it into a pointer and see if that pointer is in your animation. If it is, then that is definitely the section which has the claw animation. Remove that section and play around with the sections around it until it works.
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                                            #23746    
                                          Old February 21st, 2013 (11:48 AM).
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                                          Garuga17 Garuga17 is offline
                                             
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                                            err... someone can help me out?

                                            My roms is always freezing when it tried to evolving Pokemon, it seems that there are somethings wrong with the routine(i don't know though..), or maybe something else..

                                            any suggestion what i should do? maybe inserting new evolution routine? or just fix the existing one? please help D:
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                                              #23747    
                                            Old February 21st, 2013 (12:12 PM).
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                                            karatekid552 karatekid552 is offline
                                            What happens if I push it?....
                                               
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                                              Quote:
                                              Originally Posted by Garuga17 View Post
                                              err... someone can help me out?

                                              My roms is always freezing when it tried to evolving Pokemon, it seems that there are somethings wrong with the routine(i don't know though..), or maybe something else..

                                              any suggestion what i should do? maybe inserting new evolution routine? or just fix the existing one? please help D:
                                              I've got you bro. Now, are we dealing specifically with items, or evolutions in general? There are three different but similar evolution routines. One for items, one for level up, and one for trading.
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                                                #23748    
                                              Old February 21st, 2013 (12:48 PM).
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                                              95gemello7 95gemello7 is offline
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                                                Quote:
                                                Originally Posted by karatekid552 View Post
                                                Well, from what I have seen, we don't know a ton about graphic movement on the screen. However, my best guess would be to find the graphic for the claw in unLz and make note of the offset. Take that offset and turn it into a pointer and see if that pointer is in your animation. If it is, then that is definitely the section which has the claw animation. Remove that section and play around with the sections around it until it works.
                                                I find out that offset in unLz, but there isn't the pointer in the animation code... So i achieved to repeat twice that first part of Dragon Claw... My problem now is this: how can I delete the orange/red coloration assumed by the Pokémon after it used Dragon Claw?
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                                                  #23749    
                                                Old February 21st, 2013 (12:52 PM).
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                                                LocksmithArmy LocksmithArmy is offline
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                                                  HEY... y cant I checkitem...

                                                  none of my checkitem scripts work... it acts like I have the item... even if I dont...

                                                  I made a new item (its a land deed) its item 0x15B

                                                  so I have a script
                                                  checkitem 0x15B 1
                                                  if == jump 0xwherever

                                                  it just jumped without checking :( (cause i did not have the item at the time)

                                                  is there something wrong with my layout?
                                                  I even tried
                                                  if true jump 0xwherever
                                                  and got the same result
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                                                    #23750    
                                                  Old February 21st, 2013 (12:59 PM). Edited February 21st, 2013 by karatekid552.
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                                                  karatekid552 karatekid552 is offline
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                                                    Quote:
                                                    Originally Posted by 95gemello7 View Post
                                                    I find out that offset in unLz, but there isn't the pointer in the animation code... So i achieved to repeat twice that first part of Dragon Claw... My problem now is this: how can I delete the orange/red coloration assumed by the Pokémon after it used Dragon Claw?
                                                    My best advice: just delete things until you know what does what. The animation will most likely run in order (why wouldn't it) so if you want to delete the last thing that happens, remove the last set of instructions. Just play with it until it works.

                                                    Quote:
                                                    Originally Posted by LocksmithArmy View Post
                                                    HEY... y cant I checkitem...

                                                    none of my checkitem scripts work... it acts like I have the item... even if I dont...

                                                    I made a new item (its a land deed) its item 0x15B

                                                    so I have a script
                                                    checkitem 0x15B 1
                                                    if == jump 0xwherever

                                                    it just jumped without checking :( (cause i did not have the item at the time)

                                                    is there something wrong with my layout?
                                                    I even tried
                                                    if true jump 0xwherever
                                                    and got the same result
                                                    Checkitem stores the result on 0x800D (Lastresult). So, you need to compare LASTRESULT 0x1. Then you can use the if command.
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