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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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12
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13
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  • Seen Jun 7, 2012
interes
No problem, if I really helped, I feel the same way.

Tried using a different Ruby ROM?


Define 'remake'. If by that you mean 'start from scratch' then yes, that would include rescripting everything. But completely remaking a game isn't exactly fit for ROM Hacking, right? I mean, so far no one has done it. Alternatively, might be closer to your desire, as you technically don't have a ROM to mod and "remake". (although there might be some set configurations you have to follow)

Anyhow, if this also interests you, rescripting everything would mean that you must free a lot of taken space first, and


Well bad phrasing on my part. Probably, so yeah.. sorry. ^^;;
 

colcolstyles

Yours truly
1,588
Posts
15
Years
All towns, routes, and other areas after that do not appear. I know that if I wanted to search every single other dialogue I could, but I don't think there is a single person on God's green earth who would have the time to do that, including me. I've played the game passed route 101, and it works, but still the problem persists. Any ideas?

The problem is not in your ROM; it's in the INI for Advance Text. That program may not have support for every single string of text in the game. If you want to edit a string that isn't shown in Advance Text, you'll have to either use the search feature, edit the script with your preferred script editor, or use a hex editor with a table file.
 

altariaking

Needs NO VMs...
1,087
Posts
14
Years
I think the color the Spinda has (a.k.a. the tan-ish body and everything that color) will get the random spots and such. I THINK.
Spr_3r_327.png

Yeah but that would mean it could go anywhere, and then it could go over places where I don't want it to go, or out the lines. So I think it's more of a place where all the spinda are stored to be edited.
 
5
Posts
13
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  • Seen Dec 1, 2010
how do you make a building equivalent to a pokecenter, how do you make it so when you die you go back to this building (at the very beginning of the game before you have used a pokecenter)?
 
94
Posts
13
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  • Seen Nov 2, 2016
Using XSE to compile:
Code:
#dynamic 0x800000


#org @startscript
lock
faceplayer
msgbox @before 0x6
trainerbattle 0x9 0x252 0x0 @winmatch @losematch
msgbox @after 0x6
release
end

#org @after
= Good match.

#org @before
= Battle me!

#org @winmatch
= I lost!

#org @losematch
= I won!

Changing the 3rd parameter of trainerbattle to 0x0 or 0x4 has you whiteout after the battle. Changing it to 0x1, 0x2, or 0x3 makes it the tutorial battle with oak(text appears on the screen, etc.), and afterward your pokemon are fully healed if yo lose. Is their any way to make a trainerbattle that let's the player lose as it did in the tutorial, but without having oak's messages appear?
 
4
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13
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  • Seen Jul 5, 2011
Another question, um... how do i make it to where you get the national pokedex? I tried looking through the script of Prof. Oak, but I couldn't find anything.
 

jota_rdk

Spanish hacker [Javi4315]
98
Posts
13
Years
Is it possible to insert a OW sprite without changing the palettes of the other?

That is, wanted to know if you can insert the male protagonist without altering the palettes of the female protagonist (for example).

Greetings!
 

Kevin

kevin del rey
2,686
Posts
13
Years
how do you make a building equivalent to a pokecenter, how do you make it so when you die you go back to this building (at the very beginning of the game before you have used a pokecenter)?
Use this tutorial on changing the levelscripts in the map.

Another question, um... how do i make it to where you get the national pokedex? I tried looking through the script of Prof. Oak, but I couldn't find anything.
For FireRed....? Let's see.... :X I'm pretty sure, and remember that in scripting you activate: special 0x16F

Is it possible to insert a OW sprite without changing the palettes of the other?

That is, wanted to know if you can insert the male protagonist without altering the palettes of the female protagonist (for example).

Greetings!
In NSE and Overworld Editor RE if I'm correct there's a place where you can change the palette number for the overworld. Somewhere near the bottom.

For Nameless Sprite Editor, under Info: Sprite Header go to Palette: 0x|00| and change the palette of the overworld you want. It's similar in Overworld Editor RE I'm suppose.
 
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forestw785

I divide by 0.
60
Posts
14
Years
  • Seen Dec 8, 2010
So, I made a sprite out of KyleDove's hero sprites, and it is acting like it is using the wrong colors for the pallet. I set it to use pallet 0x08 for the specific sprite in Nameless Sprite Editor (NSE), and in that program it looks perfect, but when I place the sprite in AM or see it in game, then it looks like the pallet is broken. I've tried changing the pallet offset, and it doesn't help.

inbv4h.jpg


On the right is the picture of the sprite, and on the left is in game next to the hero, and you can see how it actually looks in real time. The sprite is only using 15 colors and 1 transparency color in the background, so there aren't too many colors.

Is the game only able to handle 2 pallets at a time? Because I have Oak (0x06), hero (0x0C), and then this sprite (0x08), and it shows Oak with no problem. I've tried without Oak, and I still get the same issue.
 

Dark_Trainer96

Dark-Type Specialist
11
Posts
14
Years
3 warps

I'm just starting to practice scripting and mapping using Advance Map, and I was just wondering why there are 3 warp tiles in front of the exits. Only the middle warp tile seems to be used in game.
 
12
Posts
13
Years
  • Seen Jun 7, 2012
Okay question, trying to phrase it correctly too.

You're scripting something, and you needed messages to go with it. Would it go in the script, or would you need to go to A-Text and write it onto the rom?
 

forestw785

I divide by 0.
60
Posts
14
Years
  • Seen Dec 8, 2010
Okay question, trying to phrase it correctly too.

You're scripting something, and you needed messages to go with it. Would it go in the script, or would you need to go to A-Text and write it onto the rom?

I think you're asking if you need to insert text in the ROM with something like A-Text, and then write a script centered around that inserted text, right?

No. You just write a script and type in the text you want it to say, and then use xse to open the rom, and then compile the script in there.

Diego wrote a great scripting tutorial for xse, and you can follow it here
 

r0bert

Quitifyingly awesome.
370
Posts
13
Years
sorry for me not knowing,but for my hack I'm using a hg/ss style wild poke grass(attachment) and on the grass animation table(attachment) there seem to be unused ones,can I use those to make the animations look better?and,if yes,how?
 

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5
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13
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  • Seen Dec 1, 2010
how do you add a new pokecenter and also how do you change the location of one to another building?
how do you take away a pokemon from the player, or send the pokemon to the pc?
 
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sab

Now too much of a life.
999
Posts
15
Years
sorry for me not knowing,but for my hack I'm using a hg/ss style wild poke grass(attachment) and on the grass animation table(attachment) there seem to be unused ones,can I use those to make the animations look better?and,if yes,how?
You can, if you know asm and hex editing. I suggest that you should insert the nessesary ones now, and try to figure out how to do that when you have a looot of free time on your hands. I saw a video of colcolstyles doing this, so while it is possible, it is (I think) very tricky.
 

konman719

Hacker
32
Posts
13
Years
  • Seen Jul 30, 2011
does anyone know where i can find an INI for leaf green for the advanced pokemon sprite editor? ive searched all over and tried making it myself but cant
 

0m3GA ARS3NAL

Im comin' home...
1,816
Posts
16
Years
Is there a simple method or a tool to edit Fire Red's World Map?

I'm going to present you with a few ways that would both work.
You will need the following tools to do BOTH ways. (Still good to have as many tools as you can stock up on, never know what you'll need.)

unLZgba
WRAP RE (World Map Repointing tool)
Naneless Sprite Editor (NSE)
Nameless Tilemap Editor (NTME)
Cyclone (Beta) (IF You wanna spend your time looking for it...)

You can find the Worldmap in unLZgba, I'm not going to give you the numbers, I'm not babying you, and it isn't that hard to search through about 1400 images (It comes WAAAAY before 1400)
You'll need the tiles for the dimensions of your tilemap...

Way #1
Remake the tiles around the tilemap
This way would be stupid hard, you'd basically be making tiles that when arranged are arranged like kanto, no flexibilities, we can make this better.

Way #2
Draw your tiles in the same dimentions as the tileset you have, and import to the ROM, at a place with a ton of free space of course.
Now make tilemaps from it, remember the islands tilemaps too!
This is NTME's Job (OR Cyclone if you managed to get it.)
NTME is a tool that creates tilemaps, it is wonderful, no joke. +1 Internet to creator.
Make the tilemap using your tileset, save, and import to the ROM with unLZgba.

NOW, open WRAP RE, and fill in the offsets that are self explanatory if you have the tool.
Boom you are done, pallete editing and all that...


Way #3
Also works, find the tilemap in unLZgba, but only record the offset, and open up NSE.
Create a new bookmark with this offset, and find a color you can work with, or use a custom one. (Just make sure the colors are correct for the thing it represents when you draw (For instance, even if you make the first color on the pallet green for the region, it will still be transparent, so any green you draw, would look glitchy in game...
Finish drawing the map (Yes... Tile by tile...) then export as a .bmp and open in NTME.
At this point, just continue on as normal, insert tilemaps, and make sure the changed tiles are repointed somewhere too, that's important...

Pallet edit to your hearts content, and viola, you are finished!

Happy trails haxxors!
~Me
 
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