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  #21576    
Old June 25th, 2012 (2:21 PM).
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redriders180 redriders180 is offline
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    Quote:
    Originally Posted by JBawls View Post
    I do have 1.1.1 by hackmew and im stilll getting the same exact errors when I try this your way...

    No offense to you RedRiders but can I get someone else to assist me on this problem?
    Call me Lucbui...

    I've been hacking for two years, so I know what I'm talking about. You probably don't have an std file, so it's not my fault you're getting errors. Try what I said above, and don't put #s on the giveitem or end commands.
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      #21577    
    Old June 25th, 2012 (2:21 PM).
    JBawls JBawls is offline
       
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      Like its nothing past give item the script does not read past the giveitem issue... so changing ITEM_TM03 or MSG_OBTAIN is pointless
        #21578    
      Old June 25th, 2012 (2:24 PM).
      redriders180's Avatar
      redriders180 redriders180 is offline
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        Quote:
        Originally Posted by JBawls View Post
        Like its nothing past give item the script does not read past the giveitem issue... so changing ITEM_TM03 or MSG_OBTAIN is pointless
        Did you even try changing it? It's giving a #define error because ITEM_TM03 isn't defined. It's looking for a hex value, and ITEM_TM03 isn't a hex value. I can guarantee anyone else here would say the exact same thing. Just change the values to their hex equivalent, and you'll be fine. And give the item OW a unique Person ID.
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          #21579    
        Old June 25th, 2012 (2:25 PM). Edited June 25th, 2012 by JBawls.
        JBawls JBawls is offline
           
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          Quote:
          Originally Posted by redriders180 View Post
          Call me Lucbui...

          I've been hacking for two years, so I know what I'm talking about. You probably don't have an std file, so it's not my fault you're getting errors. Try what I said above, and don't put #s on the giveitem or end commands.
          I have these files within the xse folder...
          std.rbh
          stdattacks.rbh
          stditems.rbh
          stdpoke.rbh

          Quote:
          Originally Posted by redriders180 View Post
          Did you even try changing it? It's giving a #define error because ITEM_TM03 isn't defined. It's looking for a hex value, and ITEM_TM03 isn't a hex value. I can guarantee anyone else here would say the exact same thing. Just change the values to their hex equivalent, and you'll be fine. And give the item OW a unique Person ID.
          Is there a way to simply figure out the hex value through xse because I havent been able to figure it out and I script for a living >.<.
            #21580    
          Old June 25th, 2012 (2:30 PM).
          redriders180's Avatar
          redriders180 redriders180 is offline
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            Quote:
            Originally Posted by JBawls View Post
            I have these files within the xse folder...
            std.rbh
            stdattacks.rbh
            stditems.rbh
            stdpoke.rbh

            Is there a way to simply figure out the hex value through xse because I havent been able to figure it out and I script for a living >.<.
            try inserting the line #include stditems.rbh at the very beginning of the script.
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              #21581    
            Old June 25th, 2012 (2:36 PM). Edited June 25th, 2012 by JBawls.
            JBawls JBawls is offline
               
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              Ok so I got it to work via xse. I managed the script and inserted it into the map and I can get the item but now I can get it infinite times and the ball NEVER disappears...

              Here is the script:

              '---------------
              #org 0x800009
              giveitem 0x1 0x1 MSG_OBTAIN
              end

              Oh also the obtain script (In the game) dosnt go away it remains on the screen until I read something else...
                #21582    
              Old June 25th, 2012 (2:40 PM).
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              redriders180 redriders180 is offline
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                Quote:
                Originally Posted by JBawls View Post
                Ok so I got it to work via xse. I managed the script and inserted it into the map and I can get the item but now I can get it infinite times and the ball NEVER disappears...

                Here is the script:

                '---------------
                #org 0x800009
                giveitem 0x1 0x1 MSG_OBTAIN
                end

                Oh also the obtain script (In the game) dosnt go away it remains on the screen until I read something else...
                And you added a unique Person ID to the OW, right? If you did, it should vanish...
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                  #21583    
                Old June 25th, 2012 (4:19 PM).
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                Robert Conley Robert Conley is offline
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                  In XSE can you use any random hex number as a flag as long as the game doesn't use it already?
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                    #21584    
                  Old June 25th, 2012 (4:37 PM).
                  redriders180's Avatar
                  redriders180 redriders180 is offline
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                    Quote:
                    Originally Posted by Robert Conley View Post
                    In XSE can you use any random hex number as a flag as long as the game doesn't use it already?
                    In theory, yes, but in practice, no. Once you go above a certain flag number, you start going into other data, and you mess up stuff. The best thing to do is to get a list of all flags in-game, if possible, and go down the list. In any case, write down what all your flags mean, it's alot easier to reference.
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                      #21585    
                    Old June 25th, 2012 (4:48 PM).
                    JBawls JBawls is offline
                       
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                      Quote:
                      Originally Posted by redriders180 View Post
                      And you added a unique Person ID to the OW, right? If you did, it should vanish...
                      yes and now the item does not appear at all! Dude at least using pokescript i had only one issue now I have had over 6 please SOMEONE who knows pokescript tell me how to make it so the balls do not reappear when you return to a map.
                        #21586    
                      Old June 25th, 2012 (5:14 PM).
                      redriders180's Avatar
                      redriders180 redriders180 is offline
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                        Quote:
                        Originally Posted by JBawls View Post
                        yes and now the item does not appear at all! Dude at least using pokescript i had only one issue now I have had over 6 please SOMEONE who knows pokescript tell me how to make it so the balls do not reappear when you return to a map.
                        The issues are because you're using an entirely different programming language to do what you want, and it isn't XSE or my own fault. If you want, just open up any other Pokeball event that actually works, and look at what the script says. Observe all the headings under the events tab in A-map, and try and work out what everything contributes to. You probably gave the Pokeball item a Person ID that shares the same value of a flag you already used. The flag was set, and as such, the item ball is hidden. It isn't the scripts fault, it's just the flags fault.

                        Note: A fair amount of flags are auto-set as well, at the beginning of the game.
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                          #21587    
                        Old June 25th, 2012 (6:32 PM).
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                        thanethane98 thanethane98 is offline
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                          Quote:
                          Originally Posted by miksy91 View Post
                          Download a table file and a hex editor.
                          Search for the text that is displayed during that script and a pointer to that text which leads you to the script command of "msgbox @text" in which that @text displays the text that is shown during the script. The rest of that script is located before and after the msgbox code.

                          This sounds probably quite difficult but it's much more simple than you realize. There are bound to be some text editing tutorials here so check one out and see how it's done.
                          So where can I find a table file? I've already got a hex editor, but I can't seem to find a table file for Pokemon Ruby anywhere. :(
                            #21588    
                          Old June 25th, 2012 (6:49 PM).
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                          Renegade Renegade is offline
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                            Game: Pokemon Fire Red
                            Tool: Advanced Map 1.92

                            Hello, something has been glitching up my game recently. It is a problem with Advanced Map.

                            For the "people" scripts already in the normal unedited game. I've made a new starting town and I wanted to hide the old "people" sprites and put in completely new ones. For this, I changed their movements to "hidden" then placed them off of the map (Like in the trees and stuff).

                            But when I open up my game and go into the town, my game automatically resets itself every time I get near the "hidden sprites". Any solutions?

                            Thanks very much!
                              #21589    
                            Old June 25th, 2012 (7:20 PM).
                            Ach7AC's Avatar
                            Ach7AC Ach7AC is offline
                               
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                              I've been working on a FR hack recently, and when I was testing it, the ROM kept crashing whenever a Pokemon evolved. I've tested it twice. Once with Squirtle, and another one with a Metapod. Both of them caused the game to crash after the battle that gave them their levels ended. I am not sure what's the problem here. I think I might have messed up a flag or a script related to evolution in general.
                                #21590    
                              Old June 25th, 2012 (7:24 PM).
                              redriders180's Avatar
                              redriders180 redriders180 is offline
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                                Quote:
                                Originally Posted by CrystalStatic View Post
                                Game: Pokemon Fire Red
                                Tool: Advanced Map 1.92

                                Hello, something has been glitching up my game recently. It is a problem with Advanced Map.

                                For the "people" scripts already in the normal unedited game. I've made a new starting town and I wanted to hide the old "people" sprites and put in completely new ones. For this, I changed their movements to "hidden" then placed them off of the map (Like in the trees and stuff).

                                But when I open up my game and go into the town, my game automatically resets itself every time I get near the "hidden sprites". Any solutions?

                                Thanks very much!
                                Some of the "Hidden" movements are really glitched up. There are three or four in the list...for Firered, type 4C works for me with absolutely no problem :)

                                Quote:
                                Originally Posted by Ach7AC View Post
                                I've been working on a FR hack recently, and when I was testing it, the ROM kept crashing whenever a Pokemon evolved. I've tested it twice. Once with Squirtle, and another one with a Metapod. Both of them caused the game to crash after the battle that gave them their levels ended. I am not sure what's the problem here. I think I might have messed up a flag or a script related to evolution in general.
                                This happened to my hack once...I had to go back to a working backup and work from there.
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                                  #21591    
                                Old June 25th, 2012 (8:54 PM).
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                                Renegade Renegade is offline
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                                  Quote:
                                  Originally Posted by redriders180 View Post
                                  Some of the "Hidden" movements are really glitched up. There are three or four in the list...for Firered, type 4C works for me with absolutely no problem :)



                                  This happened to my hack once...I had to go back to a working backup and work from there.
                                  All right, thanks for the info.
                                    #21592    
                                  Old June 25th, 2012 (9:00 PM).
                                  JBawls JBawls is offline
                                     
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                                    Ok so I solved my original problems with my items, my flags were not reading so I had to 'remake' them, and have hit yet another snag hahaha.

                                    When doing a pokemon battle for example Mewtwo when I defeat him he vanishes from map, if I run from the battle he vanishes from the map, but if I catch him then I can keep catching him... How do I fix this?

                                    Copy of battle script:

                                    #org 0x87405E5
                                    '-----------------------------------
                                    special INIT_STEPCOUNT
                                    compare LASTRESULT 0x2
                                    if == jump 0x81A7AE0 ' Equal To
                                    special GET_STEPCOUNT
                                    lock
                                    faceplayer
                                    checksound
                                    cry MEWTWO 0x2
                                    waitcry
                                    pause 0x14
                                    playsound 0x2 0x2
                                    battle MEWTWO 5 NONE
                                    setflag 0x807
                                    special BATTLE_PIXELLATE
                                    waitspecial
                                    clearflag 0x807
                                    special2 LASTRESULT 0xB4
                                    compare LASTRESULT 0x1
                                    if == jump 0x8162558 ' Equal To
                                    compare LASTRESULT 0x4
                                    if == jump 0x8162561 ' Equal To
                                    compare LASTRESULT 0x5
                                    if == jump 0x8162561 ' Equal To
                                    setflag 0x81
                                    release
                                    end

                                    #org 0x81A7AE0
                                    '-----------------------------------
                                    release
                                    end

                                    #org 0x8162558
                                    '-----------------------------------
                                    setflag 0x232
                                    jump 0x81A922D

                                    #org 0x81A922D
                                    '-----------------------------------
                                    fadescreen FADEOUT_BLACK
                                    disappear LASTTALKED
                                    fadescreen FADEIN_BLACK
                                    release
                                    end

                                    #org 0x8162561
                                    '-----------------------------------
                                    setvar 0x8004 0x96
                                    jump 0x81A9236

                                    #org 0x81A9236
                                    '-----------------------------------
                                    fadescreen FADEOUT_BLACK
                                    disappear LASTTALKED
                                    fadescreen FADEIN_BLACK
                                    storepokemon 0x0 0x8004
                                    msgbox 0x81A63C4 ' The \v\h02 flew away...
                                    callstd MSG_NOCLOSE ' Non-closing message
                                    release
                                    ' Release commands close any open messages
                                    end


                                    #org 0x81A63C4
                                    = The \v\h02 flew away!
                                      #21593    
                                    Old June 26th, 2012 (12:59 AM).
                                    Ferox Ferox is offline
                                       
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                                      Hi all,

                                      I've been puzzling over this script all day now, and it is the most complicated one I've tried to make so far (very new at this). I just can't find any more tutes to help me.

                                      Using Fire Red, Advance map 1.92 and XSE.

                                      I wanted the player to talk to a family who's kid is missing, help Bill with his machine, then take the kid home (who was hiding with Bill).

                                      The family all have before and after rescue text, which works, the kid can ask to be taken home, which works, and her sprite disappears from Bill's workshop after she is spoken too.

                                      The hitch in my script is that I can't hide her sprite in the family home (where she ends up). Either the sprite is there the whole time, and disappears when talked to if not 'rescued' or if I set it to 'hidden' on Advance map she doesn't reappear when she's supposed to.

                                      I'm just wondering if there's a setting I should be using in Advance map or if I need to but the script to show/hide her sprite somewhere else. Should she be set to 'hidden' in advance map and I put showsprite after the warp command, or is there another way to do it?
                                        #21594    
                                      Old June 26th, 2012 (1:03 AM). Edited June 26th, 2012 by Ach7AC.
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                                      Ach7AC Ach7AC is offline
                                         
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                                        Quote:
                                        Originally Posted by redriders180 View Post
                                        Some of the "Hidden" movements are really glitched up. There are three or four in the list...for Firered, type 4C works for me with absolutely no problem :)



                                        This happened to my hack once...I had to go back to a working backup and work from there.
                                        Unfortunately, this glitch seemed to have slipped through my testing sessions and infected all my backup files. So basically, I should just export all my scripts and maps to a new file and continue from there?

                                        EDIT: Whenever I try to import one of my maps I get an access violation error. Is there anyway I can solve this so I can continue exporting my old maps?
                                          #21595    
                                        Old June 26th, 2012 (3:05 AM).
                                        Mana's Avatar
                                        Mana Mana is offline
                                         
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                                        Quote:
                                        Originally Posted by Ferox View Post
                                        Hi all,

                                        I've been puzzling over this script all day now, and it is the most complicated one I've tried to make so far (very new at this). I just can't find any more tutes to help me.

                                        Using Fire Red, Advance map 1.92 and XSE.

                                        I wanted the player to talk to a family who's kid is missing, help Bill with his machine, then take the kid home (who was hiding with Bill).

                                        The family all have before and after rescue text, which works, the kid can ask to be taken home, which works, and her sprite disappears from Bill's workshop after she is spoken too.

                                        The hitch in my script is that I can't hide her sprite in the family home (where she ends up). Either the sprite is there the whole time, and disappears when talked to if not 'rescued' or if I set it to 'hidden' on Advance map she doesn't reappear when she's supposed to.

                                        I'm just wondering if there's a setting I should be using in Advance map or if I need to but the script to show/hide her sprite somewhere else. Should she be set to 'hidden' in advance map and I put showsprite after the warp command, or is there another way to do it?

                                        The best way is to use flags. Set a flag sometime before the house and assign it to the person ID (make the event as normal otherwise. Not hidde
                                        ). Then at the rescue event clear the flag and the OW will then be visible when you return to the house.
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                                          #21596    
                                        Old June 26th, 2012 (8:44 AM).
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                                        LugiaMZ LugiaMZ is offline
                                           
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                                          I have a question hope have people can reply me.

                                          The champion rival at Fire Red I named " Lucas", but while I battle with him, he name is showing the name of intro name I put, how do I put the rival name to Lucas if intro choosing other name. Or how to put the champion rival VS screen to other trainer as my like, and no showing rival intro name?

                                          Hope has people know what I mean. Sorry for my bad english.
                                            #21597    
                                          Old June 26th, 2012 (9:47 AM). Edited June 26th, 2012 by ~[BlackHole].
                                          ~[BlackHole]'s Avatar
                                          ~[BlackHole] ~[BlackHole] is offline
                                             
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                                            Sorry, but has anyone here got a tutorial about adding a new palette for the tilesets of firered? I mean, you know that AMap has got 13 palettes for the tilesets... But how can I add more palettes? Is there a way to increase the avaible palettes for the tilesets? Thanks for the help and sorry for my awful english ;)
                                              #21598    
                                            Old June 26th, 2012 (9:53 AM).
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                                            mewmasterify mewmasterify is offline
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                                              I have a question how can you increase the size limit in the Gba roms like how do you Change 64x64 into 80x80 so when your inserting a pokemon sprite it doesn't have to be 64x64.
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                                                #21599    
                                              Old June 26th, 2012 (9:59 AM). Edited June 26th, 2012 by redriders180.
                                              redriders180's Avatar
                                              redriders180 redriders180 is offline
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                                                Quote:
                                                Originally Posted by LugiaMZ View Post
                                                I have a question hope have people can reply me.

                                                The champion rival at Fire Red I named " Lucas", but while I battle with him, he name is showing the name of intro name I put, how do I put the rival name to Lucas if intro choosing other name. Or how to put the champion rival VS screen to other trainer as my like, and no showing rival intro name?

                                                Hope has people know what I mean. Sorry for my bad english.
                                                The "Champion" Trainer Class in FRLG is hardwired to substitute whatever the rivals name is as the name of the trainer. The easiest thing to do is make a duplicate Trainer Class called "Champion" and use it instead, or use a trainer class besides Champion.

                                                Quote:
                                                Originally Posted by ~[BlackHole] View Post
                                                Sorry, but has anyone here got a tutorial about adding a new palette for the tilesets? I mean, you know that AMap has got 13 palettes for the tilesets... But how can I add more palettes? Is there a way to increase the avaible palettes for the tilesets? Thanks for the help and sorry for my awful english ;)
                                                Thirteen Palettes is the max...A-Map 1.95 has it wrong. Sixteen palettes is the max number of palettes that can be shown at a given time when you're playing a ROM. Palettes 0 through 12 are the only ones that can be used with A-Map. The remaining three are reserved for other stuff in-game, so can't be used conventionally.

                                                Quote:
                                                Originally Posted by mewmasterify View Post
                                                I have a question how can you increase the size limit in the Gba roms like how do you Change 64x64 into 80x80 so when your inserting a pokemon sprite it doesn't have to be 64x64.
                                                64x64 sprites is hardware limitation, not software. The only way you can make anything bigger than 64x64 is with tilemaps, and a complete rewrite of the core game code.
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                                                  #21600    
                                                Old June 26th, 2012 (11:36 AM).
                                                ~[BlackHole]'s Avatar
                                                ~[BlackHole] ~[BlackHole] is offline
                                                   
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                                                  Thank you Redriders180! Anyway, while I was looking in the tutorial zone, I've founded this tutorial: /showthread.php?t=156018
                                                  It seems that he adds a new tileset with its own palette, right? Could this be a way to do it or it's impossible? Thank you again!
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