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  #20476    
Old March 2nd, 2012 (6:13 PM).
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Quote:
Originally Posted by Rumille View Post
So what's the deal with the tilesets in Advanced Map? Sometimes they just come out really glitchy and other times they work fine. Is there a way to avoid the glitchyness?

Thanks a lot to anyone who can help me with it, it's really frustrating to create rooms with these glitchy tilesets combinations.
What kind of glitchy-ness are you talking about?

Depending on the size of a new tile you insert and what you're replacing to put it in, you may have to remake parts of the tileset using A-Map's tileset block editor.
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  #20477    
Old March 2nd, 2012 (6:30 PM).
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    Quote:
    Originally Posted by DrFuji View Post
    What kind of glitchy-ness are you talking about?

    Depending on the size of a new tile you insert and what you're replacing to put it in, you may have to remake parts of the tileset using A-Map's tileset block editor.
    Just when I create a new map in Advancemap, I have to select width and height and then choose 2 tilesets. Most of the times, when I choose those two tilesets, they come out glitchy and are impossible to use for creating maps. Although sometimes I choose a different combination of tilesets and they come out fine.
      #20478    
    Old March 2nd, 2012 (6:47 PM).
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    Quote:
    Originally Posted by Rumille View Post
    Just when I create a new map in Advancemap, I have to select width and height and then choose 2 tilesets. Most of the times, when I choose those two tilesets, they come out glitchy and are impossible to use for creating maps. Although sometimes I choose a different combination of tilesets and they come out fine.
    That's because there are two tilesets that should always be used in Tileset 1 (0 and 12 in FR/LG, 0 and 14 in R/S/E) depending on whether you're making an exterior or interior map. These tilesets should always be used because they provide a 'backbone' for the secondary tilesets which borrow tiles from them and are the reason why everything looks 'glitchy'. You can't put two tilesets which have been designed as secondaries together so you are limited in that regard.
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      #20479    
    Old March 2nd, 2012 (7:36 PM).
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      As a feature in my hack, I want to have a gym leader rematch system similar to HGSS. Is there a tool that can include the day of the week along with the RTC?
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        #20480    
      Old March 3rd, 2012 (4:34 AM).
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        Quote:
        Originally Posted by DrFuji View Post
        That's because there are two tilesets that should always be used in Tileset 1 (0 and 12 in FR/LG, 0 and 14 in R/S/E) depending on whether you're making an exterior or interior map. These tilesets should always be used because they provide a 'backbone' for the secondary tilesets which borrow tiles from them and are the reason why everything looks 'glitchy'. You can't put two tilesets which have been designed as secondaries together so you are limited in that regard.
        Well, that makes kind of sense. I'll check to see if it works later. Thanks for the answer!
          #20481    
        Old March 3rd, 2012 (8:35 AM).
        Kaikai Kaikai is offline
           
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          I found a moveset editor in Pokemon Amplifier 0.94 Public. when I try to open Pokemon Crystal with it, it gives Run-time '6' Overflow or whatever as an error, and closes, despite it's supposed to be for the GSC games. what is the problem?
            #20482    
          Old March 3rd, 2012 (1:19 PM).
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            Does anyone know how to change the warp location of Prof. Oak?

            At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. :P.
              #20483    
            Old March 3rd, 2012 (1:25 PM).
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            Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.
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              #20484    
            Old March 3rd, 2012 (2:07 PM).
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            DrFuji DrFuji is offline
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            Quote:
            Originally Posted by --Nirvana-- View Post
            Does anyone know how to change the warp location of Prof. Oak?

            At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. :P.
            I'm not entirely sure what you're asking about. Do you want the event to be skipped entirely or do you want to be warped somewhere else when you go into the lab?

            Quote:
            Originally Posted by Spherical Ice View Post
            Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.
            Here, try this bro. :D
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              #20485    
            Old March 3rd, 2012 (2:22 PM).
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            destinedjagold destinedjagold is offline
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            Quote:
            Originally Posted by Spherical Ice View Post
            Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.
            Here's a link.
            Hope it works. =/

            Quote:
            Originally Posted by --Nirvana-- View Post
            Does anyone know how to change the warp location of Prof. Oak?

            At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. :P.
            Um...
            Open the FireRed ROM with Advance Map.
            Go and view the Events of Pallete Town.
            Open the script with XSE.
            Change the warp values to your desired destination.
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              #20486    
            Old March 3rd, 2012 (2:28 PM). Edited March 3rd, 2012 by --Nirvana--.
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              @destinedjagold Looked at the script in XSE but couldn't find the warp values.

              @DrFuji Just on lab entry, destinedjagold said something about warp values?

              EDIT: Looked at the script again and found the warp values. Do I change 0x4 and 0x3 to the map base and map no. I want?
                #20487    
              Old March 3rd, 2012 (2:39 PM).
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              destinedjagold destinedjagold is offline
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              Quote:
              Originally Posted by --Nirvana-- View Post
              @destinedjagold Looked at the script in XSE but couldn't find the warp values.
              This is what I meant...
              Spoiler:
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                #20488    
              Old March 3rd, 2012 (2:39 PM).
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              Quote:
              Originally Posted by DrFuji View Post
              Much appreciated ;D

              @ Nirvana:

              In Pallet Town, click the Green S' in the top corner. In XSE, search for this:

              warp 0x4 0x3 0xFF 0x6 0xC

              This is the warp code. Edit 0x4 to change the map bank and 0x3 to change the map number. For example, changing it to 0x3 0x1 would warp you to position 0x6 0xC in the Viridian City Map. You can change 0x6 to whatever X co-ord you want and 0xC to whatever Y co-ord you want. Hope that helps.

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                #20489    
              Old March 3rd, 2012 (2:44 PM).
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                Quote:
                Originally Posted by --Nirvana-- View Post
                @destinedjagold Looked at the script in XSE but couldn't find the warp values.

                @DrFuji Just on lab entry, destinedjagold said something about warp values?
                Edit: Haha seems two people already answered this for you :)

                Here's the script, I've highlighted the warp command for you.
                Now here's how the warp command works:
                Code:
                warp 0x4 0x3 0xFF 0x6 0xC
                0x4 = map bank
                0x3 = map number
                0xFF = warp number, however when it's FF, don't warp to a warp but to coordinates on the map.
                0x6 = x coordinate, should be 0 if warping to a warp
                0xC = y coordinate, should be 0 if warping to a warp

                Script with highlight:
                Code:
                '---------------
                #org 0x1655ED
                lockall
                setvar 0x4001 0x0
                goto 0x8165605
                
                '---------------
                #org 0x165605
                setvar 0x8004 0x0
                setvar 0x8005 0x2
                special 0x174
                textcolor 0x0
                pause 0x1E
                playsong 0x12E 0x0
                preparemsg 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
                waitmsg
                pause 0x55
                closeonkeypress
                applymovement MOVE_PLAYER 0x81A75ED
                waitmovement 0x0
                sound 0x15
                applymovement MOVE_PLAYER 0x81A75DB
                waitmovement 0x0
                pause 0x1E
                showsprite 0x3
                compare 0x4001 0x0
                if 0x1 call 0x81656B8
                compare 0x4001 0x1
                if 0x1 call 0x81656C3
                pause 0x1E
                msgbox 0x817D74A MSG_KEEPOPEN '"OAK: It's unsafe!\nWild POKéMON li..."
                closeonkeypress
                pause 0x1E
                compare 0x4001 0x0
                if 0x1 call 0x81656CE
                compare 0x4001 0x1
                if 0x1 call 0x81656E0
                setdooropened 0x10 0xD
                doorchange
                applymovement 0x3 0x816572E
                applymovement MOVE_PLAYER 0x8165758
                waitmovement 0x0
                setdoorclosed 0x10 0xD
                doorchange
                setvar 0x4055 0x1
                clearflag 0x2B
                setvar 0x4050 0x1
                setflag 0x2C
                setflag 0x4001
                warp 0x4 0x3 0xFF 0x6 0xC
                waitstate
                releaseall
                end
                
                '---------------
                #org 0x1656B8
                applymovement 0x3 0x81656F2
                waitmovement 0x0
                return
                
                '---------------
                #org 0x1656C3
                applymovement 0x3 0x81656FB
                waitmovement 0x0
                return
                
                '---------------
                #org 0x1656CE
                applymovement 0x3 0x8165705
                applymovement MOVE_PLAYER 0x8165731
                waitmovement 0x0
                return
                
                '---------------
                #org 0x1656E0
                applymovement 0x3 0x8165719
                applymovement MOVE_PLAYER 0x8165744
                waitmovement 0x0
                return
                
                
                '---------
                ' Strings
                '---------
                #org 0x17D72C
                = OAK: Hey! Wait!\nDon't go out!
                
                #org 0x17D74A
                = OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!
                
                
                '-----------
                ' Movements
                '-----------
                #org 0x1A75ED
                #raw 0x2D 'Face Down (Delayed)
                #raw 0xFE 'End of Movements
                
                #org 0x1A75DB
                #raw 0x62 'Exclamation Mark (!)
                #raw 0xFE 'End of Movements
                
                #org 0x16572E
                #raw 0x11 'Step Up (Normal)
                #raw 0x60 'Hide
                #raw 0xFE 'End of Movements
                
                #org 0x165758
                #raw 0x13 'Step Right (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0x60 'Hide
                #raw 0xFE 'End of Movements
                
                #org 0x1656F2
                #raw 0x11 'Step Up (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0xFE 'End of Movements
                
                #org 0x1656FB
                #raw 0x13 'Step Right (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0xFE 'End of Movements
                
                #org 0x165705
                #raw 0x10 'Step Down (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x2E 'Face Up (Delayed)
                #raw 0xFE 'End of Movements
                
                #org 0x165731
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0xFE 'End of Movements
                
                #org 0x165719
                #raw 0x10 'Step Down (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x2E 'Face Up (Delayed)
                #raw 0xFE 'End of Movements
                
                #org 0x165744
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0xFE 'End of Movements
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                  #20490    
                Old March 3rd, 2012 (3:05 PM). Edited March 3rd, 2012 by Kamon137.
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                  I can't seem to find the offset for the backsprite of Brendan in Pokemon Emerald, using unLZ. Could someone give me a hand?
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                    #20491    
                  Old March 3rd, 2012 (4:02 PM).
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                    Quote:
                    Originally Posted by Kaikai View Post
                    I found a moveset editor in Pokemon Amplifier 0.94 Public. when I try to open Pokemon Crystal with it, it gives Run-time '6' Overflow or whatever as an error, and closes, despite it's supposed to be for the GSC games. what is the problem?
                    From what i've seen, a fair amount of tools don't really like Pokemon Crystal...maybe it's programmed completely different or something. I don't know if you've tried this, but make sure no other programs have the rom open when you try to use this program. Most of the tools I've seen bug out whenever you have two programs editing the rom at the same time.
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                      #20492    
                    Old March 3rd, 2012 (8:08 PM).
                    Kaikai Kaikai is offline
                       
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                      I also tried opening it with a Pokemon Gold rom, same error, both with no other program open.
                        #20493    
                      Old March 4th, 2012 (4:42 AM).
                      Majdi Majdi is offline
                         
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                        Hi.

                        I'd like to create a new world map in Emerald, but I do not know how can I raise the map size. I found some tutorial about changing the world map, but it couldn't change the map size. I saw a video on youtube, showed Ruby version with an expanded world map. If it's possible please tell me how to do it. And I have one more question, how can I insert flying position into the maps. (I use Advance Map).

                        Thanks.
                          #20494    
                        Old March 4th, 2012 (5:57 AM).
                        --Nirvana--'s Avatar
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                          I'd just like to say thanks to everyone thats helped me with the Oak script. I cou;dn't figure out the other values besides 0x4 and 0x3.

                          Figured it out now.
                            #20495    
                          Old March 4th, 2012 (8:22 AM). Edited March 4th, 2012 by Quickster.
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                            Hi, Im using JPANs engine to add new palettes but I can not get current sprites to load them. They look fine in OE:RE but keep there original palettes in VBA. Is there something in hex that tells the game to loads the sprite pointer table from a certain location? Im stumped. The hero can load the new palette but no other sprite can. Help would be greatly appreciated!

                            EDIT: I found a solution. -.-
                            But, when I try loading two OWs, each with their own custom palette, only one loads. Any solutions to that?
                            EDIT2: Even with an OW with an original palette, it cant load both at the same time. If I walk away so one is not visible then walk back, the palette loads. But If both are on the screen, they wont load.
                            EDIT3: I guess I figured it out, with the whole palette slot thing.!
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                              #20496    
                            Old March 4th, 2012 (3:19 PM). Edited March 5th, 2012 by GoGoShinyDunsparce.
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                              EDIT: Thanks to redriders and chrunch for your advice! As an extra question, is it possible to replace some of the current Trainer overworlds with Pokemon ones, and is it possible to, for example, remove the Secret Base system and use its space for something else?

                              I've just started learning this hacking business, currently getting to grips with Advanced Map before I move on to scripting. I have two basic questions at this stage:

                              1. How would I go about entering an overworld sprite for say a Lickitung into an Emerald ROM? There are several pkmn overworld sprites available in the Person Event Picture list in AM, but only a very limited number of them (e.g. Wingull, Zigzagoon). In short, I'd like to be able to put any Pokemon I like into the world, wandering around an area.

                              2. I've read several times in this thread that adding too much additional data to a ROM can cause it not to patch successfully - if that is the case then how can I make additional regions available in the late game (sth. like the Sevii Islands or Kanto in GSC, but bigger)? I'm planning a 3-region adventure...

                              Thanks in advance, hopefully when I learn more I can help out on this thread as well.
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                                #20497    
                              Old March 4th, 2012 (4:25 PM).
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                              redriders180 redriders180 is offline
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                                Quote:
                                Originally Posted by GoGoShinyDunsparce View Post
                                I've just started learning this hacking business, currently getting to grips with Advanced Map before I move on to scripting. I have two basic questions at this stage:

                                1. How would I go about entering an overworld sprite for say a Lickitung into an Emerald ROM? There are several pkmn overworld sprites available in the Person Event Picture list in AM, but only a very limited number of them (e.g. Wingull, Zigzagoon). In short, I'd like to be able to put any Pokemon I like into the world, wandering around an area.

                                2. I've read several times in this thread that adding too much additional data to a ROM can cause it not to patch successfully - if that is the case then how can I make additional regions available in the late game (sth. like the Sevii Islands or Kanto in GSC, but bigger)? I'm planning a 3-region adventure...

                                Thanks in advance, hopefully when I learn more I can help out on this thread as well.
                                For your first question, I have to say that you can't have EVERY Pokemon as an overworld in emerald, simply because of the way the game is programmed. There are only 255 possibly OWs, with repointing, and 244 of them are already used in Emerald. There is the possibility of rewriting the code to make emerald work similar to J-Pans hack engine for firered, which uses an unused byte to expand the number of possible OWs, but that's high-level stuff.

                                For your second question, Emerald is the Gen III rom with the least amount of free space...even the quest to put all 649 Pokemon in it was disbanded because of the space issue. The only way to have three regions is to expand the Rom to 32MB, doubling its size. But be warned, because some tools don't work well with an expanded ROM, but luckily A-map does. expanded roms also can't be patched with Lunar IPS, because the limit is 16mb for an IPS file.
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                                  #20498    
                                Old March 4th, 2012 (10:42 PM).
                                chrunch chrunch is offline
                                 
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                                Quote:
                                Originally Posted by GoGoShinyDunsparce View Post
                                I've just started learning this hacking business, currently getting to grips with Advanced Map before I move on to scripting. I have two basic questions at this stage:

                                1. How would I go about entering an overworld sprite for say a Lickitung into an Emerald ROM? There are several pkmn overworld sprites available in the Person Event Picture list in AM, but only a very limited number of them (e.g. Wingull, Zigzagoon). In short, I'd like to be able to put any Pokemon I like into the world, wandering around an area.

                                2. I've read several times in this thread that adding too much additional data to a ROM can cause it not to patch successfully - if that is the case then how can I make additional regions available in the late game (sth. like the Sevii Islands or Kanto in GSC, but bigger)? I'm planning a 3-region adventure...

                                Thanks in advance, hopefully when I learn more I can help out on this thread as well.
                                1) It's not possible in emerald. not enough space for OWs (like redriders180 said, only 255), and not nearly enough palletes available, because most likely you'd need a seperate one for each Pokemon.

                                2) Emerald doesn't have much free space, you won't be able to put 3 regions in, sorry. :(

                                It'd probably be easier for you to switch to FR and use JPAN's patch, because it expands the space for overworlds and FR has a lot more free space in which you -might- be able to fit three regions in.
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                                  #20499    
                                Old March 5th, 2012 (1:09 AM).
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                                stocko stocko is offline
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                                  Hey all :) I'm trying to make the title screen for the hack I'm trying to make. It's a Digimon hack of firered. I can do everything like change the sprite, background except I'm having trouble changing the logo, I want to put the digimon logo in where it says pokemon. I can't quite get this right. One attempt I had it in correctly, I just couldn't find the palette to change the logo.
                                  If someone could please help me I would be very grateful :)
                                  Thanks.
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                                    #20500    
                                  Old March 5th, 2012 (9:12 AM). Edited March 5th, 2012 by Mana.
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                                  Mana Mana is offline
                                   
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                                  Anyone any idea what causes or how to fix this problem?

                                  Nothing has been changed on the map since it was last working except for movement permissions and connections :S.

                                  [Fixed thanks to Spherical Ice]
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