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Old July 2nd, 2015 (10:57 AM).
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Quote:
Originally Posted by azurile13 View Post
If you open the world map with A-Map 1.92, you'll notice that each tile on the map can have a top layer and a bottom layer map name. In a vanilla fire red rom, the top layer is used for caves, forests, and other types of maps that are "within" another map. That's what the red text is; top layer maps. You can "make" it white by changing it to the bottom layer location, but you can't have two maps with white text on the same tile (without going through and editing the actual map loading routine).

Edit: actually I guess there could be a theoretical solution through text editing, if those map names are more like text boxes that are being fed colored text, and not an image, though I'm not sure how you'd go about it.
I've noticed that the red text ones have a flying/display flag of FFFF unlike the regular locations with the orange text. I did extend the flight table so it is very likely for me to give them a flying/display flag, but I have to sort out this glitch with flying first. Whenever I attempt to fly to a place (the fly animation starts), but when I am supposed to reach the other map, the game turns into a black screen. Why is that?
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Old July 2nd, 2015 (11:21 AM). Edited July 13th, 2015 by azurile13.
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Originally Posted by Sensual View Post
Thank you. FireRed is the way to go from what I'm understanding. I was most worried about not have a RTC and berries, but both of those can be implemented into FR it seems. I've noticed that the very first tileset is slightly larger in FireRed, too, so that might come in handy in the future.
That's actually a negative. FireRed has a main tileset that is 128 tiles longer, but the secondary tilesets are 128 tiles shorter. You could think of this as FireRed "forcing" 128 tiles that Emerald would have allowed to differentiate with every secondary tileset. That said, you can have triple layer blocks with FireRed allowing tileset space saving, so it may be a wash.

Quote:
Originally Posted by FrozenInfernoZX View Post
I've noticed that the red text ones have a flying/display flag of FFFF unlike the regular locations with the orange text. I did extend the flight table so it is very likely for me to give them a flying/display flag, but I have to sort out this glitch with flying first. Whenever I attempt to fly to a place (the fly animation starts), but when I am supposed to reach the other map, the game turns into a black screen. Why is that?
Apologies, I completely misread your question. I thought you were asking why the text was colored; not why the colors were different. I didn't even notice the difference in color on my phone. You're welcome for being of no help, as it looks like you found your answer anyways :P I'm not sure what specifically is wrong with the new flying spots, but maybe you should test them all out and see exactly what all of the "black screen" spots have in common.
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Old July 2nd, 2015 (7:10 PM).
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Is there any move that is the opposite of Low Kick?
Low Kick's power is based on the enemy's weight. Is there any move that is based on the attacker's weight?
If not, how can I do it?
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Old July 4th, 2015 (2:21 AM). Edited July 4th, 2015 by FamiliaWerneck.
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There's really, really, reeeally no way I can make an image have two or more palettes? I need more than 16 colors for an image, that's really that impossible?
Also, how can I count the number of colors my image has? Paint doesn't have that feature, and I don't believe Photoshop does too. I tried it with IrfanView, but that just blurred the image, so it got waaaay more colors...
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Old July 4th, 2015 (3:12 AM). Edited July 13th, 2015 by azurile13.
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Originally Posted by FamiliaWerneck View Post
There's really, really, reeeally no way I can make an image have two or more palettes? I need more than 16 colors for an image, that's really that impossible?
Also, how can I count the number of colors my image has? Paint doesn't have that feature, and I don't believe Photoshop does too. I tried it with IrfanView, but that just blurred the image, so it got waaaay more colors...
I'd be surprised if photoshop didn't have it, but because I don't use photoshop, Gimp -> Colors -> Info -> Colorcube Analysis.
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Old July 4th, 2015 (3:42 AM).
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Quote:
Originally Posted by FamiliaWerneck View Post
There's really, really, reeeally no way I can make an image have two or more palettes? I need more than 16 colors for an image, that's really that impossible?
Also, how can I count the number of colors my image has? Paint doesn't have that feature, and I don't believe Photoshop does too. I tried it with IrfanView, but that just blurred the image, so it got waaaay more colors...
Irfan view > Image > Decrease colour depth > 16
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Old July 4th, 2015 (5:17 AM).
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Hi how do I remove the intro music of a battle...
Like if I'm encountering Gary and no battle intro music plays, how do I do that
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Old July 4th, 2015 (10:03 AM).
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Quote:
Originally Posted by azurile13 View Post
I'd be surprised if photoshop didn't have it, but because I don't use photoshop, Gimp -> Colors -> Info -> Colorcube Analysis.
I don't how to use Photoshop properly, just saying something I read looking for it.

Quote:
Originally Posted by C me View Post
Irfan view > Image > Decrease colour depth > 16
I decreased the color depth of the image to 16 colors, it worked very well, to my surprise. Still, I want to know how many colors there is in the image, so I can know what colors I can safely and easily replace (if need be). But decreasing the color depth already worked well, if I can't find an alternative.
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Old July 4th, 2015 (2:16 PM).
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Does anyone know what are the numbers in UNLZ for the Kanto and Sevii islands worldmaps?

Thanks in advance.
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Old July 5th, 2015 (9:56 AM).
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is there a plug-in for the NSE 2.1 that allows me to edit Pokemon sprites for r/s/e?
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Old July 5th, 2015 (1:29 PM).
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Hi fellas.

I'm thinking of making a hack and have been working on an overworld sprite, but I don't really know what dimensions I should be working with, as I've never done this before, What size does it need to be? Is there a strict rule on proportions otherwise the game won't accept the sprite?

I would post what I have so far but I can't because I haven't posted 5 times, yet.
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Old July 5th, 2015 (5:28 PM). Edited July 5th, 2015 by TopoftheFlops.
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Quote:
Originally Posted by Minty Mouth View Post
Hi fellas.

I'm thinking of making a hack and have been working on an overworld sprite, but I don't really know what dimensions I should be working with, as I've never done this before, What size does it need to be? Is there a strict rule on proportions otherwise the game won't accept the sprite?

I would post what I have so far but I can't because I haven't posted 5 times, yet.
There are actually tools that allow you to change the overworld without having to insert them (Yay!). Look up NSE (Nameless Sprite Editor) or Overworld Editor.

Forgot to mention you can insert the images you have already made just make sure you save the images as bmp.
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Old July 6th, 2015 (10:09 AM).
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Originally Posted by TopoftheFlops View Post
There are actually tools that allow you to change the overworld without having to insert them (Yay!). Look up NSE (Nameless Sprite Editor) or Overworld Editor.

Forgot to mention you can insert the images you have already made just make sure you save the images as bmp.
I used NSE Classic and got my OW into the game, but by inserting my own palette for use, it not only changed the palette for the female protag but the male one, too. Is this because they both use the same palette? Can you not add a new palette into the game to avoid this?
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Old July 6th, 2015 (10:18 AM).
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Originally Posted by Minty Mouth View Post
I used NSE Classic and got my OW into the game, but by inserting my own palette for use, it not only changed the palette for the female protag but the male one, too. Is this because they both use the same palette? Can you not add a new palette into the game to avoid this?
Yes the boy and girl hero both share the same palette. I am not sure how to add a new palette, someone else is going to have to answer that, but a trick I like to do is change the palette to most similar one with the colors I want to use. That does not change the palette the other sprites are using .
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Old July 6th, 2015 (1:09 PM).
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I tried looking but couldn't find an answer. I'm also pretty new, so this might be a stupid question.

What is a level script? There's all those tutorials and stuff, but what are they used to accomplish? I tried looking at them but don't go past the first part for lack of understanding what is trying to be accomplished.
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Old July 6th, 2015 (2:25 PM).
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Hi I am having one question that how to make a door tileset and which is the best working day and night system ? And how to add over world as dummy mean extra overworld more than 151.
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Old July 6th, 2015 (6:52 PM).
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Originally Posted by Chicken Fingers View Post
I tried looking but couldn't find an answer. I'm also pretty new, so this might be a stupid question.

What is a level script? There's all those tutorials and stuff, but what are they used to accomplish? I tried looking at them but don't go past the first part for lack of understanding what is trying to be accomplished.
A level script is a script that, depending on the type, runs at different stages of the map being loaded/entered. This can be used for a lot of different things. For example, the "setmaptile script"-type allows you to use the script command setmaptile to change the tiles of the map before the player can see them. The "Validates values, loads handler to 0x03000EB0"-type allows you to run a script (dialog, movements, etc.) given that a variable condition is met as soon as the player enters the map, before they can do anything else. Apart from these, other common uses of level scripts are setting the "map has been visited" worldmap flag and moving and changing the automatic behavior of OW events.
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Old July 7th, 2015 (7:20 AM). Edited July 7th, 2015 by Volt-Ikazuchi.
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Quick and probably nigh-unanswerable (Yes, this is a word now.) question since almost no one actually hacks Crystal.

Does someone know where the TM's are located in the Hex table of Crystal or how they're structured?

Sure, maybe there are tools to edit that, but I'm hacking Stadium 2, so I need to know how the TM's are structured so that I can find the offsets in Stadium to edit.

This is basically the last thing holding back my Stadium 2/Crystal hack, so I really could use some help. Just the structure is more than enough for me to find it.


Got it. Turns out the TM's are simply the moves taught in sequence. Smart stuff in terms of saving space.

Maybe if I could find a way to buff the Damage multipliers of the type-boosting items,
(Like Magnet. I mean, 10% boost, really?)
I'd be very grateful too, but I'd need an structure or Crystal offset so that I can actually take a crack at editing it.

If somehow someone found where the data decides whether or not a type is physical or special in crystal that would be pretty insane too.
It'd save me the trouble of changing the Dark and Ghost types around, which I can easily do in Crystal, but not as easily on Stadium.

Thanks in advance, even though I'm pretty sure very few people will actually be able to help me because GSC is pretty much dead hack-wise.
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Old July 7th, 2015 (8:36 AM).
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Quick question

- If you start editing sprites and adding new once's, do you need to use new hex codes for em, locating them with free space finder

- How do i edit the starting point manually, because with JPAN's hacked engine, the tool to edit the starting point will not work anymore
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Old July 7th, 2015 (10:29 AM).
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Hello everyone,
for some reason, I can't make a new map or insert one to an already existing "map-space" (advance map). I made and inserted one before on this rom so I have no idea why there is suddenly a problem; I didn't really add or change a lot since thzn.
I tried to add a new map in bank 1, but I got the message no free space could be found. However, I ended up with this:

I obviously don't need all those maps xD, but I don't know how to remove them. I also can't insert a map on these (or other existing maps), because, again, I get the message no-free-space-can-be found.

Also, just to find out if it would work, I tried to load a tileset (block editing) but that didn't work either.

I really have no idea what is going on and how to fix this. I can still add new scripts, events,... there is no free-space-issue when doing that.
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Old July 7th, 2015 (10:38 AM). Edited July 7th, 2015 by GoGoJJTech.
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Quote:
Originally Posted by PrancingPonyta View Post
Hello everyone,
for some reason, I can't make a new map or insert one to an already existing "map-space" (advance map). I made and inserted one before on this rom so I have no idea why there is suddenly a problem; I didn't really add or change a lot since thzn.
I tried to add a new map in bank 1, but I got the message no free space could be found. However, I ended up with this:

I obviously don't need all those maps xD, but I don't know how to remove them. I also can't insert a map on these (or other existing maps), because, again, I get the message no-free-space-can-be found.

Also, just to find out if it would work, I tried to load a tileset (block editing) but that didn't work either.

I really have no idea what is going on and how to fix this. I can still add new scripts, events,... there is no free-space-issue when doing that.
I'm going to assume you're on Emerald. A-Map tries to use 00 bytes as free space in Emerald (which is incorrect in the first place)
Usually when it can't find any it just decides not to work. You can go into the settings ini and change the freespace byte (it should say "suchbyte") to FF since 0xFF is the correct free space the games use.


Quote:
Originally Posted by Munichtastics View Post
Quick question

- If you start editing sprites and adding new once's, do you need to use new hex codes for em, locating them with free space finder

- How do i edit the starting point manually, because with JPAN's hacked engine, the tool to edit the starting point will not work anymore
1: Yes, you need to put them into free space. You shouldn't just go overwriting everything in the game.
2: In a hex editor, go to 0x054A08 for the X coordinate and go to 0x054A00 for the Y coordinate.
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Old July 7th, 2015 (11:48 AM).
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Hi, I'm wanting to know how (if possible, and i'm pretty sure it is) to make the gender selection determine events of the game. Basically I'm making an Emerald rom hack and want Groudon to appear if the player chooses male, and Kyogre for female.
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Old July 7th, 2015 (11:58 AM).
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Originally Posted by GoGoJJTech View Post
I'm going to assume you're on Emerald. A-Map tries to use 00 bytes as free space in Emerald (which is incorrect in the first place)
Usually when it can't find any it just decides not to work. You can go into the settings ini and change the freespace byte (it should say "suchbyte") to FF since 0xFF is the correct free space the games use.
Thanks!! I'm indeed on emerald, forgot to mention that :p
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Old July 7th, 2015 (12:36 PM).
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Hi, I'm wanting to know how (if possible, and i'm pretty sure it is) to make the gender selection determine events of the game. Basically I'm making an Emerald rom hack and want Groudon to appear if the player chooses male, and Kyogre for female.
Basically, in your scripts, just have a bunch of "checkgender" to get the player's gender. It'll make sense once you learn to script (I can tell that you're new to hacking)
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Old July 7th, 2015 (1:23 PM).
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i want my pokedex to have 201 pokemon instead of usual 386/ how do we do that?
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