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  #5851    
Old August 3rd, 2008 (11:42 PM).
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Quote:
Originally Posted by khaosknight1 View Post
Check the oodles and oodles of Fire Red worldmap tuts in the Docs and Tuts section, there are like 3-4 and one of them should have the numbers
Hmm, I looked, and I saw a few, but they were either for Ruby version, or it was something you do in MS Paint, and it had no ROM hacking value at all. What I read in there was that it couldn't be done, and I don't believe outdated TUTS, if you could link me to a TUT with the unLZ.gba number for the Kanto mainland map tilemap, that would be great. Or if you could just tell me it, that would work too. All help is apreciated, thank you. (
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  #5852    
Old August 4th, 2008 (12:34 AM).
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Mario_Bones Mario_Bones is offline
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    Quote:
    Originally Posted by Cy-Chan View Post
    For two, you'd need to repoint all of the attack information. Then just append a new attack onto the end of the current data.

    It's a pain in the ass to repoint though; so many pointers... I tried, but it screwed everything up. You should just replace all the awful moves, like I did (y'know, stuff like Wrap, Bubble, Mega Kick, Sky Attack... there's loads of horrible moves).

    I've asked before, but how do create new item/ability/attack effects (mostly want to know about items). I know berries in particular have two bytes in their item data (byte 18 and 19) that tell them what effect they have.
    I'm pretty sure that if you use Item Editor, there's quite a lot of free spaces for new items, but creating new effects entirely, I don't know.
    I'd also like to know how you add new abilities/attacks/types, as well as effects, without overriding old ones.
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      #5853    
    Old August 4th, 2008 (7:21 AM). Edited August 4th, 2008 by Jack-s-b.
    Jack-s-b Jack-s-b is offline
       
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      Just a problem wioth pokescript,

      I've followed the tutorial to the letter
      But when i click on the new person i have made the script for, he doesnt talk instead the screen just goes bright red and doesnt change back, it just freezes on a red screen

      Yeah, well thats the probalem help would be appreciated

      (also, does anyone know how i can insert my own pokemon or D/P pokemon into the ruby rom) ive got a program which allows u to add them, but it dont let you add an image)
      thanks,

      oh yeah, and is there any way of expanding the map, to make new cities and stuff. ive got advanced map
        #5854    
      Old August 4th, 2008 (8:12 AM).
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        Quote:
        Originally Posted by Jack-s-b View Post
        Just a problem wioth pokescript,

        I've followed the tutorial to the letter
        But when i click on the new person i have made the script for, he doesnt talk instead the screen just goes bright red and doesnt change back, it just freezes on a red screen

        Yeah, well thats the probalem help would be appreciated
        Post your script in the script help thread in the Scrapbox and see who can help you there

        Quote:
        Originally Posted by Jack-s-b View Post
        (also, does anyone know how i can insert my own pokemon or D/P pokemon into the ruby rom) ive got a program which allows u to add them, but it dont let you add an image)
        thanks,
        There are plenty of tuts on this in the Docs and Tuts section

        Quote:
        Originally Posted by Jack-s-b View Post
        oh yeah, and is there any way of expanding the map, to make new cities and stuff. ive got advanced map
        Go to the header tab and at the bottom there should be two boxes that say height and width. Increase or Decrease the numbers to your liking.
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          #5855    
        Old August 4th, 2008 (8:25 AM).
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          does anyone know the offset for the picture behind the pokemon sprite on the title screen. If FR its fire...
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            #5856    
          Old August 4th, 2008 (9:20 AM).
          Kasekopf Kasekopf is offline
             
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            Does anyone know the offset for the Prof. Oak sprite in the intro of FR?
            Thanks
              #5857    
            Old August 4th, 2008 (9:52 AM).
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              - Using Overworld Editor - Rebirth Edition -

              Whenever I try to import a bitmap OW that hasn't been ripped from the firered rom, it gives the error: Runtime Error 6 overflow.

              The Sprite I'm replacing is 16x32.
              The Sprite I'm importing is 16x32.
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                #5858    
              Old August 4th, 2008 (5:37 PM).
              Poryhack Poryhack is offline
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                I'v read through the entire DP hacking thread (I'm not sure wether to be proud or angry about that) but there was one thing not quite clear to me. Is it possible to import sprites into DP roms? As in make your own and replace a regular pokemon sprite with it? I know PokeTEX could edit trainer sprites, but actual pokemon sprites were never mentioned.

                This second part is more a request than a question, but it didn't really warrant its own thread. LoadingNOW/pika lost his site in a server crash (or something) and hasn't bothered uploading his tools PokeDSPic and PokeText back onto it yet. I'd like them but google failed to find any usefully mirrors. Can anyone here upload the latest versions onto rapidshare or something? I'd really appreciate it.
                  #5859    
                Old August 4th, 2008 (8:33 PM).
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                  HEY SORRY IF THIS HAS BEEN ASKED ALREADY BUT THERE ARE 200 PAGES
                  um i know in pokemon GBA hacks ive seen DP pokemon how do u insert dp pokes into a fire red ROM???
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                    #5860    
                  Old August 4th, 2008 (8:44 PM).
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                    Quote:
                    Originally Posted by Chary View Post
                    HEY SORRY IF THIS HAS BEEN ASKED ALREADY BUT THERE ARE 200 PAGES
                    um i know in pokemon GBA hacks ive seen DP pokemon how do u insert dp pokes into a fire red ROM???
                    Well it can be a sorta complicated process but here goes, first you must obtain the D/P/P sprite you want to insert. Then you must resize to the allowed size for GBA pokes(i think its 64x64 but i am not entirly sure), then you must index the sprite in 16 colors, then open UNLZ.gba and locate the 25 empty slots, do the importing and exporting procedure, open the rom to check to see if the sprite are done well. That is basicly the concept in a nutshell go to the Tuts section for more info as there are one or two on sprite inserting.
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                      #5861    
                    Old August 5th, 2008 (1:42 AM).
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                      Quote:
                      Originally Posted by Chary View Post
                      HEY SORRY IF THIS HAS BEEN ASKED ALREADY BUT THERE ARE 200 PAGES
                      um i know in pokemon GBA hacks ive seen DP pokemon how do u insert dp pokes into a fire red ROM???
                      There's a thing that says "Search this Thread" near the top. Use that to search.

                      Also, use the search forum tool and search for "Insert D/P Pokemon Tutorial" and there should be a few.
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                        #5862    
                      Old August 5th, 2008 (3:32 AM).
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                      elow pipz. I got a question. :\
                      looking the ROM through a hex editor, we can see the offsets we have in there, right?
                      if I burned a script onto the ROM, but the script had an error, and I forgot to save some back-up, is it possible to erase the offsets the script used through a hex editor? :\

                      thankies~
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                        #5863    
                      Old August 5th, 2008 (6:00 AM).
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                      what I mean was this... :\
                      Spoiler:

                      I was wondering if I can erase those so I can use those offsets once again. :\
                      thanks~
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                        #5864    
                      Old August 5th, 2008 (6:06 AM).
                      jamieboy30 jamieboy30 is offline
                         
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                        Hey, got another question, this time regarding overworld editor RE and inserting sprites over a deoxys sprite in FR. Basically, I get a darkrai OW sprite, index it, and scale it down to size, then insert it over the deoxys form i don't want to use, problem is that when i do that the palette goes all weird, so I inserted the palette of darkrai along with the sprite, now every single other OW sprite that uses that specific palette goes messed up, including the other forms of deoxys, and the hero. Help would be much appreciated. Thanks
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                          #5865    
                        Old August 5th, 2008 (6:14 AM).
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                          Quote:
                          Originally Posted by jamieboy30 View Post
                          Hey, got another question, this time regarding overworld editor RE and inserting sprites over a deoxys sprite in FR. Basically, I get a darkrai OW sprite, index it, and scale it down to size, then insert it over the deoxys form i don't want to use, problem is that when i do that the palette goes all weird, so I inserted the palette of darkrai along with the sprite, now every single other OW sprite that uses that specific palette goes messed up, including the other forms of deoxys, and the hero. Help would be much appreciated. Thanks
                          Okey dokey, here's what you do.
                          First of all, you definetly shouldn't have inserted Darkrai's pallete, but you can fix that. All you have to do is find the old pallete in a different Fire Red ROM, export one of the images that use that pallete, and insert it back over where the Deoxys was, and then that will be fixed up.

                          Now, to insert it in rightly, you need to use and existing pallete in the game to re-color it. Search through a few until you find some with the right colors. Then, open up the original Darkrai in paint, zoom in atleast 600%, and then use that as a guide to re-color it. Remember, you won't get the EXACT colors, but you can come really close, but if i remember correctly, when I put a Darkrai in, it looked a bit lighter than it should've, but it still looks cool. I would start with the outline and then work inwards.
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                            #5866    
                          Old August 5th, 2008 (6:20 AM). Edited August 5th, 2008 by jamieboy30.
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                            Quote:
                            Originally Posted by itman1234 View Post
                            Okey dokey, here's what you do.
                            First of all, you definetly shouldn't have inserted Darkrai's pallete, but you can fix that. All you have to do is find the old pallete in a different Fire Red ROM, export one of the images that use that pallete, and insert it back over where the Deoxys was, and then that will be fixed up.

                            Now, to insert it in rightly, you need to use and existing pallete in the game to re-color it. Search through a few until you find some with the right colors. Then, open up the original Darkrai in paint, zoom in atleast 600%, and then use that as a guide to re-color it. Remember, you won't get the EXACT colors, but you can come really close, but if i remember correctly, when I put a Darkrai in, it looked a bit lighter than it should've, but it still looks cool. I would start with the outline and then work inwards.
                            Thanks alot! I just inserted the old palette and will try what you said!
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                              #5867    
                            Old August 5th, 2008 (6:50 AM).
                            jamieboy30 jamieboy30 is offline
                               
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                              Okay, I just did what you told me but when i tried to save it, it comes up with this: "Error 55 (File already open) in procedure savesprite of FrmOverworldEditor"- What does this mean?
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                                #5868    
                              Old August 5th, 2008 (8:14 AM).
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                                I've had that happen before and I'm not exactly sure of what it means. However, reloading owre seems to make it work again.
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                                  #5869    
                                Old August 5th, 2008 (10:07 AM).
                                jamieboy30 jamieboy30 is offline
                                   
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                                  I managed to fix it all you have to do is import the sprite, then save it, quit it then open it again and start changing the colours thanks for all your help, itman much appreciated.
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                                    #5870    
                                  Old August 5th, 2008 (2:58 PM).
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                                    Ok, I have no idea why this happens but...
                                    I used the OW changer to change the size of one of the OWs to 32x32. Then, I inserted my OW correctly. After, I went to A-map to put it in a map. But when I went to it in the acutal game (VBA), it's invisible. And there is no way that I can find to make it reappear. It's there though, cause you can't move on the spot. Can someone help me?
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                                      #5871    
                                    Old August 5th, 2008 (3:39 PM).
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                                    Quote:
                                    Originally Posted by itman1234 View Post
                                    Ok, I have no idea why this happens but...
                                    I used the OW changer to change the size of one of the OWs to 32x32. Then, I inserted my OW correctly. After, I went to A-map to put it in a map. But when I went to it in the acutal game (VBA), it's invisible. And there is no way that I can find to make it reappear. It's there though, cause you can't move on the spot. Can someone help me?
                                    lemme think of some possibilities...
                                    1. is it hidden?
                                    2. is the map having a level script that hides that overworld's person number?
                                    3. er, is it hidden behind the tiles it''s suppose to be standing at?
                                    4. try to change one of the people there with the new overworld you added...
                                    5. (save back-up first)try deleting the level script?
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                                      #5872    
                                    Old August 5th, 2008 (3:45 PM).
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                                      Quote:
                                      Originally Posted by Time View Post


                                      lemme think of some possibilities...
                                      1. is it hidden?
                                      2. is the map having a level script that hides that overworld's person number?
                                      3. er, is it hidden behind the tiles it''s suppose to be standing at?
                                      4. try to change one of the people there with the new overworld you added...
                                      5. (save back-up first)try deleting the level script?
                                      1. No.
                                      2. No level scripts.
                                      3. No, unless grass can hide people.
                                      4. Still invisible...
                                      5. No level script to delete.

                                      Thanks for your help though, I just can't figure out why it would happen, unless Overworld Changer doesn't work in general, but some of my friends had it work easily, and said they never had this problem. I used it again on a different OW and inserted a new one, and it still was invisible.
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                                        #5873    
                                      Old August 5th, 2008 (5:25 PM).
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                                        First Question:
                                        Yeah, me and my step brother Agent Q Got into hacking pokemon fire red, and we were doing pretty good until we put in a trainer into our game. Now we did this with Trainer Editor. It suddenly made us surf on the first floor of every building, and viridian forest.

                                        Second Question:
                                        Uh, we also downloaded PoketScript, but I read tutorials on compiling and I need some PokemnADV or something like that. Anyone know a download site, or can upload it so I can download it?

                                        Sorry to bother with the questions..
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                                          #5874    
                                        Old August 5th, 2008 (8:29 PM).
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                                        I have been looking all over this site, and I have yet to find the unLZ.gba number for pokemon Firered's Kanto mainland tilemap. (not the Tiles themselves, but the GFX version of the thing that tells the tiles what order to be in) I need this number for my hack, I need to replace it, with the one I made. Can anyone help me?
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                                          #5875    
                                        Old August 6th, 2008 (12:49 AM).
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                                        Quote:
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                                        You'll have to do it like the way that is shown here: http://sfc.pokemon-inside.net/lesson.php?id=18&lang=en
                                        Aww, I was hoping I diddnt have to take this route...


                                        Oh well ,I will give it a shot.
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