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  #10976    
Old August 14th, 2009 (4:40 AM).
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    Quote:
    Originally Posted by e4darthteej View Post
    1:What game should I start out with hacking?

    2:Are there any AdvanceMap scripting tutorials?
    i suggest firered version, as it is the most stable.
    as for scripting, took for deagoisawsomes tutorial in the tutorial section. also, you use xse to script, not advancemap.
    i hope this helps.
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      #10977    
    Old August 14th, 2009 (4:46 AM).
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      Quote:
      Originally Posted by 3dd13 View Post
      i suggest firered version, as it is the most stable.
      as for scripting, took for deagoisawsomes tutorial in the tutorial section. also, you use xse to script, not advancemap.
      i hope this helps.
      What i have underlined is wrong, and something I forgot to rant about.

      All ROM's are stable, the tools aren't stable to certain ROM's, and Ruby is perfectly OK to hack.
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        #10978    
      Old August 14th, 2009 (8:05 AM).
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        I don't understand, what does stability means on a hack? Why leaf green it's not as good as fire red at hacking? How do you define stablity on pokemon hacking?:\
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          #10979    
        Old August 14th, 2009 (8:07 AM).
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          Quote:
          Originally Posted by Outbreak View Post
          I don't understand, what does stability means on a hack? Why leaf green it's not as good as fire red at hacking? How do you define stablity on pokemon hacking?:\
          Leafgree has less tools for it, and the existing tools don't work too well on it. That is stability, but not of the ROM, but of the tool. Some tools are stable on some ROMs, but not others.
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            #10980    
          Old August 14th, 2009 (8:59 AM).
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          There is no such thing as an unstable ROM; all of them can be hacked appropriately. Like Banjora said, though, the tools are the problem in that situation: quite a few of them use set offsets, and because those are different between the games, that means that some tools that work for one game won't work for another. FireRed and Ruby are the most widely used ROMs because there are more tools for those two, is all.
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            #10981    
          Old August 14th, 2009 (9:17 AM).
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            My Question:
            If we make a new HM Move in a game then is it necessary that we have to win a badge to activate it?
            For Example if I insert 3 More HMs in Fire Red do I have to earn some badge to activate them?
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              #10982    
            Old August 14th, 2009 (9:55 AM).
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              My Question:
              How come in some maps the running shoes will work, but in others they will not?
                #10983    
              Old August 14th, 2009 (9:59 AM).
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                Quote:
                Originally Posted by Xatoku View Post
                My Question:
                How come in some maps the running shoes will work, but in others they will not?

                it depends on what they're labeled, I think. in advance map, under header, there are labels for each map. if it's route, city, town, cave ect, then the running shoes will work. if its labeled indoors, they wont.
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                  #10984    
                Old August 14th, 2009 (10:15 AM).
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                  1 of my questions seems to have gotten over looked is it because its been answered ?

                  sorry to repost but id really like to kno this question

                  im doing scripting in notepad and fromt he tutorials i watch on youtube you save it as rbc well when i do it comes up as one of thos junk file you cant do anything with and if you right click it compile isnt there am i doing something wrong?
                    #10985    
                  Old August 14th, 2009 (10:19 AM).
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                    i tried looking for anything but i wasn't sure how to word the question to even look... so here it is.


                    Is there a way to make wild pokemon act like trainers? Like.. for example.. you walk along a path, and there is a Cubone sprite along the wall... you walk in front of it.. the cubone runs towards you like a trainer would but a wild battle starts rather than a trainer.
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                      #10986    
                    Old August 14th, 2009 (10:45 AM). Edited August 14th, 2009 by NarutoActor.
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                    yes this is acualy quit easy Make an event tile when you step on it the person event (cubone) movesfrom one spot to the spot the player is at then in script make a wildbattle 0x(pokemon) 0x(level) 0x(item) the line will start a wildbattle also make sure you set a flag so the cubone will disapear :D hoped I help If you have know Idea what I am talking about PM me and I will go into more depth

                    Quote:
                    Originally Posted by k1ng0fh3artz View Post
                    1 of my questions seems to have gotten over looked is it because its been answered ?

                    sorry to repost but id really like to kno this question

                    im doing scripting in notepad and fromt he tutorials i watch on youtube you save it as rbc well when i do it comes up as one of thos junk file you cant do anything with and if you right click it compile isnt there am i doing something wrong?
                    stop scripting with rblc and notepad script with Pksv or Xse
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                      #10987    
                    Old August 14th, 2009 (10:52 AM).
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                      Quote:
                      Originally Posted by narutoactor View Post
                      yes this is acualy quit easy Make an event tile when you step on it the person event (cubone) movesfrom one spot to the spot the player is at then in script make a wildbattle 0x(pokemon) 0x(level) 0x(item) the line will start a wildbattle also make sure you set a flag so the cubone will disapear :D hoped I help If you have know Idea what I am talking about PM me and I will go into more depth
                      SWEET! yeah i have the general idea. thanks!
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                        #10988    
                      Old August 14th, 2009 (11:57 AM).
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                        Hello, kind people!

                        For my rom hack, Pokemon WARPED, I am having trouble putting in stairs. No matter which way I try it, the player just won't walk down/up them. Is it something to do with the warp placement or movement permissions? The original map I am editing is Pokemon Tower in Lavender Town (the one will all the chanellers and graves).

                        Please help!
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                          #10989    
                        Old August 14th, 2009 (12:15 PM).
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                          Hi, Is there a Tutorial On putting another Region In the Hack? I have to Hex Edit it right? If I do can someone show me a Tut? cause I really want 2 regions in my hack
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                            #10990    
                          Old August 14th, 2009 (1:03 PM).
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                            im trying that now i had to get a good tutorial to learn btw thanks dieagoisawsome for that XSE tut.

                            ok im now trying to figure out how to make the number of the pokemon a hex code thats the only thing he didnt have in the tut. if someone could send me the hex codes or just tell em how to do it id greatly appreciate it thanx

                            Your FRIEND, k1ng0fh3artz


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                              #10991    
                            Old August 14th, 2009 (1:47 PM). Edited August 14th, 2009 by Blaziquaza.
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                              Quote:
                              Originally Posted by andyp159 View Post
                              Hello, kind people!

                              For my rom hack, Pokemon WARPED, I am having trouble putting in stairs. No matter which way I try it, the player just won't walk down/up them. Is it something to do with the warp placement or movement permissions? The original map I am editing is Pokemon Tower in Lavender Town (the one will all the chanellers and graves).

                              Please help!
                              Maybe you placed the warp in the wrong position.I think it's meant to be on the block before the stairs.

                              Quote:
                              Originally Posted by k1ng0fh3artz View Post
                              im trying that now i had to get a good tutorial to learn btw thanks dieagoisawsome for that XSE tut.

                              ok im now trying to figure out how to make the number of the pokemon a hex code thats the only thing he didnt have in the tut. if someone could send me the hex codes or just tell em how to do it id greatly appreciate it thanx

                              Your FRIEND, k1ng0fh3artz


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                              I think there's a site that lets you convert decimal nos. to hex.I'll post the link.
                              http://www.geocities.com/binary_converter/
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                                #10992    
                              Old August 14th, 2009 (2:08 PM).
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                              Quote:
                              Originally Posted by RayquazaLv.X View Post
                              Maybe you placed the warp in the wrong position.I think it's meant to be on the block before the stairs.

                              I think there's a site that lets you convert decimal nos. to hex.I'll post the link.
                              http://www.geocities.com/binary_converter/
                              Yeah uhh, that website is quite unneeded... you see, XSE has a built in Hex-Dec converting calculator...
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                                #10993    
                              Old August 14th, 2009 (3:52 PM).
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                              I have the same tilemap being used for two of my world maps. For some reason, on the fourth world map (which is #3 in the programming), nine tiles near the bottom-right corner keep getting replaced with tile #3, while on the other, it works just fine.

                              Can anyone help?
                              Reposting, as it's on the last page AND 20 posts back.
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                                #10994    
                              Old August 14th, 2009 (4:58 PM).
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                                Would anyone happen to know how to delete maps in Advance Map? Or do we have to use the ones that it has, and edit all of them.
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                                  #10995    
                                Old August 14th, 2009 (6:48 PM).
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                                  Quote:
                                  Originally Posted by The Gambling Gallade View Post
                                  Would anyone happen to know how to delete maps in Advance Map? Or do we have to use the ones that it has, and edit all of them.
                                  You can set it's height and width to 1.
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                                    #10996    
                                  Old August 14th, 2009 (9:04 PM).
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                                  Hey, I have a couple of quick questions, since I'm new to the "new" rom hacking scene.

                                  I'm playing around with Advance Map, it's a lot similar to the older "---- Maps," so that really helps. However, I'm confused already on it. Been trying to figure out the answer myself, but can't seem to find it.

                                  In the very first room, if I try to modify the warp, move the warp, or remove the surrounding tiles for the warp, it just fails to work. I'm wondering what I'm suppose to do to the event in order to make it work. For example, I want to remove the stairs and simply have the player "warp" to the next warp (another area without stairs.) However, these warps are meant to work with stairs. How exactly can I do a simple "one place to another?"

                                  Also, I've read several guides on how to "change the pokemon on the title screen" -- However, I'm looking for something to help me change the title screen in general. For example, change "Pokemon" to something else completely. Whether the Pokemon stays or not, I don't care. If there are any tools, etc, to help me in this, it would be much appreciated. I've searched around for answers, but the internet isn't as organized on this subject as it used to be.
                                    #10997    
                                  Old August 15th, 2009 (1:17 AM). Edited August 15th, 2009 by Lover's Kite.
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                                  Quote:
                                  Originally Posted by IceSage View Post
                                  Hey, I have a couple of quick questions, since I'm new to the "new" rom hacking scene.

                                  I'm playing around with Advance Map, it's a lot similar to the older "---- Maps," so that really helps. However, I'm confused already on it. Been trying to figure out the answer myself, but can't seem to find it.

                                  In the very first room, if I try to modify the warp, move the warp, or remove the surrounding tiles for the warp, it just fails to work. I'm wondering what I'm suppose to do to the event in order to make it work. For example, I want to remove the stairs and simply have the player "warp" to the next warp (another area without stairs.) However, these warps are meant to work with stairs. How exactly can I do a simple "one place to another?"
                                  Each tile has a thing called a Behaviour Byte and Background Byte. Behaviour Bytes well, tell how a tile will be behave. Examples of tiles with Behaviour Bytes include the beach area tiles () and the sea tiles () and there is a Behaviour Byte for what you are in need of; a simple plain tile that will warp you (I'm assuming here) to the first floor of the starter's house~ Background Bytes are somewhat similar as well, most of the tiles use the Background Byte "00" which is just the default byte and usually means nothing. Some tiles require the Background Byte "Block is covered by Hero".

                                  Now to answer your question. XD;


                                  Open up the Tile Editor in Advance Map (it's the big purple puzzle icon @ the top)

                                  The Behaviour Byte used by the staircase the player descends on is called "6F" and the Background Byte is "Block is covered by Hero". First, the reason for that Background Byte is is because of the use of both Up & Down "layers" for that one tile, if no Background Byte is used, the player would be covered by the "Up" layer. The Behaviour Byte "6F" is used for going down staircases, so you would need to change that in order to get a different effect. Here is what you're looking for, change the Behaviour Byte to "Arrow right => warp left of block":



                                  Doing so will result in the following:

                                  As you can see, the stairs are gone and the player is just about ready to warp to the 1st floor~ Simple, right? :3 There's tons of Behaviour Bytes, you can experiment with them, just be careful.


                                  Quote:
                                  Originally Posted by IceSage View Post
                                  Also, I've read several guides on how to "change the pokemon on the title screen" -- However, I'm looking for something to help me change the title screen in general. For example, change "Pokemon" to something else completely. Whether the Pokemon stays or not, I don't care. If there are any tools, etc, to help me in this, it would be much appreciated. I've searched around for answers, but the internet isn't as organized on this subject as it used to be. -_-
                                  I'm not sure if you have seen this before, but there's a detailed tutorial by thethethethe on Pokémon Hackers Online for editing the entire title screen in Pokémon FireRed Version.
                                  Hope this helps~ :3

                                  lol tl;dr :(
                                    #10998    
                                  Old August 15th, 2009 (4:28 AM). Edited August 15th, 2009 by peter5566.
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                                    I'm currently new to hacking and I would like to try out stuff like triggering event, ie. battling a trainer or have people come in automatically to talk. I'm using advanced map 1.92 and HackMew's tool kit.. Do i need anything else to do this? Sorry, because I'm a newbie to this..
                                    I have expanded my rom, so i have spaces for new sprites and events.


                                    I am also having problems with pokemons from 2nd and 3rd generations not evolving(probably have something to do with the national dex?) Is there any way to solve this problem, so i can include pokemons from 2nd and 3rd generations into FR?

                                    Thanks in advance!
                                      #10999    
                                    Old August 15th, 2009 (6:57 AM).
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                                    yes edit okes script when he gives you the pokedes under FR_POKEDEX put NA_POKEDEX
                                    also you need a script editor since you already expaned your rom I am gessing you already have Xse witch will be you script editor but those to lines are difenet in xse those lines are for pksv
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                                      #11000    
                                    Old August 15th, 2009 (7:12 AM).
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                                      I'm sorry, but where can I find those text/script to edit in XSE? I tried to load up the ROM, but i can't seem to find the dex part?

                                      Thanks again
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