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  #14726    
Old May 25th, 2010 (2:01 PM).
dustination's Avatar
dustination dustination is offline
     
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    Will someone please help with this, Whenever I get open professer birch's sprite in tile molester so I can edit him, I get this screwed up pic of him, can someone help me to fix him?

    I cant post a pic, but his offset was 39DBF4 incase you want to check.
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      #14727    
    Old May 25th, 2010 (3:24 PM).
    Diegoisawesome's Avatar
    Diegoisawesome Diegoisawesome is offline
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    How is the palette for the background in battles in Pokémon Emerald loaded? I found the offset, but it doesn't have all of the colors.
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      #14728    
    Old May 25th, 2010 (3:30 PM).
    Sawakita's Avatar
    Sawakita Sawakita is offline
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      [QUOTE=Sawakita;5825561]Hi, I want to learn ASM for gameboy (should be similar to z80). Which way should I start? Can you suggest any guide or manual or tutorial for beginners? And do you think i should start from language C#/C++?

      EDIT:
      I also have another question:
      do you know the way to turn an image (.gif or .jpg or .png) like this
      Attachment 54206
      into hexcode like this
      (hexcode of compressed image of "bulbasaur")
      Spoiler:
      557D 3C25 4CDF AAE5 3C0A 9A55 56CA
      5052 97FF 5385 B429 27EB 9622 157A 3093
      0BF5 AB74 6048 9092 7FE9 2962 6F48 51B2
      25B7 8204 8811 A2D6 A308 C2A8 12B0 B5E0
      8626 25B5 0530 9CB8 A6A2 671E 0812 D08B
      A496 3182 38E2 2088 8D11 4E55 F52A 3A5A
      314C 3B90 4861 4E48 88C2 74A6 D148 5918
      DD4A 8B7E 2D08 6306 A14C 1068 8A08 B52A
      21B5 A220 8148 759A 2152 174C 1252 EA16
      2621 FF25 A236 18B7 6962 7414 D60B 858C
      5614 D392 193B 7EA3 8204 8816 681C 9626
      308E 3541 D48E 50F2 5E0A 0495 8A4E 1C70
      E782 0B46 19A5 4652 2637 B696 41C6 2A25
      1504


      I found a program written in C that decompress front&back pics from pokemon red
      [SPOILER]
      [CODE]
      #include
      #include
      #include

      ///// Necessary Structures

      #define WIDTHBYTES(w,bpp) (((w*bpp+31)>>5)<<2)

      #ifdef BIGENDIAN
      #define SWAPWORD(a) \
      ((WORD) ((((a)>>8)&0x00FF))\
      |((((a)<<8)&0xFF00)))
      #define SWAPDWORD(a) \
      ((DWORD) ((((a)>>24)&0x000000FF))\
      |((((a)>>8) &0x0000FF00))\
      |((((a)<<8) &0x00FF0000))\
      |((((a)<<24)&0xFF000000)))
      #else
      #define SWAPWORD(a) a
      #define SWAPDWORD(a) a
      #endif

      typedef unsigned char BYTE;
      typedef unsigned short WORD;
      typedef unsigned long DWORD;
      typedef signed long LONG;
      typedef int BOOL;

      #define TRUE 1
      #define FALSE 0

      #pragma pack(1)
      typedef struct tagBITMAPINFOHEADER {
      DWORD biSize;
      LONG biWidth;
      LONG biHeight;
      WORD biPlanes;
      WORD biBitCount;
      DWORD biCompression;
      DWORD biSizeImage;
      LONG biXPelsPerMeter;
      LONG biYPelsPerMeter;
      DWORD biClrUsed;
      DWORD biClrImportant;
      } BITMAPINFOHEADER;


      typedef struct tagBITMAPFILEHEADER {
      WORD bfType;
      DWORD bfSize;
      WORD bfReserved1;
      WORD bfReserved2;
      DWORD bfOffBits;
      } BITMAPFILEHEADER;
      #pragma pack()

      ///// GB Graphics to Bitmap Files

      void GbSetTile(
      BYTE *tile,
      BYTE *data,
      DWORD stride,
      BYTE clrOrigin
      ){
      int y;
      BYTE k1,k2;
      BYTE * bits;
      for(y=0;y<8;y++){
      k1=tile[2*y];
      k2=tile[2*y+1];
      bits=data+y*stride;
      bits[0]=clrOrigin|((k1&0x80)>>7)|((k2&0x80)>>6);
      bits[1]=clrOrigin|((k1&0x40)>>6)|((k2&0x40)>>5);
      bits[2]=clrOrigin|((k1&0x20)>>5)|((k2&0x20)>>4);
      bits[3]=clrOrigin|((k1&0x10)>>4)|((k2&0x10)>>3);
      bits[4]=clrOrigin|((k1&0x08)>>3)|((k2&0x08)>>2);
      bits[5]=clrOrigin|((k1&0x04)>>2)|((k2&0x04)>>1);
      bits[6]=clrOrigin|((k1&0x02)>>1)|((k2&0x02) );
      bits[7]=clrOrigin|((k1&0x01) )|((k2&0x01)<<1);
      }
      }

      void SaveGbBitmapTiles(
      char *filename,
      BYTE *buffer,
      DWORD sz,
      DWORD cxTile,
      DWORD cyTile,
      BOOL orient // TRUE - ltr/utd; FALSE - utd/ltr
      ){
      int i;
      DWORD xx=0,yy=0;
      BITMAPINFOHEADER *ret;
      BITMAPFILEHEADER bfh;
      FILE *h;
      BYTE *bits;
      DWORD stride;
      DWORD neededsz;
      DWORD numtiles=cxTile*cyTile;
      LONG width=cxTile*8;
      LONG height=cyTile*8;
      DWORD bminfo;
      BYTE *ctbl;
      bminfo=sizeof(BITMAPINFOHEADER)+1024;//header and palette
      stride=WIDTHBYTES(width,8);
      neededsz=bminfo+stride*height; //add image size
      ret=malloc(neededsz);
      if(!ret)return;
      memset(ret,0,neededsz);
      ret->biSize=sizeof(BITMAPINFOHEADER);
      ret->biWidth=width;
      ret->biHeight=-height;
      ret->biPlanes=SWAPWORD(1);
      ret->biBitCount=SWAPWORD(8);
      ret->biSize=SWAPDWORD(ret->biSize);
      ret->biWidth=SWAPDWORD(ret->biWidth);
      ret->biHeight=SWAPDWORD(ret->biHeight);
      // Calculate color table
      ctbl=((BYTE*)ret)+sizeof(BITMAPINFOHEADER);
      ctbl[0]=ctbl[1]=ctbl[2] =0xFF;
      ctbl[4]=ctbl[5]=ctbl[6] =0xAA;
      ctbl[8]=ctbl[9]=ctbl[10] =0x55;
      ctbl[12]=ctbl[13]=ctbl[14]=0x00;
      // Calculate pointer to image
      bits=((BYTE*)ret)+bminfo;
      for(i=0;i>7) )

      #define RRC(a) \
      ( (((a)&0xFE)>>1)|(((a)&0x01)<<7) )

      #define SWAP(a) \
      ( (((a)&0xF0)>>4)|(((a)&0x0F)<<4) )


      #define SLA(a) \
      (((a)<<1)&0xFE)

      #define SLA16(a) \
      (((a)<<1)&0xFFFE)

      typedef struct{
      BYTE *ptr;
      BYTE cursize1;
      BYTE cursize2;
      BYTE size1;
      BYTE size2;
      BYTE curbyte;
      BYTE curbit;
      BYTE d084;
      BYTE d085;
      BYTE d086;
      BYTE d087;
      WORD o;
      WORD pos0;
      WORD pos1;
      WORD table1;
      WORD table2;
      WORD maxsize;
      WORD error;
      } GGCONTEXT;

      WORD BitMaskTable[]={
      0x0001,
      0x0003,
      0x0007,
      0x000F,
      0x001F,
      0x003F,
      0x007F,
      0x00FF,
      0x01FF,
      0x03FF,
      0x07FF,
      0x0FFF,
      0x1FFF,
      0x3FFF,
      0x7FFF,
      0xFFFF
      };
      BYTE BitTables[4][8]={
      {0x08,0xC4,0xE6,0x2A,0xF7,0x3B,0x19,0xD5},
      {0xF7,0x3B,0x19,0xD5,0x08,0xC4,0xE6,0x2A},
      {0x01,0x32,0x76,0x45,0xFE,0xCD,0x89,0xBA},
      {0xFE,0xCD,0x89,0xBA,0x01,0x32,0x76,0x45}
      };

      BYTE Tables2[16]={
      0x00,0x08,0x04,0x0C,0x02,0x0A,0x06,0x0E,
      0x01,0x09,0x05,0x0D,0x03,0x0B,0x07,0x0F
      };

      #define TESTPOS(ggc,x)\
      if(x>=(ggc)->maxsize){\
      (ggc)->error=1;\
      return 0;\
      }

      #define NEXTBIT(x) \
      do{\
      if(!(--ggc.curbit)){\
      ggc.curbyte=xgetc(f,offset+(ggc.o++));\
      ggc.curbit=8;\
      }\
      ggc.curbyte=RLC(ggc.curbyte);\
      x=ggc.curbyte&0x01;\
      }while(0)

      #define PUTTEMP(tmp) \
      do{\
      e=tmp;\
      switch(ggc.d084){\
      case 1:\
      e=SLA(e);e=SLA(e);break;\
      case 2:\
      e=SWAP(e);break;\
      case 3:\
      e=RRC(e);e=RRC(e);break;\
      }\
      TESTPOS(&ggc,ggc.pos0);\
      ggc.ptr[ggc.pos0]|=e;\
      }while(0)

      #define INCPTR \
      do{\
      ggc.cursize2++;\
      if(ggc.cursize2!=ggc.size2){\
      ggc.pos0++;\
      } else {\
      ggc.cursize2=0;\
      if(ggc.d084){\
      ggc.d084--;\
      ggc.pos0=ggc.pos1;\
      } else {\
      ggc.d084=3;\
      ggc.cursize1+=0x08;\
      if(ggc.cursize1!=ggc.size1){\
      ggc.pos0++;\
      ggc.pos1=ggc.pos0;\
      } else {\
      ggc.cursize1=0;\
      if(!(ggc.d085&0x02)){\
      ggc.d085^=0x01;\
      ggc.d085|=0x02;\
      goto label2574;\
      } else {\
      done=TRUE;\
      }\
      }\
      }\
      }\
      }while(0)

      int GetGraphicsRoutine1(GGCONTEXT *ggc, WORD hl){
      BYTE b;
      BYTE tmp,c,d;
      BOOL d087Old;
      WORD a;
      BYTE e;
      WORD i,j;
      ggc->cursize1=ggc->cursize2=0;
      ggc->pos0=ggc->pos1=hl;
      if(ggc->d087){
      ggc->table1=0;
      ggc->table2=1;
      } else {
      ggc->table1=2;
      ggc->table2=3;
      }
      e=0;
      do{
      do{
      BYTE bit;
      TESTPOS(ggc,ggc->pos0);
      a=b=ggc->ptr[ggc->pos0];
      a=SWAP(a)&0x0F;
      c=a&0x01;
      a>>=1;
      bit=(ggc->d087)?(e&0x04)e&0x01);
      if(bit){
      a=BitTables[ggc->table2][a];
      } else {
      a=BitTables[ggc->table1][a];
      }
      if(!(c&0x01))a=SWAP(a);
      a&=0x0F;
      e=a;
      d=SWAP(a);
      a=b&0x0F;
      c=a&0x01;
      a>>=1;
      bit=(ggc->d087)?(e&0x04)e&0x01);
      if(bit){
      a=BitTables[ggc->table2][a];
      } else {
      a=BitTables[ggc->table1][a];
      }
      if(!(c&0x01))a=SWAP(a);
      a&=0x0F;
      e=a;
      a|=d;
      TESTPOS(ggc,ggc->pos0);
      ggc->ptr[ggc->pos0]=a;
      ggc->pos0+=ggc->size1;
      ggc->cursize1+=0x08;
      }while(ggc->cursize1!=ggc->size1);
      e=0;
      ggc->cursize1=0;
      ggc->cursize2++;
      if(ggc->cursize2!=ggc->size2){
      ggc->pos1++;
      ggc->pos0=ggc->pos1;
      }
      }while(ggc->cursize2!=ggc->size2);
      ggc->cursize2=0;
      return !(ggc->error);
      }

      int GetGraphicsRoutine2(GGCONTEXT *ggc){
      BYTE b;
      BYTE tmp,c;
      BOOL d087Old;
      WORD a;
      WORD mask,de,hl;
      BYTE e;
      WORD i,j;
      ggc->cursize1=ggc->cursize2=0;
      ggc->pos0=(ggc->d085&0x01)?0:0x188;
      ggc->pos1=(ggc->d085&0x01)?0x188:0;
      GetGraphicsRoutine1(ggc,ggc->pos0);
      ggc->pos0=(ggc->d085&0x01)?0:0x188;
      ggc->pos1=(ggc->d085&0x01)?0x188:0;
      hl=ggc->pos0;
      de=ggc->pos1;
      do{
      do{
      if(ggc->d087){
      TESTPOS(ggc,de);
      a=ggc->ptr[de];
      b=a;
      a=SWAP(a)&0x0F;
      c=Tables2[a];
      c=SWAP(c);
      a=b&0x0F;
      a=Tables2[a];
      a|=c;
      ggc->ptr[de]=a;
      }
      TESTPOS(ggc,hl);
      TESTPOS(ggc,de);
      a=ggc->ptr[hl++]^ggc->ptr[de];
      ggc->ptr[de++]=a;
      ggc->cursize2++;
      }while(ggc->cursize2!=ggc->size2);
      ggc->cursize2=0;
      ggc->cursize1+=0x08;
      }while(ggc->cursize1!=ggc->size1);
      ggc->cursize1=0;
      return !(ggc->error);
      }

      int GetGraphics(
      FILE *f,
      DWORD offset,
      BYTE *ptr,
      DWORD sz
      ){
      GGCONTEXT ggc;
      BYTE b;
      BYTE tmp,c;
      BOOL d087Old;
      WORD a;
      WORD mask,de,hl;
      BYTE e;
      WORD i,j;
      BOOL done=FALSE;
      BYTE tmpbuf[0x310];
      ggc.size1=0;
      ggc.size2=0;
      ggc.cursize1=0;
      ggc.cursize2=0;
      ggc.curbit=1;
      ggc.d085=0;
      ggc.d086=1;
      ggc.d084=3;
      ggc.d087=0;
      ggc.pos0=0;
      ggc.pos1=0;
      ggc.ptr=tmpbuf;
      ggc.table1=0;
      ggc.table2=0;
      ggc.o=0;
      ggc.maxsize=0x310;
      ggc.error=0;
      ggc.curbyte=xgetc(f,offset+(ggc.o++));
      if(ggc.curbyte!=0x44
      &&ggc.curbyte!=0x55
      &&ggc.curbyte!=0x66
      &&ggc.curbyte!=0x77)return 0;
      b=ggc.curbyte;
      ggc.size1=(b&0x0F)*8;
      b=SWAP(b);
      ggc.size2=(b&0x0F)*8;
      memset(tmpbuf,0,0x310);
      NEXTBIT(tmp);
      ggc.d085=tmp;
      label2574:
      ggc.pos0=ggc.pos1=(ggc.d085&0x01)?0x188:0;
      if(ggc.d085&0x02){
      NEXTBIT(tmp);
      if(tmp){
      NEXTBIT(tmp);
      tmp++;
      }
      ggc.d086=tmp;
      }
      NEXTBIT(tmp);
      while(!done){
      if(tmp){
      while(1){
      NEXTBIT(tmp);
      c=tmp;
      NEXTBIT(tmp);
      tmp|=SLA(c);
      if(tmp){
      PUTTEMP(tmp);
      INCPTR;
      } else break;
      }
      }
      if(done)break;
      c=0;
      do{
      NEXTBIT(tmp);
      if(tmp)c++;
      }while(tmp);
      mask=BitMaskTable[c];
      de=0;
      c++;
      do{
      NEXTBIT(tmp);
      de=tmp|de;
      if(--c){
      de=SLA16(de);
      }
      }while(c);
      de+=mask;
      do{
      tmp=0;
      PUTTEMP(tmp);
      INCPTR;
      if(done)break;
      de--;
      if(de==0){
      tmp=1;//to continue upper loop
      break;
      }
      }while(1);
      }
      if(ggc.d086==0){
      GetGraphicsRoutine1(&ggc,0);
      GetGraphicsRoutine1(&ggc,0x188);
      } else if(ggc.d086==1){
      GetGraphicsRoutine2(&ggc);
      } else {
      ggc.pos0=(ggc.d085&0x01)?0:0x188;
      ggc.pos1=(ggc.d085&0x01)?0x188:0;
      d087Old=ggc.d087;
      ggc.d087=0;
      GetGraphicsRoutine1(&ggc,ggc.pos1);
      ggc.pos0=(ggc.d085&0x01)?0:0x188;
      ggc.pos1=(ggc.d085&0x01)?0x188:0;
      ggc.d087=d087Old;
      GetGraphicsRoutine2(&ggc);
      }
      for(i=0;i<0x188;i++){
      ptr[(i<<1)]=ggc.ptr[i];
      ptr[(i<<1)|1]=ggc.ptr[0x188+i];
      }
      return !(ggc.error);
      }

      int NumberToIndex(BYTE *ord,DWORD len,int n){
      int i;
      for(i=0;i
      __________________



      | 1st Gen Hacking: Useful Links | A good example of REAL ROM Hacking |
        #14729    
      Old May 25th, 2010 (3:40 PM). Edited May 25th, 2010 by colcolstyles.
      colcolstyles's Avatar
      colcolstyles colcolstyles is offline
      Yours truly
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      Quote:
      Originally Posted by dustination View Post
      Will someone please help with this, Whenever I get open professer birch's sprite in tile molester so I can edit him, I get this screwed up pic of him, can someone help me to fix him?

      I cant post a pic, but his offset was 39DBF4 incase you want to check.
      You need to change the way that the tiles are arranged. Try clicking "View > Block Size > Custom..." and then set both the number of Columns and Rows to 8. Also, I think the address is actually 0x39DC14, which is one tile (0x20 bytes) forward from 0x39DBF4.

      Quote:
      Originally Posted by giradialkia View Post
      1. Of course you can- but, you can't change the first 5 palettes, because they're used in every single map in the game (it's the first 6 in RSE, Pals 0-5, but I'm assuming you're hacking FireRed, which I'm not totally familiar with). However, you can edit one of the palettes from around Pal 6 onwards, to whatever you want.
      Um, as far as I know you can change the first 6 palettes (and it's 6 for all 3rd generation games). :\
      __________________

      Brother of Vrai
        #14730    
      Old May 25th, 2010 (4:14 PM).
      Incineroar's Avatar
      Incineroar Incineroar is online now
      the spirit of the fighter
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      Quote:
      Originally Posted by Team Fail View Post
      I'm running Sappy 2005 and when I try to assemble my .s file, I get this:

      Run Time Error '53':
      File not found

      ________
      | OK |
      -----------

      Then....

      Sappy 2005 has quit working...
      Windows is looking for a solution...



      What can I do?
      Bumping this again. I really want to insert my possible firstly-looped song. Me thinks it may have to do with some new .OCX files I installed.
      __________________
        #14731    
      Old May 25th, 2010 (4:25 PM).
      Diegoisawesome's Avatar
      Diegoisawesome Diegoisawesome is offline
      Oh god the bees
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      Quote:
      Originally Posted by Team Fail View Post
      Bumping this again. I really want to insert my possible firstly-looped song. Me thinks it may have to do with some new .OCX files I installed.
      Do you have all of MID2AGB's files in the same folder as Sappy? If not, get them.
      __________________


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      The Secret Sauce: Triple-Layer Tiles
        #14732    
      Old May 25th, 2010 (4:48 PM). Edited May 25th, 2010 by dustination.
      dustination's Avatar
      dustination dustination is offline
         
        Join Date: Jul 2009
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        Posts: 9
        Quote:
        You need to change the way that the tiles are arranged. Try clicking "View > Block Size > Custom..." and then set both the number of Columns and Rows to 8. Also, I think the address is actually 0x39DC14, which is one tile (0x20 bytes) forward from 0x39DBF4.

        Yes! It worked! Thank you!
        __________________
        Don't underestimate the PODS
          #14733    
        Old May 25th, 2010 (4:57 PM).
        Incineroar's Avatar
        Incineroar Incineroar is online now
        the spirit of the fighter
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        Quote:
        Originally Posted by diegoisawesome View Post
        Do you have all of MID2AGB's files in the same folder as Sappy? If not, get them.
        It now does the exact same thing. I think Full Metal was making a new one, I read in his sig once apon a time.
        __________________
          #14734    
        Old May 26th, 2010 (11:00 AM).
        Neox-Storm Neox-Storm is offline
           
          Join Date: May 2008
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          Is there any way to completely wipe out the tile set in Firered, automatically?

          Not the tileset as in the one I can open up in MS Paint, but the one
          I use when I'm laying out the tiles on the town map.
            #14735    
          Old May 26th, 2010 (2:27 PM).
          Incineroar's Avatar
          Incineroar Incineroar is online now
          the spirit of the fighter
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          Quote:
          Originally Posted by Neox-Storm View Post
          Is there any way to completely wipe out the tile set in Firered, automatically?

          Not the tileset as in the one I can open up in MS Paint, but the one
          I use when I'm laying out the tiles on the town map.
          All you do is make a new tilemap, and overwrite the old one. No need to delete it.
          __________________
            #14736    
          Old May 26th, 2010 (2:35 PM).
          NikoBelic999's Avatar
          NikoBelic999 NikoBelic999 is offline
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            There is something wrong with my Ruby Rom that I was changing in Advanced Map...

            "The Position MapBankHeader can't be found!"

            "AdvanceMapError(1) Try to Read at 0!"

            "AdvanceMapError(5): The Value at $000000 is not a pointer!"

            What does this mean?
            __________________


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            Height: 5'03" (1.6 m)
            Weight: 286.6 (130.0 kg)


              #14737    
            Old May 26th, 2010 (2:48 PM).
            Incineroar's Avatar
            Incineroar Incineroar is online now
            the spirit of the fighter
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            Quote:
            Originally Posted by NikoBelic999 View Post
            There is something wrong with my Ruby Rom that I was changing in Advanced Map...

            "The Position MapBankHeader can't be found!"

            "AdvanceMapError(1) Try to Read at 0!"

            "AdvanceMapError(5): The Value at $000000 is not a pointer!"

            What does this mean?
            Did you apply a rom base? You may need a different version of the game if you apply a base.
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              #14738    
            Old May 26th, 2010 (3:01 PM).
            NikoBelic999's Avatar
            NikoBelic999 NikoBelic999 is offline
            Friendly Hometown Mugger....XD
               
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              Just a plain Base, nothing added to it other than the maps...
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              Machamp (カイリキ Fighting)
              Species: Superpower Pokemon
              Height: 5'03" (1.6 m)
              Weight: 286.6 (130.0 kg)


                #14739    
              Old May 26th, 2010 (3:16 PM).
              Neox-Storm Neox-Storm is offline
                 
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                Quote:
                Originally Posted by Team Fail View Post
                All you do is make a new tilemap, and overwrite the old one. No need to delete it.
                I'm pretty OCD about my workplace.

                I like to keep things neat so I can find them easily.
                And we actually plan to use absolutely 0 tiles in the game.

                Plus, when I went to write the pallete changes to the ROM it screwed up
                all the games tiles. (Like it always does) And I think its messing with the ones
                I inserted, so I think ridding myself of the other tiles might fix it.
                  #14740    
                Old May 26th, 2010 (3:31 PM).
                Incineroar's Avatar
                Incineroar Incineroar is online now
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                Quote:
                Originally Posted by Neox-Storm View Post
                I'm pretty OCD about my workplace.

                I like to keep things neat so I can find them easily.
                And we actually plan to use absolutely 0 tiles in the game.

                Plus, when I went to write the pallete changes to the ROM it screwed up
                all the games tiles. (Like it always does) And I think its messing with the ones
                I inserted, so I think ridding myself of the other tiles might fix it.
                Have you repointed the data responsible for the WorldMap data? Also, I prefer using the default colors that are in the palette instead of changing it.
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                  #14741    
                Old May 26th, 2010 (3:44 PM).
                Neox-Storm Neox-Storm is offline
                   
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                  I'm not gonna lie. I have no idea what that means.


                  I'm the just the spriter/tile guy on my team. Other then that, I have
                  no knowledge of Rom hacking for the most part.
                    #14742    
                  Old May 26th, 2010 (3:56 PM).
                  Incineroar's Avatar
                  Incineroar Incineroar is online now
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                  Quote:
                  Originally Posted by Neox-Storm View Post
                  I'm not gonna lie. I have no idea what that means.


                  I'm the just the spriter/tile guy on my team. Other then that, I have
                  no knowledge of Rom hacking for the most part.
                  Repointing is a key thing to rom hacking. It's moving data to free space so that it doesn't overwrite other important data. It starts at 0x800000.
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                    #14743    
                  Old May 26th, 2010 (4:18 PM).
                  altariaking's Avatar
                  altariaking altariaking is offline
                  Needs NO VMs...
                     
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                    i removed the sethealingplace script from the players bedroom accidently when inserting a level script, so i tried to transfer it back from another rom.
                    now, however, when i die i'm warped to cinnabar gym, just beside blaine.
                    sum1 hlp pls!!
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                      #14744    
                    Old May 26th, 2010 (6:12 PM).
                    BlitŻ's Avatar
                    BlitŻ BlitŻ is offline
                    guahh my dog is so cute
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                    I want to change the music in the Oak intro. :F As I have heard, everything about it is in ASM, which makes me even more frustrated, as I have no experience in that. I was thinking I could just replace the song that it uses with another song, but the song I want is a song that is already in the game (Fire red, i mean) Any ideas how I would go about changing it? Maybe a byte somewhere?
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                      #14745    
                    Old May 27th, 2010 (4:53 AM).
                    Weird's Avatar
                    Weird Weird is offline
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                      I edited some trainers and wild encounters in Soulsilver with PPRE. Everything went well, but when I edited the Union Cave the changes disappear once I play the game. It just resets the encounters on Rattata and resets the levels of trainers, too. Is there a way to avoid this?
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                        #14746    
                      Old May 27th, 2010 (7:13 AM).
                      Binary's Avatar
                      Binary Binary is offline
                      え?
                         
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                        @Weird:
                        It may be a glitch in the tool. Contact the maker of the tool.
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                          #14747    
                        Old May 27th, 2010 (6:24 PM).
                        Incineroar's Avatar
                        Incineroar Incineroar is online now
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                        Besides Hex Workshop, because my 30 day limit has been hit, what is a good hex editor that can load .tbl files?
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                          #14748    
                        Old May 27th, 2010 (6:29 PM).
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                        colcolstyles colcolstyles is offline
                        Yours truly
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                        Quote:
                        Originally Posted by Team Fail View Post
                        Besides Hex Workshop, because my 30 day limit has been hit, what is a good hex editor that can load .tbl files?
                        WindHex works for me. Transhexlation can load .tbl files but, for me at least, it crashes every time I try to use the "search using table" feature.
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                          #14749    
                        Old May 27th, 2010 (6:54 PM).
                        Zeffy's Avatar
                        Zeffy Zeffy is offline
                        blink and you're dead
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                        Quote:
                        Originally Posted by Team Fail View Post
                        Besides Hex Workshop, because my 30 day limit has been hit, what is a good hex editor that can load .tbl files?
                        Translhextion, Windhex, HxD are a few free ones. I'm not really sure about HxD though, I haven't loaded any .tbl files on it yet. >.<
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                          #14750    
                        Old May 28th, 2010 (12:08 PM).
                        Bigdog Bigdog is offline
                           
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                          How do i go about changing the Pokemon sprites in the GSC generation?
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