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  #17876    
Old March 17th, 2011 (10:05 AM).
SKRoy SKRoy is offline
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    Quote:
    Originally Posted by destinedjagold View Post


    Write the flag of the script to your OW's Person I.D.
    Oké I understand, but when you make a script with PokéTronic you don't see the script. You must choose the level and the Pokémon and than you get a code. That code you must type by advanced map, but you don't get a script where you can place the flag in. And... I'm not good with scripts, so how can I make a script with a flag?

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      #17877    
    Old March 17th, 2011 (12:22 PM). Edited March 17th, 2011 by Bozster.
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    Bozster Bozster is offline
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      Okay, this is starting to drive me a bit crazy now:
      Does ANYBODY know ANYTHING about changing the footprints in Emerald??
      FPE doesn't work, and I've just searched through the whole ROM with Tile Molester and found nothing...
      Please?? Help? Anyone?

      (And while I'm here, does anyone know:
      How to change the cry without messing up the game?
      How to change Tutor Move Data?)

      Okay, this is starting to drive me a bit crazy now:
      Does ANYBODY know ANYTHING about changing the footprints in Emerald??
      FPE doesn't work, and I've just searched through the whole ROM with Tile Molester and found nothing...
      Please?? Help? Anyone?

      (And while I'm here, does anyone know:
      How to change the cry without messing up the game?
      How to change Tutor Move Data?)
        #17878    
      Old March 17th, 2011 (2:36 PM).
      DrFuji's Avatar
      DrFuji DrFuji is offline
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      Quote:
      Originally Posted by jabberjabber8 View Post
      For some reason when i replace a map on fire red with a new map it always has the same name as the first town, and if i try to change the name it changes the name of the first town as well...
      I understand you can only have so many map names in one rom but i am not adding a new map i am replacing a old one and i would like to keep the name of the old one...

      If anyone knows how to fix this can you please PM me...
      Open up the map you want to move and then go to the header tab. There will be two places where the name of the map is shown at the top - a dropdown bar and a place where you can change its name. Open the dropdown bar and choose where you want the map to be moved. Save Advance Map and then press F5. If you do this correctly your map should have moved to the location you chose in the bar.

      Quote:
      Originally Posted by Silent Crest View Post
      How can one change the white-out text in Pokemon FR? And the mother's dialog at home after the whiteout?
      You can use a text editing tool such as Advance Text to search for and then change the dialogue, or HEX edit it with a tablet file.
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        #17879    
      Old March 17th, 2011 (3:00 PM).
      mrjimi16 mrjimi16 is offline
         
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        So I am trying to put in a bank-like system (like in GSC) and I was going to use givemoney, paymoney with set money amounts using multi-choice. I was wondering if money had a specific variable. I would think yes, but the presence of the previous commands leaves me unsure. If it does, it would be nice if someone could point out a way to make a dialogue box to choose specific amounts. Thanks!
          #17880    
        Old March 17th, 2011 (3:13 PM).
        Mew0 Volatile Mew0 Volatile is offline
           
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          Hello.
          First off, I'm not ENTIRELY new to ROM hacking, but it has been a very long time. Anyway, I'm working on this very short video project that will include an enhanced (hacked) version of Pokemon Yellow. I'm only going to be showing up until after the first rival battle, right after you recieve your pokemon. The idea is to give it a fresh look, but I'm also doing stuff that wouldn't be possible to insert into a GBC ROM, such as Video overlays, Voices, and Instrumental Music Remixes. I'm just going to add that into the video using Sony Vegas.

          So the only things I'm going to need are in pallet town, ash's house, and oaks lab, but here they are:

          Full Colorization (I know Pokemon Yellow has color capabilities, but the pallete is extremely bland)

          New Sprites (I'll only need them for Pikachu and Eeve, Ash [Back only], Gary, and Oak. or whatever other pokemon appear at the start of the game)

          New Overworld Sprites (Just make them look better)

          New Tiles (This pretty much goes in with the colorization. I need the tiles in the overworld to look better, or at least different

          I think thats about it. Before you say it, yes I have looked already. But Pokemon Yellow seems to be lacking some tools that Red and Blue have.
          I either need to know how to do these things, or, seeing as though theres not a whole lot to do, have it done for me. (yeah.... i know, that's pretty bad of me to ask that.)

          Reminder: This ROM isn't intended to be played after pallete town. It's just a visual enhancement for a video i'm making
            #17881    
          Old March 17th, 2011 (6:49 PM).
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          Blaziken257 Blaziken257 is offline
             
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            Is there any possible way to dump the text in Pokémon Black/White? I've searched the Internet for hours and found absolutely nothing. I don't plan to make a hack at all, but I've been wanting to dump a Spanish ROM so that I would have a list of items, cities/towns, moves, etc. really easily (don't ask). Is there any equivalent of thenewpoketext for Gen V? Thanks.
              #17882    
            Old March 17th, 2011 (8:05 PM).
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            ShadowMrk ShadowMrk is offline
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              Quote:
              Originally Posted by mrjimi16 View Post
              So I am trying to put in a bank-like system (like in GSC) and I was going to use givemoney, paymoney with set money amounts using multi-choice. I was wondering if money had a specific variable. I would think yes, but the presence of the previous commands leaves me unsure. If it does, it would be nice if someone could point out a way to make a dialogue box to choose specific amounts. Thanks!
              I'm not sure what address the money is held at ,but you can be sure that it's not in the 0x0000 - 0xFFFF range of scripting variables. This is because a script variable can only hold up to 65535 (0xFFFF) and we all know that you can have up to $999,999. You'll want to do a RAM Search for the money and then find an ASM Hacker (such as me) to write a few money manipulation routines that you can use in your scripts. If you need me to write the routines , I'd be more than happy to help
              As for the multi-choice boxes, there is a tool that will allow you to change the text of the multi-choice boxes in the Toolbox sub-forum.
                #17883    
              Old March 18th, 2011 (11:59 AM).
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              r0bert r0bert is offline
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                I haz one small question:
                what are the offsets of the 1st and 3rd firered pallete?(PAL from A-map)
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                  #17884    
                Old March 18th, 2011 (5:09 PM).
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                Nomad_Mu Nomad_Mu is offline
                   
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                  Is it possible to increase the number of OW sprites (specifically people sprites) in the game? I know how to replace them, but what I want is to add more.

                  I'm working with both FireRed and Emerald.
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                    #17885    
                  Old March 18th, 2011 (10:09 PM).
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                  Deokishisu Deokishisu is offline
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                    I accidentally wrote over data from the 0x4527A0 area to around 0x4566D4. If I can get my uncooperative hex editor to work, I can just re-rewrite that data from a clean ROM into mine and fix what I did right? Right now, the graphics error in the attachment happens. As far as I know, that was the only casualty of my mistake.
                    Attached Images
                    File Type: png Crimson.png‎ (10.7 KB, 8 views) (Save to Dropbox)
                      #17886    
                    Old March 18th, 2011 (10:53 PM).
                    IdioticUser(9) IdioticUser(9) is offline
                       
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                      I'm having trouble getting this to work
                      (spoilered because of URL rules)
                      Spoiler:
                      Fancy Knowledge #3 - Using Two Different Musics In One Event

                      Many people were asking me how I did that "music replace" in zel's Shiny Gold hack. They were wondering how it was possible for zel to use different musics for different battles. Well here is, how it works. (On Fire Red US ONLY!!! You have to find the offsets for your desired version by yourself!!)

                      It looks like this:

                      00cffef0h: FE B4 05 1C 1B 48 20 49 00 F0 33 F8 00 22 90 42 ; þ´...H I.ð3ø."B
                      00cfff00h: 0B D0 03 88 1B 49 8B 42 07 D0 AB 42 05 D1 17 48 ; .Ð.ˆ.I‹B.ЫB.Ñ.H
                      00cfff10h: 19 49 00 F0 26 F8 05 88 12 E0 13 48 16 49 00 F0 ; .I.ð&ø.ˆ.à.H.I.ð
                      00cfff20h: 20 F8 00 22 90 42 0B D0 03 88 12 49 8B 42 07 D0 ; ø."B.Ð.ˆ.I‹B.Ð
                      00cfff30h: AB 42 05 D1 0E 48 10 49 00 F0 13 F8 05 88 FF E7 ; «B.Ñ.H.I.ð.ø.ˆÿç
                      00cfff40h: 28 04 FE BC 0D 4A 04 B4 0D 4A 0E 49 40 0B 40 18 ; (.þ¼.J.´[email protected]@.
                      00cfff50h: 83 88 59 00 C9 18 89 00 89 18 0A 68 01 68 10 1C ; ƒˆY.É.‰.‰..h.h..
                      00cfff60h: 00 BD 08 47 14 10 00 00 15 10 00 00 16 10 00 00 ; .½.G............
                      00cfff70h: 17 10 00 00 FF FF 00 00 55 E4 06 08 0F D1 1D 08 ; ....ÿÿ..Uä...Ñ..
                      00cfff80h: 9C 32 4A 08 CC 32 4A 08 00 00 00 00 00 00 00 00 ; œ2J.Ì2J.........
                      Insert it where you want. I used that adress only due to testing reasons. Little explanation: (the first lines are the routine itself, the following words are data):

                      0xcfff64:
                      [14 10 00 00] // nr of 1st variable containing music number to replace
                      [15 10 00 00] // nr of 2nd variable containing music number to replace
                      [16 10 00 00] // nr of 1st variable containing the value to replace with
                      [17 10 00 00] // nr of 2nd variable containing the value to replace with
                      [FF FF 00 00] // value the vars have to be set to in order to disable the track loader
                      [55 E4 06 08] // std_func_getvaradress + 1; don't change it!
                      [0F D1 1D 08] // return adress + 1
                      [9C 32 4A 08] // channel table (usually you don't have to change it)
                      [CC 32 4A 08] // pointer to the music-pointer-table
                      To attach the script to the musicloader goto 0x1DD0F6 and replace the bytes from 0x1DD0F6 to 0x1DD10E with

                      01 49 08 47 00 00 [XX XX XX XX] 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
                      Replace the [XX XX XX XX] by the pointer to the location where you've inserted the long script from above. (For me, it would be F1 FE CF 08)

                      The bytes after that location should be 00 F0 A2 FB 01 BC (of the original rom...)

                      That's how to insert it, but how does it work? Assuming, you're in Kanto and you want to replace the normal wild battle music with the one of Kanto you would have to set the first variable's value to the normal music-number (the one Sappy displays). I defined the first var as var number 0x1014. So I would type in a normal pokescript something like "setvar 0x1014 #battlemusicnumber". Then have I look for the new music-number in Sappy. The first var - containing the value to replace with - is defined as var nr. 0x1016. I type "setvar 0x1016 #newbattlemusicnumber".

                      I'm using two pairs of variables since I thought it would be useful for you if you want to replace e.g. the battle music AND the fanfare played afterwards. Pair 0x1015 and 0x1017 works like pair 0x1014 and 0x1016.


                      I'm assuming I'm entering the wrong number into setvar 0x1014
                      is it 0x297 (the number show in sappy) or just 297. Or is it the advance map song number (13B or something)

                      I followed every step and used all the same offsets, so what else could have gone wrong?
                        #17887    
                      Old March 18th, 2011 (11:06 PM).
                      E.C. E.C. is offline
                       
                         
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                        On advance map, when i try to save a tileset, it sometimes says "Export of this pallete not possible,there are multiple entries for the same color in the pallete"

                        if someone could help it would be appreciated.
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                          #17888    
                        Old March 19th, 2011 (2:54 AM).
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                        Crimson Stardust Crimson Stardust is offline
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                          Quote:
                          Originally Posted by ΣŁ1ŦΣ CHΛRIΖΛЯĐ View Post
                          On advance map, when i try to save a tileset, it sometimes says "Export of this pallete not possible,there are multiple entries for the same color in the pallete"

                          if someone could help it would be appreciated.
                          That just means if i am not wrong that there are two of the same colour in the pallete, check every single pallete again.

                          :My Problem:
                          i am inserting a tile, which been some time i do them, but there is this problem i encounter now which did not happen the last time, maybe i forgot something.xD

                          Anyway, i follow Cello tut on this and indexed the image using infranview since the tile pal was above 16, then i use photoshop cs5 to save the pallete,
                          Then i open AM to load the pallete. The problem i get is that the pallete that was loaded on AM was diffirent then the one i save from photoshop, not all but the top part.. see the image below for more understanding.


                          On Photoshop


                          On Advance Map

                          This is a question,
                          From Cello tut, the part where we need to indexed the image,
                          he have the Black and white as the "forced" and transparent ticked,
                          the problem is that when i do that the pal increase by three so i put the "Forced as none" and unticked the transparency..
                          will this have any effect on my inserting process?
                          but still the main problem is the first one..
                          I hope someone could help me with it.

                          Regareds,
                          Ace
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                            #17889    
                          Old March 19th, 2011 (3:54 AM).
                          kringlur's Avatar
                          kringlur kringlur is offline
                          Velkominn í heim POKéMON!
                             
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                            I was using pokétext to translate yellow version, but special characters like á and ð don't show up (they turn into "x"). How do I fix this? I looked at a Norwegian version and special characters like that turned into & when viewed with pokétext.
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                            Tutorial: Replacing Fire Red tiles with RBY tiles in Advance Map
                              #17890    
                            Old March 19th, 2011 (4:13 AM).
                            Banjora Marxvile's Avatar
                            Banjora Marxvile Banjora Marxvile is offline
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                              Quote:
                              Originally Posted by ΣŁ1ŦΣ CHΛRIΖΛЯĐ View Post
                              On advance map, when i try to save a tileset, it sometimes says "Export of this pallete not possible,there are multiple entries for the same color in the pallete"

                              if someone could help it would be appreciated.
                              I think the error message speaks for itself. 2 pallette colours are the same, and that is no good, just change one of them by a small amount, and it should let you save the tileset.

                              Crimson, your issue is hard to understand. If I understand right, there are 2 issues, right?

                              1. The colour may have changed by 3 to fit the ROM, as all pallettes need to have R, G and B values that are a multiple of 8.

                              2. I don't really understand this one, I guess you mean that not all colours are added, and the ones that are are in a different order. If so, that may only cause some problems if the order was extremely different to the old pallette (as in, a green is now a brown), but only to old tiles. Otherwise, it is best to manually insert the pallettes, to make sure they are all right.
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                                #17891    
                              Old March 19th, 2011 (5:22 AM).
                              kringlur's Avatar
                              kringlur kringlur is offline
                              Velkominn í heim POKéMON!
                                 
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                                Is there a hex editor that lets you edit the rom's text directly (automatically translating it to the hex values)? I've been trying out a few different editors and just haven't come across one like that yet.
                                Mac and Win programs would be equally useful.
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                                RBGY: Compilation file with headers, how to edit, et cetera. Please message me with fixes/additions/whathave you. Newest version is 6th March 2011.
                                Tutorial: Replacing Fire Red tiles with RBY tiles in Advance Map
                                  #17892    
                                Old March 19th, 2011 (5:59 AM).
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                                Sawakita Sawakita is offline
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                                  Quote:
                                  Originally Posted by kringlur View Post
                                  I was using pokétext to translate yellow version, but special characters like á and ð don't show up (they turn into "x"). How do I fix this? I looked at a Norwegian version and special characters like that turned into & when viewed with pokétext.
                                  USA version doesn't have those characters in its text graphics, so you'd have to edit text graphics (stored, in 1BPP format, at 0x10600, if I'm not wrong), or use the Norwegian version.

                                  Quote:
                                  Originally Posted by kringlur View Post
                                  Is there a hex editor that lets you edit the rom's text directly (automatically translating it to the hex values)? I've been trying out a few different editors and just haven't come across one like that yet.
                                  Mac and Win programs would be equally useful.
                                  Hexeccute supports .tbl files (text table files), but it's not the only one; basically you have to load the table (poke.tbl.txt, rename this file "poke.tbl"; I've added the ".txt", because this site doesn't allow .tbl attachment) and open your ROM, then write data in the right part of the editor ('text area', opposite to the left-located 'hex area'); to find texts you just have to search through the ROM scrolling, or using the built-in Search function (which by the way is a little bit buggy in Hexeccute so you might want to try also some other hex editors).
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                                    #17893    
                                  Old March 19th, 2011 (6:30 AM).
                                  kringlur's Avatar
                                  kringlur kringlur is offline
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                                    Quote:
                                    Originally Posted by Sawakita View Post
                                    USA version doesn't have those characters in its text graphics, so you'd have to edit text graphics (stored, in 1BPP format, at 0x10600, if I'm not wrong), or use the Norwegian version.


                                    Hexeccute supports .tbl files (text table files), but it's not the only one; basically you have to load the table (Attachment 59440, rename this file "poke.tbl"; I've added the ".txt", because this site doesn't allow .tbl attachment) and open your ROM, then write data in the right part of the editor ('text area', opposite to the left-located 'hex area'); to find texts you just have to search through the ROM scrolling, or using the built-in Search function (which by the way is a little bit buggy in Hexeccute so you might want to try also some other hex editors).
                                    The Norwegian version doesn't have the characters I need either. I tried using Tile Layer Pro to look at the alphabet in both the Norwegian and English versions, but I couldn't find all of the alphabet in either or the "extra" characters in the Norwegian version (past m or so). Is there another graphics editor you'd recommend?

                                    Thanks, I already knew the table stuff but still (I've been loading my table and then changing the text by editing the hex side, because the hex editor I was using didn't allow editing of the text side. I'm just getting tired of writing hex numbers).
                                    I tried Hexeccute just now, but the non-working search function makes it difficult to use for me (I search a lot!). I'll look for more editors again, I guess...
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                                    RBGY: Compilation file with headers, how to edit, et cetera. Please message me with fixes/additions/whathave you. Newest version is 6th March 2011.
                                    Tutorial: Replacing Fire Red tiles with RBY tiles in Advance Map
                                      #17894    
                                    Old March 19th, 2011 (6:45 AM). Edited March 19th, 2011 by r0bert.
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                                    r0bert r0bert is offline
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                                      Quote:
                                      Originally Posted by Crimson Stardust View Post
                                      That just means if i am not wrong that there are two of the same colour in the pallete, check every single pallete again.

                                      :My Problem:
                                      i am inserting a tile, which been some time i do them, but there is this problem i encounter now which did not happen the last time, maybe i forgot something.xD

                                      Anyway, i follow Cello tut on this and indexed the image using infranview since the tile pal was above 16, then i use photoshop cs5 to save the pallete,
                                      Then i open AM to load the pallete. The problem i get is that the pallete that was loaded on AM was diffirent then the one i save from photoshop, not all but the top part.. see the image below for more understanding.


                                      On Photoshop


                                      On Advance Map

                                      This is a question,
                                      From Cello tut, the part where we need to indexed the image,
                                      he have the Black and white as the "forced" and transparent ticked,
                                      the problem is that when i do that the pal increase by three so i put the "Forced as none" and unticked the transparency..
                                      will this have any effect on my inserting process?
                                      but still the main problem is the first one..
                                      I hope someone could help me with it.

                                      Regareds,
                                      Ace
                                      you have to change the PAL manually,I think because IrfanView saves the pal differently.
                                      And,hereby repeating the question,because I really need an answer.
                                      'what are the offsets for the 1st,3rd,4th and 6th firered tile palletes?'
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                                        #17895    
                                      Old March 19th, 2011 (7:01 AM).
                                      Sawakita's Avatar
                                      Sawakita Sawakita is offline
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                                        Quote:
                                        Originally Posted by kringlur View Post
                                        The Norwegian version doesn't have the characters I need either. I tried using Tile Layer Pro to look at the alphabet in both the Norwegian and English versions, but I couldn't find all of the alphabet in either or the "extra" characters in the Norwegian version (past m or so). Is there another graphics editor you'd recommend?

                                        Thanks, I already knew the table stuff but still (I've been loading my table and then changing the text by editing the hex side, because the hex editor I was using didn't allow editing of the text side. I'm just getting tired of writing hex numbers).
                                        I tried Hexeccute just now, but the non-working search function makes it difficult to use for me (I search a lot!). I'll look for more editors again, I guess...
                                        TLP works perfectly fine with GameBoy games, in my opinion.
                                        Look at the image in the spoiler: if you notice there is blank space between the alphabet and the symbols/numbers. I gave a look at Yellow Usa version, and Red Norwegian version (couldn't find yellow norwegian version). You can add 32 new letters/symbols in a "Usa version", and 23 in a Norwegian version game, it seems.
                                        Spoiler:


                                        About text-hex editors, I've heard that Windhex and Translhextion are good ones (although I could never get Translhextion working)
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                                          #17896    
                                        Old March 19th, 2011 (7:44 AM).
                                        kringlur's Avatar
                                        kringlur kringlur is offline
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                                          Quote:
                                          Originally Posted by Sawakita View Post
                                          TLP works perfectly fine with GameBoy games, in my opinion.
                                          Look at the image in the spoiler: if you notice there is blank space between the alphabet and the symbols/numbers. I gave a look at Yellow Usa version, and Red Norwegian version (couldn't find yellow norwegian version). You can add 32 new letters/symbols in a "Usa version", and 23 in a Norwegian version game, it seems.
                                          Spoiler:


                                          About text-hex editors, I've heard that Windhex and Translhextion are good ones (although I could never get Translhextion working)
                                          Thanks, I was on the wrong format, haha.... Windhex works great too, it's just what I was looking for.
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                                          RBGY: Compilation file with headers, how to edit, et cetera. Please message me with fixes/additions/whathave you. Newest version is 6th March 2011.
                                          Tutorial: Replacing Fire Red tiles with RBY tiles in Advance Map
                                            #17897    
                                          Old March 19th, 2011 (9:49 AM). Edited March 19th, 2011 by Radical Raptr.
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                                          Radical Raptr Radical Raptr is offline
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                                            I have a quick, persisting question
                                            I tried to use the "item editor"
                                            but it says "this is not a pokemon advance rom"
                                            and it is in fact a GBA file
                                            any advice?
                                              #17898    
                                            Old March 19th, 2011 (10:19 AM).
                                            Silent Crest Silent Crest is offline
                                            Celestial Shine
                                               
                                              Join Date: Dec 2010
                                              Nature: Calm
                                              Posts: 40
                                              How can I change the Professor Oak, Player, and Rival sprites in the weird speech welcoming the player that he gives in FR?
                                                #17899    
                                              Old March 19th, 2011 (2:27 PM).
                                              uber_pineapple's Avatar
                                              uber_pineapple uber_pineapple is offline
                                              Just Smile.
                                                 
                                                Join Date: Mar 2010
                                                Age: 26
                                                Gender: Male
                                                Posts: 5
                                                I have a question, I did some searching and couldn't find anything about what I want.

                                                I want to increase the shiny pokemon rate, for all pokemon. I dont want to create one shiny pokemon encounter or anything like that, I just want to change the shiny pokemon rate. Right now it's 1/8192, well I would like it to be more like 8/8192 or 1/1024 or maybe 1/512.

                                                --------

                                                also, whats the best tool to re-organize the pokedex? Moving the pokemon within the dex so I have have a custom region.
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                                                  #17900    
                                                Old March 19th, 2011 (6:41 PM).
                                                adhdguitar's Avatar
                                                adhdguitar adhdguitar is offline
                                                Newbie Pokémon Hacker
                                                   
                                                  Join Date: May 2010
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                                                  Nature: Adamant
                                                  Posts: 210
                                                  So far I haven't been able to find info on this, so I came here.

                                                  Does anyone know what Special 0x39 does?
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