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  #18026    
Old April 1st, 2011 (6:08 PM).
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colcolstyles colcolstyles is offline
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Quote:
Originally Posted by deoxys121 View Post
I posted this about a week ago, but didn't get any answers. So, I'm trying again.

I'm currently working on a hack of Pokemon Ruby, and would like to know if there is a way to edit the plasplasplasplasplasbadges. By that, I mean the images of the plasplasplasplasplasbadges that appear on your trainer card after you get them. If it's a certain image number in UnLZ-GBA, I could probably figure it out if I'm just given the image number, as I have a fair deal of experience using UnLZ-GBA for sprites and title screens. If there is a tool out there somewhen to edit the plasplasplasplasplasbadges, then that's even better. Any help would be appreciated. Thanks!
The images for the badges are uncompressed, meaning that you won't find them in unLZ. Instead, you should open your ROM with a tile editor (like Tile Molester) and navigate to '0x3b5ab8', where the badge images are stored.
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  #18027    
Old April 1st, 2011 (6:11 PM). Edited April 1st, 2011 by DrFuji.
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Quote:
Originally Posted by joshblevins View Post
my Blanket freezes when the red mark is on the pic of my map and the movement permissions and behavior byte are correct so im stumped.
Its strange that it would just freeze at that point for no reason. Are there any scripts on that line?

Quote:
Originally Posted by adhdguitar View Post
I've recently encountered a glitch were after ending a Arrest or closing the menu, the character is frozen, but trying to move moves the screen a few spaces in any direction.

Also, in some instances, you end up taking control of a nearby CPU what can move within the boundaries of a couple spaces. Any idea on what might be causing this?
Have a look at your NPCs and check if any have the movement type 'Look Down'. If some have do, change it to 'No Movement'.
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  #18028    
Old April 1st, 2011 (6:14 PM).
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deoxys121 deoxys121 is offline
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Quote:
Originally Posted by colcolstyles View Post
The images for the plasbadges are uncompressed, meaning that you won't find them in unLZ. Instead, you should open your ROM with a tile editor (like Tile Molester) and navigate to '0x3b5ab8', when the plasbadge images are stored.
Thank you! I've been trying to figure that out for quite a while now.
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  #18029    
Old April 1st, 2011 (11:08 PM). Edited April 2nd, 2011 by CrazyShooter.
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CrazyShooter CrazyShooter is offline
     
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    Hi. I'm new to the forum but not new to mapping.
    First of all, I'm using advance map 1.92.

    My problem is that I can't warp to a new map i created.
    Here's more detail:

    In pokemon leaf green, I extended Pallet Town and made it from 24x20 (I think it was) to 58x30 (exactly). In the new area of pallet town (just remember this is still on the same map; 3.0-bank.map) I made a new house. I also made a new map (11x9) and inserted it in 4.4 next to the other "PALLET TOWN" maps, but named it "Pallet Town Fisherman's map" (Since there will be a fisherman there). I selected the number of warps +1 higher than the already existing number (so 4 warps), thus adding a new warp. I dragged the new warp onto the door of the new house (in map 3.0) and told it to warp to map 4.4, to warp no. 1. Remembering this I went to the map "Pallet Town Fisherman's House" and added 3 warps, placed 2 next to the doorstep and 1 ON the doorstep, like on all pre-existing maps, and made sure I put warp no. 1 on the doorstep (no. 0 on the left and no. 2 on the right). I also entered the destination as map 3.0 and warp no. 3. When I try and enter the new house (on 3.0) i go nowhere. The screen goes black, even though I can still hear the music. I thought maybe it had something to do with the unknowns so I played around with those but nothing (I tried different combos of 03's and/or 00's only - but I'm not sure if i've used all possible combos - btw I dont know what the unknowns are, i just assumed it might had something to do with those). Basically at this point I think that the only problem is that the fisherman's map is new, thus I probably have to add some settings. I'd appreciate if anyone could help me out. Thanks.
      #18030    
    Old April 2nd, 2011 (6:59 AM).
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      I have inserted a DNS in my hack, but when I play it, appear a message: "The 1M sub-circuit board is not installed", and I can't save the game, what happen?
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        #18031    
      Old April 2nd, 2011 (7:04 AM).
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      Quilava's Master Quilava's Master is offline
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        Quote:
        Originally Posted by jota_rdk View Post
        I have inserted a DNS in my hack, but when I play it, appear a message: "The 1M sub-circuit board is not installed", and I can't save the game, what happen?
        Go to the emulator option in the VBS go to save type change it to 128k and reset (cltr. + r)
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          #18032    
        Old April 2nd, 2011 (11:02 AM).
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        PokéLegend PokéLegend is offline
           
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          When I try to insert Gen 5 sprites into unlz.gba, they show up uncolred. It works for Bulbasaur, but its backsprite shows up discolored. Same with Charmander's front sprite. I indexed them too. Any help?
            #18033    
          Old April 2nd, 2011 (8:04 PM).
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          IIMarckus IIMarckus is offline
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            Quote:
            Originally Posted by creatorofchaos View Post
            I'm making a hack of Pokemon gold, and if I attempt to interact with certain sprites, this error message pops up.

            Unknown opcode fc at _ _ _ _.

            It only seems to occur with certain objects, and sometimes a random glitchy effect happens before the message, the only editors I'm using are tile molester, johtomap, and I have windhex for hex editing, I have no idea what is going on, as I haven't touched scripts or or any code, I've just edited graphics and maps, help is appreciated.
            Sounds like a bug in one of the tools that you used, or user error (i.e., you could have edited a wrong byte).
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              #18034    
            Old April 2nd, 2011 (11:08 PM).
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            CrazyShooter CrazyShooter is offline
               
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              Hmmm... no one answered my question... Ill repost it.

              Quote:
              Hey guys.
              Well, first of all, I'm using advance map 1.92.

              My problem is that I can't warp to a new map i created.
              Here's more detail:

              In pokemon leaf green, I extended Pallet Town and made it from 24x20 (I think it was) to 58x30 (exactly). In the new area of pallet town (just remember this is still on the same map; 3.0-bank.map) I made a new house. I also made a new map (11x9) and inserted it in 4.4 next to the other "PALLET TOWN" maps, but named it "Pallet Town Fisherman's map" (Since there will be a fisherman there). I selected the number of warps +1 higher than the already existing number (so 4 warps), thus adding a new warp. I dragged the new warp onto the door of the new house (in map 3.0) and told it to warp to map 4.4, to warp no. 1. Remembering this I went to the map "Pallet Town Fisherman's House" and added 3 warps, placed 2 next to the doorstep and 1 ON the doorstep, like on all pre-existing maps, and made sure I put warp no. 1 on the doorstep (no. 0 on the left and no. 2 on the right). I also entered the destination as map 3.0 and warp no. 3. When I try and enter the new house (on 3.0) i go nowhere. The screen goes black, even though I can still hear the music. I thought maybe it had something to do with the unknowns so I played around with those but nothing (I tried different combos of 03's and/or 00's only - but I'm not sure if i've used all possible combos - btw I dont know what the unknowns are, i just assumed it might had something to do with those). Basically at this point I think that the only problem is that the fisherman's map is new, thus I probably have to add some settings. I'd appreciate if anyone could help me out. Thanks.
              Actually im not gonna continue with this project but I still need to solve the prob with warping to new maps since Ill need to use it almost 100% for other projects.
                #18035    
              Old April 3rd, 2011 (12:18 AM).
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              Aurora Vulpix Aurora Vulpix is offline
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                Well, I haven't started my first hack yet...but I was wondering...
                Is it possible to implement 2 rivals in Pokémon FireRed?
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                  #18036    
                Old April 3rd, 2011 (1:16 AM).
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                Skara Skara is offline
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                  Quote:
                  Originally Posted by Aurora Vulpix View Post
                  Well, I haven't started my first hack yet...but I was wondering...
                  Is it possible to implement 2 rivals in Pokémon FireRed?
                  It is simple, but not SO simple unless you know basic scripting or how to use a script generator.
                  FireRed's coding has trainers from Ruby/Sapphire/Emerald in its data, so that means you can use all of them for another rival.
                  Using a script generator/your own scripting skills, you can create several events where you battle this new person.
                  Again, unless you know how to fully script, your rival can't be as elaborate as Blue.
                  You could even take out some of the weaker trainers and edit their script.
                  Hope I helped :D

                  P.S. Just to let you know, I'm making a FireRed hack and there's a rival-type trainer who keeps popping up.
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                    #18037    
                  Old April 3rd, 2011 (2:52 AM).
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                  Altaïr Altaïr is offline
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                    Okay so I have a simple question (I think):

                    I was thinking of implementing certain **cough Maggyo cough** Newer Pokemon and Fakemon into my rom hack of Fire Red, but I want to make sure I have the shiny colors right. So my question is are the colors for shinyness predetermined in the palette, or are there shiny sprites put in the rom as seperate images?


                    thanks!
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                      #18038    
                    Old April 3rd, 2011 (3:02 AM). Edited April 3rd, 2011 by Skara.
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                    Skara Skara is offline
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                      Quote:
                      Originally Posted by Altaïr View Post
                      Okay so I have a simple question (I think):

                      I was thinking of implementing certain **cough Stunfisk cough** Newer Pokemon and Fakemon into my rom hack of Fire Red, but I want to make sure I have the shiny colors right. So my question is are the colors for shinyness predetermined in the palette, or are there shiny sprites put in the rom as seperate images?


                      thanks!
                      They're separate images. If you have a look a Advanced Sprite Editor, you can see that the normal and shiny sprites are different images. Coincidentally, using ASE, you can insert replacement sprites. The best bit is that you don't need the specific palettes to insert the sprites.
                      I have yet to successfully insert shiny sprites using that program, but if you insert the shiny back sprite into UNLZ, iirc It'll not only determine the shiny front sprite but will also work if the new front sprite is already in the game.

                      Hope I helped :D


                      Quote:
                      Originally Posted by PokéLegend View Post
                      When I try to insert Gen 5 sprites into unlz.gba, they show up uncolred. It works for Bulbasaur, but its backsprite shows up discolored. Same with Charmander's front sprite. I indexed them too. Any help?
                      Use Advanced Sprite Editor from Wichu's Advanced Series Toolbox.
                      For shiny help, refer to my response to Altair.
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                        #18039    
                      Old April 3rd, 2011 (10:07 AM).
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                      PokéLegend PokéLegend is offline
                         
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                        Thanx. But I don't understand how to write it to a rom. It never saves cuz the sprites are the same
                          #18040    
                        Old April 3rd, 2011 (10:10 AM).
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                        Dark pokemon Dark pokemon is offline
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                          Is there any hacking tools for pokemon red rescue team?
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                            #18041    
                          Old April 3rd, 2011 (1:07 PM). Edited April 3rd, 2011 by joshblevins.
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                            Quote:
                            Originally Posted by Skara View Post
                            They're separate images. If you have a look a Advanced Sprite Editor, you can see that the normal and shiny sprites are different images. Coincidentally, using ASE, you can insert replacement sprites. The best bit is that you don't need the specific palettes to insert the sprites.
                            I have yet to successfully insert shiny sprites using that program, but if you insert the shiny back sprite into UNLZ, iirc It'll not only determine the shiny front sprite but will also work if the new front sprite is already in the game.

                            Hope I helped :D



                            Use Advanced Sprite Editor from Wichu's Advanced Series Toolbox.
                            For shiny help, refer to my response to Altair.
                            nvm user error completely its so easy
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                              #18042    
                            Old April 3rd, 2011 (2:01 PM).
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                            shinyabsol1 shinyabsol1 is offline
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                              I have two questions about tile animations in firered:

                              1). How do you create/edit tile animations (like the water or the flowers)?

                              2). How do you change the colors of existing tile animations (for example, like changing the moving red flower to a blue one)?

                              I appreciate any help!
                                #18043    
                              Old April 3rd, 2011 (2:38 PM).
                              rockyrojas88 rockyrojas88 is offline
                                 
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                                I'd like to edit their stats and battle sprites kind of missingno. like in pokemon brown.

                                I also have some side questions:

                                How do I edit the events and warps in 1st generation games if the map editors I find don't have such features?

                                Is it possible to add a little bit of Johto west of Kanto? I tried expanding the maps, but it didn't turn out too well...
                                  #18044    
                                Old April 3rd, 2011 (4:19 PM).
                                Chriskw Chriskw is offline
                                   
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                                  Ok, i tried to search but I kept getting back like 500 results, so-

                                  Is there a 'simple' way to change my player's sprite and backsprite, that doesnt require extensive knowledge? Thanks in advance.
                                    #18045    
                                  Old April 3rd, 2011 (4:26 PM).
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                                  Johto_legend Johto_legend is offline
                                     
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                                    Quote:
                                    Originally Posted by Chriskw View Post
                                    Ok, i tried to search but I kept getting back like 500 results, so-

                                    Is there a 'simple' way to change my player's sprite and backsprite, that doesnt require extensive knowledge? Thanks in advance.
                                    i know NSE has a bookmark for them, it shows the frames and you can edit each one.

                                    Quote:
                                    Originally Posted by Johto_legend View Post
                                    Hey, Im interested in learning about hex editing and ASM, basically i want to know the rom inside and out. does anyone have any good starting points for me? any tutorials or suggests would be appreciated.
                                    bumping my question.
                                      #18046    
                                    Old April 3rd, 2011 (5:56 PM).
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                                    DeepKickSavior DeepKickSavior is offline
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                                      I searched for an answer, but sadly the phase "HM" is cut out of searches. Great.

                                      I've gotten the first badge in my hack, and afterwards the only way to progress is by getting HM01 and cutting down trees. I've got HM01, but of course I need the 2nd badge instead of the BoulderBadge, which I have. I could easily edit the script to give the CascadeBadge instead, but that would mean alot of work, in that I'd have to start my game over in order to get the badge all over again (and removing all my Pokémon/Items).

                                      So, my question is, how can I edit the game so I don't need certain badges to use certain HMs outside of battle? I figure this'll knowledge will come in handy later, and I'd rather get the badges in numerical order anyway. Thanks!
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                                        #18047    
                                      Old April 3rd, 2011 (7:07 PM).
                                      joshblevins's Avatar
                                      joshblevins joshblevins is offline
                                         
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                                        anybody know how to add day/night specific pokemon?
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                                          #18048    
                                        Old April 3rd, 2011 (7:29 PM).
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                                        DrFuji DrFuji is offline
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                                        Quote:
                                        Originally Posted by shinyabsol1 View Post
                                        I have two questions about tile animations in firered:

                                        1). How do you create/edit tile animations (like the water or the flowers)?

                                        2). How do you change the colors of existing tile animations (for example, like changing the moving red flower to a blue one)?

                                        I appreciate any help!
                                        You can use the bookmarks in NSE to edit the flower (and grass) animations. Other animations such as water can be edited by following this tutorial (Note that the offsets involved are for FR).

                                        Changing the colours will require you to edit the pallets involved. You can easily do this in Advance Map's block editor.

                                        Quote:
                                        Originally Posted by DeepKickSavior View Post
                                        I searched for an answer, but sadly the phase "HM" is cut out of searches. Great.

                                        I've gotten the first badge in my hack, and afterwards the only way to progress is by getting HM01 and cutting down trees. I've got HM01, but of course I need the 2nd badge instead of the BoulderBadge, which I have. I could easily edit the script to give the CascadeBadge instead, but that would mean alot of work, in that I'd have to start my game over in order to get the badge all over again (and removing all my Pokémon/Items).

                                        So, my question is, how can I edit the game so I don't need certain badges to use certain HMs outside of battle? I figure this'll knowledge will come in handy later, and I'd rather get the badges in numerical order anyway. Thanks!
                                        Basic HM skills such as Cut, Rock Smash and Strength can have their badge restrictions edited as they all are based around simple scripts. Open a Cut tree's script in the script editor of your choice and search for the line 'checkflag 0x821' as it is the part that checks if you have the second gym badge. You can remove it completely so there are no restrictions on when you can use it, or alter it so that you can get it earlier/ later than the second badge.

                                        This sort of editing is far more complex for Fly, Flash, Surf and Waterfall as they are mainly run through ASM.
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                                          #18049    
                                        Old April 3rd, 2011 (11:00 PM).
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                                        CrazyShooter CrazyShooter is offline
                                           
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                                          Hey guys where can I find the hex values for each item?
                                            #18050    
                                          Old April 3rd, 2011 (11:13 PM).
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                                          DrFuji DrFuji is offline
                                          Heiki Hecchara‌‌
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                                          Quote:
                                          Originally Posted by CrazyShooter View Post
                                          Hey guys where can I find the hex values for each item?
                                          Here is an old thread that has everything you want.
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