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  #18226    
Old April 16th, 2011 (4:41 AM). Edited April 16th, 2011 by Liquid Twilight.
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    Quote:
    Originally Posted by Darthatron View Post
    You can be fairly certain that most ideas have been done before, but don't let that turn you off using it. Ideas don't really use the same basis. Using an idea is a little different to using the same titlescreen, for example.
    Thank you for clearing that up. I understand that obvious stealing and not crediting is just bad but I wasn't sure how well that rule translated to ideas. But thank you for the help.

    Edit: Double Post Merged

    I know the GivePokemon script can give the player a pokemon but is there a way to give the player a pokemon with a specific move already learned that otherwise it would not know? e.g talk to mother and recieve a wailmer that knows fly. And if it is possible would the same rules apply to giving an egg a specific move?

    Not sure of the plausability of this but I thought I would ask.

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      #18227    
    Old April 16th, 2011 (7:11 AM).
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      I could not find a tut on inserting tile sets, can some one point me in the right direction, Oo and is it possible to insert a tile set even after you have all ready finished most of the mapping
      Im working with fire red and would like to insert these...
      http://img403.imageshack.us/img403/8249/completesetvo8.png
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        #18228    
      Old April 16th, 2011 (7:17 AM). Edited April 16th, 2011 by Darthatron.
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      Quote:
      Originally Posted by jabberjabber8 View Post
      I could not find a tut on inserting tile sets, can some one point me in the right direction, Oo and is it possible to insert a tile set even after you have all ready finished most of the mapping
      Im working with fire red and would like to insert these...
      http://img403.imageshack.us/img403/8249/completesetvo8.png
      http://www.pokecommunity.com/showthread.php?t=186982&highlight=tileset
      http://www.pokecommunity.com/showthread.php?t=193377&highlight=tilesethttp://www.pokecommunity.com/showthread.php?t=91975&highlight=tileset
      http://www.pokecommunity.com/showthread.php?t=218152&highlight=tileset
      http://www.pokecommunity.com/showthread.php?t=191264&highlight=tileset
      http://www.pokecommunity.com/showthread.php?t=209974&highlight=tileset
      http://www.pokecommunity.com/showthread.php?t=197215&highlight=tileset

      Quote:
      Originally Posted by Liquid Twilight View Post
      I know the GivePokemon script can give the player a pokemon but is there a way to give the player a pokemon with a specific move already learned that otherwise it would not know? e.g talk to mother and recieve a wailmer that knows fly. And if it is possible would the same rules apply to giving an egg a specific move?

      Not sure of the plausability of this but I thought I would ask.
      Yeah, it is possible. But it's not really simple. You need to know the address of the pokemon. If it's really important to you, I may be of some help. PM me. But I warn you, it's not easy.
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        #18229    
      Old April 16th, 2011 (8:43 AM).
      Joshuablevins Joshuablevins is offline
         
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        i recently ran into a problem everytime in my hack i run into a pokemon in the grass my game freezes has anybody else ran into this or is it just me :\?
          #18230    
        Old April 16th, 2011 (8:51 AM).
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          I've inserted sprites with unLZ many times before, but now I'm trying to use Emerald, it's going wrong. I thought screenshots would help explain what's going wrong here:

          Spoiler:
          My sprite is 16 colours: I decreased the colour depth with IrfanView:

          SS1.png

          I edited the colour pallette so that the transparent green colour is index 0:

          SS2.png

          I go into unLZ and import the sprite (replacing Roxanne) before going to Write to ROM:

          SS3.png

          It was too big, so, fine, I went to FSF and found free space, which used in the Image Offset box:

          SS5.png

          With all three boxes checked, it comes up with a "Pointer: Changed" dialogue before seeming to end successfully... until going off then back on the image...

          SS7.png


          It looks to me like it's only writing the pallette to the ROM and not the actual image. I've tried using a different sprite, but the same thing happens. I've tried using a different Emerald ROM, same thing. I've upgraded to HackMew's unLZ, but no luck. I'm thinking it could be something to do with the ROM region; these are E ROMs i'm using and I know offsets are slightly different... any ideas? Any help would be appreciated as I can't get my head round what it thinks it's doing
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            #18231    
          Old April 16th, 2011 (8:54 AM).
          Banjora Marxvile's Avatar
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            Quote:
            Originally Posted by TARDISam View Post
            I've inserted sprites with unLZ many times before, but now I'm trying to use Emerald, it's going wrong. I thought screenshots would help explain what's going wrong here:

            Spoiler:
            My sprite is 16 colours: I decreased the colour depth with IrfanView:

            Attachment 60074

            I edited the colour pallette so that the transparent green colour is index 0:

            Attachment 60075

            I go into unLZ and import the sprite (replacing Roxanne) before going to Write to ROM:

            Attachment 60076

            It was too big, so, fine, I went to FSF and found free space, which used in the Image Offset box:

            Attachment 60077

            With all three boxes checked, it comes up with a "Pointer: Changed" dialogue before seeming to end successfully... until going off then back on the image...

            Attachment 60078


            It looks to me like it's only writing the pallette to the ROM and not the actual image. I've tried using a different sprite, but the same thing happens. I've tried using a different Emerald ROM, same thing. I've upgraded to HackMew's unLZ, but no luck. I'm thinking it could be something to do with the ROM region; these are E ROMs i'm using and I know offsets are slightly different... any ideas? Any help would be appreciated as I can't get my head round what it thinks it's doing :P
            Seeing as you are inserting a sprite into free space, what is the problem? The sprite should appear in game, but not in the tool, as the old sprite is still in the ROM at that location, all you did was add a sprite somewhere else and make the ROM read that when it is needed. The old sprite still exists in the ROM at that loaction in the data, so tools still show it.
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              #18232    
            Old April 16th, 2011 (9:08 AM).
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              Quote:
              Originally Posted by Banjora Marxvile View Post
              Seeing as you are inserting a sprite into free space, what is the problem? The sprite should appear in game, but not in the tool, as the old sprite is still in the ROM at that location, all you did was add a sprite somewhere else and make the ROM read that when it is needed. The old sprite still exists in the ROM at that loaction in the data, so tools still show it.
              Ah... yes, of course Yup, I've just run the ROM and it actually runs fine I just got confused cus it didn't behave like it normally does, not replacing the picture in unLZ and all that, so I assumed it didn't work right. Thanks for pointing that out
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                #18233    
              Old April 16th, 2011 (11:59 AM).
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              Quote:
              Originally Posted by TARDISam View Post
              Ah... yes, of course Yup, I've just run the ROM and it actually runs fine I just got confused cus it didn't behave like it normally does, not replacing the picture in unLZ and all that, so I assumed it didn't work right. Thanks for pointing that out
              To make unLZ load the image from the correct offset, delete the .spr and .pal files it makes and then reload your rom. :3
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                #18234    
              Old April 16th, 2011 (12:31 PM).
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                I have an question about Advance Map problem....
                Here it is, I have made a map, I've been messing with it for days, it's been having no problems, but now I need to send the map file to a team member and every time I send him the file, and he opens it up, the map is split (see attachment). I've reinstalled A-Map and saved the file there and resent it and it still does this.. We are sending the files through Skype, btw. If you need any other info or have questions, ask here or vm/pm me. Thanks!
                Attached Images
                File Type: png viridian problem.png‎ (125.3 KB, 17 views) (Save to Dropbox)
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                  #18235    
                Old April 16th, 2011 (12:37 PM).
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                Quote:
                Originally Posted by PoisoNinja View Post
                I have an question about Advance Map problem....
                Here it is, I have made a map, I've been messing with it for days, it's been having no problems, but now I need to send the map file to a team member and every time I send him the file, and he opens it up, the map is split (see attachment). I've reinstalled A-Map and saved the file there and resent it and it still does this.. We are sending the files through Skype, btw. If you need any other info or have questions, ask here or vm/pm me. Thanks!
                Copying maps like that is very buggy. There's a way around it, using a hex editor, though. Before you do this, please make a backup.

                Go to the map offset (you'll find it in pro-header view) in a hex editor. Then copy data from that offset equal to the map's width x map's height x 2, and save it in a blank hex file. Send that over and then copy that data over the map offset in the new rom.

                That's how I copy all my maps. :3
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                  #18236    
                Old April 16th, 2011 (1:19 PM).
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                  Sorry if this question was asked already, but is it possible to change a value in hex to modify the pokemon the old man catches in Fire Red?

                  If not, this ASM code was in JPAN's source for his hacked project.
                  Code:
                  .align 2
                  .thumb
                  
                  /*Special 0x9c is a change to the old man battle.
                  
                  Allows for the old man battle script to be changed
                  in terms of pokemon caught and level of that pokemon
                  but the old-man sprite must be changed at the core
                  level. it is located at 0xe70ec0 at tile molester
                  
                  The pokemon to be captured must be at 0x8004, with
                  the lv in 0x8005
                  
                  Because of limitations on the original code, this 
                  new version is unable to capture any of the truly
                  legendary pokemon (like mewtwo or mew, deoxys, 
                  celebi...) 
                  oddly enough, the bird trio is allowed, but blissey
                  isn't...ç
                  */
                  
                  New_Old_man: 	push {lr}
                  		ldr r3, var_8004
                  		ldrh r1, [r3]
                  		ldr r0, enemy_slot
                  		ldrh r2, [r3, #0x2]
                  		ldr r3, carry_on
                  		bx r3
                  .hword 0x0000
                  var_8004: .word 0x020370c0
                  enemy_slot: .word 0x0202402c
                  carry_on: .word 0x0807f891
                  Would this be the code I need to assemble and would I activate it like JPANS engine would, by setting variable 0x8004 to a pokemon number and 0x8005 to the said pokemon's level? Or would I need to do something by callasm and some other command?
                    #18237    
                  Old April 16th, 2011 (2:55 PM).
                  Joshuablevins Joshuablevins is offline
                     
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                    in ruby and sapphire is there a day and night system attached to the RTC included in it?

                    and does any of the day and night programs attach themselves to the RTC in the ruby rom?

                    and in ruby and sapphire can eevee evolve at night and day?

                    i am asking because there are very few R4 type cards and i want to make it to where people that are going to put my hack chrome and aluminum on their DS2 supercards can benifit from things like day and night on their R4 type cards
                      #18238    
                    Old April 16th, 2011 (10:36 PM).
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                    Quote:
                    Originally Posted by PoisoNinja View Post
                    I have an question about Advance Map problem....
                    Here it is, I have made a map, I've been messing with it for days, it's been having no problems, but now I need to send the map file to a team member and every time I send him the file, and he opens it up, the map is split (see attachment). I've reinstalled A-Map and saved the file there and resent it and it still does this.. We are sending the files through Skype, btw. If you need any other info or have questions, ask here or vm/pm me. Thanks!
                    Make sure you are both using the same version of Advance Map.
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                      #18239    
                    Old April 17th, 2011 (1:58 AM). Edited April 17th, 2011 by Jokuc.
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                      How can I add or replace music in FL/LG?

                      [Edit] Never mind I found a tutorial. But what I didn't get was, is it possible to insert a song without replacing another?
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                        #18240    
                      Old April 17th, 2011 (2:44 AM).
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                      Originally Posted by Jokuc View Post
                      How can I add or replace music in FL/LG?
                      http://www.pokecommunity.com/search.php?query=music&forumchoice[]=58

                      ...

                      http://www.pokecommunity.com/showthread.php?t=208727&highlight=music
                      http://www.pokecommunity.com/showthread.php?t=121856&highlight=music
                      http://www.pokecommunity.com/showthread.php?t=243535&highlight=music
                      http://www.pokecommunity.com/showthread.php?t=168491&highlight=music
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                        #18241    
                      Old April 17th, 2011 (3:00 AM).
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                        What is each offset of the list of overworlds in ruby, sapphire and emerald?
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                          #18242    
                        Old April 17th, 2011 (7:22 AM).
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                          Does anybody know what command allows the brief case to appear in Pokemon Emerald
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                            #18243    
                          Old April 17th, 2011 (8:26 AM).
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                          Quote:
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                          Does anybody know what command allows the brief case to appear in Pokemon Emerald
                          Special 0x9F makes the briefcase appear.
                          The whole script for the briefcase is located at 0x81EBE16. :3
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                            #18244    
                          Old April 17th, 2011 (8:53 AM).
                          Joshuablevins Joshuablevins is offline
                             
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                            Quote:
                            Originally Posted by Pokepal17 View Post
                            Special 0x9F makes the briefcase appear.
                            The whole script for the briefcase is located at 0x81EBE16. :3
                            what makes birch's bag appear in ruby?
                              #18245    
                            Old April 17th, 2011 (8:56 AM).
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                            Quote:
                            Originally Posted by jota_rdk View Post
                            What is each offset of the list of overworlds in ruby, sapphire and emerald?
                            You should be able to find the addresses for each version in the INI file of Overworld Editor by HackMew.
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                              #18246    
                            Old April 17th, 2011 (11:43 AM).
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                            Quote:
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                            what makes birch's bag appear in ruby?
                            In Ruby, it's special 0x9C.
                            The offset of the script is 0x814EA7F. :3
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                              #18247    
                            Old April 17th, 2011 (1:07 PM).
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                              How do you get rid of the moving truck intro in Pokemon Emerald
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                                #18248    
                              Old April 17th, 2011 (1:14 PM).
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                              Quote:
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                              How do you get rid of the moving truck intro in Pokemon Emerald
                              http://www.pokecommunity.com/showthread.php?t=181369
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                                #18249    
                              Old April 17th, 2011 (1:46 PM).
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                                I feel like an utter idiot fr asking this, but how do you replace the default maps with custom made .map files using Advanced Map?

                                I've tried selecting the map I want to replace, then hitting Open Map... and selecting the .map file I want to replace it with and saving to ROM. But as soon as I reload the ROM, the original map is back and it's like the custom one was never opened at all. Help?
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                                  #18250    
                                Old April 17th, 2011 (2:10 PM).
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                                  Quote:
                                  Originally Posted by DrerAhv View Post
                                  I feel like an utter idiot fr asking this, but how do you replace the default maps with custom made .map files using Advanced Map?

                                  I've tried selecting the map I want to replace, then hitting Open Map... and selecting the .map file I want to replace it with and saving to ROM. But as soon as I reload the ROM, the original map is back and it's like the custom one was never opened at all. Help?
                                  In AdvanceMap, after you open the map, go to File->Map...->Insert map. After the dialogue box opens, click the dot that says replace and select the bank and map number you are replacing then click replace.
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