[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 779

Started by Prof. 9 January 31st, 2007 7:25 AM
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M.L

Invisible

Male
Seen December 21st, 2017
Posted November 23rd, 2016
761 posts
12.6 Years
(To be honest, though... I'd like to know the exact method that is used for the Pokemon roaming effect/script.)
yea i just went through the research thread and found nothing :/
lol also is it possible to make a beast apear in a certain area more often than other areas :/
Fluffy

Bilaterus

ToBe Best Spriter ;)

Male
Seen November 6th, 2012
Posted October 4th, 2012
31 posts
11.8 Years
4.How could i set a maptile in a FarawayPlace?

5.How could i use Setmaptile forever (The setmaptile wont disappear even when you go to another city)
4. Well I've not tried it but you could do a setflag checkflag combo, where you would set the flag on the script when it is being said to happen (i.e. the house is built now! setflag here) then use a level script (if you don't know what they are follow this link to this tutorial ______________________ [Can't post it yet not got 15 posts -.-]) and in that you could make it such that it its like (checkflag 0x???? if 0x01 goto $???? then in that offset write the whole setmaptile thing)

5. Well to make it last forever your going to need to mess around with flags so really you should know how to do this, near the end of the script just set the flag and it should stay put (well not change back)

Hoped this helped :)
Please don't feed the Laxes!



My (small) site offers help on all things Advance Mapping!
http://advancedfreak.webs.com/

Visit my youtube channel too and check out my tutorials on all things (you guessed it!) Advance Mapping!
http://www.youtube.com/user/AdvancedMapFreak
Seen April 13th, 2014
Posted March 1st, 2014
79 posts
15 Years


If you look at the space under the flower that the player is above, do you see that reflection? it only shows up on the flower tiles when im near this kind of water, and i was wondering if anyone knew how to fix it. ive tinkered with the block behavior settings before but no dice. thanks in advance.
Seen October 9th, 2019
Posted August 6th, 2012
275 posts
12.9 Years


If you look at the space under the flower that the player is above, do you see that reflection? it only shows up on the flower tiles when im near this kind of water, and i was wondering if anyone knew how to fix it. ive tinkered with the block behavior settings before but no dice. thanks in advance.
Which palettes did you use for the flower? And just to make sure, can you tell us which behavior and background bytes the flower uses?

5. Well to make it last forever your going to need to mess around with flags so really you should know how to do this, near the end of the script just set the flag and it should stay put (well not change back)
To the best of my knowledge, scripting flags have absolutely no effect on setmaptile.

Cura

I see nothing! I know nothing!

Male
Mount Coronet
Seen April 13th, 2021
Posted April 13th, 2021
1,101 posts
15 Years
Is it now possible to have the 4th gen class split in Emerald? And in AdvanceMap, there are a lot of weather in the header tab. Which one is for hail? Steady snow causes no effect during battle...
You mean in Diamond, Pearl and Platinum Generation in Emerald? You have to be a little more detailed on that question. Sorry if I'm not helpful on that.

In AdvanceMap, steady snow should be giving you the hailing effect in battle.
(I just tested in on my Emerald rom and it's giving me the hailing effect for multiple "snow" weather styles.)
Male
Seen October 27th, 2016
Posted October 15th, 2016
31 posts
11.8 Years
This is ManInTheMask, and I could use some help from you ROM Hacking experts.

THE PROBLEM:

I'm working on a GBA ROM, and one of my scripts may require using a certain song during the battle. For example, in Ruby, Sapphire, and Emerald, you hear a certain theme when you battle Team Aqua/Magma grunts and the boss. This also applies for Gym Battles in any game normally, but in this case, I want to use this for GBA ROMs.

MY GOAL:

My goal is to create a battle script using a certain type of track in the game's music collection. I'm counting on you guys to help me out!
Hong Kong
Seen July 30th, 2021
Posted October 16th, 2011
18 posts
14.4 Years
You mean in Diamond, Pearl and Platinum Generation in Emerald? You have to be a little more detailed on that question. Sorry if I'm not helpful on that.

In AdvanceMap, steady snow should be giving you the hailing effect in battle.
(I just tested in on my Emerald rom and it's giving me the hailing effect for multiple "snow" weather styles.)
Sorry cause I don't know much English...maybe I should say...
In Emerald, whether a move is physical or special depends on the type of the move.
Can I change it so that it depends on the move itself, just like DPPt/HGSS?

However in my emerald, both steady snowing and three snow flakes give me no effect in battle...

Cura

I see nothing! I know nothing!

Male
Mount Coronet
Seen April 13th, 2021
Posted April 13th, 2021
1,101 posts
15 Years
Sorry cause I don't know much English...maybe I should say...
In Emerald, whether a move is physical or special depends on the type of the move.
Can I change it so that it depends on the move itself, just like DPPt/HGSS?

However in my emerald, both steady snowing and three snow flakes give me no effect in battle...
I believe there is a tool that can help you with editing the attack move types.
Again, I believe you can edit the moveset traits with the certain tools.

I'll have to work with the Emerald weather set again.
I may have edited mine to allow the hailing effect to start at the beginning of a battle. (Local hex edits.)
But, I gotta check.
Hong Kong
Seen July 30th, 2021
Posted October 16th, 2011
18 posts
14.4 Years
I believe there is a tool that can help you with editing the attack move types.
Again, I believe you can edit the moveset traits with the certain tools.

I'll have to work with the Emerald weather set again.
I may have edited mine to allow the hailing effect to start at the beginning of a battle. (Local hex edits.)
But, I gotta check.
It seems that the move editor doesn't allow me to choose whether a move is physical or special...

How do i activate a hex? i want 2start my emerald hack with the nat dex
Are you talking about national pokedex?
For Emerald, setflag 0x861 can activate your pokedex, while special 0x1F3 can upgrade your pokedex into national pokedex.
Age 29
Male
Seen March 10th, 2023
Posted August 22nd, 2022
3,482 posts
15 Years
It seems that the move editor doesn't allow me to choose whether a move is physical or special...


Are you talking about national pokedex?
For Emerald, setflag 0x861 can activate your pokedex, while special 0x1F3 can upgrade your pokedex into national pokedex.
That's because it doesn't, they were on about the type, as they misread what you meant.

As far as I know, there is no actual patch or tool or whatever to change whether a move is physical or special, but there has been a development in the same idea in Firered in the Research and Development area. You could ask in that thread if it was possible to do it for Emerald, and how.


Temmie vibrates intensely.

awwAwa cute!! (pets u)

OMG!! humans TOO CUTE (dies)

can't blame a BARK for tryin'...

RATED TEM OUTTA TEM.

Male
Seen February 5th, 2013
Posted December 28th, 2012
49 posts
11.7 Years
I've been working on a hack called Der Erif, subtitled "Fire Red: Backwards Edition". Naturally, this is a hack of Fire Red in which the path from Viridian to Pewter is blocked and the player must go south of Pallet, in which all of the water has been changed to land, and the map/trainers/scripts are adjusted to create a path that takes the gyms entirely backwards, not including Viridian, which will remain last.

My problem arises after Blaine is beaten. I do not want the Sevii Islands at that point in the game (as it would be after the first gym) so I deleted the scripts of Bill and his boat in Cinnabar, but once the player exits Cinnabar gym, the script begins for Bill to show up and invite the player to the Sevii Islands. After checking all of the scripts in Cinnabar Island, none of them have any mention of Bill's invitation. On another forum someone told me that this is a "Level script" but when I asked him how to change it he told me to come here because apparently you guys are pretty chill.

So rambling aside: Where is the script that cues for Bill to invite the player to the Sevii Islands and how do I remove it? It would be much appreciated.
Seen October 9th, 2019
Posted August 6th, 2012
275 posts
12.9 Years
On another forum someone told me that this is a "Level script" but when I asked him how to change it he told me to come here because apparently you guys are pretty chill.

So rambling aside: Where is the script that cues for Bill to invite the player to the Sevii Islands and how do I remove it? It would be much appreciated.
AdvanceMap. Header tab. "Map script" section.

"Script no." combobox allows you to select a level script to view, if there are more than one. "Open script" will view the selected script in XSE, allowing you to make sure that you don't delete the wrong one.

Most maps have a script that runs the "setworldmapflag" command and does little else; these are normal, don't delete them. They mark a flightspot as usable if the map has one.

In your case, it looks like Cinnabar Island's 0th level script contains both the setworldmapflag command and parts of Bill's script... So replace it with a script that only runs setworldmapflag, and then delete all other level scripts.
Male
Seen November 1st, 2015
Posted September 22nd, 2011
3 posts
11.7 Years
Heyho, just another newb asking some questions. ;)

I was wondering if there is a possibility to check the levels of the pokemons that are in the players party? If someone could show me a way to do this that would be really helpful.

Another question is how to use the Pokedollar/Yen/whatever sign in a msgbox?
Male
Seen December 22nd, 2011
Posted September 19th, 2011
4 posts
11.9 Years
Heyho, just another newb asking some questions. ;)

I was wondering if there is a possibility to check the levels of the pokemons that are in the players party? If someone could show me a way to do this that would be really helpful.

Another question is how to use the Pokedollar/Yen/whatever sign in a msgbox?
I dont know about the levels, but to put the currency symbol into a message simply type \hB7.
Male
Seen November 17th, 2019
Posted January 14th, 2012
181 posts
13 Years
My simple question is:
How can I edit the evolution conditions for some pokémon? Especially the ones that need to be traded to evolve (Hunter, Kadabra, etc.)
I found some hacking tools but they're only for gba roms and I'm working on a Pokémon yellow rom.
Thanks in advance.
Read through this thread (read all the replies).

Thrasher24

~Legendary Master~

Male
Outside of Pallet Town, Kanto
Seen June 16th, 2015
Posted January 22nd, 2014
55 posts
12.2 Years
Are you talking about national pokedex?
For Emerald, setflag 0x861 can activate your pokedex, while special 0x1F3 can upgrade your pokedex into national pokedex.[/QUOTE]

but how do i activate it w/ the hex program. i type in everything ... and thats it im stumped.
Male
Seen December 23rd, 2011
Posted October 31st, 2011
34 posts
12.2 Years
How do i activate a hex? i want 2start my emerald hack with the nat dex
Are you talking about national pokedex?
For Emerald, setflag 0x861 can activate your pokedex, while special 0x1F3 can upgrade your pokedex into national pokedex.
but how do i activate it w/ the hex program. i type in everything ... and thats it im stumped.
You need to have a script in your ROM that, when it is activated, uses the commands that make your Pokédex work.
As treeckopa said, you should first use the command setflag 0x861 to activate your Regional Pokédex, then after that use special 0x1F3 to turn it into a National Pokédex.
If you have AdvanceMap and XSE, you really don't need anything else to edit scripts (AdvanceMap to find the offsets, XSE to edit the script and put it in the ROM).
Hex editing won't really help you write this script.
If you have no idea how to write scripts, then check out one of these tutorials:
http://www.pokecommunity.com/showthread.php?t=164276
http://www.pokecommunity.com/showthread.php?t=146174
SupahNinja

My feelings on
ROM hacking:

-I like scripting a lot.
-Mapping is almost as fun.
-Hex editing isn't bad at all.
-I do NOT enjoy spriting.
-I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

Favorites:

-My favorite color is green.
-My favorite type is fire.
-My favorite Pokémon are:
Growlithe, Charizard, Mew,
Giratina, Haxorus, and Aggron.
SupahNinja

EdensElite

No0b, but getting there.

Male
UK
Seen July 4th, 2014
Posted August 11th, 2013
190 posts
11.9 Years
Hey, I'm a bit of a newbie when it comes to scripting. I have no problems with how to write the script or how to use it or even find space for it. I'm just not sure how much space to allocate? How many bytes (as an average) should I search for for a script.

Secondly, my hack features many OWs all with very unique palettes, so the stupid 15 palette or whatever thing is really annoying, anyway to get around this and insert more palettes into the OW Table?

ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

That means it will be playable in the browser, and across multiple devices such as the iPod touch.
Seen October 9th, 2019
Posted August 6th, 2012
275 posts
12.9 Years
Hey, I'm a bit of a newbie when it comes to scripting. I have no problems with how to write the script or how to use it or even find space for it. I'm just not sure how much space to allocate? How many bytes (as an average) should I search for for a script.
You don't allocate space at all. You use XSE's "#dynamic" preprocessing directive; place it at the top of your script.

Essentially, "#dynamic 0xXXYYZZ" tells XSE to search for free space starting at (and including) the ROM offset 0x08XXYYZZ. Every time you use a "#org @NameOfSomething" statement, XSE will find free space for the associated data.

When you compile the script, a small log window should pop up. At the bottom are two listboxes, showing the offsets that were found and used for each named "#org" statement. You'd copy the offset for whichever "#org" is the start of your script, and that is what you would put into AdvanceMap or some other program.

Secondly, my hack features many OWs all with very unique palettes, so the stupid 15 palette or whatever thing is really annoying, anyway to get around this and insert more palettes into the OW Table?
No. The GBA can only have 32 palettes loaded at a time; 16 for the background (maps, box frames, etc.) and 16 for sprites.

EdensElite

No0b, but getting there.

Male
UK
Seen July 4th, 2014
Posted August 11th, 2013
190 posts
11.9 Years
You don't allocate space at all. You use XSE's "#dynamic" preprocessing directive; place it at the top of your script.

Essentially, "#dynamic 0xXXYYZZ" tells XSE to search for free space starting at (and including) the ROM offset 0x08XXYYZZ. Every time you use a "#org @NameOfSomething" statement, XSE will find free space for the associated data.

When you compile the script, a small log window should pop up. At the bottom are two listboxes, showing the offsets that were found and used for each named "#org" statement. You'd copy the offset for whichever "#org" is the start of your script, and that is what you would put into AdvanceMap or some other program.

No. The GBA can only have 32 palettes loaded at a time; 16 for the background (maps, box frames, etc.) and 16 for sprites.
Thanks. Thats really helpful :)

I have a problem with OWs. It worked with the first couple of OWS but when I inserted this certain one, when I try and use this particular one, it only show the first frame in-game. All my other ones work though...

ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

That means it will be playable in the browser, and across multiple devices such as the iPod touch.