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  #20651    
Old March 3rd, 2012 (1:19 PM).
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    Does anyone know how to change the warp location of Prof. Oak?

    At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. .

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      #20652    
    Old March 3rd, 2012 (1:25 PM).
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    Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.
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      #20653    
    Old March 3rd, 2012 (2:07 PM).
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    Quote:
    Originally Posted by --Nirvana-- View Post
    Does anyone know how to change the warp location of Prof. Oak?

    At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. :P.
    I'm not entirely sure what you're asking about. Do you want the event to be skipped entirely or do you want to be warped somewhere else when you go into the lab?

    Quote:
    Originally Posted by Spherical Ice View Post
    Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.
    Here, try this bro. :D
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      #20654    
    Old March 3rd, 2012 (2:22 PM).
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    destinedjagold destinedjagold is offline
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    Quote:
    Originally Posted by Spherical Ice View Post
    Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.
    Here's a link.
    Hope it works. =/

    Quote:
    Originally Posted by --Nirvana-- View Post
    Does anyone know how to change the warp location of Prof. Oak?

    At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. .
    Um...
    Open the FireRed ROM with Advance Map.
    Go and view the Events of Pallete Town.
    Open the script with XSE.
    Change the warp values to your desired destination.
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      #20655    
    Old March 3rd, 2012 (2:28 PM). Edited March 3rd, 2012 by --Nirvana--.
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      @destinedjagold Looked at the script in XSE but couldn't find the warp values.

      @DrFuji Just on lab entry, destinedjagold said something about warp values?

      EDIT: Looked at the script again and found the warp values. Do I change 0x4 and 0x3 to the map base and map no. I want?
        #20656    
      Old March 3rd, 2012 (2:39 PM).
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      destinedjagold destinedjagold is offline
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      Quote:
      Originally Posted by --Nirvana-- View Post
      @destinedjagold Looked at the script in XSE but couldn't find the warp values.
      This is what I meant...
      Spoiler:
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        #20657    
      Old March 3rd, 2012 (2:39 PM).
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      Quote:
      Originally Posted by DrFuji View Post
      Much appreciated ;D

      @ Nirvana:

      In Pallet Town, click the Green S' in the top corner. In XSE, search for this:

      warp 0x4 0x3 0xFF 0x6 0xC

      This is the warp code. Edit 0x4 to change the map bank and 0x3 to change the map number. For example, changing it to 0x3 0x1 would warp you to position 0x6 0xC in the Viridian City Map. You can change 0x6 to whatever X co-ord you want and 0xC to whatever Y co-ord you want. Hope that helps.

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        #20658    
      Old March 3rd, 2012 (2:44 PM).
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        Quote:
        Originally Posted by --Nirvana-- View Post
        @destinedjagold Looked at the script in XSE but couldn't find the warp values.

        @DrFuji Just on lab entry, destinedjagold said something about warp values?
        Edit: Haha seems two people already answered this for you

        Here's the script, I've highlighted the warp command for you.
        Now here's how the warp command works:
        Code:
        warp 0x4 0x3 0xFF 0x6 0xC
        0x4 = map bank
        0x3 = map number
        0xFF = warp number, however when it's FF, don't warp to a warp but to coordinates on the map.
        0x6 = x coordinate, should be 0 if warping to a warp
        0xC = y coordinate, should be 0 if warping to a warp

        Script with highlight:
        Code:
        '---------------
        #org 0x1655ED
        lockall
        setvar 0x4001 0x0
        goto 0x8165605
        
        '---------------
        #org 0x165605
        setvar 0x8004 0x0
        setvar 0x8005 0x2
        special 0x174
        textcolor 0x0
        pause 0x1E
        playsong 0x12E 0x0
        preparemsg 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
        waitmsg
        pause 0x55
        closeonkeypress
        applymovement MOVE_PLAYER 0x81A75ED
        waitmovement 0x0
        sound 0x15
        applymovement MOVE_PLAYER 0x81A75DB
        waitmovement 0x0
        pause 0x1E
        showsprite 0x3
        compare 0x4001 0x0
        if 0x1 call 0x81656B8
        compare 0x4001 0x1
        if 0x1 call 0x81656C3
        pause 0x1E
        msgbox 0x817D74A MSG_KEEPOPEN '"OAK: It's unsafe!\nWild POKéMON li..."
        closeonkeypress
        pause 0x1E
        compare 0x4001 0x0
        if 0x1 call 0x81656CE
        compare 0x4001 0x1
        if 0x1 call 0x81656E0
        setdooropened 0x10 0xD
        doorchange
        applymovement 0x3 0x816572E
        applymovement MOVE_PLAYER 0x8165758
        waitmovement 0x0
        setdoorclosed 0x10 0xD
        doorchange
        setvar 0x4055 0x1
        clearflag 0x2B
        setvar 0x4050 0x1
        setflag 0x2C
        setflag 0x4001
        warp 0x4 0x3 0xFF 0x6 0xC
        waitstate
        releaseall
        end
        
        '---------------
        #org 0x1656B8
        applymovement 0x3 0x81656F2
        waitmovement 0x0
        return
        
        '---------------
        #org 0x1656C3
        applymovement 0x3 0x81656FB
        waitmovement 0x0
        return
        
        '---------------
        #org 0x1656CE
        applymovement 0x3 0x8165705
        applymovement MOVE_PLAYER 0x8165731
        waitmovement 0x0
        return
        
        '---------------
        #org 0x1656E0
        applymovement 0x3 0x8165719
        applymovement MOVE_PLAYER 0x8165744
        waitmovement 0x0
        return
        
        
        '---------
        ' Strings
        '---------
        #org 0x17D72C
        = OAK: Hey! Wait!\nDon't go out!
        
        #org 0x17D74A
        = OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!
        
        
        '-----------
        ' Movements
        '-----------
        #org 0x1A75ED
        #raw 0x2D 'Face Down (Delayed)
        #raw 0xFE 'End of Movements
        
        #org 0x1A75DB
        #raw 0x62 'Exclamation Mark (!)
        #raw 0xFE 'End of Movements
        
        #org 0x16572E
        #raw 0x11 'Step Up (Normal)
        #raw 0x60 'Hide
        #raw 0xFE 'End of Movements
        
        #org 0x165758
        #raw 0x13 'Step Right (Normal)
        #raw 0x11 'Step Up (Normal)
        #raw 0x60 'Hide
        #raw 0xFE 'End of Movements
        
        #org 0x1656F2
        #raw 0x11 'Step Up (Normal)
        #raw 0x11 'Step Up (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x11 'Step Up (Normal)
        #raw 0x11 'Step Up (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x11 'Step Up (Normal)
        #raw 0x11 'Step Up (Normal)
        #raw 0xFE 'End of Movements
        
        #org 0x1656FB
        #raw 0x13 'Step Right (Normal)
        #raw 0x11 'Step Up (Normal)
        #raw 0x11 'Step Up (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x11 'Step Up (Normal)
        #raw 0x11 'Step Up (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x11 'Step Up (Normal)
        #raw 0x11 'Step Up (Normal)
        #raw 0xFE 'End of Movements
        
        #org 0x165705
        #raw 0x10 'Step Down (Normal)
        #raw 0x12 'Step Left (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x2E 'Face Up (Delayed)
        #raw 0xFE 'End of Movements
        
        #org 0x165731
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x12 'Step Left (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0xFE 'End of Movements
        
        #org 0x165719
        #raw 0x10 'Step Down (Normal)
        #raw 0x12 'Step Left (Normal)
        #raw 0x12 'Step Left (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x2E 'Face Up (Delayed)
        #raw 0xFE 'End of Movements
        
        #org 0x165744
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x12 'Step Left (Normal)
        #raw 0x12 'Step Left (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x10 'Step Down (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0x13 'Step Right (Normal)
        #raw 0xFE 'End of Movements
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          #20659    
        Old March 3rd, 2012 (3:05 PM). Edited March 3rd, 2012 by Kamon137.
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          I can't seem to find the offset for the backsprite of Brendan in Pokemon Emerald, using unLZ. Could someone give me a hand?
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            #20660    
          Old March 3rd, 2012 (4:02 PM).
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            Quote:
            Originally Posted by Kaikai View Post
            I found a moveset editor in Pokemon Amplifier 0.94 Public. when I try to open Pokemon Crystal with it, it gives Run-time '6' Overflow or whatever as an error, and closes, despite it's supposed to be for the GSC games. what is the problem?
            From what i've seen, a fair amount of tools don't really like Pokemon Crystal...maybe it's programmed completely different or something. I don't know if you've tried this, but make sure no other programs have the rom open when you try to use this program. Most of the tools I've seen bug out whenever you have two programs editing the rom at the same time.
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              #20661    
            Old March 3rd, 2012 (8:08 PM).
            Kaikai Kaikai is offline
               
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              I also tried opening it with a Pokemon Gold rom, same error, both with no other program open.
                #20662    
              Old March 4th, 2012 (4:42 AM).
              Majdi Majdi is offline
                 
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                Hi.

                I'd like to create a new world map in Emerald, but I do not know how can I raise the map size. I found some tutorial about changing the world map, but it couldn't change the map size. I saw a video on youtube, showed Ruby version with an expanded world map. If it's possible please tell me how to do it. And I have one more question, how can I insert flying position into the maps. (I use Advance Map).

                Thanks.
                  #20663    
                Old March 4th, 2012 (5:57 AM).
                --Nirvana--'s Avatar
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                  I'd just like to say thanks to everyone thats helped me with the Oak script. I cou;dn't figure out the other values besides 0x4 and 0x3.

                  Figured it out now.
                    #20664    
                  Old March 4th, 2012 (8:22 AM). Edited March 4th, 2012 by Quickster.
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                    Hi, Im using JPANs engine to add new palettes but I can not get current sprites to load them. They look fine in OE:RE but keep there original palettes in VBA. Is there something in hex that tells the game to loads the sprite pointer table from a certain location? Im stumped. The hero can load the new palette but no other sprite can. Help would be greatly appreciated!

                    EDIT: I found a solution. -.-
                    But, when I try loading two OWs, each with their own custom palette, only one loads. Any solutions to that?
                    EDIT2: Even with an OW with an original palette, it cant load both at the same time. If I walk away so one is not visible then walk back, the palette loads. But If both are on the screen, they wont load.
                    EDIT3: I guess I figured it out, with the whole palette slot thing.!
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                      #20665    
                    Old March 4th, 2012 (3:19 PM). Edited March 5th, 2012 by GoGoShinyDunsparce.
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                      EDIT: Thanks to redriders and chrunch for your advice! As an extra question, is it possible to replace some of the current Trainer overworlds with Pokemon ones, and is it possible to, for example, remove the Secret Base system and use its space for something else?

                      I've just started learning this hacking business, currently getting to grips with Advanced Map before I move on to scripting. I have two basic questions at this stage:

                      1. How would I go about entering an overworld sprite for say a Lickitung into an Emerald ROM? There are several pkmn overworld sprites available in the Person Event Picture list in AM, but only a very limited number of them (e.g. Wingull, Zigzagoon). In short, I'd like to be able to put any Pokemon I like into the world, wandering around an area.

                      2. I've read several times in this thread that adding too much additional data to a ROM can cause it not to patch successfully - if that is the case then how can I make additional regions available in the late game (sth. like the Sevii Islands or Kanto in GSC, but bigger)? I'm planning a 3-region adventure...

                      Thanks in advance, hopefully when I learn more I can help out on this thread as well.
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                        #20666    
                      Old March 4th, 2012 (4:25 PM).
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                        Quote:
                        Originally Posted by GoGoShinyDunsparce View Post
                        I've just started learning this hacking business, currently getting to grips with Advanced Map before I move on to scripting. I have two basic questions at this stage:

                        1. How would I go about entering an overworld sprite for say a Lickitung into an Emerald ROM? There are several pkmn overworld sprites available in the Person Event Picture list in AM, but only a very limited number of them (e.g. Wingull, Zigzagoon). In short, I'd like to be able to put any Pokemon I like into the world, wandering around an area.

                        2. I've read several times in this thread that adding too much additional data to a ROM can cause it not to patch successfully - if that is the case then how can I make additional regions available in the late game (sth. like the Sevii Islands or Kanto in GSC, but bigger)? I'm planning a 3-region adventure...

                        Thanks in advance, hopefully when I learn more I can help out on this thread as well.
                        For your first question, I have to say that you can't have EVERY Pokemon as an overworld in emerald, simply because of the way the game is programmed. There are only 255 possibly OWs, with repointing, and 244 of them are already used in Emerald. There is the possibility of rewriting the code to make emerald work similar to J-Pans hack engine for firered, which uses an unused byte to expand the number of possible OWs, but that's high-level stuff.

                        For your second question, Emerald is the Gen III rom with the least amount of free space...even the quest to put all 649 Pokemon in it was disbanded because of the space issue. The only way to have three regions is to expand the Rom to 32MB, doubling its size. But be warned, because some tools don't work well with an expanded ROM, but luckily A-map does. expanded roms also can't be patched with Lunar IPS, because the limit is 16mb for an IPS file.
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                          #20667    
                        Old March 4th, 2012 (10:42 PM).
                        chrunch chrunch is offline
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                        Quote:
                        Originally Posted by GoGoShinyDunsparce View Post
                        I've just started learning this hacking business, currently getting to grips with Advanced Map before I move on to scripting. I have two basic questions at this stage:

                        1. How would I go about entering an overworld sprite for say a Lickitung into an Emerald ROM? There are several pkmn overworld sprites available in the Person Event Picture list in AM, but only a very limited number of them (e.g. Wingull, Zigzagoon). In short, I'd like to be able to put any Pokemon I like into the world, wandering around an area.

                        2. I've read several times in this thread that adding too much additional data to a ROM can cause it not to patch successfully - if that is the case then how can I make additional regions available in the late game (sth. like the Sevii Islands or Kanto in GSC, but bigger)? I'm planning a 3-region adventure...

                        Thanks in advance, hopefully when I learn more I can help out on this thread as well.
                        1) It's not possible in emerald. not enough space for OWs (like redriders180 said, only 255), and not nearly enough palletes available, because most likely you'd need a seperate one for each Pokemon.

                        2) Emerald doesn't have much free space, you won't be able to put 3 regions in, sorry.

                        It'd probably be easier for you to switch to FR and use JPAN's patch, because it expands the space for overworlds and FR has a lot more free space in which you -might- be able to fit three regions in.
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                          #20668    
                        Old March 5th, 2012 (1:09 AM).
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                          Hey all I'm trying to make the title screen for the hack I'm trying to make. It's a Digimon hack of firered. I can do everything like change the sprite, background except I'm having trouble changing the logo, I want to put the digimon logo in where it says pokemon. I can't quite get this right. One attempt I had it in correctly, I just couldn't find the palette to change the logo.
                          If someone could please help me I would be very grateful
                          Thanks.
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                            #20669    
                          Old March 5th, 2012 (9:12 AM). Edited March 5th, 2012 by Mana.
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                          Anyone any idea what causes or how to fix this problem?

                          Nothing has been changed on the map since it was last working except for movement permissions and connections .

                          [Fixed thanks to Spherical Ice]
                            #20670    
                          Old March 5th, 2012 (9:15 AM).
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                          Skitty1 Skitty1 is offline
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                            ^hmm... I am going to take a stab in the dark and say get a new rom...
                              #20671    
                            Old March 5th, 2012 (9:33 AM).
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                            Rumille Rumille is offline
                               
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                              Quote:
                              Originally Posted by SwiftSign View Post

                              Anyone any idea what causes or how to fix this problem?

                              Nothing has been changed on the map since it was last working except for movement permissions and connections .
                              I had that. I believe something was wrong with the script for me. Try changing the script on that position. Or save it as a new .gba file (dont overwrite, create a new file). Maybe that works.
                                #20672    
                              Old March 5th, 2012 (9:38 AM).
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                              Spherical Ice Spherical Ice is offline
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                              Quote:
                              Originally Posted by SwiftSign View Post


                              Anyone any idea what causes or how to fix this problem?

                              Nothing has been changed on the map since it was last working except for movement permissions and connections :S.
                              Is this a level script? If so, in Advance Map go to the Header tab, go to Professional View (Ctrl + H), copy the offset in the Map Script Offset box, paste it in the Offset box in XSE, then press the Spanner Button (it says Level Script), the press the Screwdriver Button (it says Decompile). In this script, go to the part that looks similar to this (this was just taken from a sample level script in my hack, so don't expect the pointers or variables to be the same):

                              '---------------
                              #org 0x80293B
                              #raw 0x2
                              #raw pointer 0x8802F5F
                              #raw 0x0

                              '---------------
                              #org 0x802F5F
                              #raw word 0x7002
                              #raw word 0x0
                              #raw pointer 0x8802F6A
                              #raw word 0xFFFF


                              If you see the #raw word 0xFFFF part, change it to #raw word 0x0, then compile this new script and replace the offset in the Map Script Offset box, save your map, test it and see if it works. If not, sorry!
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                                #20673    
                              Old March 5th, 2012 (9:46 AM).
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                              Skitty1 Skitty1 is offline
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                                  #20674    
                                Old March 5th, 2012 (4:17 PM).
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                                Why won't this connection work? I can go From top to bottom, but as soon as I'm in the bottom map the connection then fails and you can't go back to the top. They are perfectly aligned.

                                If you then go in to a building (bottom map) and go back to the connection you can't even see the other map, it just becomes border tiles.

                                Hating on A-Map
                                  #20675    
                                Old March 5th, 2012 (5:43 PM).
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                                  Why won't this connection work? I can go From top to bottom, but as soon as I'm in the bottom map the connection then fails and you can't go back to the top. They are perfectly aligned.

                                  If you then go in to a building (bottom map) and go back to the connection you can't even see the other map, it just becomes border tiles.

                                  Hating on A-Map
                                  Hmm, Im not too familiar with The newer A-Map, but have you tried going to the bottom map and editing the connections?
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