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  #21651    
Old June 20th, 2012 (6:46 AM).
LugiaMZ's Avatar
LugiaMZ LugiaMZ is offline
     
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    Quote:
    Originally Posted by redriders180 View Post
    5. The old OWs are probably still in the same location, so it's still reading it from there. Did you try placing the OW, changing the picture number to the newly added sprite, saving, and running the game to see if it would work? Just because A-map doesn't show it, doesn't mean the game won't.

    7. ASM is a very hands-on process, so most of the compilers just compile the ASM to a .bin file, which you then manually insert with a hex editor. A large amount of ASM also deals with changing byte values at different locations, something that also can be done in a hex editor. You have to be willing to delve head-first into the game, and not rely on tools when it comes to ASM.
    5)Ok, its fine.

    7)If I use the .bin file open in hex editor and copy all bytes then paste into Fire Red Rom Free space after that I use XSE to callasm to the free space offset I put then it will work?

    New problem

    8) ASM will work with R/S/E Rom too?

    9) I have a problem with battle background, I edited to grass battle background tileset and tilemap, but I can't edit the grass background palletes, how to edit it?

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      #21652    
    Old June 20th, 2012 (7:25 AM).
    Draconicsoul's Avatar
    Draconicsoul Draconicsoul is offline
       
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      Okay, I'm back. I'm not sure about the sizes of the over world Trainers, but I'll work with that when I get to it. Need to figure out whether they're some form of tile set or not... but that is for another day, once I get these programs up and running.

      See, I'm running Mac OSX 10.7.4, and am attempting to use Wine to get the programs for hacking to work, since there aren't really any tools built specially for Macs. However, I've only gotten two of them to work, Advance Map and unLZ.

      I've been trying to get A-Trainer, Free Space Finder, Overworld Editor RE, and XSE to function, and have made prefixes of them with the Wine binaries as included in WineBottler. I managed to get AMap and unLZ to work through this method, but not the others listed. I'm rather new at this whole coding thing, but as I've said earlier, I have a friend I want to help as much as possible.

      My question is this: Is there any way I can get these programs to run? (I've noticed one thread that says HackMew's XSE should work under Wine, but I can't get it to.)

      also for some reason the buttons in Advance map are upside down as are the maps when I'm in Movement Permissions and Event mode but i'm chalking that up to my running on a mac.
        #21653    
      Old June 20th, 2012 (8:11 AM).
      redriders180's Avatar
      redriders180 redriders180 is offline
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        Quote:
        Originally Posted by ADLFM14 View Post
        sorry guys i have another thing i want to ask about which is i want to know the command in this script
        Spoiler:
        '---------------
        #org 0x15B596
        lock
        faceplayer
        checkflag 0x4DD
        if 0x1 goto 0x815B5BD
        playsong 0x1C2 0x0
        msgbox 0x8190728 0x4 '"Welcome, challenger!\nI'm SIDNEY o..."
        trainerbattle 0x3 0x105 0x0 0x8190823
        goto 0x815B5C7

        '---------------
        #org 0x15B5BD
        msgbox 0x819086D 0x4 '"Well, listen to what this loser ha..."
        release
        end

        '---------------
        #org 0x15B5C7
        setflag 0x4DD
        call 0x81A0693
        msgbox 0x819086D 0x4 '"Well, listen to what this loser ha..."
        release
        end

        '---------------
        #org 0x1A0693
        applymovement 0xFF 0x81A0853
        waitmovement 0x0
        sound 0x8
        setmaptile 0x6 0x1 0x344 0x0
        setmaptile 0x6 0x2 0x345 0x0
        setmaptile 0x0 0x2 0x2DE 0x1
        setmaptile 0x1 0x2 0x2DD 0x1
        setmaptile 0x2 0x2 0x2DE 0x1
        setmaptile 0x3 0x2 0x2DD 0x1
        setmaptile 0x4 0x2 0x2DE 0x1
        setmaptile 0x8 0x2 0x2DD 0x1
        setmaptile 0x9 0x2 0x2DE 0x1
        setmaptile 0xA 0x2 0x2DD 0x1
        setmaptile 0xB 0x2 0x2DE 0x1
        setmaptile 0xC 0x2 0x2DD 0x1
        special 0x8E
        return


        '---------
        ' Strings
        '---------
        #org 0x190728
        = Welcome, challenger!\nI'm SIDNEY of the ELITE FOUR.\pI like that look you're giving me.\nI guess you'll give me a good match.\lThat's good! Looking real good!\pAll right! You and me, let's enjoy a\nbattle that can only be staged here\lin the POKéMON LEAGUE!

        #org 0x190823
        = Well, how do you like that? I lost!\nEh, it was fun, so it doesn't matter.

        #org 0x19086D
        = Well, listen to what this loser has\nto say.\pYou've got what it takes to go far.\nNow, go on to the next room and enjoy\lyour next battle!


        '-----------
        ' Movements
        '-----------
        #org 0x1A0853
        #raw 0x14 'Delay5
        #raw 0x14 'Delay5
        #raw 0xFE 'End of Movements

        which show this picture before the battle begin:
        Spoiler:

        and thnx for helping
        The script doesn't control the image showing up, it's controlled by the map header itself. Click on the "header" tab, and under "Fight Type", there will be a few options, four of them being "Elite Four". That's what makes the VS. sprites show up, although I don't know if they're set or not, i.e, if they will only display the E4, or the sprite of anyone you battle. I do know there's a nice tutorial around here with some ASM that makes that VS sprites occur anywhere you want, but I don't have a link, so you need to find it yourself if you want it.

        Quote:
        Originally Posted by LugiaMZ View Post
        5)Ok, its fine.

        7)If I use the .bin file open in hex editor and copy all bytes then paste into Fire Red Rom Free space after that I use XSE to callasm to the free space offset I put then it will work?

        New problem

        8) ASM will work with R/S/E Rom too?

        9) I have a problem with battle background, I edited to grass battle background tileset and tilemap, but I can't edit the grass background palletes, how to edit it?
        7. You got it! I believe that if it's thumb code, you add one to the offset, but I could be wrong.

        8. Yes, it will work on all GBA games. Of course, registers and stuff will be different from version to version, so take that into account.

        9. I've tried editing the backgrounds too, and I can't find the palette anywhere, even by searching with APE. I've encountered a few palettes like this, that don't seem to exist, so I don't know the offset for the palette or anything.
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          #21654    
        Old June 20th, 2012 (8:33 AM).
        timebroken timebroken is offline
           
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          Quote:
          Originally Posted by tajaros View Post
          I bet your using VBA try using NO$GBA to see if it works....

          And in sprites try using WICHU's Sprite Editor but as for trainers I haven't heard of a trainer sprite editor so you'll have to do them manually in UNLZ...
          I don't think you know what I mean. I'm wanting to dump all the sprites from my ROM, into .png files into a folder.

          Also, I want to figure out how to change the text I specified. How do I find the individual scripts in the game?
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            #21655    
          Old June 20th, 2012 (10:32 AM).
          redriders180's Avatar
          redriders180 redriders180 is offline
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            Quote:
            Originally Posted by timebroken View Post
            I don't think you know what I mean. I'm wanting to dump all the sprites from my ROM, into .png files into a folder.

            Also, I want to figure out how to change the text I specified. How do I find the individual scripts in the game?
            Do you mean every single sprite in the entire game? Or just specific sprites, like Pokemon and Trainers?

            Use A-text to change the text, or a hex editor.
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              #21656    
            Old June 20th, 2012 (10:52 AM).
            Kindrindra Kindrindra is offline
               
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              Quote:
              Originally Posted by redriders180 View Post
              Every single possible battle is an individual battle in A-Map. The scripts check which starter you picked, and then loads the corresponding battle. In Firered, I think the "Rival" trainer class automatically loads the rival name chosen in the beginning of the game as the name of the battler. So, if you picked the name "Gary" in Oak's intro, all trainers with the trainer class "Rival" would have the name "Gary" show up after it, no matter what you set as the name.

              Ah, thanks, I didn't realize that the starter you choose can be used as a variable. 0_o


              But I didn't realize that the rival name could be called on by the trainer class. That's pretty cool, actually.
                #21657    
              Old June 20th, 2012 (10:58 AM).
              redriders180's Avatar
              redriders180 redriders180 is offline
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                Quote:
                Originally Posted by Kindrindra View Post
                Ah, thanks, I didn't realize that the starter you choose can be used as a variable. 0_o


                But I didn't realize that the rival name could be called on by the trainer class. That's pretty cool, actually.
                Well, when you select, say, Bulbasaur, the script might set variable 0x4000 to 0x0. If you pick Charmander, it might set variable 0x4000 to 0x1, and so on. The script then compares 0x4000 to the possible values, and then calls the corresponding battle.

                One of the "Champion" trainer classes does the same thing in Firered. I believe there are two, and the second one doesn't do this, so you can have Champions that aren't named after the rival.
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                  #21658    
                Old June 20th, 2012 (12:48 PM).
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                thanethane98 thanethane98 is offline
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                  Hello, I'm back with another question, though this one might be a bit more complicated than my last one. I've been trying to find out how to insert new music into a rom and then have it play when you face a certain trainer. I've managed to actually get the music into the rom using tutorials on here, but I'm having trouble with actually getting it to play during a battle. Obviously, I've spent some time looking around for how to do this, but I can't seem to find anything on it. So does anybody know how I'd get a different kind of music to play when you face a certain trainer?
                    #21659    
                  Old June 20th, 2012 (12:51 PM).
                  Robert Conley's Avatar
                  Robert Conley Robert Conley is offline
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                    Aside from gimp or photoshop are there any good image editing software options out there? I can't afford photoshop and with gimp I keep running into palette issues. I've heard of paint.net but don't know if it's any good. I ask because so many tutorials seem to require loading and exporting palettes in photoshop and gimp doesn't seem to be able to match this abilty too well.
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                      #21660    
                    Old June 20th, 2012 (12:56 PM).
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                    Tangrowthjelly Tangrowthjelly is offline
                       
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                      I kept on running into problems with unLZ so I tried using Nameless Sprite Editor. It's worked really well for inserting sprites but one day it randomly said that one of my sprites wasn't compressed and that it had ran into an error. Now it doesn't let me change it and the game freezes up when trying to use that sprite. Help please?
                        #21661    
                      Old June 20th, 2012 (4:06 PM).
                      thanethane98's Avatar
                      thanethane98 thanethane98 is offline
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                        Quote:
                        Originally Posted by Robert Conley View Post
                        Aside from gimp or photoshop are there any good image editing software options out there? I can't afford photoshop and with gimp I keep running into palette issues. I've heard of paint.net but don't know if it's any good. I ask because so many tutorials seem to require loading and exporting palettes in photoshop and gimp doesn't seem to be able to match this abilty too well.
                        Irfanview should be able to handle palettes without giving you errors. Plenty of tutorials use that instead of Photoshop, actually. I'm not quite sure how well it works as an actual image editor, but it is definitely a useful tool for the things that specifically mentioned.
                          #21662    
                        Old June 20th, 2012 (5:00 PM).
                        Robert Conley's Avatar
                        Robert Conley Robert Conley is offline
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                          Quote:
                          Originally Posted by thanethane98 View Post
                          Irfanview should be able to handle palettes without giving you errors. Plenty of tutorials use that instead of Photoshop, actually. I'm not quite sure how well it works as an actual image editor, but it is definitely a useful tool for the things that specifically mentioned.
                          I tried IrFanview but it can't seem to load palette files saved from VBA, which some things, changing Oak or Intro Heroes and the world map, specifically call for. At least following the tutorials on here they do.
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                            #21663    
                          Old June 21st, 2012 (12:06 AM).
                          tajaros's Avatar
                          tajaros tajaros is offline
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                            Quote:
                            Originally Posted by timebroken View Post
                            I don't think you know what I mean. I'm wanting to dump all the sprites from my ROM, into .png files into a folder.

                            Also, I want to figure out how to change the text I specified. How do I find the individual scripts in the game?
                            What I mean to say was if you use no$gba and input your ROM properly then that text will be gone...

                            Then try using RSball it can export images in the ROM doesn't save as png but bmp.....

                            And you can find the scripts in A-map\A-text....
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                              #21664    
                            Old June 21st, 2012 (5:15 AM). Edited June 23rd, 2012 by LugiaMZ.
                            LugiaMZ's Avatar
                            LugiaMZ LugiaMZ is offline
                               
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                              Quote:
                              Originally Posted by redriders180 View Post
                              7. You got it! I believe that if it's thumb code, you add one to the offset, but I could be wrong.

                              8. Yes, it will work on all GBA games. Of course, registers and stuff will be different from version to version, so take that into account.

                              9. I've tried editing the backgrounds too, and I can't find the palette anywhere, even by searching with APE. I've encountered a few palettes like this, that don't seem to exist, so I don't know the offset for the palette or anything.
                              7) If I copy the bytes to 0x800000, then I need to scripting callasm 0x800001?

                              8) Oh, thanks.

                              9) Nevermind, I thinks background is not important.

                              New Problem again~~

                              10) If I imported a tileset 1 at advance map, save. Then I import another tileset 1 to the same rom. Without that, have a problem?

                              11) I seen a add OW palletes tutorial at tutorial page, it say need to patch JPAN hacked engine, I tried it work. If I no patch JPAN hacked engine, It also work?

                              EDIT: Too bad, no ppl reply me.
                                #21665    
                              Old June 21st, 2012 (7:59 AM).
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                              link12552 link12552 is offline
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                                Quote:
                                Originally Posted by Tangrowthjelly View Post
                                I kept on running into problems with unLZ so I tried using Nameless Sprite Editor. It's worked really well for inserting sprites but one day it randomly said that one of my sprites wasn't compressed and that it had ran into an error. Now it doesn't let me change it and the game freezes up when trying to use that sprite. Help please?
                                By any chance are you using the Pokemon sprite plugin?
                                If so I may have to give it a good looking over, I had this same issue once, but I can't remember what caused it.

                                VM me with more info on what happened, look in your Log files - In the Core\\Logs folder - and see if anything funny looked like it happened when you saved and I'll see if we can figure it out
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                                  #21666    
                                Old June 21st, 2012 (10:17 AM).
                                Jake 53 Jake 53 is offline
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                                  I'm hacking Sapphire and I want the character to be able to get 1st and 2nd gen pokemon that will evolve. If I was to rescript when you get the pokedex and change it to the character receiving a national dex instead, will that solve the problem?
                                    #21667    
                                  Old June 21st, 2012 (12:03 PM).
                                  CCCPancakes's Avatar
                                  CCCPancakes CCCPancakes is offline
                                     
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                                    I feel like an idiot for asking this, but could anyone elaborate a bit on the A-map connections?

                                    I'll have 2 maps that connect perfectly in the viewer. I'll go into my ROM and it looks like an earthquake shook the maps apart. Is there any type of magic or sorcery involved that I'm missing?
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                                      #21668    
                                    Old June 21st, 2012 (12:51 PM).
                                    Prof. Q Prof. Q is offline
                                       
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                                      I had a few more questions.

                                      1. How do I activate the updated town map in Fire Red (the one Celio gives you)? I tried playing around with some of the flags in his script, but couldn't find the right one.

                                      2. I've been using YAPE to edit Pokemon in Fire Red. Originally I was using the 1.0 version of Fire Red and YAPE was working fine. I decided it would be better to use the 1.1 version for the hack I'm working on for the bug fixes, but YAPE gives me an error when I try to load the 1.1 version. It says "Error Loading ROM. Error Reading Base Stats." I get the same error when using the 1.1 version of Leaf Green. Has anyone else had this problem when using the 1.1 versions? Is there any way to fix it?

                                      3. Has anyone found a way to incorporate the sleep clause and freeze clause into trainer battles in Fire Red?

                                      4. Has anyone found a way to make it so that items stolen by the player using Thief are returned at the end of trainer battles?
                                        #21669    
                                      Old June 21st, 2012 (1:07 PM).
                                      chrunch chrunch is offline
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                                      Quote:
                                      Originally Posted by Jake 53 View Post
                                      I'm hacking Sapphire and I want the character to be able to get 1st and 2nd gen pokemon that will evolve. If I was to rescript when you get the pokedex and change it to the character receiving a national dex instead, will that solve the problem?
                                      Yes, it would solve the problem. :)
                                        #21670    
                                      Old June 21st, 2012 (3:45 PM).
                                      redriders180's Avatar
                                      redriders180 redriders180 is offline
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                                        Quote:
                                        Originally Posted by CCCPancakes View Post
                                        I feel like an idiot for asking this, but could anyone elaborate a bit on the A-map connections?

                                        I'll have 2 maps that connect perfectly in the viewer. I'll go into my ROM and it looks like an earthquake shook the maps apart. Is there any type of magic or sorcery involved that I'm missing?
                                        You have to make sure the connections match up on both maps. Hit the "up" arrow, or just go to the opposite map, and make sure those connections match as well. Generally, the offset of one map is the negative offset of the connecting map, for example, if you're connecting Map1 and Map2, Map1 to Map2 might be 10, while Map2 to Map1 is -10.

                                        Quote:
                                        Originally Posted by Prof. Q View Post
                                        2. I've been using YAPE to edit Pokemon in Fire Red. Originally I was using the 1.0 version of Fire Red and YAPE was working fine. I decided it would be better to use the 1.1 version for the hack I'm working on for the bug fixes, but YAPE gives me an error when I try to load the 1.1 version. It says "Error Loading ROM. Error Reading Base Stats." I get the same error when using the 1.1 version of Leaf Green. Has anyone else had this problem when using the 1.1 versions? Is there any way to fix it?

                                        3. Has anyone found a way to incorporate the sleep clause and freeze clause into trainer battles in Fire Red?

                                        4. Has anyone found a way to make it so that items stolen by the player using Thief are returned at the end of trainer battles?
                                        For your second question, those programs probably only support version 1.0. Most programs here use Firered 1.0, since I think 1.1 and any other updates will have all their offsets and stuff in different places. YAPE is essentially checking for Pokemon data at a place where Pokemon data does not exist. If you can find an .ini of Firered 1.1, then you'd be set, otherwise just go back to 1.0

                                        For your third question, you'd probably need to do some ASM for that, to check if the opponents have a Pokemon that's asleep or frozen, and if so, prevent the player from using a freezing or sleeping move, or something like that. Same for the fourth.
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                                          #21671    
                                        Old June 21st, 2012 (4:02 PM). Edited June 21st, 2012 by timebroken.
                                        timebroken timebroken is offline
                                           
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                                          Quote:
                                          Originally Posted by redriders180 View Post
                                          Do you mean every single sprite in the entire game? Or just specific sprites, like Pokemon and Trainers?

                                          Use A-text to change the text, or a hex editor.
                                          Yes, I'd like to dump every sprite in the game.

                                          Also I get this error when trying to open A-Text.
                                          Code:
                                          Component 'Comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid
                                          ******************

                                          Also, I need some help with Advanced Map. I've researched this for a bit, but I couldn't find the answers I needed.

                                          I need to know two things.

                                          1) How do I delete maps? I haven't been able to figure out how to delete unneeded and unused maps.
                                          2) How do I move map save locations? I inserted my map, but I don't know how to put it in a different city. It just saves in the town that used to be Pallet Town.
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                                            #21672    
                                          Old June 21st, 2012 (8:01 PM).
                                          JBawls JBawls is offline
                                             
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                                            Sorry if this is not where I post this, this is my first topic >.<...

                                            Ok I have basically created and inserted 7 new maps into the game, the maps works fine as do the warps and etc. My problem is that if I have two of the same items placed on the map, not hidden, the ones where you can see the pokeball sprite, I will pick up the first one and then the other will disappear.

                                            To be more clear and simple if I pick up a max revive then the other(s) on the map vanish. Any item that is not max revive still remains but the other max revive is gone. Is there something I have done wrong? They do not vanish from my bag but from the map itself.

                                            I made the scripts for the item events with pokescript.
                                              #21673    
                                            Old June 22nd, 2012 (12:27 AM).
                                            monbandola monbandola is offline
                                               
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                                              i think im not at the right place to post this... notify me...
                                              i just want a experienced person on hacking... i just want to know if these are possible:
                                              pokescript and advancemap
                                              1. create a new character on pokemon emerald
                                              i mean to create a new "may" coz i think it can.. but no one wants to help me... i just want to add a new character that will... act like may... like she will suddenly walk towards you and talk to you... give you items and stuffs... can i copy the script of may and add it to my new character and modify it slightly??

                                              i just want to create a new story line on pokemon emerald..
                                                #21674    
                                              Old June 22nd, 2012 (1:02 AM).
                                              Satoshi Ookami's Avatar
                                              Satoshi Ookami Satoshi Ookami is offline
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                                              Download that component and it will work

                                              And I would also suggest NOT removing any maps for it can pretty much result in unexpected behaviour.
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                                                #21675    
                                              Old June 22nd, 2012 (4:12 AM).
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                                              ADLFM14 ADLFM14 is offline
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                                                ok guys i really need some little help i want to change the pokeball that shows how many pokemon does the player have when battle starts while searching around unlz i found the picture i want to edit and i've changed this:

                                                to this:

                                                so when i import it and repoint using fsf now time to check and test the rom when open a battle the pokeball are still found didn't even change:

                                                so plz ireall need help and thnx
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