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  #21826    
Old July 2nd, 2012 (8:58 PM).
KhaosKnight's Avatar
KhaosKnight KhaosKnight is offline
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    Quote:
    Originally Posted by ADLFM14 View Post
    Sorry for the inconvenience again i understood what you said and edited successfully the battle commands but the problem is that there are some other text i want to edit like TORCHIC used GROWL! i searched for the word "used" because i don't know the default Pokemon name is what? till i found this \v[&H20] used \v[&H13]!
    i edited and repoint but when i test it still Torchic Used GROWL i tried the way you told me when i searched i found the offset and switch it to hex and put it in the INI file and edit it but also nothing change what the problem again and sorry for my bad englsih :D
    That one was trickier to find. The offset for that is at 4007BD or just search the following string. Editing this string will affect both of the "used" in "TORCHIC used GROWL" and "Wild POOCHYENA used GROWL"

    Code:
    [LEGEND1] used
    [PLAYER]
    I didn't think that would be it, but I tested it and it worked. Things like these just take trial and error, there are a great deal a similar text strings throughout the game. Just make a backup, play with the different strings, and write down the ones that work they way you want them to.
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      #21827    
    Old July 2nd, 2012 (10:33 PM).
    Darkrai Lv.1000's Avatar
    Darkrai Lv.1000 Darkrai Lv.1000 is offline
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      Quote:
      Originally Posted by redriders180 View Post
      Well, it depends. Are you willing to sacrifice the ???-type? If you are, then no, otherwise, yes.
      ...
      i forgot about the ???-type. xD
      i'll just replace that. nobody will miss Curse, right?

      ok, i think this next predicament will be the last one... for now.
      is there any way i can put the underwater tileset from R/S/E into FireRed successfully? i've tried, but it always ends up looking horrible, off-colored, and with many tiles missing. is there a tutorial for this i can be directed to?
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        #21828    
      Old July 2nd, 2012 (10:47 PM).
      KhaosKnight's Avatar
      KhaosKnight KhaosKnight is offline
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        Quote:
        Originally Posted by Lugia_Da_Boss View Post
        Does repointing your text in Advanced Text do any harm?
        It seems everyone just ran over your question sorry :D.

        Most likely no, as long as the text it being correctly re-pointed to free space. This shouldn't be a problem with editing Fire Red or Ruby, but I'm not sure if the latest A-Text re-points to Emeralds free space or not.
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          #21829    
        Old July 2nd, 2012 (11:44 PM).
        Lugia_Da_Boss's Avatar
        Lugia_Da_Boss Lugia_Da_Boss is offline
           
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          Is there any engine for Fire Red with all the names and stuff decapitalized? Although I can find and decapitalize most text, there's still a ton that isn't in Advanced Text and I'm the worst Hex Editor ever.
            #21830    
          Old July 3rd, 2012 (12:25 AM).
          DrFuji's Avatar
          DrFuji DrFuji is offline
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          Quote:
          Originally Posted by Lugia_Da_Boss View Post
          Is there any engine for Fire Red with all the names and stuff decapitalized? Although I can find and decapitalize most text, there's still a ton that isn't in Advanced Text and I'm the worst Hex Editor ever.
          There is a FR de-capitalisation patch in this post.
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            #21831    
          Old July 3rd, 2012 (4:12 AM).
          jhay21's Avatar
          jhay21 jhay21 is offline
             
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            speaking of text editing does anyone know where i can find "TRAINER is about to use POKEMON"? you know the line when the npc is about to send its next pokemon. for fire red btw
              #21832    
            Old July 3rd, 2012 (7:54 AM).
            KhaosKnight's Avatar
            KhaosKnight KhaosKnight is offline
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              Quote:
              Originally Posted by jhay21 View Post
              speaking of text editing does anyone know where i can find "TRAINER is about to use POKEMON"? you know the line when the npc is about to send its next pokemon. for fire red btw
              Should be 3FD186

              Code:
              \v[&H1C] \v[&H1D] is
              about to use [PLAYER].
              
              Will \v[&H23] change
              POKéMON?
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                #21833    
              Old July 3rd, 2012 (4:25 PM).
              Daikoru's Avatar
              Daikoru Daikoru is offline
                 
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                Hello.

                I'm trying to create a new Trainer Sprite, using Nameless Sprite Editor. I've finished the first sprite, but somehow, it refuses to save. When I attempt, I get the following error:

                "842 bytes is too long for this offset, Aborting"

                The Save window says "Data Bytes: 815", so I'm supposing that's the limit. I have the option to not abort if it's too big, but I fear I may corrupt something by doing so. I tried reducing the amount of bytes, but I don't get how it's calculated.

                Any idea on what I should do?
                  #21834    
                Old July 3rd, 2012 (5:54 PM).
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                redriders180 redriders180 is offline
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                  Quote:
                  Originally Posted by Daikoru View Post
                  Hello.

                  I'm trying to create a new Trainer Sprite, using Nameless Sprite Editor. I've finished the first sprite, but somehow, it refuses to save. When I attempt, I get the following error:

                  "842 bytes is too long for this offset, Aborting"

                  The Save window says "Data Bytes: 815", so I'm supposing that's the limit. I have the option to not abort if it's too big, but I fear I may corrupt something by doing so. I tried reducing the amount of bytes, but I don't get how it's calculated.

                  Any idea on what I should do?
                  The way compressed images work is, instead of mapping each byte out one by one, it maps out how long one of each color is. For example, if you had a single line of red pixels, uncompressed, the data would read "red, red, red, red, red, red...", while compressed would read "red sixteen times".

                  But that's beside the point. To save the picture somewhere else, you need to repoint it, basically, put it in free space and tell the game to look there instead of the original sprite. Both the Classic version and the 2.X version do repointing, although the error message usually reads something like "X bytes is too long. Would you like to repoint to $YYYYYY?" Which version are you using?
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                    #21835    
                  Old July 3rd, 2012 (6:38 PM).
                  Nara567's Avatar
                  Nara567 Nara567 is offline
                     
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                    This is getting ridiculous.

                    AdvanceMap 1.95, almost all of the time when I make a map, it asks if I want to save. I click yes, and try to go to a different map, but it asks if I want to save again, over and over. Closing out of the program bugs the map, not letting me see it. Any help?
                      #21836    
                    Old July 3rd, 2012 (6:41 PM).
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                    amcolash amcolash is offline
                       
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                      Quote:
                      Originally Posted by Darkrai Lv.1000 View Post
                      ...
                      i forgot about the ???-type. xD
                      i'll just replace that. nobody will miss Curse, right?

                      ok, i think this next predicament will be the last one... for now.
                      is there any way i can put the underwater tileset from R/S/E into FireRed successfully? i've tried, but it always ends up looking horrible, off-colored, and with many tiles missing. is there a tutorial for this i can be directed to?
                      Well, I have had relatively good success with it. I actually hated the purple colored tiles that ruby had, so I decided to make them a blue instead. I'll attach a youtube video of mine, and it also shows a dive system. My system is actually quite simple and cheating a bit, it just fades, moves the player on the map to another part, and unfades I only need 1/2 dive spots at max and it was working better than other solutions I came across. If you would like to use my tiles, just let me know - I don't have too many right now, but I just colored them differently.

                      (Since I don't have 15 posts yet...) youtube dot com/watch?v=hLiK1SsmexA
                        #21837    
                      Old July 3rd, 2012 (8:19 PM).
                      Darkrai Lv.1000's Avatar
                      Darkrai Lv.1000 Darkrai Lv.1000 is offline
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                        oh, i see, so it is possible...
                        let me see if i understand it now: in order to get the tiles into the game properly, i would have to recolor them to colors that exist in one of FireRed's palettes?

                        also, nice video! i hope to be doing something like that in the project i'm starting soon.
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                          #21838    
                        Old July 3rd, 2012 (8:36 PM).
                        Daikoru's Avatar
                        Daikoru Daikoru is offline
                           
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                          Quote:
                          Originally Posted by redriders180 View Post
                          The way compressed images work is, instead of mapping each byte out one by one, it maps out how long one of each color is. For example, if you had a single line of red pixels, uncompressed, the data would read "red, red, red, red, red, red...", while compressed would read "red sixteen times".

                          But that's beside the point. To save the picture somewhere else, you need to repoint it, basically, put it in free space and tell the game to look there instead of the original sprite. Both the Classic version and the 2.X version do repointing, although the error message usually reads something like "X bytes is too long. Would you like to repoint to $YYYYYY?" Which version are you using?
                          I'm using version 2.X. I just tried saving without the option "Auto-abort if data is too big", thinking it would ask me to repoint. However, it didn't ask anything, and afterwards, I've had problems: the Palette somehow broke (I saved sprite as Bitmap before, in case something would happen). I just struggle to unglitch it, and I'm not sure how I managed to do it.

                          I'm not sure what exactly I've done wrong. Any idea?
                            #21839    
                          Old July 3rd, 2012 (8:58 PM).
                          itman itman is offline
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                            Quote:
                            Originally Posted by Nara567 View Post
                            This is getting ridiculous.

                            AdvanceMap 1.95, almost all of the time when I make a map, it asks if I want to save. I click yes, and try to go to a different map, but it asks if I want to save again, over and over. Closing out of the program bugs the map, not letting me see it. Any help?
                            Just use 1.92, since 1.95 is currently a beta. Make sure to report that to LU-HO though so he can fix that, that used to happen to me sometimes.
                              #21840    
                            Old July 3rd, 2012 (9:32 PM).
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                            redriders180 redriders180 is offline
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                              Quote:
                              Originally Posted by Daikoru View Post
                              I'm using version 2.X. I just tried saving without the option "Auto-abort if data is too big", thinking it would ask me to repoint. However, it didn't ask anything, and afterwards, I've had problems: the Palette somehow broke (I saved sprite as Bitmap before, in case something would happen). I just struggle to unglitch it, and I'm not sure how I managed to do it.

                              I'm not sure what exactly I've done wrong. Any idea?
                              By turning off auto-abort, it'll just write the image wherever it started...even if it was bigger than the original. That means the data immediately after the game was overwritten, messing up things. By your post, I assume it messed up the palette, and possibly some more images. At this point, you'll need to boot up a backup, since you've already done damage. Also, check under "Options" and see if the last two options are checked.
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                                #21841    
                              Old July 3rd, 2012 (9:43 PM).
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                              Nara567 Nara567 is offline
                                 
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                                Quote:
                                Originally Posted by itman View Post
                                Just use 1.92, since 1.95 is currently a beta. Make sure to report that to LU-HO though so he can fix that, that used to happen to me sometimes.
                                Made the switch, no errors so far. Thanks.

                                Two more questions.
                                The starting town I'm setting is Four Island. What storyline issues does this come up with? Just so I know what to watch out for. I attempted to remove Gary and that script, but it crashed my ROM last time, so I'm hesitant to do it again.
                                Is there a way to create a script that will activate after a certain amount of steps? Something like the Safari Zone.
                                  #21842    
                                Old July 3rd, 2012 (10:07 PM).
                                MSeiz5 MSeiz5 is offline
                                   
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                                  How can i change the pokemons of a trainer battle?

                                  Note: Pokemon Ruby
                                    #21843    
                                  Old July 3rd, 2012 (10:51 PM).
                                  itman itman is offline
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                                    Quote:
                                    Originally Posted by Nara567 View Post
                                    Made the switch, no errors so far. Thanks.

                                    Two more questions.
                                    The starting town I'm setting is Four Island. What storyline issues does this come up with? Just so I know what to watch out for. I attempted to remove Gary and that script, but it crashed my ROM last time, so I'm hesitant to do it again.
                                    Is there a way to create a script that will activate after a certain amount of steps? Something like the Safari Zone.
                                    Hmm...I would suggest just removing all the scripts on the map. Just click the even and press delete event on the right hand column that comes up when you click an event. To delete level scripts (if there are any on four island), you need to go to headerview and press "remove map scripts" until they're all gone.

                                    As for the steps thing...yes it's possible. It can be done by putting a script tile on every space. The first tile sets a variable. Then every tile after that adds a number to the variable until the number you want is hit. Then, when it's hit, the script will do something else and deactivate the rest. The better way, however, would be to make an ASM routine that counts steps...I'm not sure how the safari zone works though, sorry. My method works, although its definitely not ideal or the best way to do it.
                                      #21844    
                                    Old July 3rd, 2012 (10:54 PM).
                                    Darkrai Lv.1000's Avatar
                                    Darkrai Lv.1000 Darkrai Lv.1000 is offline
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                                      Quote:
                                      Originally Posted by Nara567 View Post
                                      Made the switch, no errors so far. Thanks.

                                      Two more questions.
                                      The starting town I'm setting is Four Island. What storyline issues does this come up with? Just so I know what to watch out for. I attempted to remove Gary and that script, but it crashed my ROM last time, so I'm hesitant to do it again.
                                      Is there a way to create a script that will activate after a certain amount of steps? Something like the Safari Zone.
                                      i believe something like that can be done using the FR Hacked Engine.
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                                        #21845    
                                      Old July 3rd, 2012 (11:23 PM).
                                      KhaosKnight's Avatar
                                      KhaosKnight KhaosKnight is offline
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                                        Quote:
                                        Originally Posted by Nara567 View Post
                                        Made the switch, no errors so far. Thanks.

                                        Two more questions.
                                        The starting town I'm setting is Four Island. What storyline issues does this come up with? Just so I know what to watch out for. I attempted to remove Gary and that script, but it crashed my ROM last time, so I'm hesitant to do it again.
                                        Is there a way to create a script that will activate after a certain amount of steps? Something like the Safari Zone.
                                        I think the commands to start a Safari Game in FireRed and Ruby are "special 0xCD" and "special 0xCE" and for Emerald they are "special 0xD0" and "special 0xD1". One is for the Safari Balls and the other is for the steps I think. You can play around with those specials to make something work.
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                                          #21846    
                                        Old July 4th, 2012 (12:44 AM).
                                        Lugia_Da_Boss's Avatar
                                        Lugia_Da_Boss Lugia_Da_Boss is offline
                                           
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                                          How do I change the sprites for the people you see just before the Pokémon come out in battles? All I know is how to change overworld sprites.
                                            #21847    
                                          Old July 4th, 2012 (12:51 AM).
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                                          tajaros tajaros is offline
                                          Hi I'm dawg
                                             
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                                            Quote:
                                            Originally Posted by Lugia_Da_Boss View Post
                                            How do I change the sprites for the people you see just before the Pokémon come out in battles? All I know is how to change overworld sprites.
                                            You can edit those in UNLZ they're usually after the pokemon sprites...

                                            They're the same as the pokemon sprites they have to be in 64x64 and indexed
                                            you can edit those at paint or view them in either UNLZ or NSE 2.X...

                                            If you want to learn how to insert sprites try going to the tutorials section... :D
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                                              #21848    
                                            Old July 4th, 2012 (6:23 AM).
                                            boslerk2 boslerk2 is offline
                                               
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                                              Hi there! For a while now, I have been searching for a GSC evolution editor. I finally found one from Poke Hack Masterz called EVOEDIT (on website, link says Evolution Editor).

                                              I am having problems running the program, as I get compatibility errors when it attempts to execute. My OS is a 64-bit Windows 7 and I have tried running the program in compatibility mode for Windows XP (Service packs 2 and 3), Vista, and even 98/ME modes to no avail.

                                              For anyone on here who uses this program, how can I make it work? Thanks!
                                                #21849    
                                              Old July 4th, 2012 (9:18 AM).
                                              Daikoru's Avatar
                                              Daikoru Daikoru is offline
                                                 
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                                                Quote:
                                                Originally Posted by redriders180 View Post
                                                By turning off auto-abort, it'll just write the image wherever it started...even if it was bigger than the original. That means the data immediately after the game was overwritten, messing up things. By your post, I assume it messed up the palette, and possibly some more images. At this point, you'll need to boot up a backup, since you've already done damage. Also, check under "Options" and see if the last two options are checked.
                                                I see. That's what I thought, but none of the other Trainer Sprites were damaged (I reckon they're all next to each other in the data). Also, at one point, it wasn't the palette but the picture that broke (only on the bottom). I don't know if I somehow I got it fixed because I managed to relocate it.

                                                Also, yes, the two last options are checked. I've let every option on default.
                                                  #21850    
                                                Old July 4th, 2012 (2:34 PM).
                                                Nara567's Avatar
                                                Nara567 Nara567 is offline
                                                   
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                                                  Thanks for the answers. But I still have more questions. :cer_confused:

                                                  -Regarding JPAN's patch, is there a way to patch it without removing all of the scripts?
                                                  -Regarding the FR 649 patch, when finished, would it have to be patched to a clean ROM?

                                                  -More mapping stuff; I've created several maps and set the border block to the black tile, but when I see it ingame, it's a different tile. How would I fix this?
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