[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 876

Started by Prof. 9 January 31st, 2007 7:25 AM
  • 1958403 views
  • 27748 replies
Male
Seen November 3rd, 2019
Posted April 4th, 2017
74 posts
11.4 Years
I just repost and add more question at here... Don't know why... No people answer me, I wonder is my bad english. :(

1) If I use Showpokepic command at XSE, when I test at game It show pokemon sprite and has cry sound when pokepics is appeared, how do I make it when show pokepic but no cry sound effect?

2) I played a hacked rom called "Pokemon Mirage" it Rom base is Ruby I think. At the game started, after the intro, it appeared many full screen sprite to say its story ( In the game, its Arcues and the fakemon at the sprite ), can I make it too? At FR rom also can do it?

3) I use Advance Map 1.92, How to Import or Export map? EX : I want to use Pallet Town and import the map to Vidirian City, how to do it?

4) I seen Fire Red Hacked engine, the trainer customization change the add more trainer back sprite function, it say "if you want to insert images to use with this, you cannot insert them over Un-LZ,"
How to insert trainer back sprite without not using Un-LZ?

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
I just repost and add more question at here... Don't know why... No people answer me, I wonder is my bad english. :(

1) If I use Showpokepic command at XSE, when I test at game It show pokemon sprite and has cry sound when pokepics is appeared, how do I make it when show pokepic but no cry sound effect?

2) I played a hacked rom called "Pokemon Mirage" it Rom base is Ruby I think. At the game started, after the intro, it appeared many full screen sprite to say its story ( In the game, its Arcues and the fakemon at the sprite ), can I make it too? At FR rom also can do it?

3) I use Advance Map 1.92, How to Import or Export map? EX : I want to use Pallet Town and import the map to Vidirian City, how to do it?

4) I seen Fire Red Hacked engine, the trainer customization change the add more trainer back sprite function, it say "if you want to insert images to use with this, you cannot insert them over Un-LZ,"
How to insert trainer back sprite without not using Un-LZ?
1. The option to play a cry is built-in to the command itself. You could edit the commands properties with ASM, but it's much easier to just ignore the cry.

2. This was probably achieved using ASM as well. It's not very difficult if you know ASM. Simply use the decompression swi to decompress the image and tilemap, write the palette to the WRAM, and you're good to go for fullscreen images. If you don't know what I'm saying, don't try it.

3. File > Map > Save map as... will save a map, and File > Open Map will open it.

4. Firered's person backsprites are uncompressed images, which means UNLZ.gba doesn't work, since UNLZ.gba only deals with compressed images. Nameless Sprite Editor will let you import and export uncompressed images into your game.


I think I'm done with ROM hacking. I'll still pop in and visit, though.


Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
Hello, I have another question. I wasn't sure where to post this - on the script help thread or this one. But I'm having trouble with this script. Well, not really with the script. The problem is, when the script gets to the "applymovement 5 @m2" command, somehow the player gets turned into the person event... The camera unlatches from the player and locks onto the person event... Then, the script ends and my game freezes. Help please?

#dynamic 0x800000

#org @start
lock
textcolor 0x0
message @t1 6
applymovement 0xFF @m1
waitmovement 0x0
message @t2 6
giveitem 0x4 0x1 MSG_OBTAIN
trainerbattle 0x1 0x2E5 0x0 @before @after @further
end

#org @further
message @t3 6
applymovement 5 @m2
waitmovement 0x0
hidesprite 0x5
setflag 0x527
setvar 0x5024 0x1
release
end

#org @m2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @t3
= Thank you for battling me.\nYou may pass.

#org @after
= Very nice. You may pass.

#org @before
= But before I let you pass, how\nabout a POKéMON battle?

#org @t2
= I'm here to give all of the new\ntrainers a starting POKé BALL.\pPOKé BALLS can be used to catch\nPOKéMON in wild battles.\pHere you go!

#org @m1
#raw 0x1
#raw 0xFE

#org @t1
= Excuse me...
(Wasn't sure where to post this because it's not really a scripting problem I don't think... It's more of a bug or something.)

BrandoSheriff

Has a tendency to figure things out

Age 28
Male
On an island with Hakaze
Seen February 8th, 2022
Posted June 6th, 2020
753 posts
15.9 Years
Hello, I have another question. I wasn't sure where to post this - on the script help thread or this one. But I'm having trouble with this script. Well, not really with the script. The problem is, when the script gets to the "applymovement 5 @m2" command, somehow the player gets turned into the person event... The camera unlatches from the player and locks onto the person event... Then, the script ends and my game freezes. Help please?

#dynamic 0x800000

#org @start
lock
textcolor 0x0
message @t1 6
applymovement 0xFF @m1
waitmovement 0x0
message @t2 6
giveitem 0x4 0x1 MSG_OBTAIN
trainerbattle 0x1 0x2E5 0x0 @before @after @further
end

#org @further
message @t3 6
applymovement 5 @m2
waitmovement 0x0
hidesprite 0x5
setflag 0x527
setvar 0x5024 0x1
release
end

#org @m2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @t3
= Thank you for battling me.\nYou may pass.

#org @after
= Very nice. You may pass.

#org @before
= But before I let you pass, how\nabout a POKéMON battle?

#org @t2
= I'm here to give all of the new\ntrainers a starting POKé BALL.\pPOKé BALLS can be used to catch\nPOKéMON in wild battles.\pHere you go!

#org @m1
#raw 0x1
#raw 0xFE

#org @t1
= Excuse me...
(Wasn't sure where to post this because it's not really a scripting problem I don't think... It's more of a bug or something.)
What I believe is the problem is either the 5 is supposed to be 0x5 (if that's the guy's People ID), or that trainerbattle command is only supposed to display the one message @t3 after the battle, and nothing but, which is why it freezes if it attempts to do anything else.

I also have an AdvanceMap question:
Is it possible to rearrange maps to create my own order? Like if I wanted to have Saffron City's map with Pallet Town's house interiors, could I rearrange them so they'd be in the same category?

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
Hello, I have another question. I wasn't sure where to post this - on the script help thread or this one. But I'm having trouble with this script. Well, not really with the script. The problem is, when the script gets to the "applymovement 5 @m2" command, somehow the player gets turned into the person event... The camera unlatches from the player and locks onto the person event... Then, the script ends and my game freezes. Help please?

#dynamic 0x800000

#org @start
lock
textcolor 0x0
message @t1 6
applymovement 0xFF @m1
waitmovement 0x0
message @t2 6
giveitem 0x4 0x1 MSG_OBTAIN
trainerbattle 0x1 0x2E5 0x0 @before @after @further
end

#org @further
message @t3 6
applymovement 5 @m2
waitmovement 0x0
hidesprite 0x5
setflag 0x527
setvar 0x5024 0x1
release
end

#org @m2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @t3
= Thank you for battling me.\nYou may pass.

#org @after
= Very nice. You may pass.

#org @before
= But before I let you pass, how\nabout a POKéMON battle?

#org @t2
= I'm here to give all of the new\ntrainers a starting POKé BALL.\pPOKé BALLS can be used to catch\nPOKéMON in wild battles.\pHere you go!

#org @m1
#raw 0x1
#raw 0xFE

#org @t1
= Excuse me...
(Wasn't sure where to post this because it's not really a scripting problem I don't think... It's more of a bug or something.)
Is it a green script tile that activates it, or a person event, or a level script? If person event, and the event you talk to is set to "Look down", change it to "No movement". Otherwise, I'm not completely sure. XSE is completely fine with taking numbers that don't begin with 0x...0x simply means its a hex number. Omit it, and XSE will assume it's a decimal number, and do the necessary conversions.

Edit:
How do I make a sprite disappear or reappear from a different map? Like the the guy in the original FR/LG that blocked Cerulean Cave.
The best way is to assign a unique person ID to the person, and set the flag with that person ID. So, if you gave the person an ID of 0027, using "setflag 0x27" will make him disappear permanently.


I think I'm done with ROM hacking. I'll still pop in and visit, though.


Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
Is it a green script tile that activates it, or a person event, or a level script? If person event, and the event you talk to is set to "Look down", change it to "No movement". Otherwise, I'm not completely sure. XSE is completely fine with taking numbers that don't begin with 0x...0x simply means its a hex number. Omit it, and XSE will assume it's a decimal number, and do the necessary conversions.

Edit:

The best way is to assign a unique person ID to the person, and set the flag with that person ID. So, if you gave the person an ID of 0027, using "setflag 0x27" will make him disappear permanently.
Ah, it worked. Just for the record, it was a script tile. But the person that the player talks to was in a "looking down" state. Changed it to "no movement" and it worked. Thanks!
Male
Seen July 22nd, 2012
Posted July 22nd, 2012
13 posts
12.9 Years
I want to have a "spawn" point in a town so that if you lose to a wild Pokemon or a trainer, you will return there. I am assuming that this may be incorporated in a Flying Position, but I cannot add any of these as events. How can I do this?

Another question, how can I edit Professor Birch's speech in the beginning of the game?

tajaros

Hi I'm dawg

Age 24
Male
Philippines
Seen August 7th, 2015
Posted April 15th, 2013
855 posts
11.1 Years
Does anyone know what the number in unLZ is for the Team Rocket Grunt? (The boy grunt)
I was searching for it and I could not find it... Thanks.
You can view them much easier in NSE 2.x... :)
Male
Seen November 3rd, 2019
Posted April 4th, 2017
74 posts
11.4 Years
1. The option to play a cry is built-in to the command itself. You could edit the commands properties with ASM, but it's much easier to just ignore the cry.

2. This was probably achieved using ASM as well. It's not very difficult if you know ASM. Simply use the decompression swi to decompress the image and tilemap, write the palette to the WRAM, and you're good to go for fullscreen images. If you don't know what I'm saying, don't try it.

3. File > Map > Save map as... will save a map, and File > Open Map will open it.

4. Firered's person backsprites are uncompressed images, which means UNLZ.gba doesn't work, since UNLZ.gba only deals with compressed images. Nameless Sprite Editor will let you import and export uncompressed images into your game.

1) But I need to use showpokepic to show a person face, like some hacked rom.

2) Have a tutorial there?

3) Thanks!

4) When I using Nameless Sprite Editor just open the sprite I want to insert and go to File > Insert > Image Data and set the free space I where I want to insert, that a method to insert a uncompressed images?

I got some more question.

5) This question is about .s file. .s file original manuscript is Unknown Application, I double click the .s file. After that, It appeared 2 choices " Use the Web service to find the correct program " and "
Select a program from a list of installed programs ". I choosed "
Select a program from a list of installed programs " and choose Notepad and checked "Always use the selected program to open this kind of file".
Then, I use Sappy 2006 mod 15 to assembly .s file and click " Cook it "( In another Version that's "Assembly that ugly thing", it appeared a error, "XXXX:1: Can't find file "MPlayDef.s" for inclusion Assembly halted". I placed MPlayDef.s file with the .s file I wanted to insert my rom, but also have this problem, so I think is the " "Always use the selected program to open this kind of file" problem. I use Windows 7, how can I change the .s file return to Unknown Application? Or a else way to fix this problem.

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
1) But I need to use showpokepic to show a person face, like some hacked rom.

2) Have a tutorial there?

3) Thanks!

4) When I using Nameless Sprite Editor just open the sprite I want to insert and go to File > Insert > Image Data and set the free space I where I want to insert, that a method to insert a uncompressed images?

I got some more question.

5) This question is about .s file. .s file original manuscript is Unknown Application, I double click the .s file. After that, It appeared 2 choices " Use the Web service to find the correct program " and "
Select a program from a list of installed programs ". I choosed "
Select a program from a list of installed programs " and choose Notepad and checked "Always use the selected program to open this kind of file".
Then, I use Sappy 2006 mod 15 to assembly .s file and click " Cook it "( In another Version that's "Assembly that ugly thing", it appeared a error, "XXXX:1: Can't find file "MPlayDef.s" for inclusion Assembly halted". I placed MPlayDef.s file with the .s file I wanted to insert my rom, but also have this problem, so I think is the " "Always use the selected program to open this kind of file" problem. I use Windows 7, how can I change the .s file return to Unknown Application? Or a else way to fix this problem.
1) I'd just use it like normal. I doubt anyone will notice or be annoyed by a cry playing when it's used.

2) Feel free to read an ASM tutorial on the Tutorial page...displaying full-sized images are not easy, and you wouldn't understand unless you knew ASM in the first place.

4) Yes, just make sure the "compressed" box isn't checked, if you're using Classic NSE.

5) Many apologies, but this is one question I can't answer. I don't hack music.


I think I'm done with ROM hacking. I'll still pop in and visit, though.


Male
Seen September 12th, 2021
Posted June 28th, 2013
7 posts
12.7 Years
Hello people i was wondering how i can change the MAP name of a new map (i created 43,0 for this in Fire Red) without changing existing map names such as PALLET TOWN or ROCK TUNNEL.

and how do people change map tiles into completely new tiles do they make them theirself or how does it work

hope someone can help me
Male
Seen August 20th, 2012
Posted July 20th, 2012
2 posts
11 Years
Hello, I am new to rom hacking but I am picking it up pretty fast. I am working on a hack of pokemon red and I am trying to figure out how to edit warps. Specifically what I would love to do is have you enter a house in viridian city but end up inside the pokemon fan club, when you leave the fan club you are taken to the bike shop, and leaving the bike shop will put you back in viridian city. I know I can do the bike another way but I am looking for how you chain warps as mine will be more complicated. I am also interested in learning how to add warp points in towns. I played with pokemap some but it will not let me edit warp tiles inside buildings, nor could I find a way to create new warp points in a town so I would rather just learn how it works in hex so that I can just edit it directly. Any help in finding and explaining the coding used for warps in 1st gen would be greatly appreciated.

Also while I'm at it, is there a way to have battle animations turned off even when turned on in options (or just turned off and remove battle animations from the options screen)? This is more of an aesthetics concern and won't effect game play but I would like to do this while working on the rest of the game before coming back to fix attack animations.

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
Hello, I have two questions.

Both are associated with Pokemon Fire Red:

First Question:
I just made a new route in my hack, and I removed all of the person events. Yet, when I go in game and go to the route, there is one person still wandering around. I can't figure out how to get rid of him. He isn't associated with a level script or anything, A-map even says he doesn't exist. (I was editing Route 2 if it matters) Help please?

Second Question:
I was trying to insert a new Rocket Grunt Sprite into unLZ. First off, I exported it from unLZ and edited it in Paint. Then, I went into a program called IrfanView and loaded up my sprite. From there I went to | Image --> Decrease Color Depth --> 16 Colors. I copied the image at that point. Then I edited the palette and switched my background color to the first palette slot. Then, I saved my new indexed sprite.

Next, I went into Paint and opened up my indexed sprite. I pasted the original sprite over my new one to get rid of the pixel mess-ups that IrfanView made. I saved the sprite. Here's where the problem comes in. I went back into Irfanview with that sprite and checked to make sure the color depth was still 16 colors but it automatically changed the color depth back to 256 colors and reset my palette changes... Help please?

Thanks.

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
Hello people i was wondering how i can change the MAP name of a new map (i created 43,0 for this in Fire Red) without changing existing map names such as PALLET TOWN or ROCK TUNNEL.

and how do people change map tiles into completely new tiles do they make them theirself or how does it work

hope someone can help me
Go into the Header tab in A-Map, and click the dropdown next to the spot where you can change the name of a Map. It'll let you select a the map name. You need to refresh A-Map for the changes to become noticeable, with either F5 or closing and reopening.

Hello, I have two questions.

Both are associated with Pokemon Fire Red:

First Question:
I just made a new route in my hack, and I removed all of the person events. Yet, when I go in game and go to the route, there is one person still wandering around. I can't figure out how to get rid of him. He isn't associated with a level script or anything, A-map even says he doesn't exist. (I was editing Route 2 if it matters) Help please?

Second Question:
I was trying to insert a new Rocket Grunt Sprite into unLZ. First off, I exported it from unLZ and edited it in Paint. Then, I went into a program called IrfanView and loaded up my sprite. From there I went to | Image --> Decrease Color Depth --> 16 Colors. I copied the image at that point. Then I edited the palette and switched my background color to the first palette slot. Then, I saved my new indexed sprite.

Next, I went into Paint and opened up my indexed sprite. I pasted the original sprite over my new one to get rid of the pixel mess-ups that IrfanView made. I saved the sprite. Here's where the problem comes in. I went back into Irfanview with that sprite and checked to make sure the color depth was still 16 colors but it automatically changed the color depth back to 256 colors and reset my palette changes... Help please?

Thanks.
For the second question, the newer Paint no longer supports indexed files. use Gimp or Photoshop.


I think I'm done with ROM hacking. I'll still pop in and visit, though.


Seen August 24th, 2012
Posted July 25th, 2012
6 posts
10.8 Years
Hello! I've just started ROM hacking today, and I'd like to start small by simply editing a Pokemon Emerald ROM to better suit my preferences. First on the agenda is to replace all of the protagonist trainer sprites.

Using destinedjagold's Sprite Indexing and Inserting Tutorial thread, I was able to change the basic sprite (the one in the trainer card) of the female protagonist. However, how am I to go about changing all of the sprites? This includes walking, cycling, surfing, in the end credits, etc.

Much appreciated to anyone who can help me out!

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
For the second question, the newer Paint no longer supports indexed files. use Gimp or Photoshop.
Thanks, it works now :) *Writes a random sentence to fill in the extra space to post a message*

BrandoSheriff

Has a tendency to figure things out

Age 28
Male
On an island with Hakaze
Seen February 8th, 2022
Posted June 6th, 2020
753 posts
15.9 Years
Ok, I just realized I don't like music hacking, as it is very difficult and tedious (especially with Sappy), so I may switch over to Ruby as my rom base due to it having a lot more and better music in my opinion.

My question is: Is it possible to initiate a wild battle similar to the GHOST from FireRed using Ruby(where you can't do anything to it but Run)? If not, can I somehow make a Pokemon absolutely uncatchable/have attacks done to it be completely ineffective?

EDIT: Another question, In Ruby, is it possible to script a "checkpokemon" event (like special2 does for FireRed), where it will check if I have a certain Pokemon, and will do something else based on that?
Male
Seen September 12th, 2021
Posted June 28th, 2013
7 posts
12.7 Years
Go into the Header tab in A-Map, and click the dropdown next to the spot where you can change the name of a Map. It'll let you select a the map name. You need to refresh A-Map for the changes to become noticeable, with either F5 or closing and reopening.
This is what i said in my message if i do that it changes the current names of all the maps so example i make a new map and name it Shadow Cave maps named ROCK TUNNEL get that name i want to make a completely new name

hope anyone understands it now and might work

PS: Thnx for trying to help you just misunderstood how i ment it but thnx alot:D
Male
Seen November 3rd, 2019
Posted April 4th, 2017
74 posts
11.4 Years
1) I'd just use it like normal. I doubt anyone will notice or be annoyed by a cry playing when it's used.

2) Feel free to read an ASM tutorial on the Tutorial page...displaying full-sized images are not easy, and you wouldn't understand unless you knew ASM in the first place.

4) Yes, just make sure the "compressed" box isn't checked, if you're using Classic NSE.

5) Many apologies, but this is one question I can't answer. I don't hack music.

1) Nevermind, I found a method, it's Jpan hacked engine, it has show uncompressed picture function.

2) That's ok, thanks.

4) It's worked!!! Thanks.

5) ...Nevermind, I will post this question to this thread again.