[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION) Page 879

Started by Prof. 9 January 31st, 2007 7:25 AM
  • 1958403 views
  • 27748 replies

tajaros

Hi I'm dawg

Age 24
Male
Philippines
Seen August 7th, 2015
Posted April 15th, 2013
855 posts
11.1 Years
Sorry to ask so much, but I have one more question.
Would it be possible to make some sort of an even where you examine a rock or something and if you have a certain pokemon in your party it evolves??
And if you don't it just says something like "Nothing happened...."??
Yes it's Possible but only through ASM.... :)

tajaros

Hi I'm dawg

Age 24
Male
Philippines
Seen August 7th, 2015
Posted April 15th, 2013
855 posts
11.1 Years
Assembly, a low-level proggraming language kinda like advance scripting.... :)

If you want to learn more about it go here httphttp://www.pokecommunity.com/showthread.php?t=117917 or here http://www.pokecommunity.com/showthread.php?t=258832 :)
Female
Seen December 30th, 2012
Posted December 19th, 2012
115 posts
11.4 Years
I just tried it and it worked for me... did u try clicking synchronize palette and update palette?
Yes I tried both of those however when I do that the chest of the shiny front view turns dark pink instead of yellow and the belly of the shiny back view turns dark pink instead of yellow. Also the shadow turns yellow on the edge along with various other miscolorings.

When I attempt to correct these colors by double clicking the palettes it messes up other colors on the pokemon's body.

Edit:

Here's a screenshot of the pokemon after syncing and updating the palettes.


Age 31
Male
Texas
Seen January 8th, 2017
Posted March 23rd, 2015
150 posts
14.4 Years
ah... thats because its the way you've saved the pictures. The shiny palette should synchronize with the normal palette in the places that are colored. Like for example:
Suppose you had a green color you wanted to change to blue. Then it should be like this

Normal Palette:
X X X X G1 G2 G3 G4 X X X X X X X X

Shiny Palette:
X X X X B1 B2 B3 B4 X X X X X X X X

The X's are the other colors that remain constant. The colors you want to change should be in the exact corresponding spot as the normal palette.

I think its because the belly uses the same color as the tail flower. Since there's only one instance of the yellow in the palette, the game changes the belly to pink along with the flower center. I'd suggest either changing the yellow on the flower to a slightly different color or changing the palette to include another instance of the yellow.


Female
Seen December 30th, 2012
Posted December 19th, 2012
115 posts
11.4 Years
ah... thats because its the way you've saved the pictures. The shiny palette should synchronize with the normal palette in the places that are colored. Like for example:
Suppose you had a green color you wanted to change to blue. Then it should be like this

Normal Palette:
X X X X G1 G2 G3 G4 X X X X X X X X

Shiny Palette:
X X X X B1 B2 B3 B4 X X X X X X X X

The X's are the other colors that remain constant. The colors you want to change should be in the exact corresponding spot as the normal palette.

I think its because the belly uses the same color as the tail flower. Since there's only one instance of the yellow in the palette, the game changes the belly to pink along with the flower center. I'd suggest either changing the yellow on the flower to a slightly different color or changing the palette to include another instance of the yellow.
Hmm.. ok if I include another instance of yellow, would it be on the shiny, nonshiny or both versions?

Female
Seen December 30th, 2012
Posted December 19th, 2012
115 posts
11.4 Years
Both Versions. And you'd have to make sure that that color is only for the belly and not for the flower. (i.e. if u change that color on the palette, only one the belly should change)
Thanks for trying to help but I couldn't get it to work. I think that having that many yellows exceeded my palette's color limit. Instead I just made it more consistently pink which is kind of weird but I guess it's ok.

Seen July 24th, 2012
Posted July 21st, 2012
3 posts
14.3 Years
I'm new to scripting, but not new to programming.
I wrote a pretty basic script with some messages and movement and I tried putting it into a script tile on a map in AdvanceMap after I complied it. The script does not activate upon stepping on the tile. I set the unknown value for the tile to 0003 (I tried 0300 too) and the Var number to 4050 as instructed, but to no avail. I know the issue is not with the script itself, because I checked it by assigning it to a Person Event, and it ran as intended.

Any idea what I'm doing wrong?

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
I'm new to scripting, but not new to programming.
I wrote a pretty basic script with some messages and movement and I tried putting it into a script tile on a map in AdvanceMap after I complied it. The script does not activate upon stepping on the tile. I set the unknown value for the tile to 0003 (I tried 0300 too) and the Var number to 4050 as instructed, but to no avail. I know the issue is not with the script itself, because I checked it by assigning it to a Person Event, and it ran as intended.

Any idea what I'm doing wrong?
Could you please post the script? (Just so I know what is supposed to happen)
Also, do you want the script to activate the instant the player walks into a new map?
Seen July 24th, 2012
Posted July 21st, 2012
3 posts
14.3 Years
Thanks for your response! Here's a copy of the script I'm using. I realize that it does have errors (which I noticed when I ran it out of the person event, but I'd like to get the script tile to work before I do that.)

Spoiler:

'---------------
#org 0x71A400
goto 0x871A47A

'---------------
#org 0x71A47A
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox 0x871A4F0 MSG_KEEPOPEN '"???: Hey you!"
closeonkeypress
applymovement 0x2 0x871A68F
waitmovement 0x0
msgbox 0x871A501 MSG_KEEPOPEN '"ALEKO: I'm glad that\nI ran into y..."
closeonkeypress
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x871A589 MSG_KEEPOPEN '"ALEKO gives you an EEVEE!"
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x871A5A5 MSG_YESNO '"Would you like to give a\nnickname..."
compare LASTRESULT 0x1
if 0x1 call 0x871A4E9
msgbox 0x871A5D3 MSG_NORMAL '"ALEKO: I know that you've\nalways ..."
applymovement 0x2 0x871A69B
waitmovement 0x0
releaseall
end

'---------------
#org 0x71A4E9
call 0x81A74EB
return

'---------------
#org 0x1A74EB
showbox 0x1A 0x8 0x9 0x4
goto 0x81A7507

'---------------
#org 0x1A7507
special 0x17F
return


'---------
' Strings
'---------
#org 0x71A4F0
= ???: Hey you!

#org 0x71A501
= ALEKO: I'm glad that\nI ran into you before\nI head off to the Pokemon\nLeague for my internship.\nI got you something to\nremember me by.

#org 0x71A589
= ALEKO gives you an EEVEE!

#org 0x71A5A5
= Would you like to give a\nnickname to EEVEE?

#org 0x71A5D3
= ALEKO: I know that you've\nalways wanted a Glaceon,\nbut Ice Stones are\nreally hard to come by\nthese days.\nI'm going to be late\nif I don't leave now\nso I gotta run.\n


'-----------
' Movements
'-----------
#org 0x71A68F
#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 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x66 'Happy (^_^)
#raw 0xFE 'End of Movements

#org 0x71A69B
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements


So that's it. The script event tile is on the Route 1 map, so it's not activating as soon as I enter a new map, no. I just want it to activate once this particular tile is stepped on, and that's not happening.
Age 29
Male
Brasil
Seen February 11th, 2019
Posted July 22nd, 2012
5 posts
12.4 Years
Guys, I need help with two problems.

First: I created a new map, 1.123. I connected it with the existing map 1.113 (both are inside the folder "ICEFALL CAVE"). Done correctly, the 1.123 with 1.113 and 1.113 with 1.123. Went to test in VBA. When I move the map 1.113 to 1.123, the character goes through normally. However, when I went over 1.123 for 1.113, he did not return. It is as if the map were not connected. Tried to turn the maps by Advance 1.92 and 1.95 Map and none worked. How to solve this problem?

Second: This second map that I created, the character does not run. Just walk or use the bike. But if I press the B button (GBA) the character does not run. How to resolve?

Thank you!

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
Thanks for your response! Here's a copy of the script I'm using. I realize that it does have errors (which I noticed when I ran it out of the person event, but I'd like to get the script tile to work before I do that.)

Spoiler:

'---------------
#org 0x71A400
goto 0x871A47A

'---------------
#org 0x71A47A
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox 0x871A4F0 MSG_KEEPOPEN '"???: Hey you!"
closeonkeypress
applymovement 0x2 0x871A68F
waitmovement 0x0
msgbox 0x871A501 MSG_KEEPOPEN '"ALEKO: I'm glad that\nI ran into y..."
closeonkeypress
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x871A589 MSG_KEEPOPEN '"ALEKO gives you an EEVEE!"
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x871A5A5 MSG_YESNO '"Would you like to give a\nnickname..."
compare LASTRESULT 0x1
if 0x1 call 0x871A4E9
msgbox 0x871A5D3 MSG_NORMAL '"ALEKO: I know that you've\nalways ..."
applymovement 0x2 0x871A69B
waitmovement 0x0
releaseall
end

'---------------
#org 0x71A4E9
call 0x81A74EB
return

'---------------
#org 0x1A74EB
showbox 0x1A 0x8 0x9 0x4
goto 0x81A7507

'---------------
#org 0x1A7507
special 0x17F
return


'---------
' Strings
'---------
#org 0x71A4F0
= ???: Hey you!

#org 0x71A501
= ALEKO: I'm glad that\nI ran into you before\nI head off to the Pokemon\nLeague for my internship.\nI got you something to\nremember me by.

#org 0x71A589
= ALEKO gives you an EEVEE!

#org 0x71A5A5
= Would you like to give a\nnickname to EEVEE?

#org 0x71A5D3
= ALEKO: I know that you've\nalways wanted a Glaceon,\nbut Ice Stones are\nreally hard to come by\nthese days.\nI'm going to be late\nif I don't leave now\nso I gotta run.\n


'-----------
' Movements
'-----------
#org 0x71A68F
#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 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x66 'Happy (^_^)
#raw 0xFE 'End of Movements

#org 0x71A69B
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements


So that's it. The script event tile is on the Route 1 map, so it's not activating as soon as I enter a new map, no. I just want it to activate once this particular tile is stepped on, and that's not happening.
Okay, try this:

You need a "lockall" command at the beginning of your script. (Just before "textcolor 0x0") Also, there needs to be a "setvar 0x4050 0x1" command just before your "releaseall" command at the end of your script.

Your AdvancedMap settings are correct, but since you used 4050 for the var number, you also need to insert a "setvar 0x4050 0x1" command at the end of your script. This will make it so that when the script ends, it will be removed from the game forever.

Guys, I need help with two problems.

First: I created a new map, 1.123. I connected it with the existing map 1.113 (both are inside the folder "ICEFALL CAVE"). Done correctly, the 1.123 with 1.113 and 1.113 with 1.123. Went to test in VBA. When I move the map 1.113 to 1.123, the character goes through normally. However, when I went over 1.123 for 1.113, he did not return. It is as if the map were not connected. Tried to turn the maps by Advance 1.92 and 1.95 Map and none worked. How to solve this problem?

Second: This second map that I created, the character does not run. Just walk or use the bike. But if I press the B button (GBA) the character does not run. How to resolve?

Thank you!
For the first problem:

Where exactly does the player end up after they go from 1.123 to 1.113? Does the game freeze or does the player get warped to a random map or something?

For the second problem:

Go to the second map's header. Under "Map Options" and "Type", what does it say? If it says "Inside", change it to something else. Any map with an "Inside" typing will disable the run feature for that specific map.
Age 29
Male
Brasil
Seen February 11th, 2019
Posted July 22nd, 2012
5 posts
12.4 Years
Thank you for answering me. Well, I linked the maps. I'll show a image so that you understand what's going on... (open the Spoiler to see the prints)

Spoiler:












It was not to have problems ...

---------

On the second problem, the character cannot run. No, is set to "Underground" instead of "Inside". See:

Spoiler:




Why this is happening?


------------


EDIT: The second problem I fix changing set the "Show name on entering" to "??? [07]". But the first problem persists.

redriders180

Mastermind of Pokemon Glazed

Male
Path of Victory, Tunod
Seen December 17th, 2016
Posted November 17th, 2015
314 posts
12.9 Years
Thank you for answering me. Well, I linked the maps. I'll show a image so that you understand what's going on... (open the Spoiler to see the prints)

Spoiler:












It was not to have problems ...

---------

On the second problem, the character cannot run. No, is set to "Underground" instead of "Inside". See:

Spoiler:




Why this is happening?


------------


EDIT: The second problem I fix changing set the "Show name on entering" to "??? [07]". But the first problem persists.
This might be a complete hunch, but it might be that your offset is an odd number. The game seems finnicky about odd numbers as an offset...if you look in the original games, I don't think any map has an odd number as an offset. I've had a few in my game that cause problems, and a few that don't. I can't think of anything else, though :\


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


FrozenInfernoZX

What is out there?

Male
United States
Seen February 27th, 2019
Posted February 25th, 2019
756 posts
10.9 Years
Is it safe to use Advance Map 1.92 and 1.95 interchangeably? Due to me having to use the World Map editor.

Edit - I also want to remake my map as a DPPt map. How do I get the correct palettes for inserting into the game? It was easier for a FRLG map since the maps uses the original palettes.

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