ROM Hacking Need a helping hand? You can get help on any ROM Hacking-related problems or questions you have here.

Closed Thread
 
Thread Tools
  #21976    
Old July 10th, 2012 (11:01 AM).
CaptBrown CaptBrown is offline
     
    Join Date: Jun 2012
    Gender: Male
    Posts: 3
    Quote:
    Originally Posted by redriders180 View Post
    Judging from the error message, it seems to be a problemm with LZ77...basically, sprites are messed up. Have you replaced any sprites?
    I have, but I tried opening my back up before I added the sprite, and the base untouched Fire red rom I have and I still get the same message.

    Relevant Advertising!

      #21977    
    Old July 10th, 2012 (1:44 PM).
    Renegade's Avatar
    Renegade Renegade is offline
    Time for real life...
       
      Join Date: Nov 2011
      Location: United States
      Gender: Male
      Nature: Careful
      Posts: 998
      Hello, I have a question. How would I go about adding 4th gen Pokemon to a Fire Red hack? I know it might be to much to explain, but I could not find a tutorial for it. Can someone please link me a tutorial? If not, how would I go about doing this?
        #21978    
      Old July 10th, 2012 (3:11 PM).
      Jambo51's Avatar
      Jambo51 Jambo51 is offline
      Glory To Arstotzka
         
        Join Date: Jun 2009
        Gender: Male
        Nature: Quiet
        Posts: 732
        Quote:
        Originally Posted by CrystalStatic View Post
        Hello, I have a question. How would I go about adding 4th gen Pokemon to a Fire Red hack? I know it might be to much to explain, but I could not find a tutorial for it. Can someone please link me a tutorial? If not, how would I go about doing this?
        You don't. You can replace existing Pokémon, but you can't add new ones. Well, not without a lot of effort, hex editing and ASM hacking. Sorry.
        __________________
        Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!
          #21979    
        Old July 10th, 2012 (3:21 PM).
        redriders180's Avatar
        redriders180 redriders180 is offline
        Mastermind of Pokemon Glazed
           
          Join Date: Jun 2010
          Location: Path of Victory, Tunod
          Gender: Male
          Nature: Quirky
          Posts: 540
          Send a message via AIM to redriders180
          Quote:
          Originally Posted by CrystalStatic View Post
          Hello, I have a question. How would I go about adding 4th gen Pokemon to a Fire Red hack? I know it might be to much to explain, but I could not find a tutorial for it. Can someone please link me a tutorial? If not, how would I go about doing this?
          As for not being able to find a tutorial...I found four tutorials on the first page of the tutorial page alone. Try this, this, this, or this one

          Edit: The above tutorials are for replacing the 25 ?????????? sprites, or even other Pokemon. Not for adding additional ones.
          __________________


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


            #21980    
          Old July 10th, 2012 (3:42 PM).
          avolonsaber avolonsaber is offline
             
            Join Date: Oct 2010
            Posts: 182
            Forgive me for not combing through the hundreds of pages to see if anyone has asked this before xD

            Does anyone know the maximum size one can make a map in Advance Map? Also, if you made a map at or around maximum size could the ROM handle it without any issues? No lagging or glitching, etc.
              #21981    
            Old July 10th, 2012 (4:04 PM). Edited July 10th, 2012 by Robert Conley.
            Robert Conley's Avatar
            Robert Conley Robert Conley is offline
            GPXPlus.net/user/Robert+Conley
               
              Join Date: Oct 2008
              Location: The Anti Spiral Homeworld
              Gender: Male
              Nature: Docile
              Posts: 330
              Is there a way to create a new tilemap for the logo on the title screen of firered? I've found tutorials for replacing the logo, and for normal positioning it works, but when I try to position a logo to be directly under, with a little overlap, of the Pokemon text it messes up.

              never mind, I figured it out!
              __________________
                #21982    
              Old July 10th, 2012 (4:10 PM).
              redriders180's Avatar
              redriders180 redriders180 is offline
              Mastermind of Pokemon Glazed
                 
                Join Date: Jun 2010
                Location: Path of Victory, Tunod
                Gender: Male
                Nature: Quirky
                Posts: 540
                Send a message via AIM to redriders180
                I've become very intrigued about hacking Gen II games, and I was thinking about poking around them, mostly for fun, and without the intent of making a fully-fledged hack. But I was just curious...I've seen plenty of tutorials on how to convert a pointer to two or three byte form, but how does one do the reverse? Going backwards with the formula I currently have isn't an option...reverse modulus is impossible.

                Quote:
                Originally Posted by avolonsaber View Post
                Forgive me for not combing through the hundreds of pages to see if anyone has asked this before xD

                Does anyone know the maximum size one can make a map in Advance Map? Also, if you made a map at or around maximum size could the ROM handle it without any issues? No lagging or glitching, etc.
                I believe that the max size a map can be is 0xFFFF by 0xFFFF...or 65535 x 65535 tiles. I don't know specifically if that ungodly amount of tiles would cause problems, but I don't think it will. Then again, I don't know why a map would be that size anyway.

                Anyway, the Gen III games, much like in Gen IV and V, don't load the entire map at once. It loads little sections of the map at a time, a little larger than the screen's size. When you move, the map is shifted in whatever direction you move. So, if you move Left, the map shifts left, and the tiles that are on the right literally vanish as they go off the screen. Because of this, I don't think there's a lag problem.
                __________________


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


                  #21983    
                Old July 10th, 2012 (4:18 PM).
                avolonsaber avolonsaber is offline
                   
                  Join Date: Oct 2010
                  Posts: 182
                  Quote:
                  Originally Posted by redriders180 View Post
                  I believe that the max size a map can be is 0xFFFF by 0xFFFF...or 65535 x 65535 tiles. I don't know specifically if that ungodly amount of tiles would cause problems, but I don't think it will. Then again, I don't know why a map would be that size anyway.

                  Anyway, the Gen III games, much like in Gen IV and V, don't load the entire map at once. It loads little sections of the map at a time, a little larger than the screen's size. When you move, the map is shifted in whatever direction you move. So, if you move Left, the map shifts left, and the tiles that are on the right literally vanish as they go off the screen. Because of this, I don't think there's a lag problem.
                  I doubt I'll need to make one that big, haha. That's good to know, though...
                  Thanks
                    #21984    
                  Old July 10th, 2012 (5:42 PM). Edited July 10th, 2012 by amcolash.
                  amcolash's Avatar
                  amcolash amcolash is offline
                     
                    Join Date: Jan 2012
                    Gender: Male
                    Posts: 27
                    Quote:
                    Originally Posted by redriders180 View Post
                    It looks like, for the most part, everything is working. I've been able to change the World Map for my games...kinda. NTME seems to be somewhat glitchy, because there is always six or seven tiles at the bottom right corner that seem to stay transparent not matter what. In a more extreme case, it's ended up looking like this:
                    Spoiler:



                    Although I don't have a clue what causes it :\

                    Anyway, your world map itself looks great, except for that white square. But in regards to your second question...have you changed the TILES of the World Map? Since the layout of the map is still exactly in the same shape as the original islands, I'm inclined to say that it's incredibly unlikely a glitched map would have the same shape as the original. Kanto and the Sevii Islands all use the exact same world map tiles, so if you change one, you change them all. Although, it looks like you used the same tiles...
                    Thank you for the response. I have not found a way yet to fix that block of mine, but a while ago I found that to fix the bottom few tiles, you must add 16 bytes of 00 to your raw tileset. So basically, I just add "00000000 00000000 00000000 00000000" at the end of this RAW file before importing into unLZ. There are apparently a lot of bugs with NTME, but I have not been able to try other tile editors yet. Also, if you don't mind, could you send me your RAW and tilemap in a PM so I can see where I am going wrong?

                    Finally, for the messed up tiles, I believe this is because I am using slightly different tiles from the ones in FR, so they may be in a different order so they are messing up the other map. Do I need to order them in such a way so that they match the original tilemap?

                    Edit: I realized that I was messing up the tiles because all 4 maps (Kanto and the 3 sevii islands) use the same tiles, but they use different tile maps! Ooops
                    __________________
                    Pokemon Ember - an addition to the already wonderful pokemon games
                    Coming Soon!

                      #21985    
                    Old July 10th, 2012 (7:47 PM).
                    SpadeEdge16's Avatar
                    SpadeEdge16 SpadeEdge16 is offline
                       
                      Join Date: May 2012
                      Gender: Male
                      Posts: 154
                      I'm definitely sure I'm asking a question that everyone knows, but what's the difference between having a warp at level "always 00" and "talking level 03"?
                        #21986    
                      Old July 10th, 2012 (8:19 PM).
                      redriders180's Avatar
                      redriders180 redriders180 is offline
                      Mastermind of Pokemon Glazed
                         
                        Join Date: Jun 2010
                        Location: Path of Victory, Tunod
                        Gender: Male
                        Nature: Quirky
                        Posts: 540
                        Send a message via AIM to redriders180
                        Quote:
                        Originally Posted by SpadeEdge16 View Post
                        I'm definitely sure I'm asking a question that everyone knows, but what's the difference between having a warp at level "always 00" and "talking level 03"?
                        A warp at "Always [00]" will warp you, no matter if you're standing on a C movement permission, 4 movement permission, 10 movement permission...basically, if you step on it, it will warp you. A warp at talking level [03] will ONLY warp you if you're on a C movement permission.
                        __________________


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


                          #21987    
                        Old July 10th, 2012 (8:30 PM).
                        Darkrai Lv.1000's Avatar
                        Darkrai Lv.1000 Darkrai Lv.1000 is offline
                        Has a tendency to figure things out
                           
                          Join Date: Jul 2007
                          Location: On an island with Hakaze
                          Age: 22
                          Gender: Male
                          Nature: Quirky
                          Posts: 671
                          Send a message via AIM to Darkrai Lv.1000
                          can anyone tell me if there's anything extending/expanding does besides make the ROM bigger?

                          i want to hack with an extended ROM for the extra space, but are there any downsides?
                          __________________
                            #21988    
                          Old July 10th, 2012 (8:59 PM).
                          FrozenInfernoZX's Avatar
                          FrozenInfernoZX FrozenInfernoZX is offline
                          What is out there?
                             
                            Join Date: Jun 2012
                            Location: United States
                            Gender: Male
                            Nature: Adamant
                            Posts: 766
                            Send a message via AIM to FrozenInfernoZX
                            Thanks for the help guys! Got my world 100% finished. Now I'm just moving around the places with using the world map editor. However, the game still shows me Kanto's old place even though that spot has been moved. For instance. I am at Teajo Underpass, but the map is showing Kanto's old location? (Just happened to be on one of my new cities.) But if I recalled... Kanto never had a location in that far end portion of the map?

                            Does anybody know why this is occurring?
                            Attached Images
                            File Type: png Taejo Region TBA.png‎ (7.3 KB, 12 views) (Save to Dropbox)
                              #21989    
                            Old July 10th, 2012 (9:22 PM).
                            Renegade's Avatar
                            Renegade Renegade is offline
                            Time for real life...
                               
                              Join Date: Nov 2011
                              Location: United States
                              Gender: Male
                              Nature: Careful
                              Posts: 998
                              Hello, I have a question. I want to add some new event pictures to my hack, but I don't know how to. If this is to much to explain, could I have a link to a tutorial please? I couldn't find any on this topic...

                              Thanks
                                #21990    
                              Old July 10th, 2012 (11:02 PM).
                              SpadeEdge16's Avatar
                              SpadeEdge16 SpadeEdge16 is offline
                                 
                                Join Date: May 2012
                                Gender: Male
                                Posts: 154
                                Quote:
                                Originally Posted by redriders180 View Post
                                A warp at "Always [00]" will warp you, no matter if you're standing on a C movement permission, 4 movement permission, 10 movement permission...basically, if you step on it, it will warp you. A warp at talking level [03] will ONLY warp you if you're on a C movement permission.
                                Okay, thank you, but now I'm confused about something else. While making a cave with warps and everything, I copied the layout of the Cerulean cave entrance on the inside, where theres the door, then they have movement permission 1 over the entrance and the warp right in front of that on a C permission, but when I tried exiting my cave, it wouldnt warp and I thought it had something to do with the talking level, I now tried putting a C permission on the exit tile itself and moving the warp onto that just like they do with the entrances, but I havent tried it yet, but I want to know why this happens. Also, how come when I enter through certain warps my character is facing the opposite direction?
                                  #21991    
                                Old July 10th, 2012 (11:33 PM).
                                DrFuji's Avatar
                                DrFuji DrFuji is offline
                                Heiki Hecchara‌‌
                                • Crystal Tier
                                 
                                Join Date: Sep 2009
                                Location: Downia-upside
                                Age: 24
                                Gender: Male
                                Nature: Jolly
                                Posts: 1,328
                                Quote:
                                Originally Posted by FrozenInfernoZX View Post
                                Thanks for the help guys! Got my world 100% finished. Now I'm just moving around the places with using the world map editor. However, the game still shows me Kanto's old place even though that spot has been moved. For instance. I am at Teajo Underpass, but the map is showing Kanto's old location? (Just happened to be on one of my new cities.) But if I recalled... Kanto never had a location in that far end portion of the map?

                                Does anybody know why this is occurring?
                                You need to change where the routes/ cities/ dungeons appear in-game through the world map editor. If you look at Taejo Underpass in the world map editor the 'Pos X/Y' should read 0/0, whereas in your instance it should be 5/0; it is this value that determines where the player's face will appear on the map in-game. You can only apply one X/Y co-ordinate per route/ city/ dungeon because the game is unable to determine when to move the player's head depending where you are (e.g if you are on an extremely long route that takes up half the map your head won't move with you) so just choose the best position you can. You need to edit these values by hand but its easy to do and shouldn't take you too long :)

                                Quote:
                                Originally Posted by CrystalStatic View Post
                                Hello, I have a question. I want to add some new event pictures to my hack, but I don't know how to. If this is to much to explain, could I have a link to a tutorial please? I couldn't find any on this topic...

                                Thanks
                                Sorry, but I'm not really sure what you're trying to say. Are you referring to a full screen picture? If you are, then try reading this tutorial, otherwise you will have to better explain what you're trying to do.

                                Quote:
                                Originally Posted by SpadeEdge16 View Post
                                Okay, thank you, but now I'm confused about something else. While making a cave with warps and everything, I copied the layout of the Cerulean cave entrance on the inside, where theres the door, then they have movement permission 1 over the entrance and the warp right in front of that on a C permission, but when I tried exiting my cave, it wouldnt warp and I thought it had something to do with the talking level, I now tried putting a C permission on the exit tile itself and moving the warp onto that just like they do with the entrances, but I havent tried it yet, but I want to know why this happens. Also, how come when I enter through certain warps my character is facing the opposite direction?
                                That is all because you are using the wrong type of tile for the exits within the cave. If you look at an unedited Mt Moon map/ tileset you will be able too see that the tile above the entrance/ exit looks like the regular ground tile (tile 281) but is actually a different number (tile 287). When you view this tile in Advance Map's Tile Editor you can see that this is necessary as tile 287 holds a behaviour byte of 0x65 which forms an arrow pointing down when you're facing down on the tile and allows you to warp when you take a step down. Once you replace the tile above your entrance/ exit with a tile that has a behaviour byte of 0x65 and return your movement permissions and warps to what they were earlier then all of your problems should be resolved.
                                __________________
                                  #21992    
                                Old July 11th, 2012 (4:27 AM).
                                Capitalist Ness's Avatar
                                Capitalist Ness Capitalist Ness is offline
                                can't stump the trump
                                   
                                  Join Date: Jul 2008
                                  Location: Poland
                                  Gender: Male
                                  Nature: Adamant
                                  Posts: 67

                                  This happened after I edited some trainers.
                                  How to fix this? The "Shard Version" graphic disappeared when I looked for it. Maybe Tile Molester?
                                  Help me out, please.
                                    #21993    
                                  Old July 11th, 2012 (8:34 AM).
                                  Renegade's Avatar
                                  Renegade Renegade is offline
                                  Time for real life...
                                     
                                    Join Date: Nov 2011
                                    Location: United States
                                    Gender: Male
                                    Nature: Careful
                                    Posts: 998
                                    Quote:
                                    Originally Posted by DrFuji View Post
                                    Sorry, but I'm not really sure what you're trying to say. Are you referring to a full screen picture? If you are, then try reading this tutorial, otherwise you will have to better explain what you're trying to do.
                                    Sorry, what I mean is, overworld sprites. When you are walking around in the game and you come across an item, it is represented by a Pokeball sitting on the ground. I want to change how the Pokeball looks - like turn it into a chest or something.
                                      #21994    
                                    Old July 11th, 2012 (8:44 AM). Edited July 11th, 2012 by FrozenInfernoZX.
                                    FrozenInfernoZX's Avatar
                                    FrozenInfernoZX FrozenInfernoZX is offline
                                    What is out there?
                                       
                                      Join Date: Jun 2012
                                      Location: United States
                                      Gender: Male
                                      Nature: Adamant
                                      Posts: 766
                                      Send a message via AIM to FrozenInfernoZX
                                      Quote:
                                      Originally Posted by DrFuji View Post
                                      You need to change where the routes/ cities/ dungeons appear in-game through the world map editor. If you look at Taejo Underpass in the world map editor the 'Pos X/Y' should read 0/0, whereas in your instance it should be 5/0; it is this value that determines where the player's face will appear on the map in-game. You can only apply one X/Y co-ordinate per route/ city/ dungeon because the game is unable to determine when to move the player's head depending where you are (e.g if you are on an extremely long route that takes up half the map your head won't move with you) so just choose the best position you can. You need to edit these values by hand but its easy to do and shouldn't take you too long
                                      Thanks! I got the cities and routes to display correctly now (however, some routes display a few tiles lower than their actual coordinates, so I have to adjust accordingly.) However, for special places, no matter what coordinate I put, it still display it in that spot you see there in my screenshot. Really weird. I also noticed that when I save a special place coordinate, it will auto match to whatever the route's coordinate is. So I figured that they have to share the same coordinate if the special place is on the same route, but I checked Fire Red's original map and saw that special places and routes can have two separate coordinates. Have you ever had such an unusual experience with the world map editor? Is it an Advance Map bug? If so, are there any alternate programs I can use? Thanks.

                                      Also, based upon the map situations of some other users on this page, my Taejo Region have replaced Kanto, thus messing up the other 3 maps. So when it's time for me to create my sub region and Kanto extended map, would it mess up my Taejo Region map?
                                      Attached Images
                                      File Type: png Taejo Region Map.png‎ (7.0 KB, 7 views) (Save to Dropbox)
                                        #21995    
                                      Old July 11th, 2012 (9:44 AM).
                                      redriders180's Avatar
                                      redriders180 redriders180 is offline
                                      Mastermind of Pokemon Glazed
                                         
                                        Join Date: Jun 2010
                                        Location: Path of Victory, Tunod
                                        Gender: Male
                                        Nature: Quirky
                                        Posts: 540
                                        Send a message via AIM to redriders180
                                        Quote:
                                        Originally Posted by FrozenInfernoZX View Post
                                        Thanks! I got the cities and routes to display correctly now (however, some routes display a few tiles lower than their actual coordinates, so I have to adjust accordingly.) However, for special places, no matter what coordinate I put, it still display it in that spot you see there in my screenshot. Really weird. I also noticed that when I save a special place coordinate, it will auto match to whatever the route's coordinate is. So I figured that they have to share the same coordinate if the special place is on the same route, but I checked Fire Red's original map and saw that special places and routes can have two separate coordinates. Have you ever had such an unusual experience with the world map editor? Is it an Advance Map bug? If so, are there any alternate programs I can use? Thanks.

                                        Also, based upon the map situations of some other users on this page, my Taejo Region have replaced Kanto, thus messing up the other 3 maps. So when it's time for me to create my sub region and Kanto extended map, would it mess up my Taejo Region map?
                                        In the original games, the map head would move along the route as you moved along the route as well. Since you're changing the coordinates, the head just stays in one place. I have a theory that that might be why A-map asks you to "Change Routines" before editing the map. Anyway, I don't know if it's a bug or not, but it has happened to me before, without any real problems. You might just have to leave them as the same X/Y coordinate, like I did.

                                        All four region maps use the exact same tiles, so if you replace those tiles, you mess up the other maps. So as long as you keep the current tiles the exact same throughout all four maps, you'll won't have any mess ups. If you need to edit the map tiles, the best thing you can do is replace tiles you definitely do not use, or add more tiles to the bottom of the image by making it bigger.
                                        __________________


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


                                          #21996    
                                        Old July 11th, 2012 (11:19 AM).
                                        supernova651 supernova651 is offline
                                           
                                          Join Date: Feb 2012
                                          Gender: Male
                                          Posts: 5
                                          Hello I have a quick question. I'm planning changing the overworld sprites of pokemon on ruby version such as zigzagoon, or pikachu into other pokemon such as Dialga, or Uxie. However the width and height of the current sprites are too small to fit the new sprites. I'm using nse to change the sizes and I just wanted to know are there any problems that could occur from changing the size from a 16x16 to a 32x32 or a 64x64 to fit the new sprites?
                                            #21997    
                                          Old July 11th, 2012 (12:15 PM). Edited July 11th, 2012 by FrozenInfernoZX.
                                          FrozenInfernoZX's Avatar
                                          FrozenInfernoZX FrozenInfernoZX is offline
                                          What is out there?
                                             
                                            Join Date: Jun 2012
                                            Location: United States
                                            Gender: Male
                                            Nature: Adamant
                                            Posts: 766
                                            Send a message via AIM to FrozenInfernoZX
                                            Quote:
                                            Originally Posted by redriders180 View Post
                                            In the original games, the map head would move along the route as you moved along the route as well. Since you're changing the coordinates, the head just stays in one place. I have a theory that that might be why A-map asks you to "Change Routines" before editing the map. Anyway, I don't know if it's a bug or not, but it has happened to me before, without any real problems. You might just have to leave them as the same X/Y coordinate, like I did.

                                            All four region maps use the exact same tiles, so if you replace those tiles, you mess up the other maps. So as long as you keep the current tiles the exact same throughout all four maps, you'll won't have any mess ups. If you need to edit the map tiles, the best thing you can do is replace tiles you definitely do not use, or add more tiles to the bottom of the image by making it bigger.
                                            Thing is, all special places show up at the (0,0) coordinate no matter what I do. Maybe I'll try an older Advance Map =/
                                            Since I have to reuse the same tiles to make a new sub-region (sounds hard, is it really?) I wonder how Liquid Crystal is able to fit 2 full regions and the orange islands, impressive. Can I make an "extended" Kanto? since my region is north of Kanto hence route 25 extended route, but how would I be able to use Kanto since it needs to use the same tiles as my Taejo Region map? Am I understanding this correctly? So my subregion to the west of Taejo would be a "rearranged Taejo map." I'm sorry, I'm new to pokemon hacking and I'm not exactly sure how some things work. I'm learning though
                                              #21998    
                                            Old July 11th, 2012 (3:29 PM).
                                            HaydenSane HaydenSane is offline
                                               
                                              Join Date: Jul 2012
                                              Posts: 6
                                              I'm sure this probably has been asked somewhere before, but I wouldn't even know where to begin searching for it. How do I directly access the beginning script (with Oak asking you questions) in FireRed so I can edit it directly, instead of through Advance Text or something?

                                              Basically, I want to be able to remove the gender select and name input events entirely, so that it's like some other RPGs which give you a more distinct main character.
                                                #21999    
                                              Old July 11th, 2012 (4:19 PM).
                                              redriders180's Avatar
                                              redriders180 redriders180 is offline
                                              Mastermind of Pokemon Glazed
                                                 
                                                Join Date: Jun 2010
                                                Location: Path of Victory, Tunod
                                                Gender: Male
                                                Nature: Quirky
                                                Posts: 540
                                                Send a message via AIM to redriders180
                                                Quote:
                                                Originally Posted by FrozenInfernoZX View Post
                                                Thing is, all special places show up at the (0,0) coordinate no matter what I do. Maybe I'll try an older Advance Map =/
                                                Since I have to reuse the same tiles to make a new sub-region (sounds hard, is it really?) I wonder how Liquid Crystal is able to fit 2 full regions and the orange islands, impressive. Can I make an "extended" Kanto? since my region is north of Kanto hence route 25 extended route, but how would I be able to use Kanto since it needs to use the same tiles as my Taejo Region map? Am I understanding this correctly? So my subregion to the west of Taejo would be a "rearranged Taejo map." I'm sorry, I'm new to pokemon hacking and I'm not exactly sure how some things work. I'm learning though Thanks for the help.
                                                You mean no matter what you do to the X/Y coordinates, they snap back to 0,0? I can't remember if you said if the towns are doing the same thing, since the XY coordinates need to be specified independently of which path goes where on the map.

                                                I think you kind of got the idea. Of course, don't forget that you aren't limited in the amount of tiles you get...basically, you can add more to that current total. Additionally, it's more efficient if you make all the maps you need at the same time, and you can take the tiles from all three, put them into one tileset, make all the tilemaps using that one tileset, and you're good. Otherwise, you'll just have to work with a "rearranged Taejo map".

                                                Quote:
                                                Originally Posted by HaydenSane View Post
                                                I'm sure this probably has been asked somewhere before, but I wouldn't even know where to begin searching for it. How do I directly access the beginning script (with Oak asking you questions) in FireRed so I can edit it directly, instead of through Advance Text or something?

                                                Basically, I want to be able to remove the gender select and name input events entirely, so that it's like some other RPGs which give you a more distinct main character.
                                                This is not a script-controlled event, it's an ASM-controlled event. You need to use a hex editor and an assembler/disassembler to edit them.
                                                __________________


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


                                                  #22000    
                                                Old July 11th, 2012 (4:36 PM).
                                                HaydenSane HaydenSane is offline
                                                   
                                                  Join Date: Jul 2012
                                                  Posts: 6
                                                  I have Hex Workshop, but honestly no idea how to use it. Any advice on where to start learning this stuff?
                                                  Closed Thread
                                                  Quick Reply

                                                  Sponsored Links
                                                  Thread Tools

                                                  Posting Rules
                                                  You may not post new threads
                                                  You may not post replies
                                                  You may not post attachments
                                                  You may not edit your posts

                                                  BB code is On
                                                  Smilies are On
                                                  [IMG] code is On
                                                  HTML code is Off

                                                  Forum Jump


                                                  All times are GMT -8. The time now is 4:36 AM.